@pkmn/engine 0.1.0-dev.7b099504 → 0.1.0-dev.7c57a8f0

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 (84) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +102 -63
  3. package/build/pkg/addon/browser.d.ts +3 -0
  4. package/build/pkg/addon/browser.js +44 -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 +97 -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 +15 -18
  21. package/build/pkg/gen1.js +44 -30
  22. package/build/pkg/gen1.js.map +1 -1
  23. package/build/pkg/index.d.ts +44 -93
  24. package/build/pkg/index.js +6 -63
  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 +36 -69
  30. package/build/tools/debug.js.map +1 -1
  31. package/build/tools/display/debug.jsx +141 -0
  32. package/build/tools/display/debug.jsx.map +1 -0
  33. package/build/tools/display/index.js +142 -0
  34. package/build/tools/display/index.js.map +1 -0
  35. package/build/tools/display/ui.jsx +349 -0
  36. package/build/tools/display/ui.jsx.map +1 -0
  37. package/build/tools/display/util.js +18 -0
  38. package/build/tools/display/util.js.map +1 -0
  39. package/build.zig +340 -139
  40. package/package.json +68 -122
  41. package/src/bin/install-pkmn-engine +40 -25
  42. package/src/bin/pkmn-debug +1 -1
  43. package/src/lib/common/array.zig +77 -0
  44. package/src/lib/common/battle.zig +17 -0
  45. package/src/lib/common/data.zig +19 -31
  46. package/src/lib/common/debug.zig +58 -18
  47. package/src/lib/common/js.zig +120 -0
  48. package/src/lib/common/optional.zig +71 -0
  49. package/src/lib/common/options.zig +15 -0
  50. package/src/lib/common/protocol.zig +912 -372
  51. package/src/lib/common/rational.zig +449 -0
  52. package/src/lib/common/rng.zig +31 -24
  53. package/src/lib/common/util.zig +61 -0
  54. package/src/lib/common/wasm.zig +47 -0
  55. package/src/lib/gen1/calc.zig +953 -0
  56. package/src/lib/gen1/chance.zig +1185 -0
  57. package/src/lib/gen1/data/moves.zig +203 -193
  58. package/src/lib/gen1/data/species.zig +6 -8
  59. package/src/lib/gen1/data/types.zig +11 -12
  60. package/src/lib/gen1/data.zig +96 -85
  61. package/src/lib/gen1/helpers.zig +141 -55
  62. package/src/lib/gen1/mechanics.zig +1203 -816
  63. package/src/lib/gen2/calc.zig +153 -0
  64. package/src/lib/gen2/chance.zig +902 -0
  65. package/src/lib/gen2/data/items.zig +15 -23
  66. package/src/lib/gen2/data/moves.zig +665 -573
  67. package/src/lib/gen2/data/species.zig +3 -5
  68. package/src/lib/gen2/data/types.zig +138 -36
  69. package/src/lib/gen2/data.zig +130 -95
  70. package/src/lib/gen2/generated.zig +801 -0
  71. package/src/lib/gen2/helpers.zig +59 -44
  72. package/src/lib/gen2/mechanics.zig +3582 -30
  73. package/src/lib/node.zig +129 -0
  74. package/src/lib/pkmn.zig +85 -5
  75. package/src/lib/wasm.zig +16 -0
  76. package/src/tools/display/dom.ts +96 -0
  77. package/src/tools/display/ui.css +354 -0
  78. package/build/test/display.js +0 -396
  79. package/build/test/display.js.map +0 -1
  80. package/src/lib/binding/node.zig +0 -229
  81. package/src/lib/binding/wasm.zig +0 -10
  82. package/src/lib/gen1/README.md +0 -804
  83. package/src/lib/gen2/README.md +0 -309
  84. 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
@@ -590,7 +614,9 @@ 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
621
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
596
622
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -602,7 +628,7 @@ fn beforeMove(
602
628
 
603
629
  const uncapped = battle.last_damage;
604
630
  // Skipping adjustDamage / randomizeDamage / checkHit
605
- _ = try applyDamage(battle, player, target, .Confusion, log);
631
+ _ = try applyDamage(battle, player, target, .Confusion, options);
606
632
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
607
633
  if (showdown) battle.last_damage = uncapped;
608
634
 
@@ -611,91 +637,111 @@ fn beforeMove(
611
637
  }
612
638
  }
613
639
 
614
- if (!showdown and try disabled(side, ident, log)) return .done;
640
+ if (!showdown and try disabled(side, ident, options)) return .done;
615
641
 
616
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
642
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
617
643
  if (!volatiles.Rage) volatiles.state = 0;
618
644
  volatiles.Bide = false;
619
645
  volatiles.Thrashing = false;
620
646
  volatiles.Charging = false;
621
647
  volatiles.Binding = false;
648
+
649
+ options.chance.observe(.attacking, player, .None);
650
+ options.chance.observe(.binding, player, .None);
651
+
622
652
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
623
- try log.cant(ident, .Paralysis);
653
+ try log.cant(.{ ident, .Paralysis });
624
654
  return .done;
625
655
  }
626
656
 
627
657
  if (volatiles.Bide) {
628
658
  assert(!volatiles.Thrashing and !volatiles.Rage);
629
659
 
630
- volatiles.state +%= battle.last_damage;
660
+ if (showdown) {
661
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
662
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
663
+ // addition because 65535 is sufficient to faint any Pokémon anyway
664
+ volatiles.state +|= battle.last_damage;
665
+ } else {
666
+ volatiles.state +%= battle.last_damage;
667
+ }
631
668
 
632
- assert(volatiles.attacks > 0);
669
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
670
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
633
671
 
634
- volatiles.attacks -= 1;
635
672
  if (volatiles.attacks != 0) {
636
- try log.activate(ident, .Bide);
673
+ try log.activate(.{ ident, .Bide });
637
674
  return .done;
638
675
  }
639
676
 
640
677
  volatiles.Bide = false;
641
- try log.end(ident, .Bide);
678
+ try log.end(.{ ident, .Bide });
642
679
 
643
680
  battle.last_damage = volatiles.state *% 2;
644
681
  volatiles.state = 0;
645
682
 
646
683
  if (battle.last_damage == 0) {
647
- try log.fail(ident, .None);
684
+ try log.fail(.{ ident, .None });
648
685
  return .done;
649
686
  }
650
687
 
651
688
  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);
689
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
690
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
654
691
 
655
692
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
656
693
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
657
694
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
658
695
  if (showdown) {
659
696
  residual.* = false;
660
- try handleResidual(battle, player, log);
697
+ try handleResidual(battle, player, options);
661
698
  }
662
699
 
663
700
  return .done;
664
701
  }
665
702
 
666
703
  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
- }
704
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
705
+
706
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
707
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
708
+
709
+ if (volatiles.attacks == 0) {
710
+ const overwritten = volatiles.Confusion;
711
+
712
+ volatiles.Thrashing = false;
713
+ volatiles.Confusion = true;
714
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
715
+
716
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
717
+ // ended (the engine's protocol is always from the omniscient perspective and clients
718
+ // can be expected to recognize this pattern and pass the information only to the
719
+ // correct player)
720
+ try log.start(.{ battle.active(player), .ConfusionSilent });
721
+ options.chance.observe(.confusion, player, if (overwritten)
722
+ if (pkmn.options.overwrite) .overwritten else .continuing
723
+ else
724
+ .started);
725
+ if (!overwritten) options.calc.confusion(player);
681
726
  }
727
+
728
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
729
+ // used in useMove and doesn't have the notion of skipping canMove semantics
730
+ if (showdown) side.last_used_move = side.last_selected_move;
731
+
682
732
  return .skip_can;
683
733
  }
684
734
 
685
735
  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
- );
736
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
737
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
738
+
739
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
694
740
  if (showdown or battle.last_damage != 0) {
695
741
  const sub = showdown and foe.active.volatiles.Substitute;
696
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
742
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
697
743
  if (battle.foe(player).stored().hp > 0 and !sub) {
698
- try buildRage(battle, player.foe(), log);
744
+ try buildRage(battle, player.foe(), options);
699
745
  }
700
746
  }
701
747
  return .done;
@@ -710,56 +756,62 @@ fn canMove(
710
756
  mslot: u4,
711
757
  auto: bool,
712
758
  skip_pp: bool,
713
- from: ?Move,
759
+ from: Move,
714
760
  residual: *bool,
715
- log: anytype,
761
+ options: anytype,
716
762
  ) !bool {
717
763
  var side = battle.side(player);
718
764
  const player_ident = battle.active(player);
719
765
  const move = Move.get(side.last_selected_move);
720
766
 
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
767
  if (side.active.volatiles.Charging) {
727
768
  side.active.volatiles.Charging = false;
728
769
  side.active.volatiles.Invulnerable = false;
729
770
  } else if (move.effect == .Charge) {
730
- try log.move(player_ident, side.last_selected_move, .{}, from);
731
- try Effects.charge(battle, player, log);
771
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
772
+ setCounterable(battle, player, side, move);
773
+ try Effects.charge(battle, player, options);
732
774
  return false;
733
775
  }
734
776
 
735
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
736
- if (!skip) decrementPP(side, mslot, auto);
777
+ side.last_used_move = side.last_selected_move;
778
+ if (!skip_pp) decrementPP(side, mslot, auto);
737
779
 
738
780
  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);
781
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
782
+ setCounterable(battle, player, side, move);
747
783
 
748
784
  if (move.effect.onBegin()) {
749
- try onBegin(battle, player, move, mslot, residual, log);
785
+ try onBegin(battle, player, move, mslot, residual, options);
750
786
  return false;
751
787
  }
752
788
 
753
789
  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);
790
+ Effects.thrashing(battle, player, options);
791
+ } else if (move.effect == .Binding) {
792
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
793
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
794
+ if (showdown) {
795
+ battle.foe(player).active.volatiles.Recharging = false;
796
+ } else {
797
+ try Effects.binding(battle, player, false, options);
798
+ }
758
799
  }
759
800
 
760
801
  return true;
761
802
  }
762
803
 
804
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
805
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
806
+ // in cases where an early return happens the data for a players last selected move does not get
807
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
808
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
809
+ // as the desync results from actually having two separate battle states that subtly disagree
810
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
811
+ (move.type == .Normal or move.type == .Fighting);
812
+ battle.lastMove(player).counterable = @intFromBool(counterable);
813
+ }
814
+
763
815
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
764
816
  if (side.last_selected_move == .Struggle) return;
765
817
 
@@ -769,25 +821,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
769
821
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
770
822
  if (volatiles.Bide) return;
771
823
 
772
- assert(active.move(mslot).pp > 0 or auto);
773
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
824
+ var move_slot = active.move(mslot);
825
+ assert(move_slot.pp > 0 or auto);
826
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
774
827
  if (volatiles.Transform) return;
775
828
 
776
- assert(side.stored().move(mslot).pp > 0 or auto);
777
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
829
+ move_slot = side.stored().move(mslot);
830
+ assert(move_slot.pp > 0 or auto);
831
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
778
832
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
779
833
  }
780
834
 
781
- fn incrementPP(side: *Side, mslot: u4) void {
835
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
782
836
  var active = &side.active;
783
837
  const volatiles = &active.volatiles;
784
838
 
785
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
839
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
786
840
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
787
841
  if (showdown and volatiles.Transform) return;
788
842
 
843
+ const n = options.calc.overridden(player, .pp) orelse 1;
844
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
845
+
789
846
  assert(mslot > 0 and mslot <= 4);
790
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
847
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
791
848
  }
792
849
 
793
850
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -798,8 +855,9 @@ fn doMove(
798
855
  rewrap: bool,
799
856
  auto: bool,
800
857
  residual: *bool,
801
- log: anytype,
858
+ options: anytype,
802
859
  ) !?Result {
860
+ var log = options.log;
803
861
  var side = battle.side(player);
804
862
  const foe = battle.foe(player);
805
863
 
@@ -814,40 +872,44 @@ fn doMove(
814
872
  var hits: u4 = 1;
815
873
  var effectiveness = Effectiveness.neutral;
816
874
 
875
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
876
+ if (showdown and !counter) battle.last_damage = 0;
877
+
817
878
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
818
879
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
819
- return specialDamage(battle, player, move, log);
880
+ return specialDamage(battle, player, move, options);
820
881
  }
821
882
 
822
883
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
823
884
  // calling moveHit early covers most of that but we also need to check type immunity first
824
885
  var miss = showdown and miss: {
825
886
  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);
887
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
888
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
828
889
  if (immune and move.effect != .Binding) break :miss true;
829
890
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
830
891
  battle.last_damage = 0;
831
892
  break :miss true;
832
893
  }
833
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
894
+ break :miss (move.target != .Self and
895
+ !try moveHit(battle, player, move, &immune, &mist, options));
834
896
  };
835
897
  assert(!immune or miss or (showdown and move.effect == .Binding));
836
898
 
837
899
  var late = showdown and move.effect != .Explode;
838
900
  const skip = status or immune;
839
- if ((!showdown or (!skip or counter)) and !miss) blk: {
901
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
840
902
  if (showdown and move.effect.isMulti()) {
841
- Effects.multiHit(battle, player, move);
903
+ try Effects.multiHit(battle, player, move, options);
842
904
  hits = side.active.volatiles.attacks;
843
905
  late = false;
844
906
  }
845
907
 
846
908
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
847
909
  const check = !showdown or (!counter and move.effect != .OHKO);
848
- if (check) crit = checkCriticalHit(battle, player, move);
910
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
849
911
 
850
- if (counter) return counterDamage(battle, player, move, log);
912
+ if (counter) return counterDamage(battle, player, move, options);
851
913
 
852
914
  battle.last_damage = 0;
853
915
 
@@ -858,8 +920,9 @@ fn doMove(
858
920
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
859
921
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
860
922
  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)) {
923
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
924
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
925
+ if (!showdown) try options.chance.commit(player, .err);
863
926
  return @as(?Result, Result.Error);
864
927
  }
865
928
  if (battle.last_damage == 0) {
@@ -869,17 +932,16 @@ fn doMove(
869
932
  effectiveness = adjustDamage(battle, player);
870
933
  immune = effectiveness == 0;
871
934
  }
872
- randomizeDamage(battle);
935
+ try randomizeDamage(battle, player, options);
873
936
  }
874
937
  }
875
938
 
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);
939
+ var missed: bool = undefined;
940
+ const zero = battle.last_damage == 0;
941
+ if (!showdown and !skip) {
942
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
943
+ miss = missed or zero;
944
+ }
883
945
 
884
946
  assert(showdown or miss or battle.last_damage > 0 or skip);
885
947
  assert((!showdown and miss) or !(ohko and immune));
@@ -887,11 +949,11 @@ fn doMove(
887
949
 
888
950
  if (!showdown or !miss) {
889
951
  if (move.effect == .MirrorMove) {
890
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
952
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
891
953
  } else if (move.effect == .Metronome) {
892
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
954
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
893
955
  } else if (move.effect.onEnd()) {
894
- try onEnd(battle, player, move, log);
956
+ try onEnd(battle, player, move, options);
895
957
  return null;
896
958
  }
897
959
  }
@@ -903,36 +965,60 @@ fn doMove(
903
965
  ohko = (!showdown or (!immune and !invulnerable)) and
904
966
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
905
967
  if (ohko) {
906
- try log.immune(foe_ident, .OHKO);
968
+ try log.immune(.{ foe_ident, .OHKO });
907
969
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
908
- try log.immune(foe_ident, .None);
970
+ try log.immune(.{ foe_ident, .None });
971
+ if (!showdown) {
972
+ if (move.effect == .Binding) {
973
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
974
+ // then simply clears it later on if the move happens to miss in moveHit.
975
+ // However, moveHit can return true and we'll still end up in the outer miss
976
+ // handling block because attacking into an immune Pokemon does zero damage
977
+ // (considered missing)
978
+ assert(zero);
979
+ // Thus we still need to actually save the hit result (but not the crit roll).
980
+ // Using .miss for this commit would accomplish what we want, but is somewhat
981
+ // misleading as its entirely possible the move actually did hit (and the target
982
+ // is now trapped) so we use the .binding value instead which is effectively
983
+ // identical, just doesn't claim to know about the actual results of the hit
984
+ // roll)
985
+ try options.chance.commit(player, .binding);
986
+ } else {
987
+ // The .glitch option allows for conditionally committing if we are in a
988
+ // division-by-zero freeze alternative timeline scenario
989
+ try options.chance.commit(player, .glitch);
990
+ }
991
+ }
909
992
  } else if (mist) {
910
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
911
- try log.fail(foe_ident, .None);
993
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
994
+ try log.fail(.{ foe_ident, .None });
912
995
  } else {
913
- try log.lastmiss();
914
- try log.miss(battle.active(player));
996
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
997
+ try log.lastmiss(.{});
998
+ try log.miss(.{battle.active(player)});
915
999
  }
916
1000
  if (move.effect == .JumpKick) {
917
1001
  // Recoil is supposed to be damage/8 but damage will always be 0 here
918
- assert(battle.last_damage == 0);
1002
+ assert(showdown or battle.last_damage == 0);
919
1003
  battle.last_damage = 1;
920
- _ = try applyDamage(battle, player, player.foe(), .None, log);
1004
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
921
1005
  if (showdown and side.stored().hp == 0) residual.* = false;
922
1006
  } else if (move.effect == .Explode) {
923
1007
  try Effects.explode(battle, player);
924
- try buildRage(battle, player.foe(), log);
1008
+ try buildRage(battle, player.foe(), options);
925
1009
  } else if (showdown and move.effect == .Disable) {
926
- try buildRage(battle, player.foe(), log);
1010
+ try buildRage(battle, player.foe(), options);
927
1011
  }
928
1012
  return null;
1013
+ } else if (!showdown) {
1014
+ try options.chance.commit(player, .hit);
929
1015
  }
930
1016
 
931
1017
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
932
1018
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
933
- // it up above before damage calculation).
1019
+ // it up above before damage calculation)
934
1020
  if (!showdown and move.effect.isMulti()) {
935
- Effects.multiHit(battle, player, move);
1021
+ try Effects.multiHit(battle, player, move, options);
936
1022
  hits = side.active.volatiles.attacks;
937
1023
  }
938
1024
 
@@ -943,18 +1029,20 @@ fn doMove(
943
1029
  var hit: u4 = 0;
944
1030
  while (hit < hits) {
945
1031
  if (hit == 0) {
946
- if (crit) try log.crit(battle.active(player.foe()));
1032
+ if (crit) try log.crit(.{battle.active(player.foe())});
947
1033
  if (effectiveness > Effectiveness.neutral) {
948
- try log.supereffective(battle.active(player.foe()));
1034
+ try log.supereffective(.{battle.active(player.foe())});
949
1035
  } else if (effectiveness < Effectiveness.neutral) {
950
- try log.resisted(battle.active(player.foe()));
1036
+ try log.resisted(.{battle.active(player.foe())});
951
1037
  }
952
1038
  }
953
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
954
- if (hit == 0 and ohko) try log.ohko();
1039
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1040
+ if (hit == 0 and ohko) try log.ohko(.{});
955
1041
  hit += 1;
956
1042
  if (foe.stored().hp == 0) break;
957
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
1043
+ if (!late and (!sub or move.effect == .Explode)) {
1044
+ try buildRage(battle, player.foe(), options);
1045
+ }
958
1046
  // If the substitute breaks during a multi-hit attack, the attack ends
959
1047
  if (nullified) break;
960
1048
  }
@@ -964,41 +1052,39 @@ fn doMove(
964
1052
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
965
1053
  side.active.volatiles.attacks = 0;
966
1054
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
967
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1055
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
968
1056
  }
969
- try log.hitcount(battle.active(player.foe()), hit);
970
- } else if (showdown) {
1057
+ try log.hitcount(.{ battle.active(player.foe()), hit });
1058
+ } else if (showdown and move.effect == .Binding) {
971
1059
  // 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;
1060
+ try Effects.binding(battle, player, rewrap, options);
1061
+ if (immune) {
1062
+ battle.last_damage = 0;
1063
+ assert(foe.stored().hp > 0);
1064
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1065
+ if (sub) {
1066
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1067
+ } else {
1068
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1069
+ try buildRage(battle, player.foe(), options);
985
1070
  }
1071
+ return null;
986
1072
  }
987
1073
  }
988
1074
 
989
1075
  // 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.
1076
+ // if an effect was intended to "always happen" it will still get skipped
991
1077
  if (nullified) return null;
992
1078
 
993
1079
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
994
1080
  // 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);
1081
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1082
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
997
1083
 
998
1084
  if (foe.stored().hp == 0) return null;
999
1085
 
1000
1086
  // 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);
1087
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1002
1088
 
1003
1089
  if (!move.effect.isSpecial()) {
1004
1090
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1007,31 +1093,33 @@ fn doMove(
1007
1093
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
1008
1094
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
1009
1095
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1010
- // puts the |-status| message before |-hitcount| instead of after.
1096
+ // puts the |-status| message before |-hitcount| instead of after
1011
1097
  if (move.effect == .Twineedle) {
1012
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1098
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1013
1099
  } else if (move.effect == .Disable) {
1014
- const result = try Effects.disable(battle, player, move, log);
1015
- if (showdown) try buildRage(battle, player.foe(), log);
1100
+ const result = try Effects.disable(battle, player, move, options);
1101
+ if (showdown) try buildRage(battle, player.foe(), options);
1016
1102
  return result;
1017
1103
  } else {
1018
- try moveEffect(battle, player, move, log);
1104
+ try moveEffect(battle, player, move, options);
1019
1105
  }
1020
1106
  }
1021
1107
 
1022
1108
  return null;
1023
1109
  }
1024
1110
 
1025
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1111
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1026
1112
  const side = battle.side(player);
1027
1113
 
1028
1114
  // 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);
1115
+ var rate: u16 = Species.chance(side.stored().species);
1116
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1117
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1118
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1119
+
1120
+ const spurious =
1121
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1122
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
1035
1123
  }
1036
1124
 
1037
1125
  fn calcDamage(
@@ -1040,6 +1128,7 @@ fn calcDamage(
1040
1128
  target_player: Player,
1041
1129
  m: ?Move.Data,
1042
1130
  crit: bool,
1131
+ options: anytype,
1043
1132
  ) bool {
1044
1133
  // Confusion (indicated when m == null) just needs a 40 BP physical move
1045
1134
  const cfz = m == null;
@@ -1051,28 +1140,8 @@ fn calcDamage(
1051
1140
 
1052
1141
  const special = move.type.special();
1053
1142
 
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
1143
+ var atk = attack(side, crit, special);
1144
+ var def = defense(target, crit, special, cfz);
1076
1145
 
1077
1146
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1078
1147
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1080,12 +1149,12 @@ fn calcDamage(
1080
1149
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1081
1150
  atk = @max((atk / 4) & 255, 1);
1082
1151
  // 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);
1152
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1084
1153
  }
1085
1154
 
1086
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1155
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1087
1156
 
1088
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1157
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1089
1158
 
1090
1159
  if (def == 0) return false;
1091
1160
 
@@ -1097,11 +1166,41 @@ fn calcDamage(
1097
1166
  d = @min(997, d);
1098
1167
  d += 2;
1099
1168
 
1100
- battle.last_damage = @intCast(u16, d);
1169
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1170
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1171
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1172
+ // that results in counter intuitive probabilities in the common case
1173
+ if (pkmn.options.chance and !pkmn.options.mod and move.effect != .Explode) {
1174
+ atk = attack(side, !crit, special);
1175
+ def = defense(target, !crit, special, false);
1176
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1177
+ }
1178
+
1179
+ battle.last_damage = @intCast(d);
1101
1180
 
1102
1181
  return true;
1103
1182
  }
1104
1183
 
1184
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1185
+ return if (crit)
1186
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1187
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1188
+ }
1189
+
1190
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1191
+ return if (crit)
1192
+ if (special) target.stored().stats.spc else target.stored().stats.def
1193
+ else
1194
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1195
+ if (special)
1196
+ target.active.stats.spc *
1197
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1198
+ else
1199
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1200
+ target.active.stats.def *
1201
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1202
+ }
1203
+
1105
1204
  fn adjustDamage(battle: anytype, player: Player) u16 {
1106
1205
  const side = battle.side(player);
1107
1206
  const foe = battle.foe(player);
@@ -1111,9 +1210,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1111
1210
  var d = battle.last_damage;
1112
1211
  if (side.active.types.includes(move.type)) d +%= d / 2;
1113
1212
 
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));
1213
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1214
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1215
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1117
1216
 
1118
1217
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1119
1218
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1133,17 +1232,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1133
1232
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1134
1233
  }
1135
1234
 
1136
- fn randomizeDamage(battle: anytype) void {
1235
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1137
1236
  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);
1237
+ const random = try Rolls.damage(battle, player, options);
1238
+ options.calc.base(player.foe(), battle.last_damage);
1239
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1240
+ options.calc.final(player.foe(), battle.last_damage);
1140
1241
  }
1141
1242
 
1142
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1243
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1143
1244
  const side = battle.side(player);
1144
1245
  const foe = battle.foe(player);
1145
1246
 
1146
- if (!try checkHit(battle, player, move, log)) return null;
1247
+ if (!try checkHit(battle, player, move, options)) return null;
1147
1248
 
1148
1249
  battle.last_damage = switch (side.last_selected_move) {
1149
1250
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1152,70 +1253,68 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1152
1253
  .DragonRage => 40,
1153
1254
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1154
1255
  .Psywave => power: {
1155
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1256
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1156
1257
  // GLITCH: Psywave infinite glitch loop
1157
- if (!showdown and max <= 1) return Result.Error;
1158
- break :power Rolls.psywave(battle, max);
1258
+ if (!pkmn.options.mod and max <= 1) return Result.Error;
1259
+ break :power try Rolls.psywave(battle, player, max, options);
1159
1260
  },
1160
1261
  else => unreachable,
1161
1262
  };
1162
1263
 
1163
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1264
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else Result.Error;
1164
1265
 
1165
1266
  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);
1267
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1268
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1168
1269
 
1169
1270
  return null;
1170
1271
  }
1171
1272
 
1172
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1273
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1173
1274
  const foe = battle.foe(player);
1174
1275
 
1175
1276
  if (battle.last_damage == 0) {
1176
- try log.fail(battle.active(player), .None);
1277
+ try options.log.fail(.{ battle.active(player), .None });
1177
1278
  return null;
1178
1279
  }
1179
1280
 
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);
1281
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1183
1282
  const foe_last_selected_move =
1184
1283
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1185
- .Counter
1284
+ .Splash
1186
1285
  else
1187
1286
  foe.last_selected_move);
1188
1287
 
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
-
1288
+ const used = battle.lastMove(player.foe()).counterable != 0;
1194
1289
  const selected = foe_last_selected_move.bp > 0 and
1195
1290
  foe.last_selected_move != .Counter and
1196
1291
  (foe_last_selected_move.type == .Normal or
1197
1292
  foe_last_selected_move.type == .Fighting);
1198
1293
 
1199
1294
  if (!used and !selected) {
1200
- try log.fail(battle.active(player), .None);
1295
+ try options.log.fail(.{ battle.active(player), .None });
1201
1296
  return null;
1202
1297
  }
1203
1298
 
1204
1299
  if (!used or !selected) {
1205
1300
  // 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);
1301
+ if (!pkmn.options.mod) return Result.Error;
1302
+ try options.log.fail(.{ battle.active(player), .None });
1208
1303
  return null;
1209
1304
  }
1210
1305
 
1211
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1306
+ // NOTE: llvm/llvm-project#58557
1307
+ battle.last_damage = if (comptime builtin.target.isWasm())
1308
+ @max(battle.last_damage *% 2, std.math.maxInt(u16))
1309
+ else
1310
+ battle.last_damage *| 2;
1212
1311
 
1213
- // Pokémon Showdown calls checkHit before Counter
1214
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1312
+ // Pokémon Showdown calls moveHit before Counter
1313
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1215
1314
 
1216
1315
  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);
1316
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1317
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1219
1318
  return null;
1220
1319
  }
1221
1320
 
@@ -1224,7 +1323,7 @@ fn applyDamage(
1224
1323
  target_player: Player,
1225
1324
  sub_player: Player,
1226
1325
  reason: Damage,
1227
- log: anytype,
1326
+ options: anytype,
1228
1327
  ) !bool {
1229
1328
  assert(showdown or battle.last_damage != 0);
1230
1329
 
@@ -1239,19 +1338,20 @@ fn applyDamage(
1239
1338
  subbed.active.volatiles.substitute = 0;
1240
1339
  subbed.active.volatiles.Substitute = false;
1241
1340
  // battle.last_damage is not updated with the amount of HP the Substitute had
1242
- try log.end(battle.active(sub_player), .Substitute);
1341
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1342
+ if (reason != .Confusion) options.calc.capped(sub_player);
1243
1343
  return true;
1244
1344
  } else {
1245
1345
  // 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);
1346
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1347
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1248
1348
  return false;
1249
1349
  }
1250
1350
  }
1251
1351
 
1252
1352
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1253
1353
  target.stored().hp -= battle.last_damage;
1254
- try log.damage(battle.active(target_player), target.stored(), reason);
1354
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1255
1355
  return false;
1256
1356
  }
1257
1357
 
@@ -1262,22 +1362,24 @@ fn mirrorMove(
1262
1362
  rewrap: bool,
1263
1363
  auto: bool,
1264
1364
  residual: *bool,
1265
- log: anytype,
1266
- ) !?Result {
1365
+ options: anytype,
1366
+ ) anyerror!?Result {
1267
1367
  var side = battle.side(player);
1268
1368
  const foe = battle.foe(player);
1269
1369
 
1270
1370
  side.last_selected_move = foe.last_used_move;
1271
1371
 
1272
1372
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1273
- try log.fail(battle.active(player), .None);
1373
+ try options.log.fail(.{ battle.active(player), .None });
1274
1374
  return null;
1275
1375
  } else if (!showdown or foe.last_used_move != .Struggle) {
1276
- incrementPP(side, mslot);
1376
+ incrementPP(side, player, mslot, options);
1277
1377
  }
1278
1378
 
1279
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1280
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1379
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1380
+ return null;
1381
+ }
1382
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1281
1383
  }
1282
1384
 
1283
1385
  fn metronome(
@@ -1287,35 +1389,51 @@ fn metronome(
1287
1389
  rewrap: bool,
1288
1390
  auto: bool,
1289
1391
  residual: *bool,
1290
- log: anytype,
1291
- ) !?Result {
1392
+ options: anytype,
1393
+ ) anyerror!?Result {
1292
1394
  var side = battle.side(player);
1293
1395
 
1294
- side.last_selected_move = Rolls.metronome(battle);
1295
- incrementPP(side, mslot);
1396
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1397
+ incrementPP(side, player, mslot, options);
1296
1398
 
1297
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1298
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1399
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1400
+ return null;
1401
+ }
1402
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1299
1403
  }
1300
1404
 
1301
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1405
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1302
1406
  var immune = false;
1303
1407
  var mist = false;
1304
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1408
+
1409
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1410
+ if (!showdown) try options.chance.commit(player, .hit);
1411
+ return true;
1412
+ }
1413
+
1305
1414
  assert(!immune);
1306
1415
  if (mist) {
1307
1416
  assert(!showdown);
1308
1417
  const foe_ident = battle.active(player.foe());
1309
- try log.activate(foe_ident, .Mist);
1310
- try log.fail(foe_ident, .None);
1418
+ try options.log.activate(.{ foe_ident, .Mist });
1419
+ try options.log.fail(.{ foe_ident, .None });
1311
1420
  } else {
1312
- try log.lastmiss();
1313
- try log.miss(battle.active(player));
1421
+ try options.log.lastmiss(.{});
1422
+ try options.log.miss(.{battle.active(player)});
1314
1423
  }
1424
+
1425
+ if (!showdown) try options.chance.commit(player, .miss);
1315
1426
  return false;
1316
1427
  }
1317
1428
 
1318
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1429
+ fn moveHit(
1430
+ battle: anytype,
1431
+ player: Player,
1432
+ move: Move.Data,
1433
+ immune: *bool,
1434
+ mist: *bool,
1435
+ options: anytype,
1436
+ ) !bool {
1319
1437
  var side = battle.side(player);
1320
1438
  const foe = battle.foe(player);
1321
1439
 
@@ -1354,10 +1472,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1354
1472
  const overwritten = overwrite and state > 0;
1355
1473
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1356
1474
 
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)];
1475
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1476
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1359
1477
  accuracy = accuracy * boost[0] / boost[1];
1360
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1478
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1361
1479
  accuracy = accuracy * boost[0] / boost[1];
1362
1480
  accuracy = @min(255, @max(1, accuracy));
1363
1481
 
@@ -1366,7 +1484,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1366
1484
  if (overwrite) side.active.volatiles.state = accuracy;
1367
1485
 
1368
1486
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1369
- break :miss !Rolls.hit(battle, accuracy);
1487
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1370
1488
  };
1371
1489
 
1372
1490
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1376,16 +1494,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1376
1494
  }
1377
1495
 
1378
1496
  if (!miss) return true;
1379
- battle.last_damage = 0;
1497
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1498
+
1380
1499
  side.active.volatiles.Binding = false;
1500
+ options.chance.observe(.binding, player, .None);
1501
+
1381
1502
  return false;
1382
1503
  }
1383
1504
 
1384
1505
  fn checkFaint(
1385
1506
  battle: anytype,
1386
1507
  player: Player,
1387
- log: anytype,
1388
- ) @TypeOf(log).Error!?Result {
1508
+ cap: bool,
1509
+ options: anytype,
1510
+ ) @TypeOf(options.log).Error!?Result {
1389
1511
  const side = battle.side(player);
1390
1512
  if (side.stored().hp > 0) return null;
1391
1513
 
@@ -1393,33 +1515,32 @@ fn checkFaint(
1393
1515
  const foe_fainted = foe.stored().hp == 0;
1394
1516
 
1395
1517
  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;
1518
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1519
+ const more = player_out or foe_out;
1399
1520
 
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;
1521
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1522
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1402
1523
 
1403
1524
  assert(!side.active.volatiles.MultiHit);
1404
1525
  assert(!foe.active.volatiles.MultiHit);
1405
1526
 
1406
- if (tie) {
1407
- try log.tie();
1527
+ if (player_out and foe_out) {
1528
+ try options.log.tie(.{});
1408
1529
  return Result.Tie;
1409
1530
  } else if (player_out) {
1410
- try log.win(player.foe());
1531
+ try options.log.win(.{player.foe()});
1411
1532
  return if (player == .P1) Result.Lose else Result.Win;
1412
1533
  } else if (foe_out) {
1413
- try log.win(player);
1534
+ try options.log.win(.{player});
1414
1535
  return if (player == .P1) Result.Win else Result.Lose;
1415
1536
  }
1416
1537
 
1417
1538
  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 };
1539
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1540
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1420
1541
  }
1421
1542
 
1422
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1543
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1423
1544
  var side = battle.side(player);
1424
1545
  var foe = battle.foe(player);
1425
1546
  assert(side.stored().hp == 0);
@@ -1428,7 +1549,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1428
1549
  assert(!foe_volatiles.MultiHit);
1429
1550
  if (foe_volatiles.Bide) {
1430
1551
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1431
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1552
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1432
1553
  if (foe_volatiles.state != 0) return Result.Error;
1433
1554
  }
1434
1555
 
@@ -1452,32 +1573,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1452
1573
  side.stored().stats.spe;
1453
1574
  }
1454
1575
 
1455
- try log.faint(battle.active(player), done);
1576
+ try options.log.faint(.{ battle.active(player), done });
1577
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1578
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1579
+ if (cap) options.calc.capped(player);
1456
1580
  return null;
1457
1581
  }
1458
1582
 
1459
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1583
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1460
1584
  var side = battle.side(player);
1461
1585
  var stored = side.stored();
1462
1586
  const ident = battle.active(player);
1463
1587
  var volatiles = &side.active.volatiles;
1464
1588
 
1465
1589
  const brn = Status.is(stored.status, .BRN);
1466
- if (brn or Status.is(stored.status, .PSN)) blk: {
1590
+ if (brn or Status.is(stored.status, .PSN)) {
1467
1591
  var damage = @max(stored.stats.hp / 16, 1);
1468
-
1469
1592
  if (volatiles.Toxic) {
1470
1593
  volatiles.toxic += 1;
1471
1594
  damage *= volatiles.toxic;
1472
1595
  }
1596
+ damage = @min(damage, stored.hp);
1473
1597
 
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);
1598
+ if (!showdown or damage > 0) {
1599
+ stored.hp -= damage;
1600
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1601
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1602
+ }
1481
1603
  }
1482
1604
 
1483
1605
  if (volatiles.LeechSeed) {
@@ -1501,43 +1623,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1501
1623
  const amount = @min(damage, stored.hp);
1502
1624
  stored.hp -= amount;
1503
1625
 
1504
- // As above, Pokémon Showdown uses damageOf but its not relevant
1505
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1626
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1627
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1506
1628
 
1507
1629
  const before = foe_stored.hp;
1508
1630
  // Uncapped damage is added back to the foe
1509
1631
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1510
1632
  // 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);
1633
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1512
1634
  }
1513
1635
  }
1514
1636
 
1515
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1637
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1516
1638
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1517
1639
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1518
1640
 
1519
- if (showdown and options.ebc and checkEBC(battle)) {
1520
- try log.tie();
1641
+ battle.turn += 1;
1642
+
1643
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1644
+ try options.log.tie(.{});
1521
1645
  return Result.Tie;
1522
1646
  }
1523
1647
 
1524
- battle.turn += 1;
1525
-
1526
- if (showdown and battle.turn >= 1000) {
1527
- try log.tie();
1648
+ if (pkmn.options.mod and battle.turn >= 1000) {
1649
+ try options.log.tie(.{});
1528
1650
  return Result.Tie;
1529
1651
  } else if (battle.turn >= 65535) {
1530
1652
  return Result.Error;
1531
1653
  }
1532
1654
 
1533
- try log.turn(battle.turn);
1655
+ try options.log.turn(.{battle.turn});
1534
1656
 
1535
1657
  return Result.Default;
1536
1658
  }
1537
1659
 
1538
1660
  fn checkEBC(battle: anytype) bool {
1539
1661
  for (battle.sides, 0..) |side, i| {
1540
- const foe = battle.sides[~@intCast(u1, i)];
1662
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1541
1663
 
1542
1664
  var foe_all_ghosts = true;
1543
1665
  var foe_all_transform = true;
@@ -1589,10 +1711,10 @@ fn checkEBC(battle: anytype) bool {
1589
1711
  return false;
1590
1712
  }
1591
1713
 
1592
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1593
- if (side.active.volatiles.disabled_move != 0) {
1714
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1715
+ if (side.active.volatiles.disable_move != 0) {
1594
1716
  // 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;
1717
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1596
1718
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1597
1719
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1598
1720
  m
@@ -1600,127 +1722,115 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1600
1722
  side.last_selected_move;
1601
1723
  if (m != .None and m == last) {
1602
1724
  side.active.volatiles.Charging = false;
1603
- try log.disabled(ident, last);
1725
+ try options.log.cant(.{ ident, .Disable, last });
1604
1726
  return true;
1605
1727
  }
1606
1728
  }
1607
1729
  return false;
1608
1730
  }
1609
1731
 
1610
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1732
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1611
1733
  const side = battle.side(who);
1612
1734
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1613
- try Effects.boost(battle, who, Move.get(.Rage), log);
1735
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1614
1736
  }
1615
1737
  }
1616
1738
 
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(
1739
+ fn onBegin(
1629
1740
  battle: anytype,
1630
1741
  player: Player,
1631
1742
  move: Move.Data,
1632
1743
  mslot: u8,
1633
1744
  residual: *bool,
1634
- log: anytype,
1745
+ options: anytype,
1635
1746
  ) !void {
1636
- assert(move.effect.onBegin());
1637
1747
  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),
1748
+ .Confusion => Effects.confusion(battle, player, move, options),
1749
+ .Conversion => Effects.conversion(battle, player, options),
1750
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1751
+ .Haze => Effects.haze(battle, player, options),
1752
+ .Heal => Effects.heal(battle, player, options),
1753
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1754
+ .LightScreen => Effects.lightScreen(battle, player, options),
1755
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1756
+ .Mist => Effects.mist(battle, player, options),
1757
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1758
+ .Poison => Effects.poison(battle, player, move, options),
1759
+ .Reflect => Effects.reflect(battle, player, options),
1760
+ .Splash => Effects.splash(battle, player, options),
1761
+ .Substitute => Effects.substitute(battle, player, residual, options),
1762
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1763
+ .Transform => Effects.transform(battle, player, options),
1654
1764
  else => unreachable,
1655
1765
  };
1656
1766
  }
1657
1767
 
1658
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1659
- assert(move.effect.onEnd());
1768
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1660
1769
  return switch (move.effect) {
1661
- .Bide => Effects.bide(battle, player, log),
1770
+ .Bide => Effects.bide(battle, player, options),
1662
1771
  // zig fmt: off
1663
1772
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1664
1773
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1665
- Effects.boost(battle, player, move, log),
1774
+ Effects.boost(battle, player, move, options),
1666
1775
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1667
- Effects.unboost(battle, player, move, log),
1776
+ Effects.unboost(battle, player, move, options),
1668
1777
  // zig fmt: on
1669
- .Sleep => Effects.sleep(battle, player, move, log),
1778
+ .Sleep => Effects.sleep(battle, player, move, options),
1670
1779
  else => unreachable,
1671
1780
  };
1672
1781
  }
1673
1782
 
1674
- inline fn alwaysHappens(
1783
+ fn alwaysHappens(
1675
1784
  battle: anytype,
1676
1785
  player: Player,
1677
1786
  move: Move.Data,
1678
1787
  residual: *bool,
1679
- log: anytype,
1788
+ options: anytype,
1680
1789
  ) !void {
1681
- assert(move.effect.alwaysHappens());
1682
1790
  return switch (move.effect) {
1683
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1791
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1684
1792
  .Explode => Effects.explode(battle, player),
1685
- .PayDay => Effects.payDay(battle, player, log),
1793
+ .PayDay => Effects.payDay(battle, player, options),
1686
1794
  .Rage => Effects.rage(battle, player),
1687
- .Recoil => Effects.recoil(battle, player, residual, log),
1795
+ .Recoil => Effects.recoil(battle, player, residual, options),
1688
1796
  .JumpKick, .Binding => {},
1689
1797
  else => unreachable,
1690
1798
  };
1691
1799
  }
1692
1800
 
1693
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1801
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1694
1802
  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),
1803
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1804
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1805
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1806
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1807
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1700
1808
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1701
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1702
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1809
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1810
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1703
1811
  // zig fmt: off
1704
1812
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1705
- Effects.unboost(battle, player, move, log),
1813
+ Effects.unboost(battle, player, move, options),
1706
1814
  // zig fmt: on
1707
1815
  else => {},
1708
1816
  };
1709
1817
  }
1710
1818
 
1711
1819
  pub const Effects = struct {
1712
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1820
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1713
1821
  var side = battle.side(player);
1714
1822
 
1715
1823
  side.active.volatiles.Bide = true;
1716
1824
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1825
+
1717
1826
  side.active.volatiles.state = 0;
1718
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1827
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1828
+ options.chance.observe(.attacking, player, .started);
1719
1829
 
1720
- try log.start(battle.active(player), .Bide);
1830
+ try options.log.start(.{ battle.active(player), .Bide });
1721
1831
  }
1722
1832
 
1723
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1833
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1724
1834
  var foe = battle.foe(player);
1725
1835
  var foe_stored = foe.stored();
1726
1836
 
@@ -1731,83 +1841,91 @@ pub const Effects = struct {
1731
1841
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1732
1842
  if (Status.is(foe_stored.status, .FRZ)) {
1733
1843
  assert(move.type == .Fire);
1734
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1844
+ try options.log.curestatus(.{
1845
+ battle.active(player.foe()),
1846
+ foe_stored.status,
1847
+ .Message,
1848
+ });
1735
1849
  foe_stored.status = 0;
1736
1850
  }
1737
1851
  return;
1738
1852
  }
1739
1853
 
1740
1854
  if (foe.active.types.includes(move.type)) return;
1741
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1855
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1856
+ return;
1857
+ }
1742
1858
 
1743
1859
  foe_stored.status = Status.init(.BRN);
1744
1860
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1745
1861
 
1746
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1862
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1747
1863
  }
1748
1864
 
1749
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1865
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1750
1866
  var side = battle.side(player);
1751
1867
  var volatiles = &side.active.volatiles;
1752
1868
 
1753
1869
  volatiles.Charging = true;
1754
1870
  const move = side.last_selected_move;
1755
1871
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1756
- try log.laststill();
1757
- try log.prepare(battle.active(player), move);
1872
+ try options.log.laststill(.{});
1873
+ try options.log.prepare(.{ battle.active(player), move });
1758
1874
  }
1759
1875
 
1760
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1876
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1761
1877
  var foe = battle.foe(player);
1762
1878
  const sub = foe.active.volatiles.Substitute;
1763
1879
 
1764
1880
  if (move.effect == .ConfusionChance) {
1765
- if (!Rolls.confusionChance(battle)) return;
1881
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1766
1882
  } else {
1767
1883
  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
- }
1884
+ if (!try checkHit(battle, player, move, options)) return;
1885
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1773
1886
  } 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
- }
1887
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1888
+ if (!try checkHit(battle, player, move, options)) return;
1779
1889
  }
1780
1890
  }
1781
1891
 
1782
1892
  if (foe.active.volatiles.Confusion) return;
1783
1893
  foe.active.volatiles.Confusion = true;
1784
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1785
1894
 
1786
- try log.start(battle.active(player.foe()), .Confusion);
1895
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1896
+ options.chance.observe(.confusion, player.foe(), .started);
1897
+ options.calc.confusion(player.foe());
1898
+
1899
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1787
1900
  }
1788
1901
 
1789
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1902
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1790
1903
  const foe = battle.foe(player);
1791
1904
 
1792
1905
  if (foe.active.volatiles.Invulnerable) {
1793
- try log.lastmiss();
1794
- return log.miss(battle.active(player));
1906
+ try options.log.lastmiss(.{});
1907
+ return options.log.miss(.{battle.active(player)});
1795
1908
  }
1796
1909
 
1797
1910
  battle.side(player).active.types = foe.active.types;
1798
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1911
+ return options.log.start(.{
1912
+ battle.active(player),
1913
+ .TypeChange,
1914
+ foe.active.types,
1915
+ battle.active(player.foe()),
1916
+ });
1799
1917
  }
1800
1918
 
1801
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1919
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1802
1920
  var foe = battle.foe(player);
1803
1921
  var volatiles = &foe.active.volatiles;
1804
1922
  const foe_ident = battle.active(player.foe());
1805
1923
 
1806
1924
  // Pokémon Showdown handles hit/miss earlier in doMove
1807
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1925
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1808
1926
 
1809
- if (volatiles.disabled_move != 0) {
1810
- try log.fail(foe_ident, .None);
1927
+ if (volatiles.disable_move != 0) {
1928
+ try options.log.fail(.{ foe_ident, .None });
1811
1929
  return null;
1812
1930
  }
1813
1931
 
@@ -1822,25 +1940,27 @@ pub const Effects = struct {
1822
1940
 
1823
1941
  // Technically this is still considered simply a "miss" on the cartridge,
1824
1942
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1825
- if (n == 0) {
1826
- try log.fail(foe_ident, .None);
1943
+ if (n == 0 or (pkmn.options.mod and err)) {
1944
+ try options.log.fail(.{ foe_ident, .None });
1827
1945
  return null;
1828
1946
  } else if (err) {
1829
1947
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1830
- assert(!showdown);
1831
1948
  return Result.Error;
1832
1949
  }
1833
1950
 
1834
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1835
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1951
+ volatiles.disable_move =
1952
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1953
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1954
+ options.chance.observe(.disable, player.foe(), .started);
1836
1955
 
1837
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1956
+ const id = foe.active.move(volatiles.disable_move).id;
1957
+ try options.log.start(.{ foe_ident, .Disable, id });
1838
1958
  return null;
1839
1959
  }
1840
1960
 
1841
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1842
- var side = battle.side(player);
1843
- var stored = side.stored();
1961
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1962
+ var stored = battle.side(player).stored();
1963
+ const ident = battle.active(player);
1844
1964
 
1845
1965
  if (battle.last_damage == 0) {
1846
1966
  assert(showdown);
@@ -1853,7 +1973,7 @@ pub const Effects = struct {
1853
1973
  if (stored.hp == stored.stats.hp) return;
1854
1974
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1855
1975
 
1856
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1976
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1857
1977
  }
1858
1978
 
1859
1979
  fn explode(battle: anytype, player: Player) !void {
@@ -1867,26 +1987,28 @@ pub const Effects = struct {
1867
1987
  side.active.volatiles.LeechSeed = false;
1868
1988
  }
1869
1989
 
1870
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1990
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1871
1991
  var volatiles = &battle.foe(player).active.volatiles;
1872
1992
 
1873
1993
  if (volatiles.Substitute) return;
1874
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1994
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1995
+ return;
1996
+ }
1875
1997
 
1876
1998
  volatiles.Flinch = true;
1877
1999
  volatiles.Recharging = false;
1878
2000
  }
1879
2001
 
1880
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
2002
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1881
2003
  var side = battle.side(player);
1882
2004
 
1883
2005
  if (side.active.volatiles.FocusEnergy) return;
1884
2006
  side.active.volatiles.FocusEnergy = true;
1885
2007
 
1886
- try log.start(battle.active(player), .FocusEnergy);
2008
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1887
2009
  }
1888
2010
 
1889
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2011
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1890
2012
  var foe = battle.foe(player);
1891
2013
  var foe_stored = foe.stored();
1892
2014
  const foe_ident = battle.active(player.foe());
@@ -1898,21 +2020,22 @@ pub const Effects = struct {
1898
2020
  }
1899
2021
 
1900
2022
  if (foe.active.types.includes(move.type)) return;
1901
- if (!Rolls.secondaryChance(battle, true)) return;
2023
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1902
2024
  // Freeze Clause Mod
1903
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2025
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1904
2026
 
1905
2027
  foe_stored.status = Status.init(.FRZ);
1906
2028
  // GLITCH: Hyper Beam recharging status is not cleared
1907
2029
 
1908
- try log.status(foe_ident, foe_stored.status, .None);
2030
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1909
2031
  }
1910
2032
 
1911
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2033
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2034
+ var log = options.log;
1912
2035
  var side = battle.side(player);
1913
2036
  var foe = battle.foe(player);
1914
2037
 
1915
- var side_stored = side.stored();
2038
+ const side_stored = side.stored();
1916
2039
  var foe_stored = foe.stored();
1917
2040
 
1918
2041
  const player_ident = battle.active(player);
@@ -1924,96 +2047,101 @@ pub const Effects = struct {
1924
2047
  side.active.stats = side_stored.stats;
1925
2048
  foe.active.stats = foe_stored.stats;
1926
2049
 
1927
- try log.activate(player_ident, .Haze);
1928
- try log.clearallboost();
2050
+ try log.activate(.{ player_ident, .Haze });
2051
+ try log.clearallboost(.{});
1929
2052
 
1930
2053
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1931
2054
  if (showdown) {
1932
2055
  for (&battle.sides, 0..) |*s, i| {
1933
- const p = @intToEnum(Player, i);
2056
+ const p: Player = @enumFromInt(i);
1934
2057
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1935
2058
  if (p != player and Status.any(s.stored().status)) {
1936
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2059
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1937
2060
  s.stored().status = 0;
2061
+ options.chance.observe(.sleep, p, .None);
1938
2062
  } else if (showdown and s.stored().status == Status.TOX) {
1939
2063
  s.stored().status = Status.init(.PSN);
1940
- try log.status(battle.active(p), s.stored().status, .None);
2064
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1941
2065
  }
1942
- try clearVolatiles(battle, p, log);
2066
+ try clearVolatiles(battle, p, options);
1943
2067
  }
1944
2068
  } else {
1945
2069
  if (Status.any(foe_stored.status)) {
1946
2070
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1947
2071
  foe.last_selected_move = .SKIP_TURN;
2072
+ options.chance.observe(.sleep, player.foe(), .None);
1948
2073
  }
1949
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2074
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1950
2075
  foe_stored.status = 0;
1951
2076
  }
1952
- try clearVolatiles(battle, player, log);
1953
- try clearVolatiles(battle, player.foe(), log);
2077
+ try clearVolatiles(battle, player, options);
2078
+ try clearVolatiles(battle, player.foe(), options);
1954
2079
  }
1955
2080
  }
1956
2081
 
1957
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2082
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1958
2083
  var side = battle.side(player);
1959
2084
  var stored = side.stored();
1960
2085
  const ident = battle.active(player);
1961
2086
 
1962
2087
  // GLITCH: HP recovery move failure glitches
1963
2088
  const delta = stored.stats.hp - stored.hp;
1964
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2089
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2090
+ return options.log.fail(.{ ident, .None });
2091
+ }
1965
2092
 
1966
2093
  const rest = side.last_selected_move == .Rest;
1967
2094
  if (rest) {
1968
2095
  // Adding the sleep status runs the sleep condition handler to roll duration
1969
2096
  if (showdown) battle.rng.advance(1);
1970
2097
  stored.status = Status.slf(2);
1971
- try log.statusFrom(ident, stored.status, Move.Rest);
2098
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1972
2099
  stored.hp = stored.stats.hp;
1973
2100
  } else {
1974
2101
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1975
2102
  }
1976
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2103
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1977
2104
  }
1978
2105
 
1979
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2106
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1980
2107
  battle.side(player).active.volatiles.Recharging = true;
1981
- try log.mustrecharge(battle.active(player));
2108
+ try options.log.mustrecharge(.{battle.active(player)});
1982
2109
  }
1983
2110
 
1984
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2111
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1985
2112
  var foe = battle.foe(player);
1986
2113
 
1987
2114
  if (showdown) {
1988
2115
  // Invulnerability trumps type immunity on Pokémon Showdown
1989
2116
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1990
- return log.immune(battle.active(player.foe()), .None);
2117
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1991
2118
  }
1992
- if (!try checkHit(battle, player, move, log)) return;
2119
+ if (!try checkHit(battle, player, move, options)) return;
1993
2120
  if (foe.active.volatiles.LeechSeed) return;
1994
2121
  } else {
1995
- if (!try checkHit(battle, player, move, log)) return;
2122
+ if (!try checkHit(battle, player, move, options)) return;
1996
2123
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1997
- try log.lastmiss();
1998
- return log.miss(battle.active(player));
2124
+ try options.log.lastmiss(.{});
2125
+ return options.log.miss(.{battle.active(player)});
1999
2126
  }
2000
2127
  }
2001
2128
 
2002
2129
  foe.active.volatiles.LeechSeed = true;
2003
2130
 
2004
- try log.start(battle.active(player.foe()), .LeechSeed);
2131
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
2005
2132
  }
2006
2133
 
2007
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2134
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
2008
2135
  var side = battle.side(player);
2136
+ const ident = battle.active(player);
2009
2137
 
2010
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2138
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2011
2139
  side.active.volatiles.LightScreen = true;
2012
2140
 
2013
- try log.start(battle.active(player), .LightScreen);
2141
+ try options.log.start(.{ ident, .LightScreen });
2014
2142
  }
2015
2143
 
2016
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2144
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2017
2145
  var side = battle.side(player);
2018
2146
  var foe = battle.foe(player);
2019
2147
 
@@ -2029,7 +2157,7 @@ pub const Effects = struct {
2029
2157
  const has_mimic = has_mimic: {
2030
2158
  for (side.active.moves, 0..) |m, i| {
2031
2159
  if (m.id == .Mimic) {
2032
- oslot = @intCast(u8, i + 1);
2160
+ oslot = @intCast(i + 1);
2033
2161
  break :has_mimic true;
2034
2162
  }
2035
2163
  }
@@ -2037,38 +2165,41 @@ pub const Effects = struct {
2037
2165
  };
2038
2166
  if (!has_mimic) {
2039
2167
  // 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);
2168
+ if (!try checkHit(battle, player, move, options)) return;
2169
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2042
2170
  }
2043
2171
  }
2044
- if (!try checkHit(battle, player, move, log)) return;
2172
+ if (!try checkHit(battle, player, move, options)) return;
2045
2173
 
2046
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2174
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2047
2175
  side.active.move(oslot).id = foe.active.move(rslot).id;
2048
2176
 
2049
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2177
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2050
2178
  }
2051
2179
 
2052
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2180
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2053
2181
  var side = battle.side(player);
2054
2182
 
2055
2183
  if (side.active.volatiles.Mist) return;
2056
2184
  side.active.volatiles.Mist = true;
2057
2185
 
2058
- try log.start(battle.active(player), .Mist);
2186
+ try options.log.start(.{ battle.active(player), .Mist });
2059
2187
  }
2060
2188
 
2061
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2189
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2062
2190
  var side = battle.side(player);
2063
2191
 
2064
2192
  assert(!side.active.volatiles.MultiHit);
2065
2193
  side.active.volatiles.MultiHit = true;
2066
2194
 
2067
- side.active.volatiles.attacks =
2068
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2195
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2196
+ try Rolls.distribution(battle, .MultiHit, player, options)
2197
+ else
2198
+ 2;
2069
2199
  }
2070
2200
 
2071
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2201
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2202
+ var log = options.log;
2072
2203
  var foe = battle.foe(player);
2073
2204
  var foe_stored = foe.stored();
2074
2205
  const foe_ident = battle.active(player.foe());
@@ -2078,27 +2209,28 @@ pub const Effects = struct {
2078
2209
 
2079
2210
  if (showdown) {
2080
2211
  // 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;
2212
+ if (immune and !foe.active.volatiles.Invulnerable) {
2213
+ return log.immune(.{ foe_ident, .None });
2214
+ } else if (!try checkHit(battle, player, move, options)) return;
2083
2215
  }
2084
2216
  if (Status.any(foe_stored.status)) {
2085
- return log.fail(
2217
+ return log.fail(.{
2086
2218
  foe_ident,
2087
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2088
- );
2219
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2220
+ });
2089
2221
  }
2090
2222
  if (!showdown) {
2091
- if (immune) return log.immune(foe_ident, .None);
2092
- if (!try checkHit(battle, player, move, log)) return;
2223
+ if (immune) return log.immune(.{ foe_ident, .None });
2224
+ if (!try checkHit(battle, player, move, options)) return;
2093
2225
  }
2094
2226
 
2095
2227
  foe_stored.status = Status.init(.PAR);
2096
2228
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2097
2229
 
2098
- try log.status(foe_ident, foe_stored.status, .None);
2230
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2099
2231
  }
2100
2232
 
2101
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2233
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2102
2234
  var foe = battle.foe(player);
2103
2235
  var foe_stored = foe.stored();
2104
2236
 
@@ -2110,50 +2242,59 @@ pub const Effects = struct {
2110
2242
 
2111
2243
  // Body Slam can't paralyze a Normal type Pokémon
2112
2244
  if (foe.active.types.includes(move.type)) return;
2113
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2245
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2246
+ return;
2247
+ }
2114
2248
 
2115
2249
  foe_stored.status = Status.init(.PAR);
2116
2250
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2117
2251
 
2118
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2252
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2119
2253
  }
2120
2254
 
2121
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2122
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2255
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2256
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2257
+ try options.log.fieldactivate(.{});
2258
+ }
2123
2259
  }
2124
2260
 
2125
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2261
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2262
+ var log = options.log;
2126
2263
  var foe = battle.foe(player);
2127
2264
  var foe_stored = foe.stored();
2128
2265
  const foe_ident = battle.active(player.foe());
2129
2266
  const toxic = battle.side(player).last_selected_move == .Toxic;
2130
2267
 
2131
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2268
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2132
2269
  return;
2133
2270
  } else if (foe.active.volatiles.Substitute) {
2134
2271
  if (move.effect != .Poison) return;
2135
- return log.fail(foe_ident, .None);
2272
+ return log.fail(.{ foe_ident, .None });
2136
2273
  } else if (Status.any(foe_stored.status)) {
2137
2274
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2138
2275
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2139
2276
  // 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))
2277
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2141
2278
  if (!showdown)
2142
- .Poison
2279
+ Fail.Poison
2143
2280
  else if (toxic == (foe_stored.status == Status.TOX))
2144
- if (toxic) .Toxic else .Poison
2281
+ if (toxic) Fail.Toxic else Fail.Poison
2145
2282
  else
2146
- .None
2283
+ Fail.None
2147
2284
  else
2148
- .None);
2285
+ Fail.None });
2149
2286
  } else if (foe.active.types.includes(.Poison)) {
2150
2287
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2151
- return log.immune(foe_ident, .None);
2288
+ return log.immune(.{ foe_ident, .None });
2152
2289
  }
2153
2290
 
2154
2291
  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;
2292
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2293
+ } else {
2294
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2295
+ return;
2296
+ }
2297
+ }
2157
2298
 
2158
2299
  foe_stored.status = Status.init(.PSN);
2159
2300
  if (toxic) {
@@ -2162,7 +2303,7 @@ pub const Effects = struct {
2162
2303
  foe.active.volatiles.toxic = 0;
2163
2304
  }
2164
2305
 
2165
- try log.status(foe_ident, foe_stored.status, .None);
2306
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2166
2307
  }
2167
2308
 
2168
2309
  fn rage(battle: anytype, player: Player) !void {
@@ -2171,28 +2312,37 @@ pub const Effects = struct {
2171
2312
  volatiles.Rage = true;
2172
2313
  }
2173
2314
 
2174
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2315
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2175
2316
  var side = battle.side(player);
2176
2317
  var stored = side.stored();
2177
2318
 
2178
- const damage = @intCast(i16, @max(battle.last_damage /
2319
+ assert(showdown or battle.last_damage > 0);
2320
+ if (showdown and battle.last_damage == 0) return;
2321
+
2322
+ const damage: i16 = @intCast(@max(battle.last_damage /
2179
2323
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2180
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2324
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2181
2325
 
2182
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2326
+ try options.log.damage(.{
2327
+ battle.active(player),
2328
+ stored,
2329
+ .RecoilOf,
2330
+ battle.active(player.foe()),
2331
+ });
2183
2332
  if (showdown and stored.hp == 0) residual.* = false;
2184
2333
  }
2185
2334
 
2186
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2335
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2187
2336
  var side = battle.side(player);
2337
+ const ident = battle.active(player);
2188
2338
 
2189
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2339
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2190
2340
  side.active.volatiles.Reflect = true;
2191
2341
 
2192
- try log.start(battle.active(player), .Reflect);
2342
+ try options.log.start(.{ ident, .Reflect });
2193
2343
  }
2194
2344
 
2195
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2345
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2196
2346
  var foe = battle.foe(player);
2197
2347
  var foe_stored = foe.stored();
2198
2348
  const foe_ident = battle.active(player.foe());
@@ -2203,80 +2353,87 @@ pub const Effects = struct {
2203
2353
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2204
2354
  } else {
2205
2355
  if (Status.any(foe_stored.status)) {
2206
- return log.fail(
2356
+ return options.log.fail(.{
2207
2357
  foe_ident,
2208
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2209
- );
2358
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2359
+ });
2210
2360
  }
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;
2361
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2362
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2213
2363
  }
2214
2364
 
2215
2365
  // Sleep Clause Mod
2216
- if (showdown) {
2366
+ if (pkmn.options.mod) {
2217
2367
  for (foe.pokemon) |p| {
2218
2368
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2219
2369
  }
2220
2370
  }
2221
2371
  foe.active.volatiles.Recharging = false;
2222
2372
 
2223
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2224
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2373
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2374
+ options.chance.observe(.sleep, player.foe(), .started);
2375
+
2376
+ const last = battle.side(player).last_selected_move;
2377
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2225
2378
  }
2226
2379
 
2227
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2228
- try log.activate(battle.active(player), .Splash);
2380
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2381
+ try options.log.activate(.{ battle.active(player), .Splash });
2229
2382
  }
2230
2383
 
2231
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2384
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2232
2385
  var side = battle.side(player);
2233
2386
  if (side.active.volatiles.Substitute) {
2234
- try log.fail(battle.active(player), .Substitute);
2235
- return;
2387
+ return options.log.fail(.{ battle.active(player), .Substitute });
2236
2388
  }
2237
2389
 
2238
2390
  assert(side.stored().stats.hp <= 1023);
2239
2391
  // 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);
2392
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2241
2393
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2242
2394
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2243
2395
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2244
2396
  // avoid having to convert to floating point)
2245
2397
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2246
2398
  if (side.stored().hp < required_hp) {
2247
- try log.fail(battle.active(player), .Weak);
2248
- return;
2399
+ return options.log.fail(.{ battle.active(player), .Weak });
2249
2400
  }
2250
2401
 
2251
2402
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2252
2403
  side.stored().hp -= hp;
2253
2404
  side.active.volatiles.substitute = hp + 1;
2254
2405
  side.active.volatiles.Substitute = true;
2255
- try log.start(battle.active(player), .Substitute);
2406
+ try options.log.start(.{ battle.active(player), .Substitute });
2256
2407
  if (hp > 0) {
2257
- try log.damage(battle.active(player), side.stored(), .None);
2408
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2258
2409
  if (showdown and side.stored().hp == 0) residual.* = false;
2259
2410
  }
2260
2411
  }
2261
2412
 
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
-
2413
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2265
2414
  // 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;
2415
+ if (showdown) {
2416
+ if (battle.side(player).last_selected_move == .Teleport) return;
2417
+ _ = try checkHit(battle, player, move, options);
2418
+ battle.last_damage = 0;
2419
+ } else {
2420
+ try options.log.fail(.{ battle.active(player), .None });
2421
+ try options.log.laststill(.{});
2422
+ }
2268
2423
  }
2269
2424
 
2270
- fn thrashing(battle: anytype, player: Player) void {
2425
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2271
2426
  var volatiles = &battle.side(player).active.volatiles;
2272
2427
  assert(!volatiles.Thrashing);
2273
2428
  assert(!volatiles.Bide);
2274
2429
 
2275
2430
  volatiles.Thrashing = true;
2276
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2431
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2432
+
2433
+ options.chance.observe(.attacking, player, .started);
2277
2434
  }
2278
2435
 
2279
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2436
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2280
2437
  var side = battle.side(player);
2281
2438
  const foe = battle.foe(player);
2282
2439
  const foe_ident = battle.active(player.foe());
@@ -2302,25 +2459,28 @@ pub const Effects = struct {
2302
2459
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2303
2460
  }
2304
2461
 
2305
- try log.transform(battle.active(player), foe_ident);
2462
+ try options.log.transform(.{ battle.active(player), foe_ident });
2306
2463
  }
2307
2464
 
2308
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2465
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2309
2466
  var side = battle.side(player);
2310
2467
  var foe = battle.foe(player);
2311
2468
 
2312
2469
  if (side.active.volatiles.Binding) return;
2313
2470
  side.active.volatiles.Binding = true;
2314
2471
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2315
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2472
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2316
2473
  if (!showdown) {
2317
2474
  foe.active.volatiles.Recharging = false;
2318
2475
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2319
2476
 
2320
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2477
+ side.active.volatiles.attacks =
2478
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2479
+ options.chance.observe(.binding, player, .started);
2321
2480
  }
2322
2481
 
2323
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2482
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2483
+ var log = options.log;
2324
2484
  var side = battle.side(player);
2325
2485
  const ident = battle.active(player);
2326
2486
 
@@ -2330,87 +2490,87 @@ pub const Effects = struct {
2330
2490
  switch (move.effect) {
2331
2491
  .AttackUp1, .AttackUp2, .Rage => {
2332
2492
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2333
- if (boosts.atk == 6) return try log.fail(ident, .None);
2493
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2334
2494
  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;
2495
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2496
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2337
2497
  if (stats.atk == MAX_STAT_VALUE) {
2338
2498
  boosts.atk -= 1;
2339
2499
  if (showdown) {
2340
- try log.boost(ident, reason, n);
2341
- try log.boost(ident, Boost.Attack, -1);
2500
+ try log.boost(.{ ident, reason, n });
2501
+ try log.boost(.{ ident, .Attack, -1 });
2342
2502
  if (move.effect == .Rage) return;
2343
2503
  }
2344
- return try log.fail(ident, .None);
2504
+ return log.fail(.{ ident, .None });
2345
2505
  }
2346
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2506
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2347
2507
  const stat = unmodifiedStats(battle, side).atk;
2348
2508
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2349
- try log.boost(ident, reason, n);
2509
+ try log.boost(.{ ident, reason, n });
2350
2510
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2351
2511
  if (showdown and move.effect == .Rage) return;
2352
2512
  },
2353
2513
  .DefenseUp1, .DefenseUp2 => {
2354
2514
  assert(boosts.def >= -6 and boosts.def <= 6);
2355
- if (boosts.def == 6) return try log.fail(ident, .None);
2515
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2356
2516
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2357
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2517
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2358
2518
  if (stats.def == MAX_STAT_VALUE) {
2359
2519
  boosts.def -= 1;
2360
2520
  if (showdown) {
2361
- try log.boost(ident, .Defense, n);
2362
- try log.boost(ident, .Defense, -1);
2521
+ try log.boost(.{ ident, .Defense, n });
2522
+ try log.boost(.{ ident, .Defense, -1 });
2363
2523
  }
2364
- return try log.fail(ident, .None);
2524
+ return log.fail(.{ ident, .None });
2365
2525
  }
2366
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2526
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2367
2527
  const stat = unmodifiedStats(battle, side).def;
2368
2528
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2369
- try log.boost(ident, .Defense, n);
2529
+ try log.boost(.{ ident, .Defense, n });
2370
2530
  },
2371
2531
  .SpeedUp2 => {
2372
2532
  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));
2533
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2534
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2375
2535
  if (stats.spe == MAX_STAT_VALUE) {
2376
2536
  boosts.spe -= 1;
2377
2537
  if (showdown) {
2378
- try log.boost(ident, .Speed, 2);
2379
- try log.boost(ident, .Speed, -1);
2538
+ try log.boost(.{ ident, .Speed, 2 });
2539
+ try log.boost(.{ ident, .Speed, -1 });
2380
2540
  }
2381
- return try log.fail(ident, .None);
2541
+ return log.fail(.{ ident, .None });
2382
2542
  }
2383
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2543
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2384
2544
  const stat = unmodifiedStats(battle, side).spe;
2385
2545
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2386
- try log.boost(ident, .Speed, 2);
2546
+ try log.boost(.{ ident, .Speed, 2 });
2387
2547
  },
2388
2548
  .SpecialUp1, .SpecialUp2 => {
2389
2549
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2390
- if (boosts.spc == 6) return try log.fail(ident, .None);
2550
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2391
2551
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2392
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2552
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2393
2553
  if (stats.spc == MAX_STAT_VALUE) {
2394
2554
  boosts.spc -= 1;
2395
2555
  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);
2556
+ try log.boost(.{ ident, .SpecialAttack, n });
2557
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2558
+ try log.boost(.{ ident, .SpecialDefense, n });
2559
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2400
2560
  }
2401
- return try log.fail(ident, .None);
2561
+ return log.fail(.{ ident, .None });
2402
2562
  }
2403
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2563
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2404
2564
  const stat = unmodifiedStats(battle, side).spc;
2405
2565
  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);
2566
+ try log.boost(.{ ident, .SpecialAttack, n });
2567
+ try log.boost(.{ ident, .SpecialDefense, n });
2408
2568
  },
2409
2569
  .EvasionUp1 => {
2410
2570
  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);
2571
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2572
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2573
+ try log.boost(.{ ident, .Evasion, 1 });
2414
2574
  },
2415
2575
  else => unreachable,
2416
2576
  }
@@ -2419,102 +2579,105 @@ pub const Effects = struct {
2419
2579
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2420
2580
  }
2421
2581
 
2422
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2582
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2583
+ var log = options.log;
2423
2584
  var foe = battle.foe(player);
2424
2585
  const foe_ident = battle.active(player.foe());
2586
+ const secondary = move.effect.isStatDownChance();
2425
2587
 
2426
- if (foe.active.volatiles.Substitute) {
2427
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2428
- }
2588
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2429
2589
 
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
2590
+ if (secondary) {
2591
+ const proc = try Rolls.unboost(battle, player, options);
2592
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2593
+ } else {
2594
+ // checkHit already checks for Invulnerable
2595
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2434
2596
  }
2435
2597
 
2436
2598
  var stats = &foe.active.stats;
2437
2599
  var boosts = &foe.active.boosts;
2600
+ const fail = showdown or !secondary;
2438
2601
 
2439
2602
  switch (move.effect) {
2440
2603
  .AttackDown1, .AttackDownChance => {
2441
2604
  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));
2605
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2606
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2444
2607
  if (stats.atk == 1) {
2445
2608
  boosts.atk += 1;
2446
2609
  if (showdown) {
2447
- try log.boost(foe_ident, .Attack, -1);
2448
- try log.boost(foe_ident, .Attack, 1);
2610
+ try log.boost(.{ foe_ident, .Attack, -1 });
2611
+ try log.boost(.{ foe_ident, .Attack, 1 });
2449
2612
  }
2450
- return try log.fail(foe_ident, .None);
2613
+ return log.fail(.{ foe_ident, .None });
2451
2614
  }
2452
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2615
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2453
2616
  const stat = unmodifiedStats(battle, foe).atk;
2454
2617
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2455
- try log.boost(foe_ident, .Attack, -1);
2618
+ try log.boost(.{ foe_ident, .Attack, -1 });
2456
2619
  },
2457
2620
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2458
2621
  assert(boosts.def >= -6 and boosts.def <= 6);
2459
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2622
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2460
2623
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2461
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2624
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2462
2625
  if (stats.def == 1) {
2463
2626
  boosts.def += 1;
2464
2627
  if (showdown) {
2465
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2466
- try log.boost(foe_ident, .Defense, 1);
2628
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2629
+ try log.boost(.{ foe_ident, .Defense, 1 });
2467
2630
  }
2468
- return try log.fail(foe_ident, .None);
2631
+ return log.fail(.{ foe_ident, .None });
2469
2632
  }
2470
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2633
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2471
2634
  const stat = unmodifiedStats(battle, foe).def;
2472
2635
  stats.def = @max(1, stat * mod[0] / mod[1]);
2473
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2636
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2474
2637
  },
2475
2638
  .SpeedDown1, .SpeedDownChance => {
2476
2639
  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));
2640
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2641
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2479
2642
  if (stats.spe == 1) {
2480
2643
  boosts.spe += 1;
2481
2644
  if (showdown) {
2482
- try log.boost(foe_ident, .Speed, -1);
2483
- try log.boost(foe_ident, .Speed, 1);
2645
+ try log.boost(.{ foe_ident, .Speed, -1 });
2646
+ try log.boost(.{ foe_ident, .Speed, 1 });
2484
2647
  }
2485
- return try log.fail(foe_ident, .None);
2648
+ return log.fail(.{ foe_ident, .None });
2486
2649
  }
2487
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2650
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2488
2651
  const stat = unmodifiedStats(battle, foe).spe;
2489
2652
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2490
- try log.boost(foe_ident, .Speed, -1);
2653
+ try log.boost(.{ foe_ident, .Speed, -1 });
2491
2654
  assert(boosts.spe >= -6);
2492
2655
  },
2493
2656
  .SpecialDownChance => {
2494
2657
  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));
2658
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2659
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2497
2660
  if (stats.spc == 1) {
2498
2661
  boosts.spc += 1;
2499
2662
  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);
2663
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2664
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2665
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2666
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2504
2667
  }
2505
- return try log.fail(foe_ident, .None);
2668
+ return log.fail(.{ foe_ident, .None });
2506
2669
  }
2507
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2670
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2508
2671
  const stat = unmodifiedStats(battle, foe).spc;
2509
2672
  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);
2673
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2674
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2512
2675
  },
2513
2676
  .AccuracyDown1 => {
2514
2677
  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);
2678
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2679
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2680
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2518
2681
  },
2519
2682
  else => unreachable,
2520
2683
  }
@@ -2538,37 +2701,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2538
2701
  }
2539
2702
  }
2540
2703
 
2541
- inline fn isForced(active: ActivePokemon) bool {
2704
+ fn isForced(active: anytype) bool {
2542
2705
  return active.volatiles.Recharging or active.volatiles.Rage or
2543
2706
  active.volatiles.Thrashing or active.volatiles.Charging;
2544
2707
  }
2545
2708
 
2546
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2709
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2710
+ var log = options.log;
2547
2711
  var side = battle.side(who);
2548
2712
  var volatiles = &side.active.volatiles;
2549
2713
  const ident = battle.active(who);
2550
2714
 
2551
- if (volatiles.disabled_move != 0) {
2552
- volatiles.disabled_move = 0;
2553
- volatiles.disabled_duration = 0;
2554
- try log.end(ident, .DisableSilent);
2715
+ if (volatiles.disable_move != 0) {
2716
+ volatiles.disable_move = 0;
2717
+ volatiles.disable_duration = 0;
2718
+ options.chance.observe(.disable, who, .None);
2719
+ try log.end(.{ ident, .DisableSilent });
2555
2720
  }
2556
2721
  if (volatiles.Confusion) {
2557
2722
  // volatiles.confusion is left unchanged
2558
2723
  volatiles.Confusion = false;
2559
- try log.end(ident, .ConfusionSilent);
2724
+ options.chance.observe(.confusion, who, .None);
2725
+ try log.end(.{ ident, .ConfusionSilent });
2560
2726
  }
2561
2727
  if (volatiles.Mist) {
2562
2728
  volatiles.Mist = false;
2563
- try log.end(ident, .Mist);
2729
+ try log.end(.{ ident, .MistSilent });
2564
2730
  }
2565
2731
  if (volatiles.FocusEnergy) {
2566
2732
  volatiles.FocusEnergy = false;
2567
- try log.end(ident, .FocusEnergy);
2733
+ try log.end(.{ ident, .FocusEnergySilent });
2568
2734
  }
2569
2735
  if (volatiles.LeechSeed) {
2570
2736
  volatiles.LeechSeed = false;
2571
- try log.end(ident, .LeechSeed);
2737
+ try log.end(.{ ident, .LeechSeedSilent });
2572
2738
  }
2573
2739
  if (!showdown and volatiles.Toxic) {
2574
2740
  volatiles.Toxic = false;
@@ -2576,152 +2742,373 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2576
2742
  }
2577
2743
  if (volatiles.LightScreen) {
2578
2744
  volatiles.LightScreen = false;
2579
- try log.end(ident, .LightScreen);
2745
+ try log.end(.{ ident, .LightScreenSilent });
2580
2746
  }
2581
2747
  if (volatiles.Reflect) {
2582
2748
  volatiles.Reflect = false;
2583
- try log.end(ident, .Reflect);
2749
+ try log.end(.{ ident, .ReflectSilent });
2584
2750
  }
2585
2751
  if (showdown and volatiles.Toxic) {
2586
2752
  volatiles.Toxic = false;
2587
2753
  // Pokémon Showdown erroneously clears the toxic counter
2588
2754
  volatiles.toxic = 0;
2589
- try log.end(ident, .Toxic);
2755
+ try log.end(.{ ident, .ToxicSilent });
2590
2756
  }
2591
2757
  }
2592
2758
 
2759
+ fn decrement(
2760
+ comptime field: chance.Action.Field,
2761
+ player: Player,
2762
+ options: anytype,
2763
+ n: anytype,
2764
+ ) @TypeOf(n) {
2765
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2766
+ .started, .ended => 0,
2767
+ .continuing => if (n > 1) n - 1 else n,
2768
+ else => unreachable,
2769
+ } else n - 1;
2770
+ }
2771
+
2593
2772
  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
- }
2773
+ fn speedTie(battle: anytype, options: anytype) !bool {
2774
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2775
+ player == .P1
2776
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2777
+ battle.rng.speedTie()
2778
+ else if (showdown)
2779
+ battle.rng.range(u8, 0, 2) == 0
2780
+ else
2781
+ battle.rng.next() < Gen12.percent(50) + 1;
2782
+
2783
+ try options.chance.speedTie(p1);
2784
+ return p1;
2785
+ }
2786
+
2787
+ fn criticalHit(
2788
+ battle: anytype,
2789
+ player: Player,
2790
+ rate: u8,
2791
+ spurious: bool,
2792
+ options: anytype,
2793
+ ) !bool {
2794
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2795
+ val == .true
2796
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2797
+ battle.rng.criticalHit(player, rate)
2798
+ else if (showdown)
2799
+ battle.rng.chance(u8, rate, 256)
2800
+ else
2801
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2802
+
2803
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2804
+ return crit;
2805
+ }
2806
+
2807
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2808
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2809
+ val
2810
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2811
+ battle.rng.damage(player)
2812
+ else roll: {
2813
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2814
+ while (true) {
2815
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2816
+ if (r >= 217) break :roll r;
2817
+ }
2818
+ };
2598
2819
 
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;
2820
+ assert(roll >= 217 and roll <= 255);
2821
+ try options.chance.damage(player, roll);
2822
+ return roll;
2602
2823
  }
2603
2824
 
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
- }
2825
+ const uN = if (pkmn.options.miss) u8 else u9;
2826
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2827
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2828
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2829
+ val == .true
2830
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2831
+ battle.rng.hit(player, acc)
2832
+ else if (showdown)
2833
+ battle.rng.chance(uN, acc, 256)
2834
+ else
2835
+ battle.rng.next() < acc;
2611
2836
 
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;
2837
+ try options.chance.hit(player, ok, acc);
2838
+ return ok;
2615
2839
  }
2616
2840
 
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
- }
2841
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2842
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2843
+ val == .true
2844
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2845
+ battle.rng.confused(player)
2846
+ else if (showdown)
2847
+ !battle.rng.chance(u8, 128, 256)
2848
+ else
2849
+ battle.rng.next() >= Gen12.percent(50) + 1;
2621
2850
 
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;
2851
+ try options.chance.confused(player, cfz);
2852
+ return cfz;
2625
2853
  }
2626
2854
 
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
- }
2855
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2856
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2857
+ val == .true
2858
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2859
+ battle.rng.paralyzed(player)
2860
+ else if (showdown)
2861
+ battle.rng.chance(u8, 63, 256)
2862
+ else
2863
+ battle.rng.next() < Gen12.percent(25);
2631
2864
 
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);
2865
+ try options.chance.paralyzed(player, par);
2866
+ return par;
2635
2867
  }
2636
2868
 
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
- }
2869
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2870
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2871
+ val == .true
2872
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2873
+ battle.rng.secondaryChance(player, 25)
2874
+ else if (showdown)
2875
+ battle.rng.chance(u8, 25, 256)
2876
+ else
2877
+ battle.rng.next() < Gen12.percent(10);
2641
2878
 
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));
2879
+ try options.chance.secondaryChance(player, proc, 25);
2880
+ return proc;
2645
2881
  }
2646
2882
 
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
- }
2883
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2884
+ const rate: u8 = if (low) 26 else 77;
2885
+
2886
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2887
+ val == .true
2888
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2889
+ battle.rng.secondaryChance(player, rate)
2890
+ else if (showdown)
2891
+ battle.rng.chance(u8, rate, 256)
2892
+ else
2893
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2894
+
2895
+ try options.chance.secondaryChance(player, proc, rate);
2896
+ return proc;
2653
2897
  }
2654
2898
 
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);
2899
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2900
+ const rate: u8 = if (low) 52 else 103;
2901
+
2902
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2903
+ val == .true
2904
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2905
+ battle.rng.secondaryChance(player, rate)
2906
+ else if (showdown)
2907
+ battle.rng.chance(u8, rate, 256)
2908
+ else
2909
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2910
+
2911
+ try options.chance.secondaryChance(player, proc, rate);
2912
+ return proc;
2658
2913
  }
2659
2914
 
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);
2915
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2916
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2917
+ val == .true
2918
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2919
+ battle.rng.secondaryChance(player, 85)
2920
+ else if (showdown)
2921
+ battle.rng.chance(u8, 85, 256)
2922
+ else
2923
+ battle.rng.next() < Gen12.percent(33) + 1;
2924
+
2925
+ try options.chance.secondaryChance(player, proc, 85);
2926
+ return proc;
2927
+ }
2928
+
2929
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2930
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2931
+ val
2932
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2933
+ battle.rng.metronome(player)
2934
+ else if (showdown)
2935
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2936
+ else move: {
2937
+ while (true) {
2938
+ const r = battle.rng.next();
2939
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2940
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2941
+ break :move @enumFromInt(r);
2680
2942
  }
2681
- }
2943
+ };
2682
2944
 
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
- }
2945
+ try options.chance.metronome(player, move);
2946
+ return move;
2947
+ }
2948
+
2949
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2950
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2951
+ val - 1
2952
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2953
+ battle.rng.psywave(player)
2954
+ else if (showdown)
2955
+ battle.rng.range(u8, 0, max)
2956
+ else power: {
2957
+ while (true) {
2958
+ const r = battle.rng.next();
2959
+ if (r < max) break :power r;
2960
+ }
2961
+ };
2962
+
2963
+ assert(power < max);
2964
+ try options.chance.psywave(player, power, max);
2965
+ return power;
2687
2966
  }
2688
2967
 
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);
2968
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2969
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2970
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2971
+ else
2972
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2973
+ battle.rng.sleepDuration(player)
2974
+ else if (showdown)
2975
+ battle.rng.range(u3, 1, 8)
2976
+ else duration: {
2977
+ while (true) {
2978
+ const r = battle.rng.next() & 7;
2979
+ if (r != 0) break :duration @intCast(r);
2980
+ }
2981
+ };
2982
+
2983
+ assert(duration >= 1 and duration <= 7);
2984
+ options.chance.duration(player, duration);
2985
+ return duration;
2692
2986
  }
2693
2987
 
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
- }
2988
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2989
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2990
+ if (val >= 1 and val <= 8) val else null
2991
+ else
2992
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2993
+ battle.rng.disableDuration(player)
2994
+ else if (showdown)
2995
+ battle.rng.range(u4, 1, 9)
2996
+ else
2997
+ @intCast((battle.rng.next() & 7) + 1);
2998
+
2999
+ assert(duration >= 1 and duration <= 8);
3000
+ options.chance.duration(player, duration);
3001
+ return duration;
2706
3002
  }
2707
3003
 
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
- }
3004
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
3005
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3006
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3007
+ else
3008
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3009
+ battle.rng.confusionDuration(player)
3010
+ else if (showdown)
3011
+ battle.rng.range(u3, 2, 6)
3012
+ else
3013
+ @intCast((battle.rng.next() & 3) + 2);
3014
+
3015
+ assert(duration >= 2 and duration <= 5);
3016
+ options.chance.duration(player, duration);
3017
+ return duration;
2714
3018
  }
2715
3019
 
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);
3020
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3021
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3022
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3023
+ else
3024
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3025
+ battle.rng.attackingDuration(player)
3026
+ else if (showdown)
3027
+ battle.rng.range(u3, 2, 4)
3028
+ else
3029
+ @intCast((battle.rng.next() & 1) + 2);
3030
+
3031
+ assert(duration >= 2 and duration <= 3);
3032
+ options.chance.duration(player, duration);
3033
+ return duration;
2720
3034
  }
2721
3035
 
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;
3036
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3037
+
3038
+ fn distribution(
3039
+ battle: anytype,
3040
+ comptime effect: Move.Effect,
3041
+ player: Player,
3042
+ options: anytype,
3043
+ ) !u3 {
3044
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3045
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3046
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3047
+ else
3048
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3049
+ battle.rng.distribution(player)
3050
+ else if (showdown)
3051
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3052
+ else n: {
3053
+ const r = (battle.rng.next() & 3);
3054
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3055
+ };
3056
+
3057
+ assert(n >= 2 and n <= 5);
3058
+ if (effect == .Binding) {
3059
+ options.chance.duration(player, n);
3060
+ } else {
3061
+ try options.chance.multiHit(player, n);
3062
+ }
3063
+ return n;
3064
+ }
3065
+
3066
+ fn moveSlot(
3067
+ battle: anytype,
3068
+ player: Player,
3069
+ moves: []MoveSlot,
3070
+ check_pp: u4,
3071
+ options: anytype,
3072
+ ) !u4 {
3073
+ // TODO: consider throwing error instead of rerolling?
3074
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3075
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3076
+ val
3077
+ else
3078
+ null
3079
+ else
3080
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3081
+ battle.rng.moveSlot(player, moves, check_pp)
3082
+ else slot: {
3083
+ if (showdown) {
3084
+ if (check_pp == 0) {
3085
+ var i: usize = moves.len;
3086
+ while (i > 0) {
3087
+ i -= 1;
3088
+ if (moves[i].id != .None) {
3089
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3090
+ }
3091
+ }
3092
+ } else {
3093
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3094
+ var i: usize = 0;
3095
+ while (i < moves.len and r > 0) : (i += 1) {
3096
+ if (moves[i].pp > 0) {
3097
+ r -= 1;
3098
+ if (r == 0) break :slot @intCast(i + 1);
3099
+ }
3100
+ }
3101
+ }
3102
+ }
3103
+
3104
+ while (true) {
3105
+ const r: u4 = @intCast(battle.rng.next() & 3);
3106
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3107
+ }
3108
+ };
3109
+
3110
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3111
+ return slot;
2725
3112
  }
2726
3113
  };
2727
3114
 
@@ -2729,14 +3116,14 @@ test "RNG agreement" {
2729
3116
  if (!showdown) return;
2730
3117
  var expected: [256]u32 = undefined;
2731
3118
  for (0..expected.len) |i| {
2732
- expected[i] = @intCast(u32, i * 0x1000000);
3119
+ expected[i] = @intCast(i * 0x1000000);
2733
3120
  }
2734
3121
 
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 };
3122
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3123
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3124
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3125
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3126
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2740
3127
 
2741
3128
  for (0..expected.len) |i| {
2742
3129
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2772,11 +3159,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2772
3159
  const side = battle.side(player);
2773
3160
  const foe = battle.foe(player);
2774
3161
 
2775
- var active = side.active;
3162
+ const active = &side.active;
2776
3163
  const stored = side.stored();
2777
3164
 
2778
3165
  // 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.
3166
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2780
3167
  //
2781
3168
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2782
3169
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2784,9 +3171,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2784
3171
  // passing due to being forced into using a move. Instead of introducing another option
2785
3172
  // we simply repurpose Move with no move slot, even though pedantically this is not
2786
3173
  // strictly correct as the player would not have been presented the option to move or
2787
- // switch at all.
3174
+ // switch at all
2788
3175
  if (isForced(active)) {
2789
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3176
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2790
3177
  n += 1;
2791
3178
  return n;
2792
3179
  }
@@ -2803,7 +3190,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2803
3190
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2804
3191
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2805
3192
  // either disables all other moves in the case of limited or requires you to select a
2806
- // move normally if sleeping/frozen/bound.
3193
+ // move normally if sleeping/frozen/bound
2807
3194
  if (!showdown and (limited or foe.active.volatiles.Binding or
2808
3195
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2809
3196
  {
@@ -2816,7 +3203,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2816
3203
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2817
3204
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2818
3205
  // 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.
3206
+ // proc-ed move in their moveset) and disabling all other moves
2820
3207
  if (limited) {
2821
3208
  assert(showdown);
2822
3209
  assert(side.last_selected_move != .None);
@@ -2826,7 +3213,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2826
3213
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2827
3214
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2828
3215
  const struggle =
2829
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3216
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2830
3217
  const s = if (struggle) 0 else slot;
2831
3218
  out[n] = .{ .type = .Move, .data = s };
2832
3219
  n += 1;
@@ -2841,14 +3228,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2841
3228
  const m = active.moves[slot - 1];
2842
3229
  if (m.id == .None) break;
2843
3230
  if (m.pp == 0) continue;
2844
- if (active.volatiles.disabled_move == slot) continue;
3231
+ if (active.volatiles.disable_move == slot) continue;
2845
3232
  out[n] = .{ .type = .Move, .data = slot };
2846
3233
  n += 1;
2847
3234
  }
2848
3235
  // Struggle (Pokémon Showdown would use 'move 1' here)
2849
3236
  if (n == before) {
2850
3237
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2851
- if (!showdown) {
3238
+ if (!pkmn.options.mod) {
2852
3239
  while (slot <= 4) : (slot += 1) {
2853
3240
  if (active.moves[slot - 1].pp != 0) return n;
2854
3241
  }