@pkmn/engine 0.1.0-dev.7b099504 → 0.1.0-dev.7c1336ac

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.
Files changed (86) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +147 -63
  3. package/build/pkg/addon/browser.d.ts +3 -0
  4. package/build/pkg/addon/browser.js +47 -0
  5. package/build/pkg/addon/browser.js.map +1 -0
  6. package/build/pkg/addon/node.d.ts +3 -0
  7. package/build/pkg/addon/node.js +110 -0
  8. package/build/pkg/addon/node.js.map +1 -0
  9. package/build/pkg/addon/wasm.d.ts +2 -0
  10. package/build/pkg/addon/wasm.js +53 -0
  11. package/build/pkg/addon/wasm.js.map +1 -0
  12. package/build/pkg/addon.d.ts +25 -3
  13. package/build/pkg/addon.js +39 -70
  14. package/build/pkg/addon.js.map +1 -1
  15. package/build/pkg/data/ids.json +12 -12
  16. package/build/pkg/data/layout.json +40 -5
  17. package/build/pkg/data/protocol.json +84 -13
  18. package/build/pkg/data.d.ts +27 -5
  19. package/build/pkg/data.js.map +1 -1
  20. package/build/pkg/gen1.d.ts +17 -19
  21. package/build/pkg/gen1.js +66 -39
  22. package/build/pkg/gen1.js.map +1 -1
  23. package/build/pkg/index.d.ts +46 -93
  24. package/build/pkg/index.js +23 -70
  25. package/build/pkg/index.js.map +1 -1
  26. package/build/pkg/protocol.d.ts +24 -3
  27. package/build/pkg/protocol.js +127 -104
  28. package/build/pkg/protocol.js.map +1 -1
  29. package/build/tools/debug.js +53 -76
  30. package/build/tools/debug.js.map +1 -1
  31. package/build/tools/display/debug.jsx +152 -0
  32. package/build/tools/display/debug.jsx.map +1 -0
  33. package/build/tools/display/index.js +152 -0
  34. package/build/tools/display/index.js.map +1 -0
  35. package/build/tools/display/ui.jsx +359 -0
  36. package/build/tools/display/ui.jsx.map +1 -0
  37. package/build/tools/display/util.js +33 -0
  38. package/build/tools/display/util.js.map +1 -0
  39. package/build.zig +406 -139
  40. package/package.json +70 -122
  41. package/src/bin/install-pkmn-engine +41 -25
  42. package/src/bin/pkmn-debug +1 -1
  43. package/src/lib/bindings/c.zig +255 -0
  44. package/src/lib/bindings/node.zig +121 -0
  45. package/src/lib/bindings/wasm.zig +59 -0
  46. package/src/lib/common/array.zig +77 -0
  47. package/src/lib/common/battle.zig +17 -0
  48. package/src/lib/common/data.zig +19 -31
  49. package/src/lib/common/debug.zig +58 -18
  50. package/src/lib/common/js.zig +120 -0
  51. package/src/lib/common/optional.zig +71 -0
  52. package/src/lib/common/options.zig +15 -0
  53. package/src/lib/common/protocol.zig +912 -372
  54. package/src/lib/common/rational.zig +597 -0
  55. package/src/lib/common/rng.zig +31 -24
  56. package/src/lib/common/util.zig +76 -0
  57. package/src/lib/gen1/calc.zig +962 -0
  58. package/src/lib/gen1/chance.zig +1185 -0
  59. package/src/lib/gen1/data/moves.zig +203 -193
  60. package/src/lib/gen1/data/species.zig +6 -8
  61. package/src/lib/gen1/data/types.zig +11 -12
  62. package/src/lib/gen1/data.zig +96 -85
  63. package/src/lib/gen1/helpers.zig +141 -55
  64. package/src/lib/gen1/mechanics.zig +1203 -823
  65. package/src/lib/gen2/calc.zig +153 -0
  66. package/src/lib/gen2/chance.zig +902 -0
  67. package/src/lib/gen2/data/items.zig +15 -23
  68. package/src/lib/gen2/data/moves.zig +665 -573
  69. package/src/lib/gen2/data/species.zig +3 -5
  70. package/src/lib/gen2/data/types.zig +138 -36
  71. package/src/lib/gen2/data.zig +130 -95
  72. package/src/lib/gen2/generated.zig +801 -0
  73. package/src/lib/gen2/helpers.zig +59 -44
  74. package/src/lib/gen2/mechanics.zig +3582 -30
  75. package/src/lib/node.zig +18 -0
  76. package/src/lib/pkmn.zig +86 -5
  77. package/src/lib/wasm.zig +17 -0
  78. package/src/tools/display/dom.ts +93 -0
  79. package/src/tools/display/ui.css +354 -0
  80. package/build/test/display.js +0 -396
  81. package/build/test/display.js.map +0 -1
  82. package/src/lib/binding/node.zig +0 -229
  83. package/src/lib/binding/wasm.zig +0 -10
  84. package/src/lib/gen1/README.md +0 -804
  85. package/src/lib/gen2/README.md +0 -309
  86. package/src/test/display/pkmn.html.tmpl +0 -368
@@ -1,35 +1,29 @@
1
- const std = @import("std");
1
+ const DEBUG = @import("../common/debug.zig").print;
2
2
 
3
+ const builtin = @import("builtin");
4
+ const chance = @import("chance.zig");
3
5
  const common = @import("../common/data.zig");
4
- const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
+ const data = @import("data.zig");
7
+ const pkmn = @import("../pkmn.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
-
9
- const data = @import("data.zig");
10
+ const std = @import("std");
10
11
 
11
12
  const assert = std.debug.assert;
12
-
13
- const expectEqual = std.testing.expectEqual;
14
-
15
- const Choice = common.Choice;
16
- const ID = common.ID;
17
- const Player = common.Player;
18
- const Result = common.Result;
19
-
20
- const showdown = options.showdown;
21
-
22
13
  const Boost = protocol.Boost;
14
+ const Choice = common.Choice;
23
15
  const Damage = protocol.Damage;
24
- const Heal = protocol.Heal;
25
-
26
- const Gen12 = rng.Gen12;
27
-
28
- const ActivePokemon = data.ActivePokemon;
29
16
  const Effectiveness = data.Effectiveness;
17
+ const expectEqual = std.testing.expectEqual;
18
+ const Fail = protocol.Fail;
19
+ const Gen12 = rng.Gen12;
20
+ const Heal = protocol.Heal;
21
+ const ID = common.ID;
30
22
  const Move = data.Move;
31
23
  const MoveSlot = data.MoveSlot;
32
- const Pokemon = data.Pokemon;
24
+ const Player = common.Player;
25
+ const Result = common.Result;
26
+ const showdown = pkmn.options.showdown;
33
27
  const Side = data.Side;
34
28
  const Species = data.Species;
35
29
  const Stats = data.Stats;
@@ -56,54 +50,50 @@ const BOOSTS = &[_][2]u8{
56
50
 
57
51
  const MAX_STAT_VALUE = 999;
58
52
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
53
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
54
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
55
+ if (battle.turn == 0) return start(battle, options);
64
56
 
65
57
  var s1 = false;
66
58
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
59
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
60
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
61
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
62
 
73
63
  var p1 = battle.side(.P1);
74
64
  var p2 = battle.side(.P2);
75
65
 
76
- var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
- var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
66
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
67
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
68
 
79
- if (turnOrder(battle, c1, c2) == .P1) {
80
- if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, log)) |r| return r;
69
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
70
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
71
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
72
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
73
  }
84
74
 
85
75
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
76
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
77
 
88
- return endTurn(battle, log);
78
+ return endTurn(battle, options);
89
79
  }
90
80
 
91
- fn start(battle: anytype, log: anytype) !Result {
81
+ fn start(battle: anytype, options: anytype) !Result {
92
82
  const p1 = battle.side(.P1);
93
83
  const p2 = battle.side(.P2);
94
84
 
95
- var p1_slot = findFirstAlive(p1);
85
+ const p1_slot = findFirstAlive(p1);
96
86
  assert(!showdown or p1_slot == 1);
97
87
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
98
88
 
99
- var p2_slot = findFirstAlive(p2);
89
+ const p2_slot = findFirstAlive(p2);
100
90
  assert(!showdown or p2_slot == 1);
101
91
  if (p2_slot == 0) return Result.Win;
102
92
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
93
+ try switchIn(battle, .P1, p1_slot, true, options);
94
+ try switchIn(battle, .P2, p2_slot, true, options);
105
95
 
106
- return endTurn(battle, log);
96
+ return endTurn(battle, options);
107
97
  }
108
98
 
109
99
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +107,6 @@ fn selectMove(
117
107
  choice: Choice,
118
108
  foe_choice: Choice,
119
109
  skip_turn: *bool,
120
- from: *?Move,
121
110
  ) ?Result {
122
111
  if (choice.type == .Pass) return null;
123
112
 
@@ -126,7 +115,7 @@ fn selectMove(
126
115
  const stored = side.stored();
127
116
 
128
117
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
118
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
119
 
131
120
  // pre-battle menu
132
121
  if (volatiles.Recharging) {
@@ -134,7 +123,6 @@ fn selectMove(
134
123
  return null;
135
124
  }
136
125
  if (volatiles.Rage) {
137
- from.* = side.last_used_move;
138
126
  if (showdown) {
139
127
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
140
128
  saveMove(battle, player, null);
@@ -144,7 +132,6 @@ fn selectMove(
144
132
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
145
133
  if (!showdown) volatiles.Flinch = false;
146
134
  if (volatiles.Thrashing or volatiles.Charging) {
147
- from.* = side.last_selected_move;
148
135
  if (showdown) {
149
136
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
137
  saveMove(battle, player, null);
@@ -165,27 +152,24 @@ fn selectMove(
165
152
  return null;
166
153
  }
167
154
  if (volatiles.Binding) {
168
- from.* = side.last_used_move;
169
155
  if (showdown) {
170
- if (foe_choice.type == .Switch) from.* = null;
171
156
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
172
157
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
173
158
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
174
159
  // set the selected move will not actually be used, it will just be reported as having
175
160
  // been used (this differs from how Pokémon Showdown works, but its impossible to
176
- // replicate the incorrect behavior with the correct mechanisms).
161
+ // replicate the incorrect behavior with the correct mechanisms)
177
162
  saveMove(battle, player, choice);
178
163
  } else {
179
164
  assert(choice.data == 0);
180
165
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
181
166
  if (foe_choice.type == .Switch) {
182
- const slot = if (player == .P1)
183
- battle.last_selected_indexes.p1
184
- else
185
- battle.last_selected_indexes.p2;
186
- const last = side.active.move(@intCast(u4, slot));
167
+ const last = side.active.move(battle.lastMove(player).index);
187
168
  if (last.id == .Metronome) side.last_selected_move = last.id;
188
- if (last.id == .MirrorMove) return Result.Error;
169
+ if (last.id == .MirrorMove) {
170
+ if (!pkmn.options.mod) return Result.Error;
171
+ side.last_selected_move = last.id;
172
+ }
189
173
  }
190
174
  }
191
175
  return null;
@@ -207,16 +191,13 @@ fn selectMove(
207
191
  if (choice.data == 0) {
208
192
  const struggle = ok: {
209
193
  for (side.active.moves, 0..) |move, i| {
210
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
194
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
211
195
  }
212
196
  break :ok true;
213
197
  };
214
-
215
198
  assert(struggle);
216
- saveMove(battle, player, choice);
217
- } else {
218
- saveMove(battle, player, choice);
219
199
  }
200
+ saveMove(battle, player, choice);
220
201
 
221
202
  return null;
222
203
  }
@@ -229,23 +210,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
229
210
  if (c.data == 0) {
230
211
  side.last_selected_move = .Struggle;
231
212
  } else {
232
- assert(showdown or side.active.volatiles.disabled_move != c.data);
213
+ assert(showdown or side.active.volatiles.disable_move != c.data);
233
214
  const move = side.active.move(c.data);
234
215
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
235
216
  // sometimes required...), but a 0 PP move can be used automatically
236
217
  assert(showdown or move.pp != 0);
237
218
 
238
219
  side.last_selected_move = move.id;
239
- if (player == .P1) {
240
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
241
- } else {
242
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
243
- }
220
+ battle.lastMove(player).index = @intCast(c.data);
244
221
  }
245
222
  }
246
223
  }
247
224
 
248
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
225
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
249
226
  var side = battle.side(player);
250
227
  var foe = battle.foe(player);
251
228
  var active = &side.active;
@@ -258,11 +235,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
258
235
  side.order[0] = side.order[slot - 1];
259
236
  side.order[slot - 1] = out;
260
237
 
261
- if (player == .P1) {
262
- battle.last_selected_indexes.p1 = 1;
263
- } else {
264
- battle.last_selected_indexes.p2 = 1;
265
- }
238
+ battle.lastMove(player).index = 1;
266
239
 
267
240
  side.last_used_move = .None;
268
241
  foe.last_used_move = .None;
@@ -275,20 +248,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
275
248
  active.moves = incoming.moves;
276
249
 
277
250
  statusModify(incoming.status, &active.stats);
251
+ options.chance.switched(player, slot);
278
252
 
279
253
  foe.active.volatiles.Binding = false;
280
254
 
281
- try log.switched(battle.active(player), incoming);
255
+ try options.log.switched(.{ battle.active(player), incoming });
282
256
 
283
257
  if (showdown and incoming.status == Status.TOX) {
284
258
  incoming.status = Status.init(.PSN);
285
259
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
286
260
  // rather not clutter up turnOrder just for this (incorrect) log message
287
- try log.status(battle.active(player), incoming.status, .Silent);
261
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
288
262
  }
289
263
  }
290
264
 
291
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
265
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
292
266
  assert(c1.type != .Pass or c2.type != .Pass);
293
267
 
294
268
  if (c1.type == .Pass) return .P2;
@@ -318,9 +292,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
318
292
  const spe2 = battle.side(.P2).active.stats.spe;
319
293
  if (spe1 == spe2) {
320
294
  // Pokémon Showdown's beforeTurnCallback shenanigans
321
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
295
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
296
+ battle.rng.advance(1);
297
+ }
322
298
 
323
- const p1 = Rolls.speedTie(battle);
299
+ const p1 = try Rolls.speedTie(battle, options);
324
300
  if (!showdown) return if (p1) .P1 else .P2;
325
301
 
326
302
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -345,13 +321,11 @@ fn doTurn(
345
321
  player_choice: Choice,
346
322
  player_rewrap: bool,
347
323
  player_skip: bool,
348
- player_from: ?Move,
349
324
  foe_player: Player,
350
325
  foe_choice: Choice,
351
326
  foe_rewrap: bool,
352
327
  foe_skip: bool,
353
- foe_from: ?Move,
354
- log: anytype,
328
+ options: anytype,
355
329
  ) !?Result {
356
330
  assert(player_choice.type != .Pass);
357
331
 
@@ -363,36 +337,37 @@ fn doTurn(
363
337
  player_choice,
364
338
  player_rewrap,
365
339
  player_skip,
366
- player_from,
367
340
  &residual,
368
- log,
341
+ options,
369
342
  )) |r| return r;
370
343
  if (!replace) {
371
344
  if (player_choice.type != .Switch) {
372
- if (try checkFaint(battle, foe_player, log)) |r| return r;
345
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
373
346
  }
374
- if (residual) try handleResidual(battle, player, log);
375
- if (try checkFaint(battle, player, log)) |r| return r;
347
+ if (residual) try handleResidual(battle, player, options);
348
+ if (try checkFaint(battle, player, false, options)) |r| return r;
376
349
  } else if (foe_choice.type == .Pass) return null;
377
350
 
351
+ if (!showdown) options.chance.clearPending();
352
+
378
353
  residual = true;
379
354
  replace = battle.side(foe_player).stored().hp == 0;
380
- if (try executeMove(
355
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
356
+ if (if (calc) null else try executeMove(
381
357
  battle,
382
358
  foe_player,
383
359
  foe_choice,
384
360
  foe_rewrap,
385
361
  foe_skip,
386
- foe_from,
387
362
  &residual,
388
- log,
363
+ options,
389
364
  )) |r| return r;
390
365
  if (!replace) {
391
- if (foe_choice.type != .Switch) {
392
- if (try checkFaint(battle, player, log)) |r| return r;
366
+ if (!calc and foe_choice.type != .Switch) {
367
+ if (try checkFaint(battle, player, true, options)) |r| return r;
393
368
  }
394
- if (residual) try handleResidual(battle, foe_player, log);
395
- if (try checkFaint(battle, foe_player, log)) |r| return r;
369
+ if (residual) try handleResidual(battle, foe_player, options);
370
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
396
371
  }
397
372
 
398
373
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -411,14 +386,13 @@ fn executeMove(
411
386
  choice: Choice,
412
387
  rewrap: bool,
413
388
  skip: bool,
414
- from: ?Move,
415
389
  residual: *bool,
416
- log: anytype,
390
+ options: anytype,
417
391
  ) !?Result {
418
392
  var side = battle.side(player);
419
393
 
420
394
  if (choice.type == .Switch) {
421
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
395
+ try switchIn(battle, player, choice.data, false, options);
422
396
  return null;
423
397
  }
424
398
 
@@ -428,13 +402,13 @@ fn executeMove(
428
402
  if (side.last_selected_move == .SKIP_TURN) {
429
403
  assert(!showdown);
430
404
  if (battle.foe(player).active.volatiles.Binding) {
431
- try log.cant(battle.active(player), .Bound);
405
+ try options.log.cant(.{ battle.active(player), .Bound });
432
406
  }
433
407
  return null;
434
408
  }
435
409
 
436
410
  assert(choice.type == .Move);
437
- var mslot = @intCast(u4, choice.data);
411
+ var mslot: u4 = @intCast(choice.data);
438
412
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
439
413
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
440
414
  var auto = showdown and side.last_selected_move != .None;
@@ -443,17 +417,16 @@ fn executeMove(
443
417
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
444
418
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
445
419
  assert(!showdown);
446
- mslot = @intCast(u4, if (player == .P1)
447
- battle.last_selected_indexes.p1
448
- else
449
- battle.last_selected_indexes.p2);
420
+ mslot = @intCast(battle.lastMove(player).index);
450
421
  const stored = side.stored();
451
422
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
452
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
453
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
423
+ auto = pkmn.options.mod or isForced(&side.active) or
424
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
425
+ side.last_selected_move == .HyperBeam or
426
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
454
427
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
455
428
  // thawed, in which case we will desync unless the last_selected_move happened to be at
456
- // index 1 and the current Pokémon has the same move in its first slot.
429
+ // index 1 and the current Pokémon has the same move in its first slot
457
430
  if (!auto) {
458
431
  // side.active.moves(slot) is safe to check even though the slot in question might not
459
432
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -467,15 +440,12 @@ fn executeMove(
467
440
  } else if (showdown and side.active.volatiles.Charging) {
468
441
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
469
442
  assert(mslot == 1);
470
- mslot = @intCast(u4, if (player == .P1)
471
- battle.last_selected_indexes.p1
472
- else
473
- battle.last_selected_indexes.p2);
443
+ mslot = @intCast(battle.lastMove(player).index);
474
444
  }
475
445
 
476
446
  var skip_can = false;
477
447
  var skip_pp = false;
478
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
448
+ switch (try beforeMove(battle, player, skip, residual, options)) {
479
449
  .done => return null,
480
450
  .skip_can => skip_can = true,
481
451
  .skip_pp => skip_pp = true,
@@ -483,11 +453,30 @@ fn executeMove(
483
453
  .err => return @as(?Result, Result.Error),
484
454
  }
485
455
 
486
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
487
- return null;
456
+ // Pokémon Showdown incorrectly implements PP deduction when handling the Hyper Beam automatic
457
+ // selection glitch - if the move was proced due to Metronome / Mirror Move it either subtracts
458
+ // from the Hyper Beam slot if present or skips PP deduction entirely...
459
+ if (showdown and !skip_pp and side.last_selected_move == .HyperBeam and
460
+ side.last_selected_move != side.active.move(mslot).id)
461
+ {
462
+ assert(mslot == 1);
463
+ const has_beam = has_beam: {
464
+ for (side.active.moves, 0..) |m, i| {
465
+ if (m.id == .HyperBeam) {
466
+ mslot = @intCast(i + 1);
467
+ break :has_beam true;
468
+ }
469
+ }
470
+ break :has_beam false;
471
+ };
472
+ if (!has_beam) skip_pp = true;
488
473
  }
489
474
 
490
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
475
+ const can = skip_can or
476
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
477
+ if (!can) return null;
478
+
479
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
491
480
  }
492
481
 
493
482
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -496,10 +485,10 @@ fn beforeMove(
496
485
  battle: anytype,
497
486
  player: Player,
498
487
  skip: bool,
499
- from: ?Move,
500
488
  residual: *bool,
501
- log: anytype,
489
+ options: anytype,
502
490
  ) !BeforeMove {
491
+ var log = options.log;
503
492
  var side = battle.side(player);
504
493
  const foe = battle.foe(player);
505
494
  var active = &side.active;
@@ -508,27 +497,42 @@ fn beforeMove(
508
497
  var volatiles = &active.volatiles;
509
498
 
510
499
  if (Status.is(stored.status, .SLP)) {
511
- const status = stored.status;
500
+ const before = stored.status;
501
+ const slf = Status.is(stored.status, .EXT);
512
502
  // Even if the EXT bit is set this will still correctly modify the sleep duration
513
- stored.status -= 1;
514
- if (Status.duration(stored.status) == 0) {
515
- try log.curestatus(ident, status, .Message);
503
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
504
+ .started, .ended => stored.status = 0,
505
+ .continuing => if (Status.duration(stored.status) > 1) {
506
+ stored.status -= 1;
507
+ },
508
+ else => unreachable,
509
+ } else {
510
+ stored.status -= 1;
511
+ }
512
+
513
+ const duration = Status.duration(stored.status);
514
+ try options.chance.sleep(player, if (slf)
515
+ .None
516
+ else if (duration == 0) .ended else .continuing);
517
+
518
+ if (duration == 0) {
519
+ try log.curestatus(.{ ident, before, .Message });
516
520
  stored.status = 0; // clears EXT if present
517
521
  } else {
518
- try log.cant(ident, .Sleep);
522
+ try log.cant(.{ ident, .Sleep });
519
523
  }
520
524
  side.last_used_move = .None;
521
525
  return .done;
522
526
  }
523
527
 
524
528
  if (Status.is(stored.status, .FRZ)) {
525
- try log.cant(ident, .Freeze);
529
+ try log.cant(.{ ident, .Freeze });
526
530
  side.last_used_move = .None;
527
531
  return .done;
528
532
  }
529
533
 
530
534
  if (skip or foe.active.volatiles.Binding) {
531
- try log.cant(ident, .Bound);
535
+ try log.cant(.{ ident, .Bound });
532
536
  return .done;
533
537
  }
534
538
 
@@ -536,44 +540,61 @@ fn beforeMove(
536
540
  // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
537
541
  // Pokémon can sometimes flinch multiple times from the same original hit
538
542
  if (!showdown) volatiles.Flinch = false;
539
- try log.cant(ident, .Flinch);
543
+ try log.cant(.{ ident, .Flinch });
540
544
  return .done;
541
545
  }
542
546
 
543
547
  if (volatiles.Recharging) {
544
548
  volatiles.Recharging = false;
545
- try log.cant(ident, .Recharge);
549
+ try log.cant(.{ ident, .Recharge });
546
550
  return .done;
547
551
  }
548
552
 
549
- if (volatiles.disabled_duration > 0) {
550
- volatiles.disabled_duration -= 1;
551
- if (volatiles.disabled_duration == 0) {
552
- volatiles.disabled_move = 0;
553
- try log.end(ident, .Disable);
553
+ if (volatiles.disable_duration > 0) {
554
+ volatiles.disable_duration =
555
+ decrement(.disable, player, options, volatiles.disable_duration);
556
+ try options.chance.disable(
557
+ player,
558
+ if (volatiles.disable_duration == 0) .ended else .continuing,
559
+ );
560
+
561
+ if (volatiles.disable_duration == 0) {
562
+ volatiles.disable_move = 0;
563
+ try log.end(.{ ident, .Disable });
554
564
  }
555
565
  }
556
566
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
557
- if (showdown and try disabled(side, ident, log)) return .done;
567
+ if (showdown and try disabled(side, ident, options)) return .done;
558
568
 
559
569
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
560
570
  // before the side had a selected a move - we simply need to assume this leads to a desync
561
571
  if (side.last_selected_move == .None) {
562
- assert(!showdown);
572
+ assert(!pkmn.options.mod);
563
573
  return .err;
564
574
  }
565
575
 
566
576
  if (volatiles.Confusion) {
567
577
  assert(volatiles.confusion > 0);
578
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
579
+ .started, .ended => volatiles.confusion = 0,
580
+ .continuing => if (volatiles.confusion > 1) {
581
+ volatiles.confusion -= 1;
582
+ },
583
+ .overwritten => {},
584
+ else => unreachable,
585
+ } else {
586
+ volatiles.confusion -= 1;
587
+ }
588
+
589
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
568
590
 
569
- volatiles.confusion -= 1;
570
591
  if (volatiles.confusion == 0) {
571
592
  volatiles.Confusion = false;
572
- try log.end(ident, .Confusion);
593
+ try log.end(.{ ident, .Confusion });
573
594
  } else {
574
- try log.activate(ident, .Confusion);
595
+ try log.activate(.{ ident, .Confusion });
575
596
 
576
- if (Rolls.confused(battle)) {
597
+ if (try Rolls.confused(battle, player, options)) {
577
598
  assert(!volatiles.MultiHit);
578
599
  if (!volatiles.Rage) volatiles.state = 0;
579
600
  volatiles.Bide = false;
@@ -583,6 +604,9 @@ fn beforeMove(
583
604
  volatiles.Charging = false;
584
605
  volatiles.Binding = false;
585
606
  volatiles.Invulnerable = false;
607
+
608
+ options.chance.observe(.attacking, player, .None);
609
+ options.chance.observe(.binding, player, .None);
586
610
  {
587
611
  // This feels (and is) disgusting but the cartridge literally just overwrites
588
612
  // the opponent's defense with the user's defense and resets it after. As a
@@ -590,19 +614,14 @@ fn beforeMove(
590
614
  const def = foe.active.stats.def;
591
615
  foe.active.stats.def = active.stats.def;
592
616
  defer foe.active.stats.def = def;
593
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
617
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
618
+ return .err;
619
+ }
594
620
  }
595
- // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
596
- // on the targeting behavior of the confused Pokémon's selected move which results
597
- // in the wrong behavior with respect to the Substitute + Confusion glitch
598
- const target = if (showdown and Move.get(side.last_selected_move).target == .Self)
599
- player
600
- else
601
- player.foe();
602
621
 
603
622
  const uncapped = battle.last_damage;
604
623
  // Skipping adjustDamage / randomizeDamage / checkHit
605
- _ = try applyDamage(battle, player, target, .Confusion, log);
624
+ _ = try applyDamage(battle, player, player.foe(), .Confusion, options);
606
625
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
607
626
  if (showdown) battle.last_damage = uncapped;
608
627
 
@@ -611,91 +630,111 @@ fn beforeMove(
611
630
  }
612
631
  }
613
632
 
614
- if (!showdown and try disabled(side, ident, log)) return .done;
633
+ if (!showdown and try disabled(side, ident, options)) return .done;
615
634
 
616
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
635
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
617
636
  if (!volatiles.Rage) volatiles.state = 0;
618
637
  volatiles.Bide = false;
619
638
  volatiles.Thrashing = false;
620
639
  volatiles.Charging = false;
621
640
  volatiles.Binding = false;
641
+
642
+ options.chance.observe(.attacking, player, .None);
643
+ options.chance.observe(.binding, player, .None);
644
+
622
645
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
623
- try log.cant(ident, .Paralysis);
646
+ try log.cant(.{ ident, .Paralysis });
624
647
  return .done;
625
648
  }
626
649
 
627
650
  if (volatiles.Bide) {
628
651
  assert(!volatiles.Thrashing and !volatiles.Rage);
629
652
 
630
- volatiles.state +%= battle.last_damage;
653
+ if (showdown) {
654
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
655
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
656
+ // addition because 65535 is sufficient to faint any Pokémon anyway
657
+ volatiles.state +|= battle.last_damage;
658
+ } else {
659
+ volatiles.state +%= battle.last_damage;
660
+ }
631
661
 
632
- assert(volatiles.attacks > 0);
662
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
663
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
633
664
 
634
- volatiles.attacks -= 1;
635
665
  if (volatiles.attacks != 0) {
636
- try log.activate(ident, .Bide);
666
+ try log.activate(.{ ident, .Bide });
637
667
  return .done;
638
668
  }
639
669
 
640
670
  volatiles.Bide = false;
641
- try log.end(ident, .Bide);
671
+ try log.end(.{ ident, .Bide });
642
672
 
643
673
  battle.last_damage = volatiles.state *% 2;
644
674
  volatiles.state = 0;
645
675
 
646
676
  if (battle.last_damage == 0) {
647
- try log.fail(ident, .None);
677
+ try log.fail(.{ ident, .None });
648
678
  return .done;
649
679
  }
650
680
 
651
681
  const sub = showdown and foe.active.volatiles.Substitute;
652
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
653
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
682
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
683
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
654
684
 
655
685
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
656
686
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
657
687
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
658
688
  if (showdown) {
659
689
  residual.* = false;
660
- try handleResidual(battle, player, log);
690
+ try handleResidual(battle, player, options);
661
691
  }
662
692
 
663
693
  return .done;
664
694
  }
665
695
 
666
696
  if (volatiles.Thrashing) {
667
- assert(volatiles.attacks > 0);
668
- assert(from != null);
669
- volatiles.attacks -= 1;
670
- if (!showdown and handleThrashing(battle, active)) {
671
- try log.start(battle.active(player), .ConfusionSilent);
672
- }
673
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
674
- if (showdown) {
675
- // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
676
- // used in useMove and doesn't have the notion of skipping canMove semantics
677
- side.last_used_move = side.last_selected_move;
678
- if (handleThrashing(battle, active)) {
679
- try log.start(battle.active(player), .ConfusionSilent);
680
- }
697
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
698
+
699
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
700
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
701
+
702
+ if (volatiles.attacks == 0) {
703
+ const overwritten = volatiles.Confusion;
704
+
705
+ volatiles.Thrashing = false;
706
+ volatiles.Confusion = true;
707
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
708
+
709
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
710
+ // ended (the engine's protocol is always from the omniscient perspective and clients
711
+ // can be expected to recognize this pattern and pass the information only to the
712
+ // correct player)
713
+ try log.start(.{ battle.active(player), .ConfusionSilent });
714
+ options.chance.observe(.confusion, player, if (overwritten)
715
+ if (pkmn.options.overwrite) .overwritten else .continuing
716
+ else
717
+ .started);
718
+ if (!overwritten) options.calc.confusion(player);
681
719
  }
720
+
721
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
722
+ // used in useMove and doesn't have the notion of skipping canMove semantics
723
+ if (showdown) side.last_used_move = side.last_selected_move;
724
+
682
725
  return .skip_can;
683
726
  }
684
727
 
685
728
  if (volatiles.Binding) {
686
- assert(volatiles.attacks > 0);
687
- volatiles.attacks -= 1;
688
- try log.move(
689
- battle.active(player),
690
- side.last_selected_move,
691
- battle.active(player.foe()),
692
- side.last_selected_move,
693
- );
729
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
730
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
731
+
732
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
694
733
  if (showdown or battle.last_damage != 0) {
695
734
  const sub = showdown and foe.active.volatiles.Substitute;
696
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
735
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
697
736
  if (battle.foe(player).stored().hp > 0 and !sub) {
698
- try buildRage(battle, player.foe(), log);
737
+ try buildRage(battle, player.foe(), options);
699
738
  }
700
739
  }
701
740
  return .done;
@@ -710,56 +749,62 @@ fn canMove(
710
749
  mslot: u4,
711
750
  auto: bool,
712
751
  skip_pp: bool,
713
- from: ?Move,
752
+ from: Move,
714
753
  residual: *bool,
715
- log: anytype,
754
+ options: anytype,
716
755
  ) !bool {
717
756
  var side = battle.side(player);
718
757
  const player_ident = battle.active(player);
719
758
  const move = Move.get(side.last_selected_move);
720
759
 
721
- const foe_last = battle.foe(player).last_used_move;
722
- const special = from != null and (from.? == .Metronome and
723
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
724
-
725
- var skip = skip_pp;
726
760
  if (side.active.volatiles.Charging) {
727
761
  side.active.volatiles.Charging = false;
728
762
  side.active.volatiles.Invulnerable = false;
729
763
  } else if (move.effect == .Charge) {
730
- try log.move(player_ident, side.last_selected_move, .{}, from);
731
- try Effects.charge(battle, player, log);
764
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
765
+ setCounterable(battle, player, side, move);
766
+ try Effects.charge(battle, player, options);
732
767
  return false;
733
768
  }
734
769
 
735
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
736
- if (!skip) decrementPP(side, mslot, auto);
770
+ side.last_used_move = side.last_selected_move;
771
+ if (!skip_pp) decrementPP(side, mslot, auto);
737
772
 
738
773
  const target = if (move.target == .Self) player else player.foe();
739
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
740
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
741
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
742
- // meaning sometimes we lose this information. from is still set because it not being null is
743
- // relevant for control flow, but we don't have anything useful to put in the log. This is
744
- // regrettable, but this information is more "nice to have" than required
745
- const f = if (from != null and from.? == .None) null else from;
746
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
774
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
775
+ setCounterable(battle, player, side, move);
747
776
 
748
777
  if (move.effect.onBegin()) {
749
- try onBegin(battle, player, move, mslot, residual, log);
778
+ try onBegin(battle, player, move, mslot, residual, options);
750
779
  return false;
751
780
  }
752
781
 
753
782
  if (move.effect == .Thrashing) {
754
- Effects.thrashing(battle, player);
755
- } else if (!showdown and move.effect == .Binding) {
756
- // Pokémon Showdown handles this after hit/miss checks and damage calculation
757
- Effects.binding(battle, player, false);
783
+ Effects.thrashing(battle, player, options);
784
+ } else if (move.effect == .Binding) {
785
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
786
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
787
+ if (showdown) {
788
+ battle.foe(player).active.volatiles.Recharging = false;
789
+ } else {
790
+ try Effects.binding(battle, player, false, options);
791
+ }
758
792
  }
759
793
 
760
794
  return true;
761
795
  }
762
796
 
797
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
798
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
799
+ // in cases where an early return happens the data for a players last selected move does not get
800
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
801
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
802
+ // as the desync results from actually having two separate battle states that subtly disagree
803
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
804
+ (move.type == .Normal or move.type == .Fighting);
805
+ battle.lastMove(player).counterable = @intFromBool(counterable);
806
+ }
807
+
763
808
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
764
809
  if (side.last_selected_move == .Struggle) return;
765
810
 
@@ -769,25 +814,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
769
814
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
770
815
  if (volatiles.Bide) return;
771
816
 
772
- assert(active.move(mslot).pp > 0 or auto);
773
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
817
+ var move_slot = active.move(mslot);
818
+ assert(move_slot.pp > 0 or auto);
819
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
774
820
  if (volatiles.Transform) return;
775
821
 
776
- assert(side.stored().move(mslot).pp > 0 or auto);
777
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
822
+ move_slot = side.stored().move(mslot);
823
+ assert(move_slot.pp > 0 or auto);
824
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
778
825
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
779
826
  }
780
827
 
781
- fn incrementPP(side: *Side, mslot: u4) void {
828
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
782
829
  var active = &side.active;
783
830
  const volatiles = &active.volatiles;
784
831
 
785
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
832
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
786
833
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
787
834
  if (showdown and volatiles.Transform) return;
788
835
 
836
+ const n = options.calc.overridden(player, .pp) orelse 1;
837
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
838
+
789
839
  assert(mslot > 0 and mslot <= 4);
790
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
840
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
791
841
  }
792
842
 
793
843
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -798,8 +848,9 @@ fn doMove(
798
848
  rewrap: bool,
799
849
  auto: bool,
800
850
  residual: *bool,
801
- log: anytype,
851
+ options: anytype,
802
852
  ) !?Result {
853
+ var log = options.log;
803
854
  var side = battle.side(player);
804
855
  const foe = battle.foe(player);
805
856
 
@@ -814,40 +865,44 @@ fn doMove(
814
865
  var hits: u4 = 1;
815
866
  var effectiveness = Effectiveness.neutral;
816
867
 
868
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
869
+ if (showdown and !counter) battle.last_damage = 0;
870
+
817
871
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
818
872
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
819
- return specialDamage(battle, player, move, log);
873
+ return specialDamage(battle, player, move, options);
820
874
  }
821
875
 
822
876
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
823
877
  // calling moveHit early covers most of that but we also need to check type immunity first
824
878
  var miss = showdown and miss: {
825
879
  immune = move.target != .Self and !status and !counter and
826
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
827
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
880
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
881
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
828
882
  if (immune and move.effect != .Binding) break :miss true;
829
883
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
830
884
  battle.last_damage = 0;
831
885
  break :miss true;
832
886
  }
833
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
887
+ break :miss (move.target != .Self and
888
+ !try moveHit(battle, player, move, &immune, &mist, options));
834
889
  };
835
890
  assert(!immune or miss or (showdown and move.effect == .Binding));
836
891
 
837
892
  var late = showdown and move.effect != .Explode;
838
893
  const skip = status or immune;
839
- if ((!showdown or (!skip or counter)) and !miss) blk: {
894
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
840
895
  if (showdown and move.effect.isMulti()) {
841
- Effects.multiHit(battle, player, move);
896
+ try Effects.multiHit(battle, player, move, options);
842
897
  hits = side.active.volatiles.attacks;
843
898
  late = false;
844
899
  }
845
900
 
846
901
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
847
902
  const check = !showdown or (!counter and move.effect != .OHKO);
848
- if (check) crit = checkCriticalHit(battle, player, move);
903
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
849
904
 
850
- if (counter) return counterDamage(battle, player, move, log);
905
+ if (counter) return counterDamage(battle, player, move, options);
851
906
 
852
907
  battle.last_damage = 0;
853
908
 
@@ -858,8 +913,9 @@ fn doMove(
858
913
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
859
914
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
860
915
  battle.last_damage = if (ohko) 65535 else 0;
861
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
862
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
916
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
917
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
918
+ if (!showdown) try options.chance.commit(player, .err);
863
919
  return @as(?Result, Result.Error);
864
920
  }
865
921
  if (battle.last_damage == 0) {
@@ -869,17 +925,16 @@ fn doMove(
869
925
  effectiveness = adjustDamage(battle, player);
870
926
  immune = effectiveness == 0;
871
927
  }
872
- randomizeDamage(battle);
928
+ try randomizeDamage(battle, player, options);
873
929
  }
874
930
  }
875
931
 
876
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
877
- if (showdown and skip) battle.last_damage = 0;
878
-
879
- miss = if (showdown or skip)
880
- miss
881
- else
882
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
932
+ var missed: bool = undefined;
933
+ const zero = battle.last_damage == 0;
934
+ if (!showdown and !skip) {
935
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
936
+ miss = missed or zero;
937
+ }
883
938
 
884
939
  assert(showdown or miss or battle.last_damage > 0 or skip);
885
940
  assert((!showdown and miss) or !(ohko and immune));
@@ -887,11 +942,11 @@ fn doMove(
887
942
 
888
943
  if (!showdown or !miss) {
889
944
  if (move.effect == .MirrorMove) {
890
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
945
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
891
946
  } else if (move.effect == .Metronome) {
892
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
947
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
893
948
  } else if (move.effect.onEnd()) {
894
- try onEnd(battle, player, move, log);
949
+ try onEnd(battle, player, move, options);
895
950
  return null;
896
951
  }
897
952
  }
@@ -903,36 +958,60 @@ fn doMove(
903
958
  ohko = (!showdown or (!immune and !invulnerable)) and
904
959
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
905
960
  if (ohko) {
906
- try log.immune(foe_ident, .OHKO);
961
+ try log.immune(.{ foe_ident, .OHKO });
907
962
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
908
- try log.immune(foe_ident, .None);
963
+ try log.immune(.{ foe_ident, .None });
964
+ if (!showdown) {
965
+ if (move.effect == .Binding) {
966
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
967
+ // then simply clears it later on if the move happens to miss in moveHit.
968
+ // However, moveHit can return true and we'll still end up in the outer miss
969
+ // handling block because attacking into an immune Pokemon does zero damage
970
+ // (considered missing)
971
+ assert(zero);
972
+ // Thus we still need to actually save the hit result (but not the crit roll).
973
+ // Using .miss for this commit would accomplish what we want, but is somewhat
974
+ // misleading as its entirely possible the move actually did hit (and the target
975
+ // is now trapped) so we use the .binding value instead which is effectively
976
+ // identical, just doesn't claim to know about the actual results of the hit
977
+ // roll)
978
+ try options.chance.commit(player, .binding);
979
+ } else {
980
+ // The .glitch option allows for conditionally committing if we are in a
981
+ // division-by-zero freeze alternative timeline scenario
982
+ try options.chance.commit(player, .glitch);
983
+ }
984
+ }
909
985
  } else if (mist) {
910
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
911
- try log.fail(foe_ident, .None);
986
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
987
+ try log.fail(.{ foe_ident, .None });
912
988
  } else {
913
- try log.lastmiss();
914
- try log.miss(battle.active(player));
989
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
990
+ try log.lastmiss(.{});
991
+ try log.miss(.{battle.active(player)});
915
992
  }
916
993
  if (move.effect == .JumpKick) {
917
994
  // Recoil is supposed to be damage/8 but damage will always be 0 here
918
- assert(battle.last_damage == 0);
995
+ assert(showdown or battle.last_damage == 0);
919
996
  battle.last_damage = 1;
920
- _ = try applyDamage(battle, player, player.foe(), .None, log);
997
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
921
998
  if (showdown and side.stored().hp == 0) residual.* = false;
922
999
  } else if (move.effect == .Explode) {
923
1000
  try Effects.explode(battle, player);
924
- try buildRage(battle, player.foe(), log);
1001
+ try buildRage(battle, player.foe(), options);
925
1002
  } else if (showdown and move.effect == .Disable) {
926
- try buildRage(battle, player.foe(), log);
1003
+ try buildRage(battle, player.foe(), options);
927
1004
  }
928
1005
  return null;
1006
+ } else if (!showdown) {
1007
+ try options.chance.commit(player, .hit);
929
1008
  }
930
1009
 
931
1010
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
932
1011
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
933
- // it up above before damage calculation).
1012
+ // it up above before damage calculation)
934
1013
  if (!showdown and move.effect.isMulti()) {
935
- Effects.multiHit(battle, player, move);
1014
+ try Effects.multiHit(battle, player, move, options);
936
1015
  hits = side.active.volatiles.attacks;
937
1016
  }
938
1017
 
@@ -943,18 +1022,20 @@ fn doMove(
943
1022
  var hit: u4 = 0;
944
1023
  while (hit < hits) {
945
1024
  if (hit == 0) {
946
- if (crit) try log.crit(battle.active(player.foe()));
1025
+ if (crit) try log.crit(.{battle.active(player.foe())});
947
1026
  if (effectiveness > Effectiveness.neutral) {
948
- try log.supereffective(battle.active(player.foe()));
1027
+ try log.supereffective(.{battle.active(player.foe())});
949
1028
  } else if (effectiveness < Effectiveness.neutral) {
950
- try log.resisted(battle.active(player.foe()));
1029
+ try log.resisted(.{battle.active(player.foe())});
951
1030
  }
952
1031
  }
953
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
954
- if (hit == 0 and ohko) try log.ohko();
1032
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1033
+ if (hit == 0 and ohko) try log.ohko(.{});
955
1034
  hit += 1;
956
1035
  if (foe.stored().hp == 0) break;
957
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
1036
+ if (!late and (!sub or move.effect == .Explode)) {
1037
+ try buildRage(battle, player.foe(), options);
1038
+ }
958
1039
  // If the substitute breaks during a multi-hit attack, the attack ends
959
1040
  if (nullified) break;
960
1041
  }
@@ -964,41 +1045,39 @@ fn doMove(
964
1045
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
965
1046
  side.active.volatiles.attacks = 0;
966
1047
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
967
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1048
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
968
1049
  }
969
- try log.hitcount(battle.active(player.foe()), hit);
970
- } else if (showdown) {
1050
+ try log.hitcount(.{ battle.active(player.foe()), hit });
1051
+ } else if (showdown and move.effect == .Binding) {
971
1052
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
972
- if (move.effect == .Binding) {
973
- Effects.binding(battle, player, rewrap);
974
- if (immune) {
975
- battle.last_damage = 0;
976
- assert(foe.stored().hp > 0);
977
- // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
978
- if (sub) {
979
- try log.activate(battle.active(player.foe()), .Substitute);
980
- } else {
981
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
982
- try buildRage(battle, player.foe(), log);
983
- }
984
- return null;
1053
+ try Effects.binding(battle, player, rewrap, options);
1054
+ if (immune) {
1055
+ battle.last_damage = 0;
1056
+ assert(foe.stored().hp > 0);
1057
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1058
+ if (sub) {
1059
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1060
+ } else {
1061
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1062
+ try buildRage(battle, player.foe(), options);
985
1063
  }
1064
+ return null;
986
1065
  }
987
1066
  }
988
1067
 
989
1068
  // Substitute being broken nullifies the move's effect completely so even
990
- // if an effect was intended to "always happen" it will still get skipped.
1069
+ // if an effect was intended to "always happen" it will still get skipped
991
1070
  if (nullified) return null;
992
1071
 
993
1072
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
994
1073
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
995
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
996
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1074
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1075
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
997
1076
 
998
1077
  if (foe.stored().hp == 0) return null;
999
1078
 
1000
1079
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1001
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1080
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1002
1081
 
1003
1082
  if (!move.effect.isSpecial()) {
1004
1083
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1007,31 +1086,33 @@ fn doMove(
1007
1086
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
1008
1087
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
1009
1088
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1010
- // puts the |-status| message before |-hitcount| instead of after.
1089
+ // puts the |-status| message before |-hitcount| instead of after
1011
1090
  if (move.effect == .Twineedle) {
1012
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1091
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1013
1092
  } else if (move.effect == .Disable) {
1014
- const result = try Effects.disable(battle, player, move, log);
1015
- if (showdown) try buildRage(battle, player.foe(), log);
1093
+ const result = try Effects.disable(battle, player, move, options);
1094
+ if (showdown) try buildRage(battle, player.foe(), options);
1016
1095
  return result;
1017
1096
  } else {
1018
- try moveEffect(battle, player, move, log);
1097
+ try moveEffect(battle, player, move, options);
1019
1098
  }
1020
1099
  }
1021
1100
 
1022
1101
  return null;
1023
1102
  }
1024
1103
 
1025
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1104
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1026
1105
  const side = battle.side(player);
1027
1106
 
1028
1107
  // Base speed is used for the critical hit calculation, even when Transform-ed
1029
- var chance = @as(u16, Species.chance(side.stored().species));
1030
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
1031
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
1032
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1033
-
1034
- return Rolls.criticalHit(battle, chance);
1108
+ var rate: u16 = Species.chance(side.stored().species);
1109
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1110
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1111
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1112
+
1113
+ const spurious =
1114
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1115
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
1035
1116
  }
1036
1117
 
1037
1118
  fn calcDamage(
@@ -1040,6 +1121,7 @@ fn calcDamage(
1040
1121
  target_player: Player,
1041
1122
  m: ?Move.Data,
1042
1123
  crit: bool,
1124
+ options: anytype,
1043
1125
  ) bool {
1044
1126
  // Confusion (indicated when m == null) just needs a 40 BP physical move
1045
1127
  const cfz = m == null;
@@ -1051,28 +1133,8 @@ fn calcDamage(
1051
1133
 
1052
1134
  const special = move.type.special();
1053
1135
 
1054
- // zig fmt: off
1055
- var atk: u32 =
1056
- if (crit)
1057
- if (special) side.stored().stats.spc
1058
- else side.stored().stats.atk
1059
- else
1060
- if (special) side.active.stats.spc
1061
- else side.active.stats.atk;
1062
- var def: u32 =
1063
- if (crit)
1064
- if (special) target.stored().stats.spc
1065
- else target.stored().stats.def
1066
- else
1067
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1068
- if (special)
1069
- target.active.stats.spc *
1070
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1071
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1072
- else
1073
- target.active.stats.def *
1074
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1075
- // zig fmt: on
1136
+ var atk = attack(side, crit, special);
1137
+ var def = defense(target, crit, special, cfz);
1076
1138
 
1077
1139
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1078
1140
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1080,12 +1142,12 @@ fn calcDamage(
1080
1142
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1081
1143
  atk = @max((atk / 4) & 255, 1);
1082
1144
  // GLITCH: not adjusted to be a min of 1 on cartridge (can lead to division-by-zero freeze)
1083
- def = @max((def / 4) & 255, if (showdown) 1 else 0);
1145
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1084
1146
  }
1085
1147
 
1086
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1148
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1087
1149
 
1088
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1150
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1089
1151
 
1090
1152
  if (def == 0) return false;
1091
1153
 
@@ -1097,11 +1159,41 @@ fn calcDamage(
1097
1159
  d = @min(997, d);
1098
1160
  d += 2;
1099
1161
 
1100
- battle.last_damage = @intCast(u16, d);
1162
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1163
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1164
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1165
+ // that results in counter intuitive probabilities in the common case
1166
+ if (pkmn.options.chance and !pkmn.options.mod and move.effect != .Explode) {
1167
+ atk = attack(side, !crit, special);
1168
+ def = defense(target, !crit, special, false);
1169
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1170
+ }
1171
+
1172
+ battle.last_damage = @intCast(d);
1101
1173
 
1102
1174
  return true;
1103
1175
  }
1104
1176
 
1177
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1178
+ return if (crit)
1179
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1180
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1181
+ }
1182
+
1183
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1184
+ return if (crit)
1185
+ if (special) target.stored().stats.spc else target.stored().stats.def
1186
+ else
1187
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1188
+ if (special)
1189
+ target.active.stats.spc *
1190
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1191
+ else
1192
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1193
+ target.active.stats.def *
1194
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1195
+ }
1196
+
1105
1197
  fn adjustDamage(battle: anytype, player: Player) u16 {
1106
1198
  const side = battle.side(player);
1107
1199
  const foe = battle.foe(player);
@@ -1111,9 +1203,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1111
1203
  var d = battle.last_damage;
1112
1204
  if (side.active.types.includes(move.type)) d +%= d / 2;
1113
1205
 
1114
- const neutral = @enumToInt(Effectiveness.Neutral);
1115
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1116
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1206
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1207
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1208
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1117
1209
 
1118
1210
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1119
1211
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1133,17 +1225,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1133
1225
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1134
1226
  }
1135
1227
 
1136
- fn randomizeDamage(battle: anytype) void {
1228
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1137
1229
  if (battle.last_damage <= 1) return;
1138
- const random = Rolls.damage(battle);
1139
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1230
+ const random = try Rolls.damage(battle, player, options);
1231
+ options.calc.base(player.foe(), battle.last_damage);
1232
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1233
+ options.calc.final(player.foe(), battle.last_damage);
1140
1234
  }
1141
1235
 
1142
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1236
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1143
1237
  const side = battle.side(player);
1144
1238
  const foe = battle.foe(player);
1145
1239
 
1146
- if (!try checkHit(battle, player, move, log)) return null;
1240
+ if (!try checkHit(battle, player, move, options)) return null;
1147
1241
 
1148
1242
  battle.last_damage = switch (side.last_selected_move) {
1149
1243
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1152,70 +1246,68 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1152
1246
  .DragonRage => 40,
1153
1247
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1154
1248
  .Psywave => power: {
1155
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1249
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1156
1250
  // GLITCH: Psywave infinite glitch loop
1157
- if (!showdown and max <= 1) return Result.Error;
1158
- break :power Rolls.psywave(battle, max);
1251
+ if (!pkmn.options.mod and max <= 1) return Result.Error;
1252
+ break :power try Rolls.psywave(battle, player, max, options);
1159
1253
  },
1160
1254
  else => unreachable,
1161
1255
  };
1162
1256
 
1163
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1257
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else Result.Error;
1164
1258
 
1165
1259
  const sub = showdown and foe.active.volatiles.Substitute;
1166
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1167
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1260
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1261
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1168
1262
 
1169
1263
  return null;
1170
1264
  }
1171
1265
 
1172
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1266
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1173
1267
  const foe = battle.foe(player);
1174
1268
 
1175
1269
  if (battle.last_damage == 0) {
1176
- try log.fail(battle.active(player), .None);
1270
+ try options.log.fail(.{ battle.active(player), .None });
1177
1271
  return null;
1178
1272
  }
1179
1273
 
1180
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1181
- const foe_last_used_move =
1182
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1274
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1183
1275
  const foe_last_selected_move =
1184
1276
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1185
- .Counter
1277
+ .Splash
1186
1278
  else
1187
1279
  foe.last_selected_move);
1188
1280
 
1189
- const used = foe_last_used_move.bp > 0 and
1190
- foe.last_used_move != .Counter and
1191
- (foe_last_used_move.type == .Normal or
1192
- foe_last_used_move.type == .Fighting);
1193
-
1281
+ const used = battle.lastMove(player.foe()).counterable != 0;
1194
1282
  const selected = foe_last_selected_move.bp > 0 and
1195
1283
  foe.last_selected_move != .Counter and
1196
1284
  (foe_last_selected_move.type == .Normal or
1197
1285
  foe_last_selected_move.type == .Fighting);
1198
1286
 
1199
1287
  if (!used and !selected) {
1200
- try log.fail(battle.active(player), .None);
1288
+ try options.log.fail(.{ battle.active(player), .None });
1201
1289
  return null;
1202
1290
  }
1203
1291
 
1204
1292
  if (!used or !selected) {
1205
1293
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1206
- if (!showdown) return Result.Error;
1207
- try log.fail(battle.active(player), .None);
1294
+ if (!pkmn.options.mod) return Result.Error;
1295
+ try options.log.fail(.{ battle.active(player), .None });
1208
1296
  return null;
1209
1297
  }
1210
1298
 
1211
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1299
+ // NOTE: llvm/llvm-project#58557
1300
+ battle.last_damage = if (comptime builtin.target.cpu.arch.isWasm())
1301
+ @max(battle.last_damage *% 2, std.math.maxInt(u16))
1302
+ else
1303
+ battle.last_damage *| 2;
1212
1304
 
1213
- // Pokémon Showdown calls checkHit before Counter
1214
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1305
+ // Pokémon Showdown calls moveHit before Counter
1306
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1215
1307
 
1216
1308
  const sub = showdown and foe.active.volatiles.Substitute;
1217
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1218
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1309
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1310
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1219
1311
  return null;
1220
1312
  }
1221
1313
 
@@ -1224,7 +1316,7 @@ fn applyDamage(
1224
1316
  target_player: Player,
1225
1317
  sub_player: Player,
1226
1318
  reason: Damage,
1227
- log: anytype,
1319
+ options: anytype,
1228
1320
  ) !bool {
1229
1321
  assert(showdown or battle.last_damage != 0);
1230
1322
 
@@ -1239,19 +1331,20 @@ fn applyDamage(
1239
1331
  subbed.active.volatiles.substitute = 0;
1240
1332
  subbed.active.volatiles.Substitute = false;
1241
1333
  // battle.last_damage is not updated with the amount of HP the Substitute had
1242
- try log.end(battle.active(sub_player), .Substitute);
1334
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1335
+ if (reason != .Confusion) options.calc.capped(sub_player);
1243
1336
  return true;
1244
1337
  } else {
1245
1338
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1246
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1247
- try log.activate(battle.active(sub_player), .Substitute);
1339
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1340
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1248
1341
  return false;
1249
1342
  }
1250
1343
  }
1251
1344
 
1252
1345
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1253
1346
  target.stored().hp -= battle.last_damage;
1254
- try log.damage(battle.active(target_player), target.stored(), reason);
1347
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1255
1348
  return false;
1256
1349
  }
1257
1350
 
@@ -1262,22 +1355,24 @@ fn mirrorMove(
1262
1355
  rewrap: bool,
1263
1356
  auto: bool,
1264
1357
  residual: *bool,
1265
- log: anytype,
1266
- ) !?Result {
1358
+ options: anytype,
1359
+ ) anyerror!?Result {
1267
1360
  var side = battle.side(player);
1268
1361
  const foe = battle.foe(player);
1269
1362
 
1270
1363
  side.last_selected_move = foe.last_used_move;
1271
1364
 
1272
1365
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1273
- try log.fail(battle.active(player), .None);
1366
+ try options.log.fail(.{ battle.active(player), .None });
1274
1367
  return null;
1275
1368
  } else if (!showdown or foe.last_used_move != .Struggle) {
1276
- incrementPP(side, mslot);
1369
+ incrementPP(side, player, mslot, options);
1277
1370
  }
1278
1371
 
1279
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1280
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1372
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1373
+ return null;
1374
+ }
1375
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1281
1376
  }
1282
1377
 
1283
1378
  fn metronome(
@@ -1287,35 +1382,51 @@ fn metronome(
1287
1382
  rewrap: bool,
1288
1383
  auto: bool,
1289
1384
  residual: *bool,
1290
- log: anytype,
1291
- ) !?Result {
1385
+ options: anytype,
1386
+ ) anyerror!?Result {
1292
1387
  var side = battle.side(player);
1293
1388
 
1294
- side.last_selected_move = Rolls.metronome(battle);
1295
- incrementPP(side, mslot);
1389
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1390
+ incrementPP(side, player, mslot, options);
1296
1391
 
1297
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1298
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1392
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1393
+ return null;
1394
+ }
1395
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1299
1396
  }
1300
1397
 
1301
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1398
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1302
1399
  var immune = false;
1303
1400
  var mist = false;
1304
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1401
+
1402
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1403
+ if (!showdown) try options.chance.commit(player, .hit);
1404
+ return true;
1405
+ }
1406
+
1305
1407
  assert(!immune);
1306
1408
  if (mist) {
1307
1409
  assert(!showdown);
1308
1410
  const foe_ident = battle.active(player.foe());
1309
- try log.activate(foe_ident, .Mist);
1310
- try log.fail(foe_ident, .None);
1411
+ try options.log.activate(.{ foe_ident, .Mist });
1412
+ try options.log.fail(.{ foe_ident, .None });
1311
1413
  } else {
1312
- try log.lastmiss();
1313
- try log.miss(battle.active(player));
1414
+ try options.log.lastmiss(.{});
1415
+ try options.log.miss(.{battle.active(player)});
1314
1416
  }
1417
+
1418
+ if (!showdown) try options.chance.commit(player, .miss);
1315
1419
  return false;
1316
1420
  }
1317
1421
 
1318
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1422
+ fn moveHit(
1423
+ battle: anytype,
1424
+ player: Player,
1425
+ move: Move.Data,
1426
+ immune: *bool,
1427
+ mist: *bool,
1428
+ options: anytype,
1429
+ ) !bool {
1319
1430
  var side = battle.side(player);
1320
1431
  const foe = battle.foe(player);
1321
1432
 
@@ -1354,10 +1465,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1354
1465
  const overwritten = overwrite and state > 0;
1355
1466
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1356
1467
 
1357
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1358
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1468
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1469
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1359
1470
  accuracy = accuracy * boost[0] / boost[1];
1360
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1471
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1361
1472
  accuracy = accuracy * boost[0] / boost[1];
1362
1473
  accuracy = @min(255, @max(1, accuracy));
1363
1474
 
@@ -1366,7 +1477,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1366
1477
  if (overwrite) side.active.volatiles.state = accuracy;
1367
1478
 
1368
1479
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1369
- break :miss !Rolls.hit(battle, accuracy);
1480
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1370
1481
  };
1371
1482
 
1372
1483
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1376,16 +1487,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1376
1487
  }
1377
1488
 
1378
1489
  if (!miss) return true;
1379
- battle.last_damage = 0;
1490
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1491
+
1380
1492
  side.active.volatiles.Binding = false;
1493
+ options.chance.observe(.binding, player, .None);
1494
+
1381
1495
  return false;
1382
1496
  }
1383
1497
 
1384
1498
  fn checkFaint(
1385
1499
  battle: anytype,
1386
1500
  player: Player,
1387
- log: anytype,
1388
- ) @TypeOf(log).Error!?Result {
1501
+ cap: bool,
1502
+ options: anytype,
1503
+ ) @TypeOf(options.log).Error!?Result {
1389
1504
  const side = battle.side(player);
1390
1505
  if (side.stored().hp > 0) return null;
1391
1506
 
@@ -1393,33 +1508,32 @@ fn checkFaint(
1393
1508
  const foe_fainted = foe.stored().hp == 0;
1394
1509
 
1395
1510
  const player_out = findFirstAlive(side) == 0;
1396
- const foe_out = findFirstAlive(foe) == 0;
1397
- const tie = player_out and foe_out;
1398
- const more = tie or player_out or foe_out;
1511
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1512
+ const more = player_out or foe_out;
1399
1513
 
1400
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1401
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1514
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1515
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1402
1516
 
1403
1517
  assert(!side.active.volatiles.MultiHit);
1404
1518
  assert(!foe.active.volatiles.MultiHit);
1405
1519
 
1406
- if (tie) {
1407
- try log.tie();
1520
+ if (player_out and foe_out) {
1521
+ try options.log.tie(.{});
1408
1522
  return Result.Tie;
1409
1523
  } else if (player_out) {
1410
- try log.win(player.foe());
1524
+ try options.log.win(.{player.foe()});
1411
1525
  return if (player == .P1) Result.Lose else Result.Win;
1412
1526
  } else if (foe_out) {
1413
- try log.win(player);
1527
+ try options.log.win(.{player});
1414
1528
  return if (player == .P1) Result.Win else Result.Lose;
1415
1529
  }
1416
1530
 
1417
1531
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1418
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1419
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1532
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1533
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1420
1534
  }
1421
1535
 
1422
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1536
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1423
1537
  var side = battle.side(player);
1424
1538
  var foe = battle.foe(player);
1425
1539
  assert(side.stored().hp == 0);
@@ -1428,7 +1542,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1428
1542
  assert(!foe_volatiles.MultiHit);
1429
1543
  if (foe_volatiles.Bide) {
1430
1544
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1431
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1545
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1432
1546
  if (foe_volatiles.state != 0) return Result.Error;
1433
1547
  }
1434
1548
 
@@ -1452,32 +1566,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1452
1566
  side.stored().stats.spe;
1453
1567
  }
1454
1568
 
1455
- try log.faint(battle.active(player), done);
1569
+ try options.log.faint(.{ battle.active(player), done });
1570
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1571
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1572
+ if (cap) options.calc.capped(player);
1456
1573
  return null;
1457
1574
  }
1458
1575
 
1459
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1576
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1460
1577
  var side = battle.side(player);
1461
1578
  var stored = side.stored();
1462
1579
  const ident = battle.active(player);
1463
1580
  var volatiles = &side.active.volatiles;
1464
1581
 
1465
1582
  const brn = Status.is(stored.status, .BRN);
1466
- if (brn or Status.is(stored.status, .PSN)) blk: {
1583
+ if (brn or Status.is(stored.status, .PSN)) {
1467
1584
  var damage = @max(stored.stats.hp / 16, 1);
1468
-
1469
1585
  if (volatiles.Toxic) {
1470
1586
  volatiles.toxic += 1;
1471
1587
  damage *= volatiles.toxic;
1472
1588
  }
1589
+ damage = @min(damage, stored.hp);
1473
1590
 
1474
- const amount = @min(damage, stored.hp);
1475
- if (showdown and amount == 0) break :blk;
1476
-
1477
- stored.hp -= amount;
1478
-
1479
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1480
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1591
+ if (!showdown or damage > 0) {
1592
+ stored.hp -= damage;
1593
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1594
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1595
+ }
1481
1596
  }
1482
1597
 
1483
1598
  if (volatiles.LeechSeed) {
@@ -1501,43 +1616,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1501
1616
  const amount = @min(damage, stored.hp);
1502
1617
  stored.hp -= amount;
1503
1618
 
1504
- // As above, Pokémon Showdown uses damageOf but its not relevant
1505
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1619
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1620
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1506
1621
 
1507
1622
  const before = foe_stored.hp;
1508
1623
  // Uncapped damage is added back to the foe
1509
1624
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1510
1625
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1511
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1626
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1512
1627
  }
1513
1628
  }
1514
1629
 
1515
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1630
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1516
1631
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1517
1632
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1518
1633
 
1519
- if (showdown and options.ebc and checkEBC(battle)) {
1520
- try log.tie();
1634
+ battle.turn += 1;
1635
+
1636
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1637
+ try options.log.tie(.{});
1521
1638
  return Result.Tie;
1522
1639
  }
1523
1640
 
1524
- battle.turn += 1;
1525
-
1526
- if (showdown and battle.turn >= 1000) {
1527
- try log.tie();
1641
+ if (pkmn.options.mod and battle.turn >= 1000) {
1642
+ try options.log.tie(.{});
1528
1643
  return Result.Tie;
1529
1644
  } else if (battle.turn >= 65535) {
1530
1645
  return Result.Error;
1531
1646
  }
1532
1647
 
1533
- try log.turn(battle.turn);
1648
+ try options.log.turn(.{battle.turn});
1534
1649
 
1535
1650
  return Result.Default;
1536
1651
  }
1537
1652
 
1538
1653
  fn checkEBC(battle: anytype) bool {
1539
1654
  for (battle.sides, 0..) |side, i| {
1540
- const foe = battle.sides[~@intCast(u1, i)];
1655
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1541
1656
 
1542
1657
  var foe_all_ghosts = true;
1543
1658
  var foe_all_transform = true;
@@ -1589,10 +1704,10 @@ fn checkEBC(battle: anytype) bool {
1589
1704
  return false;
1590
1705
  }
1591
1706
 
1592
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1593
- if (side.active.volatiles.disabled_move != 0) {
1707
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1708
+ if (side.active.volatiles.disable_move != 0) {
1594
1709
  // A Pokémon that transforms after being disabled may end up with less move slots
1595
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1710
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1596
1711
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1597
1712
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1598
1713
  m
@@ -1600,127 +1715,115 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1600
1715
  side.last_selected_move;
1601
1716
  if (m != .None and m == last) {
1602
1717
  side.active.volatiles.Charging = false;
1603
- try log.disabled(ident, last);
1718
+ try options.log.cant(.{ ident, .Disable, last });
1604
1719
  return true;
1605
1720
  }
1606
1721
  }
1607
1722
  return false;
1608
1723
  }
1609
1724
 
1610
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1725
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1611
1726
  const side = battle.side(who);
1612
1727
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1613
- try Effects.boost(battle, who, Move.get(.Rage), log);
1728
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1614
1729
  }
1615
1730
  }
1616
1731
 
1617
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1618
- var volatiles = &active.volatiles;
1619
- assert(volatiles.Thrashing);
1620
- if (volatiles.attacks > 0) return false;
1621
-
1622
- volatiles.Thrashing = false;
1623
- volatiles.Confusion = true;
1624
- volatiles.confusion = Rolls.confusionDuration(battle);
1625
- return true;
1626
- }
1627
-
1628
- inline fn onBegin(
1732
+ fn onBegin(
1629
1733
  battle: anytype,
1630
1734
  player: Player,
1631
1735
  move: Move.Data,
1632
1736
  mslot: u8,
1633
1737
  residual: *bool,
1634
- log: anytype,
1738
+ options: anytype,
1635
1739
  ) !void {
1636
- assert(move.effect.onBegin());
1637
1740
  return switch (move.effect) {
1638
- .Confusion => Effects.confusion(battle, player, move, log),
1639
- .Conversion => Effects.conversion(battle, player, log),
1640
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1641
- .Haze => Effects.haze(battle, player, log),
1642
- .Heal => Effects.heal(battle, player, log),
1643
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1644
- .LightScreen => Effects.lightScreen(battle, player, log),
1645
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1646
- .Mist => Effects.mist(battle, player, log),
1647
- .Paralyze => Effects.paralyze(battle, player, move, log),
1648
- .Poison => Effects.poison(battle, player, move, log),
1649
- .Reflect => Effects.reflect(battle, player, log),
1650
- .Splash => Effects.splash(battle, player, log),
1651
- .Substitute => Effects.substitute(battle, player, residual, log),
1652
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1653
- .Transform => Effects.transform(battle, player, log),
1741
+ .Confusion => Effects.confusion(battle, player, move, options),
1742
+ .Conversion => Effects.conversion(battle, player, options),
1743
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1744
+ .Haze => Effects.haze(battle, player, options),
1745
+ .Heal => Effects.heal(battle, player, options),
1746
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1747
+ .LightScreen => Effects.lightScreen(battle, player, options),
1748
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1749
+ .Mist => Effects.mist(battle, player, options),
1750
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1751
+ .Poison => Effects.poison(battle, player, move, options),
1752
+ .Reflect => Effects.reflect(battle, player, options),
1753
+ .Splash => Effects.splash(battle, player, options),
1754
+ .Substitute => Effects.substitute(battle, player, residual, options),
1755
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1756
+ .Transform => Effects.transform(battle, player, options),
1654
1757
  else => unreachable,
1655
1758
  };
1656
1759
  }
1657
1760
 
1658
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1659
- assert(move.effect.onEnd());
1761
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1660
1762
  return switch (move.effect) {
1661
- .Bide => Effects.bide(battle, player, log),
1763
+ .Bide => Effects.bide(battle, player, options),
1662
1764
  // zig fmt: off
1663
1765
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1664
1766
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1665
- Effects.boost(battle, player, move, log),
1767
+ Effects.boost(battle, player, move, options),
1666
1768
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1667
- Effects.unboost(battle, player, move, log),
1769
+ Effects.unboost(battle, player, move, options),
1668
1770
  // zig fmt: on
1669
- .Sleep => Effects.sleep(battle, player, move, log),
1771
+ .Sleep => Effects.sleep(battle, player, move, options),
1670
1772
  else => unreachable,
1671
1773
  };
1672
1774
  }
1673
1775
 
1674
- inline fn alwaysHappens(
1776
+ fn alwaysHappens(
1675
1777
  battle: anytype,
1676
1778
  player: Player,
1677
1779
  move: Move.Data,
1678
1780
  residual: *bool,
1679
- log: anytype,
1781
+ options: anytype,
1680
1782
  ) !void {
1681
- assert(move.effect.alwaysHappens());
1682
1783
  return switch (move.effect) {
1683
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1784
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1684
1785
  .Explode => Effects.explode(battle, player),
1685
- .PayDay => Effects.payDay(battle, player, log),
1786
+ .PayDay => Effects.payDay(battle, player, options),
1686
1787
  .Rage => Effects.rage(battle, player),
1687
- .Recoil => Effects.recoil(battle, player, residual, log),
1788
+ .Recoil => Effects.recoil(battle, player, residual, options),
1688
1789
  .JumpKick, .Binding => {},
1689
1790
  else => unreachable,
1690
1791
  };
1691
1792
  }
1692
1793
 
1693
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1794
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1694
1795
  return switch (move.effect) {
1695
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1696
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1697
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1698
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1699
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1796
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1797
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1798
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1799
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1800
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1700
1801
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1701
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1702
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1802
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1803
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1703
1804
  // zig fmt: off
1704
1805
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1705
- Effects.unboost(battle, player, move, log),
1806
+ Effects.unboost(battle, player, move, options),
1706
1807
  // zig fmt: on
1707
1808
  else => {},
1708
1809
  };
1709
1810
  }
1710
1811
 
1711
1812
  pub const Effects = struct {
1712
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1813
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1713
1814
  var side = battle.side(player);
1714
1815
 
1715
1816
  side.active.volatiles.Bide = true;
1716
1817
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1818
+
1717
1819
  side.active.volatiles.state = 0;
1718
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1820
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1821
+ options.chance.observe(.attacking, player, .started);
1719
1822
 
1720
- try log.start(battle.active(player), .Bide);
1823
+ try options.log.start(.{ battle.active(player), .Bide });
1721
1824
  }
1722
1825
 
1723
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1826
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1724
1827
  var foe = battle.foe(player);
1725
1828
  var foe_stored = foe.stored();
1726
1829
 
@@ -1731,83 +1834,91 @@ pub const Effects = struct {
1731
1834
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1732
1835
  if (Status.is(foe_stored.status, .FRZ)) {
1733
1836
  assert(move.type == .Fire);
1734
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1837
+ try options.log.curestatus(.{
1838
+ battle.active(player.foe()),
1839
+ foe_stored.status,
1840
+ .Message,
1841
+ });
1735
1842
  foe_stored.status = 0;
1736
1843
  }
1737
1844
  return;
1738
1845
  }
1739
1846
 
1740
1847
  if (foe.active.types.includes(move.type)) return;
1741
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1848
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1849
+ return;
1850
+ }
1742
1851
 
1743
1852
  foe_stored.status = Status.init(.BRN);
1744
1853
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1745
1854
 
1746
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1855
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1747
1856
  }
1748
1857
 
1749
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1858
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1750
1859
  var side = battle.side(player);
1751
1860
  var volatiles = &side.active.volatiles;
1752
1861
 
1753
1862
  volatiles.Charging = true;
1754
1863
  const move = side.last_selected_move;
1755
1864
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1756
- try log.laststill();
1757
- try log.prepare(battle.active(player), move);
1865
+ try options.log.laststill(.{});
1866
+ try options.log.prepare(.{ battle.active(player), move });
1758
1867
  }
1759
1868
 
1760
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1869
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1761
1870
  var foe = battle.foe(player);
1762
1871
  const sub = foe.active.volatiles.Substitute;
1763
1872
 
1764
1873
  if (move.effect == .ConfusionChance) {
1765
- if (!Rolls.confusionChance(battle)) return;
1874
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1766
1875
  } else {
1767
1876
  if (showdown) {
1768
- if (!try checkHit(battle, player, move, log)) {
1769
- return;
1770
- } else if (sub) {
1771
- return log.fail(battle.active(player.foe()), .None);
1772
- }
1877
+ if (!try checkHit(battle, player, move, options)) return;
1878
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1773
1879
  } else {
1774
- if (sub) {
1775
- return log.fail(battle.active(player.foe()), .None);
1776
- } else if (!try checkHit(battle, player, move, log)) {
1777
- return;
1778
- }
1880
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1881
+ if (!try checkHit(battle, player, move, options)) return;
1779
1882
  }
1780
1883
  }
1781
1884
 
1782
1885
  if (foe.active.volatiles.Confusion) return;
1783
1886
  foe.active.volatiles.Confusion = true;
1784
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1785
1887
 
1786
- try log.start(battle.active(player.foe()), .Confusion);
1888
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1889
+ options.chance.observe(.confusion, player.foe(), .started);
1890
+ options.calc.confusion(player.foe());
1891
+
1892
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1787
1893
  }
1788
1894
 
1789
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1895
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1790
1896
  const foe = battle.foe(player);
1791
1897
 
1792
1898
  if (foe.active.volatiles.Invulnerable) {
1793
- try log.lastmiss();
1794
- return log.miss(battle.active(player));
1899
+ try options.log.lastmiss(.{});
1900
+ return options.log.miss(.{battle.active(player)});
1795
1901
  }
1796
1902
 
1797
1903
  battle.side(player).active.types = foe.active.types;
1798
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1904
+ return options.log.start(.{
1905
+ battle.active(player),
1906
+ .TypeChange,
1907
+ foe.active.types,
1908
+ battle.active(player.foe()),
1909
+ });
1799
1910
  }
1800
1911
 
1801
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1912
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1802
1913
  var foe = battle.foe(player);
1803
1914
  var volatiles = &foe.active.volatiles;
1804
1915
  const foe_ident = battle.active(player.foe());
1805
1916
 
1806
1917
  // Pokémon Showdown handles hit/miss earlier in doMove
1807
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1918
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1808
1919
 
1809
- if (volatiles.disabled_move != 0) {
1810
- try log.fail(foe_ident, .None);
1920
+ if (volatiles.disable_move != 0) {
1921
+ try options.log.fail(.{ foe_ident, .None });
1811
1922
  return null;
1812
1923
  }
1813
1924
 
@@ -1822,25 +1933,27 @@ pub const Effects = struct {
1822
1933
 
1823
1934
  // Technically this is still considered simply a "miss" on the cartridge,
1824
1935
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1825
- if (n == 0) {
1826
- try log.fail(foe_ident, .None);
1936
+ if (n == 0 or (pkmn.options.mod and err)) {
1937
+ try options.log.fail(.{ foe_ident, .None });
1827
1938
  return null;
1828
1939
  } else if (err) {
1829
1940
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1830
- assert(!showdown);
1831
1941
  return Result.Error;
1832
1942
  }
1833
1943
 
1834
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1835
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1944
+ volatiles.disable_move =
1945
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1946
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1947
+ options.chance.observe(.disable, player.foe(), .started);
1836
1948
 
1837
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1949
+ const id = foe.active.move(volatiles.disable_move).id;
1950
+ try options.log.start(.{ foe_ident, .Disable, id });
1838
1951
  return null;
1839
1952
  }
1840
1953
 
1841
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1842
- var side = battle.side(player);
1843
- var stored = side.stored();
1954
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1955
+ var stored = battle.side(player).stored();
1956
+ const ident = battle.active(player);
1844
1957
 
1845
1958
  if (battle.last_damage == 0) {
1846
1959
  assert(showdown);
@@ -1853,7 +1966,7 @@ pub const Effects = struct {
1853
1966
  if (stored.hp == stored.stats.hp) return;
1854
1967
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1855
1968
 
1856
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1969
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1857
1970
  }
1858
1971
 
1859
1972
  fn explode(battle: anytype, player: Player) !void {
@@ -1867,26 +1980,28 @@ pub const Effects = struct {
1867
1980
  side.active.volatiles.LeechSeed = false;
1868
1981
  }
1869
1982
 
1870
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1983
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1871
1984
  var volatiles = &battle.foe(player).active.volatiles;
1872
1985
 
1873
1986
  if (volatiles.Substitute) return;
1874
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1987
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1988
+ return;
1989
+ }
1875
1990
 
1876
1991
  volatiles.Flinch = true;
1877
1992
  volatiles.Recharging = false;
1878
1993
  }
1879
1994
 
1880
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1995
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1881
1996
  var side = battle.side(player);
1882
1997
 
1883
1998
  if (side.active.volatiles.FocusEnergy) return;
1884
1999
  side.active.volatiles.FocusEnergy = true;
1885
2000
 
1886
- try log.start(battle.active(player), .FocusEnergy);
2001
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1887
2002
  }
1888
2003
 
1889
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2004
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1890
2005
  var foe = battle.foe(player);
1891
2006
  var foe_stored = foe.stored();
1892
2007
  const foe_ident = battle.active(player.foe());
@@ -1898,21 +2013,22 @@ pub const Effects = struct {
1898
2013
  }
1899
2014
 
1900
2015
  if (foe.active.types.includes(move.type)) return;
1901
- if (!Rolls.secondaryChance(battle, true)) return;
2016
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1902
2017
  // Freeze Clause Mod
1903
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2018
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1904
2019
 
1905
2020
  foe_stored.status = Status.init(.FRZ);
1906
2021
  // GLITCH: Hyper Beam recharging status is not cleared
1907
2022
 
1908
- try log.status(foe_ident, foe_stored.status, .None);
2023
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1909
2024
  }
1910
2025
 
1911
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2026
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2027
+ var log = options.log;
1912
2028
  var side = battle.side(player);
1913
2029
  var foe = battle.foe(player);
1914
2030
 
1915
- var side_stored = side.stored();
2031
+ const side_stored = side.stored();
1916
2032
  var foe_stored = foe.stored();
1917
2033
 
1918
2034
  const player_ident = battle.active(player);
@@ -1924,96 +2040,101 @@ pub const Effects = struct {
1924
2040
  side.active.stats = side_stored.stats;
1925
2041
  foe.active.stats = foe_stored.stats;
1926
2042
 
1927
- try log.activate(player_ident, .Haze);
1928
- try log.clearallboost();
2043
+ try log.activate(.{ player_ident, .Haze });
2044
+ try log.clearallboost(.{});
1929
2045
 
1930
2046
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1931
2047
  if (showdown) {
1932
2048
  for (&battle.sides, 0..) |*s, i| {
1933
- const p = @intToEnum(Player, i);
2049
+ const p: Player = @enumFromInt(i);
1934
2050
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1935
2051
  if (p != player and Status.any(s.stored().status)) {
1936
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2052
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1937
2053
  s.stored().status = 0;
2054
+ options.chance.observe(.sleep, p, .None);
1938
2055
  } else if (showdown and s.stored().status == Status.TOX) {
1939
2056
  s.stored().status = Status.init(.PSN);
1940
- try log.status(battle.active(p), s.stored().status, .None);
2057
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1941
2058
  }
1942
- try clearVolatiles(battle, p, log);
2059
+ try clearVolatiles(battle, p, options);
1943
2060
  }
1944
2061
  } else {
1945
2062
  if (Status.any(foe_stored.status)) {
1946
2063
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1947
2064
  foe.last_selected_move = .SKIP_TURN;
2065
+ options.chance.observe(.sleep, player.foe(), .None);
1948
2066
  }
1949
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2067
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1950
2068
  foe_stored.status = 0;
1951
2069
  }
1952
- try clearVolatiles(battle, player, log);
1953
- try clearVolatiles(battle, player.foe(), log);
2070
+ try clearVolatiles(battle, player, options);
2071
+ try clearVolatiles(battle, player.foe(), options);
1954
2072
  }
1955
2073
  }
1956
2074
 
1957
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2075
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1958
2076
  var side = battle.side(player);
1959
2077
  var stored = side.stored();
1960
2078
  const ident = battle.active(player);
1961
2079
 
1962
2080
  // GLITCH: HP recovery move failure glitches
1963
2081
  const delta = stored.stats.hp - stored.hp;
1964
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2082
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2083
+ return options.log.fail(.{ ident, .None });
2084
+ }
1965
2085
 
1966
2086
  const rest = side.last_selected_move == .Rest;
1967
2087
  if (rest) {
1968
2088
  // Adding the sleep status runs the sleep condition handler to roll duration
1969
2089
  if (showdown) battle.rng.advance(1);
1970
2090
  stored.status = Status.slf(2);
1971
- try log.statusFrom(ident, stored.status, Move.Rest);
2091
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1972
2092
  stored.hp = stored.stats.hp;
1973
2093
  } else {
1974
2094
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1975
2095
  }
1976
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2096
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1977
2097
  }
1978
2098
 
1979
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2099
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1980
2100
  battle.side(player).active.volatiles.Recharging = true;
1981
- try log.mustrecharge(battle.active(player));
2101
+ try options.log.mustrecharge(.{battle.active(player)});
1982
2102
  }
1983
2103
 
1984
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2104
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1985
2105
  var foe = battle.foe(player);
1986
2106
 
1987
2107
  if (showdown) {
1988
2108
  // Invulnerability trumps type immunity on Pokémon Showdown
1989
2109
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1990
- return log.immune(battle.active(player.foe()), .None);
2110
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1991
2111
  }
1992
- if (!try checkHit(battle, player, move, log)) return;
2112
+ if (!try checkHit(battle, player, move, options)) return;
1993
2113
  if (foe.active.volatiles.LeechSeed) return;
1994
2114
  } else {
1995
- if (!try checkHit(battle, player, move, log)) return;
2115
+ if (!try checkHit(battle, player, move, options)) return;
1996
2116
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1997
- try log.lastmiss();
1998
- return log.miss(battle.active(player));
2117
+ try options.log.lastmiss(.{});
2118
+ return options.log.miss(.{battle.active(player)});
1999
2119
  }
2000
2120
  }
2001
2121
 
2002
2122
  foe.active.volatiles.LeechSeed = true;
2003
2123
 
2004
- try log.start(battle.active(player.foe()), .LeechSeed);
2124
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
2005
2125
  }
2006
2126
 
2007
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2127
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
2008
2128
  var side = battle.side(player);
2129
+ const ident = battle.active(player);
2009
2130
 
2010
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2131
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2011
2132
  side.active.volatiles.LightScreen = true;
2012
2133
 
2013
- try log.start(battle.active(player), .LightScreen);
2134
+ try options.log.start(.{ ident, .LightScreen });
2014
2135
  }
2015
2136
 
2016
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2137
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2017
2138
  var side = battle.side(player);
2018
2139
  var foe = battle.foe(player);
2019
2140
 
@@ -2029,7 +2150,7 @@ pub const Effects = struct {
2029
2150
  const has_mimic = has_mimic: {
2030
2151
  for (side.active.moves, 0..) |m, i| {
2031
2152
  if (m.id == .Mimic) {
2032
- oslot = @intCast(u8, i + 1);
2153
+ oslot = @intCast(i + 1);
2033
2154
  break :has_mimic true;
2034
2155
  }
2035
2156
  }
@@ -2037,38 +2158,41 @@ pub const Effects = struct {
2037
2158
  };
2038
2159
  if (!has_mimic) {
2039
2160
  // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2040
- if (!try checkHit(battle, player, move, log)) return;
2041
- return try log.fail(battle.active(player.foe()), .None);
2161
+ if (!try checkHit(battle, player, move, options)) return;
2162
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2042
2163
  }
2043
2164
  }
2044
- if (!try checkHit(battle, player, move, log)) return;
2165
+ if (!try checkHit(battle, player, move, options)) return;
2045
2166
 
2046
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2167
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2047
2168
  side.active.move(oslot).id = foe.active.move(rslot).id;
2048
2169
 
2049
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2170
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2050
2171
  }
2051
2172
 
2052
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2173
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2053
2174
  var side = battle.side(player);
2054
2175
 
2055
2176
  if (side.active.volatiles.Mist) return;
2056
2177
  side.active.volatiles.Mist = true;
2057
2178
 
2058
- try log.start(battle.active(player), .Mist);
2179
+ try options.log.start(.{ battle.active(player), .Mist });
2059
2180
  }
2060
2181
 
2061
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2182
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2062
2183
  var side = battle.side(player);
2063
2184
 
2064
2185
  assert(!side.active.volatiles.MultiHit);
2065
2186
  side.active.volatiles.MultiHit = true;
2066
2187
 
2067
- side.active.volatiles.attacks =
2068
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2188
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2189
+ try Rolls.distribution(battle, .MultiHit, player, options)
2190
+ else
2191
+ 2;
2069
2192
  }
2070
2193
 
2071
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2194
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2195
+ var log = options.log;
2072
2196
  var foe = battle.foe(player);
2073
2197
  var foe_stored = foe.stored();
2074
2198
  const foe_ident = battle.active(player.foe());
@@ -2078,27 +2202,28 @@ pub const Effects = struct {
2078
2202
 
2079
2203
  if (showdown) {
2080
2204
  // Invulnerability trumps type immunity on Pokémon Showdown
2081
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2082
- if (!try checkHit(battle, player, move, log)) return;
2205
+ if (immune and !foe.active.volatiles.Invulnerable) {
2206
+ return log.immune(.{ foe_ident, .None });
2207
+ } else if (!try checkHit(battle, player, move, options)) return;
2083
2208
  }
2084
2209
  if (Status.any(foe_stored.status)) {
2085
- return log.fail(
2210
+ return log.fail(.{
2086
2211
  foe_ident,
2087
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2088
- );
2212
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2213
+ });
2089
2214
  }
2090
2215
  if (!showdown) {
2091
- if (immune) return log.immune(foe_ident, .None);
2092
- if (!try checkHit(battle, player, move, log)) return;
2216
+ if (immune) return log.immune(.{ foe_ident, .None });
2217
+ if (!try checkHit(battle, player, move, options)) return;
2093
2218
  }
2094
2219
 
2095
2220
  foe_stored.status = Status.init(.PAR);
2096
2221
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2097
2222
 
2098
- try log.status(foe_ident, foe_stored.status, .None);
2223
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2099
2224
  }
2100
2225
 
2101
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2226
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2102
2227
  var foe = battle.foe(player);
2103
2228
  var foe_stored = foe.stored();
2104
2229
 
@@ -2110,50 +2235,59 @@ pub const Effects = struct {
2110
2235
 
2111
2236
  // Body Slam can't paralyze a Normal type Pokémon
2112
2237
  if (foe.active.types.includes(move.type)) return;
2113
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2238
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2239
+ return;
2240
+ }
2114
2241
 
2115
2242
  foe_stored.status = Status.init(.PAR);
2116
2243
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2117
2244
 
2118
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2245
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2119
2246
  }
2120
2247
 
2121
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2122
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2248
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2249
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2250
+ try options.log.fieldactivate(.{});
2251
+ }
2123
2252
  }
2124
2253
 
2125
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2254
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2255
+ var log = options.log;
2126
2256
  var foe = battle.foe(player);
2127
2257
  var foe_stored = foe.stored();
2128
2258
  const foe_ident = battle.active(player.foe());
2129
2259
  const toxic = battle.side(player).last_selected_move == .Toxic;
2130
2260
 
2131
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2261
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2132
2262
  return;
2133
2263
  } else if (foe.active.volatiles.Substitute) {
2134
2264
  if (move.effect != .Poison) return;
2135
- return log.fail(foe_ident, .None);
2265
+ return log.fail(.{ foe_ident, .None });
2136
2266
  } else if (Status.any(foe_stored.status)) {
2137
2267
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2138
2268
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2139
2269
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2140
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2270
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2141
2271
  if (!showdown)
2142
- .Poison
2272
+ Fail.Poison
2143
2273
  else if (toxic == (foe_stored.status == Status.TOX))
2144
- if (toxic) .Toxic else .Poison
2274
+ if (toxic) Fail.Toxic else Fail.Poison
2145
2275
  else
2146
- .None
2276
+ Fail.None
2147
2277
  else
2148
- .None);
2278
+ Fail.None });
2149
2279
  } else if (foe.active.types.includes(.Poison)) {
2150
2280
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2151
- return log.immune(foe_ident, .None);
2281
+ return log.immune(.{ foe_ident, .None });
2152
2282
  }
2153
2283
 
2154
2284
  if (move.effect == .Poison) {
2155
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2156
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2285
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2286
+ } else {
2287
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2288
+ return;
2289
+ }
2290
+ }
2157
2291
 
2158
2292
  foe_stored.status = Status.init(.PSN);
2159
2293
  if (toxic) {
@@ -2162,7 +2296,7 @@ pub const Effects = struct {
2162
2296
  foe.active.volatiles.toxic = 0;
2163
2297
  }
2164
2298
 
2165
- try log.status(foe_ident, foe_stored.status, .None);
2299
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2166
2300
  }
2167
2301
 
2168
2302
  fn rage(battle: anytype, player: Player) !void {
@@ -2171,28 +2305,37 @@ pub const Effects = struct {
2171
2305
  volatiles.Rage = true;
2172
2306
  }
2173
2307
 
2174
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2308
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2175
2309
  var side = battle.side(player);
2176
2310
  var stored = side.stored();
2177
2311
 
2178
- const damage = @intCast(i16, @max(battle.last_damage /
2312
+ assert(showdown or battle.last_damage > 0);
2313
+ if (showdown and battle.last_damage == 0) return;
2314
+
2315
+ const damage: i16 = @intCast(@max(battle.last_damage /
2179
2316
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2180
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2317
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2181
2318
 
2182
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2319
+ try options.log.damage(.{
2320
+ battle.active(player),
2321
+ stored,
2322
+ .RecoilOf,
2323
+ battle.active(player.foe()),
2324
+ });
2183
2325
  if (showdown and stored.hp == 0) residual.* = false;
2184
2326
  }
2185
2327
 
2186
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2328
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2187
2329
  var side = battle.side(player);
2330
+ const ident = battle.active(player);
2188
2331
 
2189
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2332
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2190
2333
  side.active.volatiles.Reflect = true;
2191
2334
 
2192
- try log.start(battle.active(player), .Reflect);
2335
+ try options.log.start(.{ ident, .Reflect });
2193
2336
  }
2194
2337
 
2195
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2338
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2196
2339
  var foe = battle.foe(player);
2197
2340
  var foe_stored = foe.stored();
2198
2341
  const foe_ident = battle.active(player.foe());
@@ -2203,80 +2346,87 @@ pub const Effects = struct {
2203
2346
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2204
2347
  } else {
2205
2348
  if (Status.any(foe_stored.status)) {
2206
- return log.fail(
2349
+ return options.log.fail(.{
2207
2350
  foe_ident,
2208
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2209
- );
2351
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2352
+ });
2210
2353
  }
2211
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2212
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2354
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2355
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2213
2356
  }
2214
2357
 
2215
2358
  // Sleep Clause Mod
2216
- if (showdown) {
2359
+ if (pkmn.options.mod) {
2217
2360
  for (foe.pokemon) |p| {
2218
2361
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2219
2362
  }
2220
2363
  }
2221
2364
  foe.active.volatiles.Recharging = false;
2222
2365
 
2223
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2224
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2366
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2367
+ options.chance.observe(.sleep, player.foe(), .started);
2368
+
2369
+ const last = battle.side(player).last_selected_move;
2370
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2225
2371
  }
2226
2372
 
2227
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2228
- try log.activate(battle.active(player), .Splash);
2373
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2374
+ try options.log.activate(.{ battle.active(player), .Splash });
2229
2375
  }
2230
2376
 
2231
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2377
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2232
2378
  var side = battle.side(player);
2233
2379
  if (side.active.volatiles.Substitute) {
2234
- try log.fail(battle.active(player), .Substitute);
2235
- return;
2380
+ return options.log.fail(.{ battle.active(player), .Substitute });
2236
2381
  }
2237
2382
 
2238
2383
  assert(side.stored().stats.hp <= 1023);
2239
2384
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2240
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2385
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2241
2386
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2242
2387
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2243
2388
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2244
2389
  // avoid having to convert to floating point)
2245
2390
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2246
2391
  if (side.stored().hp < required_hp) {
2247
- try log.fail(battle.active(player), .Weak);
2248
- return;
2392
+ return options.log.fail(.{ battle.active(player), .Weak });
2249
2393
  }
2250
2394
 
2251
2395
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2252
2396
  side.stored().hp -= hp;
2253
2397
  side.active.volatiles.substitute = hp + 1;
2254
2398
  side.active.volatiles.Substitute = true;
2255
- try log.start(battle.active(player), .Substitute);
2399
+ try options.log.start(.{ battle.active(player), .Substitute });
2256
2400
  if (hp > 0) {
2257
- try log.damage(battle.active(player), side.stored(), .None);
2401
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2258
2402
  if (showdown and side.stored().hp == 0) residual.* = false;
2259
2403
  }
2260
2404
  }
2261
2405
 
2262
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2263
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2264
-
2406
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2265
2407
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2266
- _ = try checkHit(battle, player, move, log);
2267
- battle.last_damage = 0;
2408
+ if (showdown) {
2409
+ if (battle.side(player).last_selected_move == .Teleport) return;
2410
+ _ = try checkHit(battle, player, move, options);
2411
+ battle.last_damage = 0;
2412
+ } else {
2413
+ try options.log.fail(.{ battle.active(player), .None });
2414
+ try options.log.laststill(.{});
2415
+ }
2268
2416
  }
2269
2417
 
2270
- fn thrashing(battle: anytype, player: Player) void {
2418
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2271
2419
  var volatiles = &battle.side(player).active.volatiles;
2272
2420
  assert(!volatiles.Thrashing);
2273
2421
  assert(!volatiles.Bide);
2274
2422
 
2275
2423
  volatiles.Thrashing = true;
2276
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2424
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2425
+
2426
+ options.chance.observe(.attacking, player, .started);
2277
2427
  }
2278
2428
 
2279
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2429
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2280
2430
  var side = battle.side(player);
2281
2431
  const foe = battle.foe(player);
2282
2432
  const foe_ident = battle.active(player.foe());
@@ -2302,25 +2452,28 @@ pub const Effects = struct {
2302
2452
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2303
2453
  }
2304
2454
 
2305
- try log.transform(battle.active(player), foe_ident);
2455
+ try options.log.transform(.{ battle.active(player), foe_ident });
2306
2456
  }
2307
2457
 
2308
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2458
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2309
2459
  var side = battle.side(player);
2310
2460
  var foe = battle.foe(player);
2311
2461
 
2312
2462
  if (side.active.volatiles.Binding) return;
2313
2463
  side.active.volatiles.Binding = true;
2314
2464
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2315
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2465
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2316
2466
  if (!showdown) {
2317
2467
  foe.active.volatiles.Recharging = false;
2318
2468
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2319
2469
 
2320
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2470
+ side.active.volatiles.attacks =
2471
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2472
+ options.chance.observe(.binding, player, .started);
2321
2473
  }
2322
2474
 
2323
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2475
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2476
+ var log = options.log;
2324
2477
  var side = battle.side(player);
2325
2478
  const ident = battle.active(player);
2326
2479
 
@@ -2330,87 +2483,87 @@ pub const Effects = struct {
2330
2483
  switch (move.effect) {
2331
2484
  .AttackUp1, .AttackUp2, .Rage => {
2332
2485
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2333
- if (boosts.atk == 6) return try log.fail(ident, .None);
2486
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2334
2487
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2335
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2336
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2488
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2489
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2337
2490
  if (stats.atk == MAX_STAT_VALUE) {
2338
2491
  boosts.atk -= 1;
2339
2492
  if (showdown) {
2340
- try log.boost(ident, reason, n);
2341
- try log.boost(ident, Boost.Attack, -1);
2493
+ try log.boost(.{ ident, reason, n });
2494
+ try log.boost(.{ ident, .Attack, -1 });
2342
2495
  if (move.effect == .Rage) return;
2343
2496
  }
2344
- return try log.fail(ident, .None);
2497
+ return log.fail(.{ ident, .None });
2345
2498
  }
2346
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2499
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2347
2500
  const stat = unmodifiedStats(battle, side).atk;
2348
2501
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2349
- try log.boost(ident, reason, n);
2502
+ try log.boost(.{ ident, reason, n });
2350
2503
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2351
2504
  if (showdown and move.effect == .Rage) return;
2352
2505
  },
2353
2506
  .DefenseUp1, .DefenseUp2 => {
2354
2507
  assert(boosts.def >= -6 and boosts.def <= 6);
2355
- if (boosts.def == 6) return try log.fail(ident, .None);
2508
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2356
2509
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2357
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2510
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2358
2511
  if (stats.def == MAX_STAT_VALUE) {
2359
2512
  boosts.def -= 1;
2360
2513
  if (showdown) {
2361
- try log.boost(ident, .Defense, n);
2362
- try log.boost(ident, .Defense, -1);
2514
+ try log.boost(.{ ident, .Defense, n });
2515
+ try log.boost(.{ ident, .Defense, -1 });
2363
2516
  }
2364
- return try log.fail(ident, .None);
2517
+ return log.fail(.{ ident, .None });
2365
2518
  }
2366
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2519
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2367
2520
  const stat = unmodifiedStats(battle, side).def;
2368
2521
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2369
- try log.boost(ident, .Defense, n);
2522
+ try log.boost(.{ ident, .Defense, n });
2370
2523
  },
2371
2524
  .SpeedUp2 => {
2372
2525
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2373
- if (boosts.spe == 6) return try log.fail(ident, .None);
2374
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2526
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2527
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2375
2528
  if (stats.spe == MAX_STAT_VALUE) {
2376
2529
  boosts.spe -= 1;
2377
2530
  if (showdown) {
2378
- try log.boost(ident, .Speed, 2);
2379
- try log.boost(ident, .Speed, -1);
2531
+ try log.boost(.{ ident, .Speed, 2 });
2532
+ try log.boost(.{ ident, .Speed, -1 });
2380
2533
  }
2381
- return try log.fail(ident, .None);
2534
+ return log.fail(.{ ident, .None });
2382
2535
  }
2383
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2536
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2384
2537
  const stat = unmodifiedStats(battle, side).spe;
2385
2538
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2386
- try log.boost(ident, .Speed, 2);
2539
+ try log.boost(.{ ident, .Speed, 2 });
2387
2540
  },
2388
2541
  .SpecialUp1, .SpecialUp2 => {
2389
2542
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2390
- if (boosts.spc == 6) return try log.fail(ident, .None);
2543
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2391
2544
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2392
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2545
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2393
2546
  if (stats.spc == MAX_STAT_VALUE) {
2394
2547
  boosts.spc -= 1;
2395
2548
  if (showdown) {
2396
- try log.boost(ident, .SpecialAttack, n);
2397
- try log.boost(ident, .SpecialAttack, -1);
2398
- try log.boost(ident, .SpecialDefense, n);
2399
- try log.boost(ident, .SpecialDefense, -1);
2549
+ try log.boost(.{ ident, .SpecialAttack, n });
2550
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2551
+ try log.boost(.{ ident, .SpecialDefense, n });
2552
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2400
2553
  }
2401
- return try log.fail(ident, .None);
2554
+ return log.fail(.{ ident, .None });
2402
2555
  }
2403
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2556
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2404
2557
  const stat = unmodifiedStats(battle, side).spc;
2405
2558
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2406
- try log.boost(ident, .SpecialAttack, n);
2407
- try log.boost(ident, .SpecialDefense, n);
2559
+ try log.boost(.{ ident, .SpecialAttack, n });
2560
+ try log.boost(.{ ident, .SpecialDefense, n });
2408
2561
  },
2409
2562
  .EvasionUp1 => {
2410
2563
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2411
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2412
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2413
- try log.boost(ident, .Evasion, 1);
2564
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2565
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2566
+ try log.boost(.{ ident, .Evasion, 1 });
2414
2567
  },
2415
2568
  else => unreachable,
2416
2569
  }
@@ -2419,102 +2572,105 @@ pub const Effects = struct {
2419
2572
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2420
2573
  }
2421
2574
 
2422
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2575
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2576
+ var log = options.log;
2423
2577
  var foe = battle.foe(player);
2424
2578
  const foe_ident = battle.active(player.foe());
2579
+ const secondary = move.effect.isStatDownChance();
2425
2580
 
2426
- if (foe.active.volatiles.Substitute) {
2427
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2428
- }
2581
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2429
2582
 
2430
- if (move.effect.isStatDownChance()) {
2431
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2432
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2433
- return; // checkHit already checks for Invulnerable
2583
+ if (secondary) {
2584
+ const proc = try Rolls.unboost(battle, player, options);
2585
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2586
+ } else {
2587
+ // checkHit already checks for Invulnerable
2588
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2434
2589
  }
2435
2590
 
2436
2591
  var stats = &foe.active.stats;
2437
2592
  var boosts = &foe.active.boosts;
2593
+ const fail = showdown or !secondary;
2438
2594
 
2439
2595
  switch (move.effect) {
2440
2596
  .AttackDown1, .AttackDownChance => {
2441
2597
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2442
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2443
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2598
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2599
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2444
2600
  if (stats.atk == 1) {
2445
2601
  boosts.atk += 1;
2446
2602
  if (showdown) {
2447
- try log.boost(foe_ident, .Attack, -1);
2448
- try log.boost(foe_ident, .Attack, 1);
2603
+ try log.boost(.{ foe_ident, .Attack, -1 });
2604
+ try log.boost(.{ foe_ident, .Attack, 1 });
2449
2605
  }
2450
- return try log.fail(foe_ident, .None);
2606
+ return log.fail(.{ foe_ident, .None });
2451
2607
  }
2452
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2608
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2453
2609
  const stat = unmodifiedStats(battle, foe).atk;
2454
2610
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2455
- try log.boost(foe_ident, .Attack, -1);
2611
+ try log.boost(.{ foe_ident, .Attack, -1 });
2456
2612
  },
2457
2613
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2458
2614
  assert(boosts.def >= -6 and boosts.def <= 6);
2459
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2615
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2460
2616
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2461
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2617
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2462
2618
  if (stats.def == 1) {
2463
2619
  boosts.def += 1;
2464
2620
  if (showdown) {
2465
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2466
- try log.boost(foe_ident, .Defense, 1);
2621
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2622
+ try log.boost(.{ foe_ident, .Defense, 1 });
2467
2623
  }
2468
- return try log.fail(foe_ident, .None);
2624
+ return log.fail(.{ foe_ident, .None });
2469
2625
  }
2470
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2626
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2471
2627
  const stat = unmodifiedStats(battle, foe).def;
2472
2628
  stats.def = @max(1, stat * mod[0] / mod[1]);
2473
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2629
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2474
2630
  },
2475
2631
  .SpeedDown1, .SpeedDownChance => {
2476
2632
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2477
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2478
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2633
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2634
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2479
2635
  if (stats.spe == 1) {
2480
2636
  boosts.spe += 1;
2481
2637
  if (showdown) {
2482
- try log.boost(foe_ident, .Speed, -1);
2483
- try log.boost(foe_ident, .Speed, 1);
2638
+ try log.boost(.{ foe_ident, .Speed, -1 });
2639
+ try log.boost(.{ foe_ident, .Speed, 1 });
2484
2640
  }
2485
- return try log.fail(foe_ident, .None);
2641
+ return log.fail(.{ foe_ident, .None });
2486
2642
  }
2487
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2643
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2488
2644
  const stat = unmodifiedStats(battle, foe).spe;
2489
2645
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2490
- try log.boost(foe_ident, .Speed, -1);
2646
+ try log.boost(.{ foe_ident, .Speed, -1 });
2491
2647
  assert(boosts.spe >= -6);
2492
2648
  },
2493
2649
  .SpecialDownChance => {
2494
2650
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2495
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2496
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2651
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2652
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2497
2653
  if (stats.spc == 1) {
2498
2654
  boosts.spc += 1;
2499
2655
  if (showdown) {
2500
- try log.boost(foe_ident, .SpecialAttack, -1);
2501
- try log.boost(foe_ident, .SpecialAttack, 1);
2502
- try log.boost(foe_ident, .SpecialDefense, -1);
2503
- try log.boost(foe_ident, .SpecialDefense, 1);
2656
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2657
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2658
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2659
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2504
2660
  }
2505
- return try log.fail(foe_ident, .None);
2661
+ return log.fail(.{ foe_ident, .None });
2506
2662
  }
2507
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2663
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2508
2664
  const stat = unmodifiedStats(battle, foe).spc;
2509
2665
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2510
- try log.boost(foe_ident, .SpecialAttack, -1);
2511
- try log.boost(foe_ident, .SpecialDefense, -1);
2666
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2667
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2512
2668
  },
2513
2669
  .AccuracyDown1 => {
2514
2670
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2515
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2516
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2517
- try log.boost(foe_ident, .Accuracy, -1);
2671
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2672
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2673
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2518
2674
  },
2519
2675
  else => unreachable,
2520
2676
  }
@@ -2538,37 +2694,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2538
2694
  }
2539
2695
  }
2540
2696
 
2541
- inline fn isForced(active: ActivePokemon) bool {
2697
+ fn isForced(active: anytype) bool {
2542
2698
  return active.volatiles.Recharging or active.volatiles.Rage or
2543
2699
  active.volatiles.Thrashing or active.volatiles.Charging;
2544
2700
  }
2545
2701
 
2546
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2702
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2703
+ var log = options.log;
2547
2704
  var side = battle.side(who);
2548
2705
  var volatiles = &side.active.volatiles;
2549
2706
  const ident = battle.active(who);
2550
2707
 
2551
- if (volatiles.disabled_move != 0) {
2552
- volatiles.disabled_move = 0;
2553
- volatiles.disabled_duration = 0;
2554
- try log.end(ident, .DisableSilent);
2708
+ if (volatiles.disable_move != 0) {
2709
+ volatiles.disable_move = 0;
2710
+ volatiles.disable_duration = 0;
2711
+ options.chance.observe(.disable, who, .None);
2712
+ try log.end(.{ ident, .DisableSilent });
2555
2713
  }
2556
2714
  if (volatiles.Confusion) {
2557
2715
  // volatiles.confusion is left unchanged
2558
2716
  volatiles.Confusion = false;
2559
- try log.end(ident, .ConfusionSilent);
2717
+ options.chance.observe(.confusion, who, .None);
2718
+ try log.end(.{ ident, .ConfusionSilent });
2560
2719
  }
2561
2720
  if (volatiles.Mist) {
2562
2721
  volatiles.Mist = false;
2563
- try log.end(ident, .Mist);
2722
+ try log.end(.{ ident, .MistSilent });
2564
2723
  }
2565
2724
  if (volatiles.FocusEnergy) {
2566
2725
  volatiles.FocusEnergy = false;
2567
- try log.end(ident, .FocusEnergy);
2726
+ try log.end(.{ ident, .FocusEnergySilent });
2568
2727
  }
2569
2728
  if (volatiles.LeechSeed) {
2570
2729
  volatiles.LeechSeed = false;
2571
- try log.end(ident, .LeechSeed);
2730
+ try log.end(.{ ident, .LeechSeedSilent });
2572
2731
  }
2573
2732
  if (!showdown and volatiles.Toxic) {
2574
2733
  volatiles.Toxic = false;
@@ -2576,152 +2735,373 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2576
2735
  }
2577
2736
  if (volatiles.LightScreen) {
2578
2737
  volatiles.LightScreen = false;
2579
- try log.end(ident, .LightScreen);
2738
+ try log.end(.{ ident, .LightScreenSilent });
2580
2739
  }
2581
2740
  if (volatiles.Reflect) {
2582
2741
  volatiles.Reflect = false;
2583
- try log.end(ident, .Reflect);
2742
+ try log.end(.{ ident, .ReflectSilent });
2584
2743
  }
2585
2744
  if (showdown and volatiles.Toxic) {
2586
2745
  volatiles.Toxic = false;
2587
2746
  // Pokémon Showdown erroneously clears the toxic counter
2588
2747
  volatiles.toxic = 0;
2589
- try log.end(ident, .Toxic);
2748
+ try log.end(.{ ident, .ToxicSilent });
2590
2749
  }
2591
2750
  }
2592
2751
 
2752
+ fn decrement(
2753
+ comptime field: chance.Action.Field,
2754
+ player: Player,
2755
+ options: anytype,
2756
+ n: anytype,
2757
+ ) @TypeOf(n) {
2758
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2759
+ .started, .ended => 0,
2760
+ .continuing => if (n > 1) n - 1 else n,
2761
+ else => unreachable,
2762
+ } else n - 1;
2763
+ }
2764
+
2593
2765
  pub const Rolls = struct {
2594
- inline fn speedTie(battle: anytype) bool {
2595
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2596
- return battle.rng.next() < Gen12.percent(50) + 1;
2597
- }
2766
+ fn speedTie(battle: anytype, options: anytype) !bool {
2767
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2768
+ player == .P1
2769
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2770
+ battle.rng.speedTie()
2771
+ else if (showdown)
2772
+ battle.rng.range(u8, 0, 2) == 0
2773
+ else
2774
+ battle.rng.next() < Gen12.percent(50) + 1;
2775
+
2776
+ try options.chance.speedTie(p1);
2777
+ return p1;
2778
+ }
2779
+
2780
+ fn criticalHit(
2781
+ battle: anytype,
2782
+ player: Player,
2783
+ rate: u8,
2784
+ spurious: bool,
2785
+ options: anytype,
2786
+ ) !bool {
2787
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2788
+ val == .true
2789
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2790
+ battle.rng.criticalHit(player, rate)
2791
+ else if (showdown)
2792
+ battle.rng.chance(u8, rate, 256)
2793
+ else
2794
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2795
+
2796
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2797
+ return crit;
2798
+ }
2799
+
2800
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2801
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2802
+ val
2803
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2804
+ battle.rng.damage(player)
2805
+ else roll: {
2806
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2807
+ while (true) {
2808
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2809
+ if (r >= 217) break :roll r;
2810
+ }
2811
+ };
2598
2812
 
2599
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2600
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2601
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2813
+ assert(roll >= 217 and roll <= 255);
2814
+ try options.chance.damage(player, roll);
2815
+ return roll;
2602
2816
  }
2603
2817
 
2604
- inline fn damage(battle: anytype) u8 {
2605
- if (showdown) return battle.rng.range(u8, 217, 256);
2606
- while (true) {
2607
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2608
- if (r >= 217) return r;
2609
- }
2610
- }
2818
+ const uN = if (pkmn.options.miss) u8 else u9;
2819
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2820
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2821
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2822
+ val == .true
2823
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2824
+ battle.rng.hit(player, acc)
2825
+ else if (showdown)
2826
+ battle.rng.chance(uN, acc, 256)
2827
+ else
2828
+ battle.rng.next() < acc;
2611
2829
 
2612
- inline fn hit(battle: anytype, accuracy: u16) bool {
2613
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2614
- return battle.rng.next() < accuracy;
2830
+ try options.chance.hit(player, ok, acc);
2831
+ return ok;
2615
2832
  }
2616
2833
 
2617
- inline fn confusionDuration(battle: anytype) u3 {
2618
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2619
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2620
- }
2834
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2835
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2836
+ val == .true
2837
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2838
+ battle.rng.confused(player)
2839
+ else if (showdown)
2840
+ !battle.rng.chance(u8, 128, 256)
2841
+ else
2842
+ battle.rng.next() >= Gen12.percent(50) + 1;
2621
2843
 
2622
- inline fn confused(battle: anytype) bool {
2623
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2624
- return battle.rng.next() >= Gen12.percent(50) + 1;
2844
+ try options.chance.confused(player, cfz);
2845
+ return cfz;
2625
2846
  }
2626
2847
 
2627
- inline fn paralyzed(battle: anytype) bool {
2628
- if (showdown) return battle.rng.chance(u8, 63, 256);
2629
- return battle.rng.next() < Gen12.percent(25);
2630
- }
2848
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2849
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2850
+ val == .true
2851
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2852
+ battle.rng.paralyzed(player)
2853
+ else if (showdown)
2854
+ battle.rng.chance(u8, 63, 256)
2855
+ else
2856
+ battle.rng.next() < Gen12.percent(25);
2631
2857
 
2632
- inline fn confusionChance(battle: anytype) bool {
2633
- if (showdown) return battle.rng.chance(u8, 25, 256);
2634
- return battle.rng.next() < Gen12.percent(10);
2858
+ try options.chance.paralyzed(player, par);
2859
+ return par;
2635
2860
  }
2636
2861
 
2637
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2638
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2639
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2640
- }
2862
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2863
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2864
+ val == .true
2865
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2866
+ battle.rng.secondaryChance(player, 25)
2867
+ else if (showdown)
2868
+ battle.rng.chance(u8, 25, 256)
2869
+ else
2870
+ battle.rng.next() < Gen12.percent(10);
2641
2871
 
2642
- inline fn poisonChance(battle: anytype, low: bool) bool {
2643
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2644
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2872
+ try options.chance.secondaryChance(player, proc, 25);
2873
+ return proc;
2645
2874
  }
2646
2875
 
2647
- inline fn sleepDuration(battle: anytype) u3 {
2648
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2649
- while (true) {
2650
- const r = battle.rng.next() & 7;
2651
- if (r != 0) return @intCast(u3, r);
2652
- }
2876
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2877
+ const rate: u8 = if (low) 26 else 77;
2878
+
2879
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2880
+ val == .true
2881
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2882
+ battle.rng.secondaryChance(player, rate)
2883
+ else if (showdown)
2884
+ battle.rng.chance(u8, rate, 256)
2885
+ else
2886
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2887
+
2888
+ try options.chance.secondaryChance(player, proc, rate);
2889
+ return proc;
2653
2890
  }
2654
2891
 
2655
- inline fn bideThrashDuration(battle: anytype) u3 {
2656
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2657
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2892
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2893
+ const rate: u8 = if (low) 52 else 103;
2894
+
2895
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2896
+ val == .true
2897
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2898
+ battle.rng.secondaryChance(player, rate)
2899
+ else if (showdown)
2900
+ battle.rng.chance(u8, rate, 256)
2901
+ else
2902
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2903
+
2904
+ try options.chance.secondaryChance(player, proc, rate);
2905
+ return proc;
2658
2906
  }
2659
2907
 
2660
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2661
- if (showdown) {
2662
- if (check_pp == 0) {
2663
- var i: usize = moves.len;
2664
- while (i > 0) {
2665
- i -= 1;
2666
- if (moves[i].id != .None) {
2667
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2668
- }
2669
- }
2670
- } else {
2671
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2672
- var i: usize = 0;
2673
- while (i < moves.len and r > 0) : (i += 1) {
2674
- if (moves[i].pp > 0) {
2675
- r -= 1;
2676
- if (r == 0) break;
2677
- }
2678
- }
2679
- return @intCast(u4, i + 1);
2908
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2909
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2910
+ val == .true
2911
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2912
+ battle.rng.secondaryChance(player, 85)
2913
+ else if (showdown)
2914
+ battle.rng.chance(u8, 85, 256)
2915
+ else
2916
+ battle.rng.next() < Gen12.percent(33) + 1;
2917
+
2918
+ try options.chance.secondaryChance(player, proc, 85);
2919
+ return proc;
2920
+ }
2921
+
2922
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2923
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2924
+ val
2925
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2926
+ battle.rng.metronome(player)
2927
+ else if (showdown)
2928
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2929
+ else move: {
2930
+ while (true) {
2931
+ const r = battle.rng.next();
2932
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2933
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2934
+ break :move @enumFromInt(r);
2680
2935
  }
2681
- }
2936
+ };
2682
2937
 
2683
- while (true) {
2684
- const r = @intCast(u4, battle.rng.next() & 3);
2685
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2686
- }
2938
+ try options.chance.metronome(player, move);
2939
+ return move;
2940
+ }
2941
+
2942
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2943
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2944
+ val - 1
2945
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2946
+ battle.rng.psywave(player)
2947
+ else if (showdown)
2948
+ battle.rng.range(u8, 0, max)
2949
+ else power: {
2950
+ while (true) {
2951
+ const r = battle.rng.next();
2952
+ if (r < max) break :power r;
2953
+ }
2954
+ };
2955
+
2956
+ assert(power < max);
2957
+ try options.chance.psywave(player, power, max);
2958
+ return power;
2687
2959
  }
2688
2960
 
2689
- inline fn disableDuration(battle: anytype) u4 {
2690
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2691
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2961
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2962
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2963
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2964
+ else
2965
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2966
+ battle.rng.sleepDuration(player)
2967
+ else if (showdown)
2968
+ battle.rng.range(u3, 1, 8)
2969
+ else duration: {
2970
+ while (true) {
2971
+ const r = battle.rng.next() & 7;
2972
+ if (r != 0) break :duration @intCast(r);
2973
+ }
2974
+ };
2975
+
2976
+ assert(duration >= 1 and duration <= 7);
2977
+ options.chance.duration(player, duration);
2978
+ return duration;
2692
2979
  }
2693
2980
 
2694
- inline fn metronome(battle: anytype) Move {
2695
- if (showdown) {
2696
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
2697
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
2698
- return @intToEnum(Move, r + mod);
2699
- }
2700
- while (true) {
2701
- const r = battle.rng.next();
2702
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
2703
- if (r >= @enumToInt(Move.Struggle)) continue;
2704
- return @intToEnum(Move, r);
2705
- }
2981
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2982
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2983
+ if (val >= 1 and val <= 8) val else null
2984
+ else
2985
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2986
+ battle.rng.disableDuration(player)
2987
+ else if (showdown)
2988
+ battle.rng.range(u4, 1, 9)
2989
+ else
2990
+ @intCast((battle.rng.next() & 7) + 1);
2991
+
2992
+ assert(duration >= 1 and duration <= 8);
2993
+ options.chance.duration(player, duration);
2994
+ return duration;
2706
2995
  }
2707
2996
 
2708
- inline fn psywave(battle: anytype, max: u8) u8 {
2709
- if (showdown) return battle.rng.range(u8, 0, max);
2710
- while (true) {
2711
- const r = battle.rng.next();
2712
- if (r < max) return r;
2713
- }
2997
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
2998
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2999
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3000
+ else
3001
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3002
+ battle.rng.confusionDuration(player)
3003
+ else if (showdown)
3004
+ battle.rng.range(u3, 2, 6)
3005
+ else
3006
+ @intCast((battle.rng.next() & 3) + 2);
3007
+
3008
+ assert(duration >= 2 and duration <= 5);
3009
+ options.chance.duration(player, duration);
3010
+ return duration;
2714
3011
  }
2715
3012
 
2716
- inline fn distribution(battle: anytype) u3 {
2717
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2718
- const r = (battle.rng.next() & 3);
2719
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
3013
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3014
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3015
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3016
+ else
3017
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3018
+ battle.rng.attackingDuration(player)
3019
+ else if (showdown)
3020
+ battle.rng.range(u3, 2, 4)
3021
+ else
3022
+ @intCast((battle.rng.next() & 1) + 2);
3023
+
3024
+ assert(duration >= 2 and duration <= 3);
3025
+ options.chance.duration(player, duration);
3026
+ return duration;
2720
3027
  }
2721
3028
 
2722
- inline fn unboost(battle: anytype) bool {
2723
- if (showdown) return battle.rng.chance(u8, 85, 256);
2724
- return battle.rng.next() < Gen12.percent(33) + 1;
3029
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3030
+
3031
+ fn distribution(
3032
+ battle: anytype,
3033
+ comptime effect: Move.Effect,
3034
+ player: Player,
3035
+ options: anytype,
3036
+ ) !u3 {
3037
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3038
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3039
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3040
+ else
3041
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3042
+ battle.rng.distribution(player)
3043
+ else if (showdown)
3044
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3045
+ else n: {
3046
+ const r = (battle.rng.next() & 3);
3047
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3048
+ };
3049
+
3050
+ assert(n >= 2 and n <= 5);
3051
+ if (effect == .Binding) {
3052
+ options.chance.duration(player, n);
3053
+ } else {
3054
+ try options.chance.multiHit(player, n);
3055
+ }
3056
+ return n;
3057
+ }
3058
+
3059
+ fn moveSlot(
3060
+ battle: anytype,
3061
+ player: Player,
3062
+ moves: []MoveSlot,
3063
+ check_pp: u4,
3064
+ options: anytype,
3065
+ ) !u4 {
3066
+ // TODO: consider throwing error instead of rerolling?
3067
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3068
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3069
+ val
3070
+ else
3071
+ null
3072
+ else
3073
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3074
+ battle.rng.moveSlot(player, moves, check_pp)
3075
+ else slot: {
3076
+ if (showdown) {
3077
+ if (check_pp == 0) {
3078
+ var i: usize = moves.len;
3079
+ while (i > 0) {
3080
+ i -= 1;
3081
+ if (moves[i].id != .None) {
3082
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3083
+ }
3084
+ }
3085
+ } else {
3086
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3087
+ var i: usize = 0;
3088
+ while (i < moves.len and r > 0) : (i += 1) {
3089
+ if (moves[i].pp > 0) {
3090
+ r -= 1;
3091
+ if (r == 0) break :slot @intCast(i + 1);
3092
+ }
3093
+ }
3094
+ }
3095
+ }
3096
+
3097
+ while (true) {
3098
+ const r: u4 = @intCast(battle.rng.next() & 3);
3099
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3100
+ }
3101
+ };
3102
+
3103
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3104
+ return slot;
2725
3105
  }
2726
3106
  };
2727
3107
 
@@ -2729,14 +3109,14 @@ test "RNG agreement" {
2729
3109
  if (!showdown) return;
2730
3110
  var expected: [256]u32 = undefined;
2731
3111
  for (0..expected.len) |i| {
2732
- expected[i] = @intCast(u32, i * 0x1000000);
3112
+ expected[i] = @intCast(i * 0x1000000);
2733
3113
  }
2734
3114
 
2735
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2736
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2737
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2738
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2739
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3115
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3116
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3117
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3118
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3119
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2740
3120
 
2741
3121
  for (0..expected.len) |i| {
2742
3122
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2772,11 +3152,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2772
3152
  const side = battle.side(player);
2773
3153
  const foe = battle.foe(player);
2774
3154
 
2775
- var active = side.active;
3155
+ const active = &side.active;
2776
3156
  const stored = side.stored();
2777
3157
 
2778
3158
  // While players are not given any input options on the cartridge in these cases,
2779
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3159
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2780
3160
  //
2781
3161
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2782
3162
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2784,9 +3164,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2784
3164
  // passing due to being forced into using a move. Instead of introducing another option
2785
3165
  // we simply repurpose Move with no move slot, even though pedantically this is not
2786
3166
  // strictly correct as the player would not have been presented the option to move or
2787
- // switch at all.
3167
+ // switch at all
2788
3168
  if (isForced(active)) {
2789
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3169
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2790
3170
  n += 1;
2791
3171
  return n;
2792
3172
  }
@@ -2803,7 +3183,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2803
3183
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2804
3184
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2805
3185
  // either disables all other moves in the case of limited or requires you to select a
2806
- // move normally if sleeping/frozen/bound.
3186
+ // move normally if sleeping/frozen/bound
2807
3187
  if (!showdown and (limited or foe.active.volatiles.Binding or
2808
3188
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2809
3189
  {
@@ -2816,7 +3196,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2816
3196
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2817
3197
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2818
3198
  // Move will not result in forcing the subsequent use unless the user also had the
2819
- // proc-ed move in their moveset) and disabling all other moves.
3199
+ // proc-ed move in their moveset) and disabling all other moves
2820
3200
  if (limited) {
2821
3201
  assert(showdown);
2822
3202
  assert(side.last_selected_move != .None);
@@ -2826,7 +3206,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2826
3206
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2827
3207
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2828
3208
  const struggle =
2829
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3209
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2830
3210
  const s = if (struggle) 0 else slot;
2831
3211
  out[n] = .{ .type = .Move, .data = s };
2832
3212
  n += 1;
@@ -2841,14 +3221,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2841
3221
  const m = active.moves[slot - 1];
2842
3222
  if (m.id == .None) break;
2843
3223
  if (m.pp == 0) continue;
2844
- if (active.volatiles.disabled_move == slot) continue;
3224
+ if (active.volatiles.disable_move == slot) continue;
2845
3225
  out[n] = .{ .type = .Move, .data = slot };
2846
3226
  n += 1;
2847
3227
  }
2848
3228
  // Struggle (Pokémon Showdown would use 'move 1' here)
2849
3229
  if (n == before) {
2850
3230
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2851
- if (!showdown) {
3231
+ if (!pkmn.options.mod) {
2852
3232
  while (slot <= 4) : (slot += 1) {
2853
3233
  if (active.moves[slot - 1].pp != 0) return n;
2854
3234
  }