@pkmn/engine 0.1.0-dev.7f37a47c → 0.1.0-dev.7feed58c

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 +145 -78
  3. package/build/pkg/addon/browser.d.ts +3 -0
  4. package/build/pkg/addon/browser.js +47 -0
  5. package/build/pkg/addon/browser.js.map +1 -0
  6. package/build/pkg/addon/node.d.ts +3 -0
  7. package/build/pkg/addon/node.js +100 -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 +29 -0
  13. package/build/pkg/addon.js +80 -0
  14. package/build/pkg/addon.js.map +1 -0
  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 +28 -7
  19. package/build/pkg/data.js +3 -5
  20. package/build/pkg/data.js.map +1 -1
  21. package/build/pkg/gen1.d.ts +18 -20
  22. package/build/pkg/gen1.js +59 -44
  23. package/build/pkg/gen1.js.map +1 -1
  24. package/build/pkg/index.d.ts +57 -103
  25. package/build/pkg/index.js +6 -63
  26. package/build/pkg/index.js.map +1 -1
  27. package/build/pkg/protocol.d.ts +24 -3
  28. package/build/pkg/protocol.js +127 -104
  29. package/build/pkg/protocol.js.map +1 -1
  30. package/build/tools/debug.js +100 -0
  31. package/build/tools/debug.js.map +1 -0
  32. package/build/tools/display/debug.jsx +141 -0
  33. package/build/tools/display/debug.jsx.map +1 -0
  34. package/build/tools/display/index.js +142 -0
  35. package/build/tools/display/index.js.map +1 -0
  36. package/build/tools/display/ui.jsx +349 -0
  37. package/build/tools/display/ui.jsx.map +1 -0
  38. package/build/tools/display/util.js +33 -0
  39. package/build/tools/display/util.js.map +1 -0
  40. package/build.zig +417 -160
  41. package/package.json +92 -133
  42. package/src/bin/install-pkmn-engine +85 -42
  43. package/src/bin/pkmn-debug +62 -0
  44. package/src/lib/bindings/c.zig +255 -0
  45. package/src/lib/bindings/node.zig +121 -0
  46. package/src/lib/bindings/wasm.zig +59 -0
  47. package/src/lib/common/array.zig +77 -0
  48. package/src/lib/common/battle.zig +17 -0
  49. package/src/lib/common/data.zig +19 -31
  50. package/src/lib/common/debug.zig +58 -17
  51. package/src/lib/common/js.zig +120 -0
  52. package/src/lib/common/optional.zig +71 -0
  53. package/src/lib/common/options.zig +18 -3
  54. package/src/lib/common/protocol.zig +947 -407
  55. package/src/lib/common/rational.zig +449 -0
  56. package/src/lib/common/rng.zig +31 -24
  57. package/src/lib/common/util.zig +61 -0
  58. package/src/lib/gen1/calc.zig +953 -0
  59. package/src/lib/gen1/chance.zig +1185 -0
  60. package/src/lib/gen1/data/moves.zig +203 -193
  61. package/src/lib/gen1/data/species.zig +6 -8
  62. package/src/lib/gen1/data/types.zig +11 -12
  63. package/src/lib/gen1/data.zig +101 -90
  64. package/src/lib/gen1/helpers.zig +139 -54
  65. package/src/lib/gen1/mechanics.zig +1435 -916
  66. package/src/lib/gen2/calc.zig +153 -0
  67. package/src/lib/gen2/chance.zig +902 -0
  68. package/src/lib/gen2/data/items.zig +15 -23
  69. package/src/lib/gen2/data/moves.zig +665 -573
  70. package/src/lib/gen2/data/species.zig +3 -5
  71. package/src/lib/gen2/data/types.zig +138 -36
  72. package/src/lib/gen2/data.zig +134 -99
  73. package/src/lib/gen2/generated.zig +801 -0
  74. package/src/lib/gen2/helpers.zig +59 -44
  75. package/src/lib/gen2/mechanics.zig +3582 -30
  76. package/src/lib/node.zig +18 -0
  77. package/src/lib/pkmn.zig +93 -12
  78. package/src/lib/wasm.zig +17 -0
  79. package/src/tools/display/dom.ts +96 -0
  80. package/src/tools/display/ui.css +354 -0
  81. package/src/lib/binding/node.zig +0 -229
  82. package/src/lib/binding/wasm.zig +0 -10
  83. package/src/lib/gen1/README.md +0 -777
  84. package/src/lib/gen2/README.md +0 -309
@@ -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;
@@ -56,50 +50,50 @@ const BOOSTS = &[_][2]u8{
56
50
 
57
51
  const MAX_STAT_VALUE = 999;
58
52
 
59
- 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 {
60
54
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
62
-
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
55
+ if (battle.turn == 0) return start(battle, options);
65
56
 
66
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
67
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
57
+ var s1 = false;
58
+ var s2 = false;
68
59
 
69
- if (turnOrder(battle, c1, c2) == .P1) {
70
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
71
- } else {
72
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
73
- }
60
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
61
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
62
 
75
63
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
64
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
65
+
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;
68
+
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;
71
+ } else {
72
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
73
  }
83
74
 
84
- return endTurn(battle, log);
75
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
76
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
77
+
78
+ return endTurn(battle, options);
85
79
  }
86
80
 
87
- fn start(battle: anytype, log: anytype) !Result {
81
+ fn start(battle: anytype, options: anytype) !Result {
88
82
  const p1 = battle.side(.P1);
89
83
  const p2 = battle.side(.P2);
90
84
 
91
- var p1_slot = findFirstAlive(p1);
85
+ const p1_slot = findFirstAlive(p1);
92
86
  assert(!showdown or p1_slot == 1);
93
87
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
94
88
 
95
- var p2_slot = findFirstAlive(p2);
89
+ const p2_slot = findFirstAlive(p2);
96
90
  assert(!showdown or p2_slot == 1);
97
91
  if (p2_slot == 0) return Result.Win;
98
92
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- 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);
101
95
 
102
- return endTurn(battle, log);
96
+ return endTurn(battle, options);
103
97
  }
104
98
 
105
99
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +106,7 @@ fn selectMove(
112
106
  player: Player,
113
107
  choice: Choice,
114
108
  foe_choice: Choice,
115
- from: *?Move,
109
+ skip_turn: *bool,
116
110
  ) ?Result {
117
111
  if (choice.type == .Pass) return null;
118
112
 
@@ -121,20 +115,27 @@ fn selectMove(
121
115
  const stored = side.stored();
122
116
 
123
117
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
118
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
119
 
126
120
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
121
+ if (volatiles.Recharging) {
122
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
123
+ return null;
124
+ }
128
125
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
126
+ if (showdown) {
127
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
128
+ saveMove(battle, player, null);
129
+ }
131
130
  return null;
132
131
  }
133
132
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
133
  if (!showdown) volatiles.Flinch = false;
135
134
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
135
+ if (showdown) {
136
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
+ saveMove(battle, player, null);
138
+ }
138
139
  return null;
139
140
  }
140
141
 
@@ -144,37 +145,38 @@ fn selectMove(
144
145
  // pre-move select
145
146
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
147
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
148
+ if (showdown) {
149
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
+ saveMove(battle, player, choice);
151
+ }
148
152
  return null;
149
153
  }
150
154
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
155
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
156
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
157
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
158
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
157
159
  // set the selected move will not actually be used, it will just be reported as having
158
160
  // been used (this differs from how Pokémon Showdown works, but its impossible to
159
- // replicate the incorrect behavior with the correct mechanisms).
161
+ // replicate the incorrect behavior with the correct mechanisms)
160
162
  saveMove(battle, player, choice);
161
163
  } else {
162
164
  assert(choice.data == 0);
163
165
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
166
  if (foe_choice.type == .Switch) {
165
- const slot = if (player == .P1)
166
- battle.last_selected_indexes.p1
167
- else
168
- battle.last_selected_indexes.p2;
169
- const last = side.active.move(@intCast(u4, slot));
167
+ const last = side.active.move(battle.lastMove(player).index);
170
168
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
- 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
+ }
172
173
  }
173
174
  }
174
175
  return null;
175
176
  }
176
177
 
177
178
  if (battle.foe(player).active.volatiles.Binding) {
179
+ skip_turn.* = true;
178
180
  if (showdown) {
179
181
  saveMove(battle, player, choice);
180
182
  } else {
@@ -185,19 +187,17 @@ fn selectMove(
185
187
  }
186
188
 
187
189
  // move select
190
+ volatiles.state = 0;
188
191
  if (choice.data == 0) {
189
192
  const struggle = ok: {
190
193
  for (side.active.moves, 0..) |move, i| {
191
- 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;
192
195
  }
193
196
  break :ok true;
194
197
  };
195
-
196
198
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
199
  }
200
+ saveMove(battle, player, choice);
201
201
 
202
202
  return null;
203
203
  }
@@ -210,23 +210,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
210
  if (c.data == 0) {
211
211
  side.last_selected_move = .Struggle;
212
212
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
213
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
214
  const move = side.active.move(c.data);
215
215
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
216
  // sometimes required...), but a 0 PP move can be used automatically
217
217
  assert(showdown or move.pp != 0);
218
218
 
219
219
  side.last_selected_move = move.id;
220
- if (player == .P1) {
221
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
222
- } else {
223
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
224
- }
220
+ battle.lastMove(player).index = @intCast(c.data);
225
221
  }
226
222
  }
227
223
  }
228
224
 
229
- 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 {
230
226
  var side = battle.side(player);
231
227
  var foe = battle.foe(player);
232
228
  var active = &side.active;
@@ -239,11 +235,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
235
  side.order[0] = side.order[slot - 1];
240
236
  side.order[slot - 1] = out;
241
237
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
238
+ battle.lastMove(player).index = 1;
247
239
 
248
240
  side.last_used_move = .None;
249
241
  foe.last_used_move = .None;
@@ -256,20 +248,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
256
248
  active.moves = incoming.moves;
257
249
 
258
250
  statusModify(incoming.status, &active.stats);
251
+ options.chance.switched(player, slot);
259
252
 
260
253
  foe.active.volatiles.Binding = false;
261
254
 
262
- try log.switched(battle.active(player), incoming);
255
+ try options.log.switched(.{ battle.active(player), incoming });
263
256
 
264
257
  if (showdown and incoming.status == Status.TOX) {
265
258
  incoming.status = Status.init(.PSN);
266
259
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
260
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
261
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
269
262
  }
270
263
  }
271
264
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
265
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
266
  assert(c1.type != .Pass or c2.type != .Pass);
274
267
 
275
268
  if (c1.type == .Pass) return .P2;
@@ -299,13 +292,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
292
  const spe2 = battle.side(.P2).active.stats.spe;
300
293
  if (spe1 == spe2) {
301
294
  // Pokémon Showdown's beforeTurnCallback shenanigans
302
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
303
-
304
- const p1 = if (showdown)
305
- battle.rng.range(u8, 0, 2) == 0
306
- else
307
- battle.rng.next() < Gen12.percent(50) + 1;
295
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
296
+ battle.rng.advance(1);
297
+ }
308
298
 
299
+ const p1 = try Rolls.speedTie(battle, options);
309
300
  if (!showdown) return if (p1) .P1 else .P2;
310
301
 
311
302
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +306,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
306
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
307
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
308
  // If *both* sides are thrashing it really should be another speed tie, but we've patched
318
- // that out and enforce host ordering of events, so P1 just goes first reqgardless of who
309
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
310
  // won the original coin flip
320
311
  if (t1 and t2) return .P1;
321
312
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,33 +319,55 @@ fn doTurn(
328
319
  battle: anytype,
329
320
  player: Player,
330
321
  player_choice: Choice,
331
- player_from: ?Move,
322
+ player_rewrap: bool,
323
+ player_skip: bool,
332
324
  foe_player: Player,
333
325
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
326
+ foe_rewrap: bool,
327
+ foe_skip: bool,
328
+ options: anytype,
336
329
  ) !?Result {
337
330
  assert(player_choice.type != .Pass);
338
331
 
339
332
  var residual = true;
340
333
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
334
+ if (try executeMove(
335
+ battle,
336
+ player,
337
+ player_choice,
338
+ player_rewrap,
339
+ player_skip,
340
+ &residual,
341
+ options,
342
+ )) |r| return r;
342
343
  if (!replace) {
343
344
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
345
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
345
346
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- 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;
348
349
  } else if (foe_choice.type == .Pass) return null;
349
350
 
351
+ if (!showdown) options.chance.clearPending();
352
+
353
+ residual = true;
350
354
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
355
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
356
+ if (if (calc) null else try executeMove(
357
+ battle,
358
+ foe_player,
359
+ foe_choice,
360
+ foe_rewrap,
361
+ foe_skip,
362
+ &residual,
363
+ options,
364
+ )) |r| return r;
352
365
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- 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;
355
368
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- 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;
358
371
  }
359
372
 
360
373
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +384,31 @@ fn executeMove(
371
384
  battle: anytype,
372
385
  player: Player,
373
386
  choice: Choice,
374
- from: ?Move,
387
+ rewrap: bool,
388
+ skip: bool,
375
389
  residual: *bool,
376
- log: anytype,
390
+ options: anytype,
377
391
  ) !?Result {
378
392
  var side = battle.side(player);
379
393
 
380
394
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
395
+ try switchIn(battle, player, choice.data, false, options);
382
396
  return null;
383
397
  }
384
398
 
399
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
400
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
401
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
402
  if (side.last_selected_move == .SKIP_TURN) {
386
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
387
- // Binding instead gets handled in beforeMove after sleep and freeze
388
403
  assert(!showdown);
389
404
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
405
+ try options.log.cant(.{ battle.active(player), .Bound });
391
406
  }
392
407
  return null;
393
408
  }
394
409
 
395
410
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
411
+ var mslot: u4 = @intCast(choice.data);
397
412
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
413
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
414
  var auto = showdown and side.last_selected_move != .None;
@@ -402,17 +417,16 @@ fn executeMove(
402
417
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
418
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
419
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
420
+ mslot = @intCast(battle.lastMove(player).index);
409
421
  const stored = side.stored();
410
422
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
412
- 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);
413
427
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
428
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
- // 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
416
430
  if (!auto) {
417
431
  // side.active.moves(slot) is safe to check even though the slot in question might not
418
432
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -426,15 +440,12 @@ fn executeMove(
426
440
  } else if (showdown and side.active.volatiles.Charging) {
427
441
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
442
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
443
+ mslot = @intCast(battle.lastMove(player).index);
433
444
  }
434
445
 
435
446
  var skip_can = false;
436
447
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, log)) {
448
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
449
  .done => return null,
439
450
  .skip_can => skip_can = true,
440
451
  .skip_pp => skip_pp = true,
@@ -442,14 +453,42 @@ fn executeMove(
442
453
  .err => return @as(?Result, Result.Error),
443
454
  }
444
455
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, log)) 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;
473
+ }
474
+
475
+ const can = skip_can or
476
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
477
+ if (!can) return null;
446
478
 
447
- return doMove(battle, player, mslot, auto, residual, log);
479
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
448
480
  }
449
481
 
450
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
482
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
451
483
 
452
- fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !BeforeMove {
484
+ fn beforeMove(
485
+ battle: anytype,
486
+ player: Player,
487
+ skip: bool,
488
+ residual: *bool,
489
+ options: anytype,
490
+ ) !BeforeMove {
491
+ var log = options.log;
453
492
  var side = battle.side(player);
454
493
  const foe = battle.foe(player);
455
494
  var active = &side.active;
@@ -458,84 +497,106 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
458
497
  var volatiles = &active.volatiles;
459
498
 
460
499
  if (Status.is(stored.status, .SLP)) {
461
- const status = stored.status;
500
+ const before = stored.status;
501
+ const slf = Status.is(stored.status, .EXT);
462
502
  // Even if the EXT bit is set this will still correctly modify the sleep duration
463
- stored.status -= 1;
464
- if (Status.duration(stored.status) == 0) {
465
- try log.curestatus(ident, status, .Message);
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 });
466
520
  stored.status = 0; // clears EXT if present
467
521
  } else {
468
- try log.cant(ident, .Sleep);
522
+ try log.cant(.{ ident, .Sleep });
469
523
  }
470
524
  side.last_used_move = .None;
471
525
  return .done;
472
526
  }
473
527
 
474
528
  if (Status.is(stored.status, .FRZ)) {
475
- try log.cant(ident, .Freeze);
529
+ try log.cant(.{ ident, .Freeze });
476
530
  side.last_used_move = .None;
477
531
  return .done;
478
532
  }
479
533
 
480
- if (foe.active.volatiles.Binding) {
481
- try log.cant(ident, .Bound);
534
+ if (skip or foe.active.volatiles.Binding) {
535
+ try log.cant(.{ ident, .Bound });
482
536
  return .done;
483
537
  }
484
538
 
485
- if (!showdown and volatiles.Flinch) {
486
- volatiles.Flinch = false;
487
- try log.cant(ident, .Flinch);
539
+ if (volatiles.Flinch) {
540
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
541
+ // Pokémon can sometimes flinch multiple times from the same original hit
542
+ if (!showdown) volatiles.Flinch = false;
543
+ try log.cant(.{ ident, .Flinch });
488
544
  return .done;
489
545
  }
490
546
 
491
547
  if (volatiles.Recharging) {
492
548
  volatiles.Recharging = false;
493
- try log.cant(ident, .Recharge);
549
+ try log.cant(.{ ident, .Recharge });
494
550
  return .done;
495
551
  }
496
552
 
497
- if (volatiles.disabled_duration > 0) {
498
- volatiles.disabled_duration -= 1;
499
- if (volatiles.disabled_duration == 0) {
500
- volatiles.disabled_move = 0;
501
- 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 });
502
564
  }
503
565
  }
504
566
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
505
- if (showdown and try disabled(side, ident, log)) return .done;
506
-
507
- // Pokémon Showdown checks for Flinch *after* instead of before
508
- if (showdown and volatiles.Flinch) {
509
- volatiles.Flinch = false;
510
- try log.cant(ident, .Flinch);
511
- return .done;
512
- }
567
+ if (showdown and try disabled(side, ident, options)) return .done;
513
568
 
514
569
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
515
570
  // before the side had a selected a move - we simply need to assume this leads to a desync
516
571
  if (side.last_selected_move == .None) {
517
- assert(!showdown);
572
+ assert(!pkmn.options.mod);
518
573
  return .err;
519
574
  }
520
575
 
521
576
  if (volatiles.Confusion) {
522
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);
523
590
 
524
- volatiles.confusion -= 1;
525
591
  if (volatiles.confusion == 0) {
526
592
  volatiles.Confusion = false;
527
- try log.end(ident, .Confusion);
593
+ try log.end(.{ ident, .Confusion });
528
594
  } else {
529
- try log.activate(ident, .Confusion);
595
+ try log.activate(.{ ident, .Confusion });
530
596
 
531
- const confused = if (showdown)
532
- !battle.rng.chance(u8, 128, 256)
533
- else
534
- battle.rng.next() >= Gen12.percent(50) + 1;
535
-
536
- if (confused) {
597
+ if (try Rolls.confused(battle, player, options)) {
537
598
  assert(!volatiles.MultiHit);
538
- volatiles.state = 0;
599
+ if (!volatiles.Rage) volatiles.state = 0;
539
600
  volatiles.Bide = false;
540
601
  volatiles.Thrashing = false;
541
602
  volatiles.MultiHit = false;
@@ -543,6 +604,9 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
543
604
  volatiles.Charging = false;
544
605
  volatiles.Binding = false;
545
606
  volatiles.Invulnerable = false;
607
+
608
+ options.chance.observe(.attacking, player, .None);
609
+ options.chance.observe(.binding, player, .None);
546
610
  {
547
611
  // This feels (and is) disgusting but the cartridge literally just overwrites
548
612
  // the opponent's defense with the user's defense and resets it after. As a
@@ -550,7 +614,9 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
550
614
  const def = foe.active.stats.def;
551
615
  foe.active.stats.def = active.stats.def;
552
616
  defer foe.active.stats.def = def;
553
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
617
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
618
+ return .err;
619
+ }
554
620
  }
555
621
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
556
622
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -559,87 +625,124 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
559
625
  player
560
626
  else
561
627
  player.foe();
628
+
629
+ const uncapped = battle.last_damage;
562
630
  // Skipping adjustDamage / randomizeDamage / checkHit
563
- _ = try applyDamage(battle, player, target, .Confusion, log);
631
+ _ = try applyDamage(battle, player, target, .Confusion, options);
632
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
633
+ if (showdown) battle.last_damage = uncapped;
564
634
 
565
635
  return .done;
566
636
  }
567
637
  }
568
638
  }
569
639
 
570
- if (!showdown and try disabled(side, ident, log)) return .done;
640
+ if (!showdown and try disabled(side, ident, options)) return .done;
571
641
 
572
- if (Status.is(stored.status, .PAR)) {
573
- const paralyzed = if (showdown)
574
- battle.rng.chance(u8, 63, 256)
575
- else
576
- battle.rng.next() < Gen12.percent(25);
642
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
643
+ if (!volatiles.Rage) volatiles.state = 0;
644
+ volatiles.Bide = false;
645
+ volatiles.Thrashing = false;
646
+ volatiles.Charging = false;
647
+ volatiles.Binding = false;
577
648
 
578
- if (paralyzed) {
579
- volatiles.state = 0;
580
- volatiles.Bide = false;
581
- volatiles.Thrashing = false;
582
- volatiles.Charging = false;
583
- volatiles.Binding = false;
584
- // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
585
- try log.cant(ident, .Paralysis);
586
- return .done;
587
- }
649
+ options.chance.observe(.attacking, player, .None);
650
+ options.chance.observe(.binding, player, .None);
651
+
652
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
653
+ try log.cant(.{ ident, .Paralysis });
654
+ return .done;
588
655
  }
589
656
 
590
657
  if (volatiles.Bide) {
591
658
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
659
 
593
- 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
+ }
594
668
 
595
- 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);
596
671
 
597
- volatiles.attacks -= 1;
598
672
  if (volatiles.attacks != 0) {
599
- try log.activate(ident, .Bide);
673
+ try log.activate(.{ ident, .Bide });
600
674
  return .done;
601
675
  }
602
676
 
603
677
  volatiles.Bide = false;
604
- try log.end(ident, .Bide);
678
+ try log.end(.{ ident, .Bide });
605
679
 
606
680
  battle.last_damage = volatiles.state *% 2;
607
681
  volatiles.state = 0;
608
682
 
609
683
  if (battle.last_damage == 0) {
610
- try log.fail(ident, .None);
684
+ try log.fail(.{ ident, .None });
611
685
  return .done;
612
686
  }
613
687
 
614
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
688
+ const sub = showdown and foe.active.volatiles.Substitute;
689
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
690
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
691
+
692
+ // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
693
+ // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
694
+ // run residual here regardless of whether the foe fainted and opt-out of the default flow
695
+ if (showdown) {
696
+ residual.* = false;
697
+ try handleResidual(battle, player, options);
698
+ }
699
+
615
700
  return .done;
616
701
  }
617
702
 
618
703
  if (volatiles.Thrashing) {
619
- assert(volatiles.attacks > 0);
620
- assert(from != null);
621
- volatiles.attacks -= 1;
622
- if (!showdown and handleThrashing(battle, active)) {
623
- try log.start(battle.active(player), .ConfusionSilent);
624
- }
625
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
626
- if (showdown and handleThrashing(battle, active)) {
627
- try log.start(battle.active(player), .ConfusionSilent);
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);
628
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
+
629
732
  return .skip_can;
630
733
  }
631
734
 
632
735
  if (volatiles.Binding) {
633
- assert(volatiles.attacks > 0);
634
- volatiles.attacks -= 1;
635
- try log.move(
636
- battle.active(player),
637
- side.last_selected_move,
638
- battle.active(player.foe()),
639
- side.last_selected_move,
640
- );
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()) });
641
740
  if (showdown or battle.last_damage != 0) {
642
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
741
+ const sub = showdown and foe.active.volatiles.Substitute;
742
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
743
+ if (battle.foe(player).stored().hp > 0 and !sub) {
744
+ try buildRage(battle, player.foe(), options);
745
+ }
643
746
  }
644
747
  return .done;
645
748
  }
@@ -653,55 +756,62 @@ fn canMove(
653
756
  mslot: u4,
654
757
  auto: bool,
655
758
  skip_pp: bool,
656
- from: ?Move,
657
- log: anytype,
759
+ from: Move,
760
+ residual: *bool,
761
+ options: anytype,
658
762
  ) !bool {
659
763
  var side = battle.side(player);
660
764
  const player_ident = battle.active(player);
661
765
  const move = Move.get(side.last_selected_move);
662
766
 
663
- const foe_last = battle.foe(player).last_used_move;
664
- const special = from != null and (from.? == .Metronome and
665
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
666
-
667
- var skip = skip_pp;
668
767
  if (side.active.volatiles.Charging) {
669
768
  side.active.volatiles.Charging = false;
670
769
  side.active.volatiles.Invulnerable = false;
671
770
  } else if (move.effect == .Charge) {
672
- try log.move(player_ident, side.last_selected_move, .{}, from);
673
- 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);
674
774
  return false;
675
775
  }
676
776
 
677
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
678
- if (!skip) decrementPP(side, mslot, auto);
777
+ side.last_used_move = side.last_selected_move;
778
+ if (!skip_pp) decrementPP(side, mslot, auto);
679
779
 
680
780
  const target = if (move.target == .Self) player else player.foe();
681
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
682
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
683
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
684
- // meaning sometimes we lose this information. from is still set because it not being null is
685
- // relevant for control flow, but we don't have anything useful to put in the log. This is
686
- // regrettable, but this information is more "nice to have" than required
687
- const f = if (from != null and from.? == .None) null else from;
688
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
781
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
782
+ setCounterable(battle, player, side, move);
689
783
 
690
784
  if (move.effect.onBegin()) {
691
- try onBegin(battle, player, move, mslot, log);
785
+ try onBegin(battle, player, move, mslot, residual, options);
692
786
  return false;
693
787
  }
694
788
 
695
789
  if (move.effect == .Thrashing) {
696
- Effects.thrashing(battle, player);
697
- } else if (!showdown and move.effect == .Binding) {
698
- // Pokémon Showdown handles this after hit/miss checks and damage calculation
699
- Effects.binding(battle, player);
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
+ }
700
799
  }
701
800
 
702
801
  return true;
703
802
  }
704
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
+
705
815
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
706
816
  if (side.last_selected_move == .Struggle) return;
707
817
 
@@ -711,25 +821,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
711
821
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
712
822
  if (volatiles.Bide) return;
713
823
 
714
- assert(active.move(mslot).pp > 0 or auto);
715
- 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;
716
827
  if (volatiles.Transform) return;
717
828
 
718
- assert(side.stored().move(mslot).pp > 0 or auto);
719
- 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;
720
832
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
721
833
  }
722
834
 
723
- fn incrementPP(side: *Side, mslot: u4) void {
835
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
724
836
  var active = &side.active;
725
837
  const volatiles = &active.volatiles;
726
838
 
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
839
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
728
840
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
729
841
  if (showdown and volatiles.Transform) return;
730
842
 
843
+ const n = options.calc.overridden(player, .pp) orelse 1;
844
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
845
+
731
846
  assert(mslot > 0 and mslot <= 4);
732
- 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;
733
848
  }
734
849
 
735
850
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -737,10 +852,12 @@ fn doMove(
737
852
  battle: anytype,
738
853
  player: Player,
739
854
  mslot: u4,
855
+ rewrap: bool,
740
856
  auto: bool,
741
857
  residual: *bool,
742
- log: anytype,
858
+ options: anytype,
743
859
  ) !?Result {
860
+ var log = options.log;
744
861
  var side = battle.side(player);
745
862
  const foe = battle.foe(player);
746
863
 
@@ -755,35 +872,44 @@ fn doMove(
755
872
  var hits: u4 = 1;
756
873
  var effectiveness = Effectiveness.neutral;
757
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
+
758
878
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
759
879
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
760
- return specialDamage(battle, player, move, log);
880
+ return specialDamage(battle, player, move, options);
761
881
  }
762
882
 
763
883
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
764
884
  // calling moveHit early covers most of that but we also need to check type immunity first
765
885
  var miss = showdown and miss: {
766
886
  immune = move.target != .Self and !status and !counter and
767
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
768
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
887
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
888
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
769
889
  if (immune and move.effect != .Binding) break :miss true;
770
- if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) break :miss true;
771
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
890
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
891
+ battle.last_damage = 0;
892
+ break :miss true;
893
+ }
894
+ break :miss (move.target != .Self and
895
+ !try moveHit(battle, player, move, &immune, &mist, options));
772
896
  };
773
897
  assert(!immune or miss or (showdown and move.effect == .Binding));
774
898
 
899
+ var late = showdown and move.effect != .Explode;
775
900
  const skip = status or immune;
776
- if ((!showdown or (!skip or counter)) and !miss) blk: {
901
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
777
902
  if (showdown and move.effect.isMulti()) {
778
- Effects.multiHit(battle, player, move);
903
+ try Effects.multiHit(battle, player, move, options);
779
904
  hits = side.active.volatiles.attacks;
905
+ late = false;
780
906
  }
781
907
 
782
908
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
783
909
  const check = !showdown or (!counter and move.effect != .OHKO);
784
- if (check) crit = checkCriticalHit(battle, player, move);
910
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
785
911
 
786
- if (counter) return counterDamage(battle, player, move, log);
912
+ if (counter) return counterDamage(battle, player, move, options);
787
913
 
788
914
  battle.last_damage = 0;
789
915
 
@@ -794,8 +920,9 @@ fn doMove(
794
920
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
795
921
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
796
922
  battle.last_damage = if (ohko) 65535 else 0;
797
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
798
- } 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);
799
926
  return @as(?Result, Result.Error);
800
927
  }
801
928
  if (battle.last_damage == 0) {
@@ -805,17 +932,16 @@ fn doMove(
805
932
  effectiveness = adjustDamage(battle, player);
806
933
  immune = effectiveness == 0;
807
934
  }
808
- randomizeDamage(battle);
935
+ try randomizeDamage(battle, player, options);
809
936
  }
810
937
  }
811
938
 
812
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
813
- if (showdown and skip and move.effect != .Bide) battle.last_damage = 0;
814
-
815
- miss = if (showdown or skip)
816
- miss
817
- else
818
- (!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
+ }
819
945
 
820
946
  assert(showdown or miss or battle.last_damage > 0 or skip);
821
947
  assert((!showdown and miss) or !(ohko and immune));
@@ -823,11 +949,11 @@ fn doMove(
823
949
 
824
950
  if (!showdown or !miss) {
825
951
  if (move.effect == .MirrorMove) {
826
- return mirrorMove(battle, player, mslot, auto, residual, log);
952
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
827
953
  } else if (move.effect == .Metronome) {
828
- return metronome(battle, player, mslot, auto, residual, log);
954
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
829
955
  } else if (move.effect.onEnd()) {
830
- try onEnd(battle, player, move, log);
956
+ try onEnd(battle, player, move, options);
831
957
  return null;
832
958
  }
833
959
  }
@@ -839,62 +965,83 @@ fn doMove(
839
965
  ohko = (!showdown or (!immune and !invulnerable)) and
840
966
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
841
967
  if (ohko) {
842
- try log.immune(foe_ident, .OHKO);
843
- } else if (immune and !invulnerable) {
844
- try log.immune(foe_ident, .None);
968
+ try log.immune(.{ foe_ident, .OHKO });
969
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
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
+ }
845
992
  } else if (mist) {
846
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
847
- 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 });
848
995
  } else {
849
- try log.lastmiss();
850
- 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)});
851
999
  }
852
1000
  if (move.effect == .JumpKick) {
853
1001
  // Recoil is supposed to be damage/8 but damage will always be 0 here
854
- assert(battle.last_damage == 0);
1002
+ assert(showdown or battle.last_damage == 0);
855
1003
  battle.last_damage = 1;
856
- _ = try applyDamage(battle, player, player.foe(), .None, log);
1004
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
857
1005
  if (showdown and side.stored().hp == 0) residual.* = false;
858
1006
  } else if (move.effect == .Explode) {
859
1007
  try Effects.explode(battle, player);
860
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
861
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
862
- }
863
- } else if (showdown) {
864
- if (move.effect == .Disable) {
865
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
866
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
867
- }
868
- }
1008
+ try buildRage(battle, player.foe(), options);
1009
+ } else if (showdown and move.effect == .Disable) {
1010
+ try buildRage(battle, player.foe(), options);
869
1011
  }
870
1012
  return null;
1013
+ } else if (!showdown) {
1014
+ try options.chance.commit(player, .hit);
871
1015
  }
872
1016
 
873
1017
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
874
1018
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
875
- // it up above before damage calculation).
1019
+ // it up above before damage calculation)
876
1020
  if (!showdown and move.effect.isMulti()) {
877
- Effects.multiHit(battle, player, move);
1021
+ try Effects.multiHit(battle, player, move, options);
878
1022
  hits = side.active.volatiles.attacks;
879
1023
  }
880
1024
 
1025
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
1026
+ const sub = showdown and foe.active.volatiles.Substitute;
1027
+
881
1028
  var nullified = false;
882
1029
  var hit: u4 = 0;
883
1030
  while (hit < hits) {
884
1031
  if (hit == 0) {
885
- if (crit) try log.crit(battle.active(player.foe()));
1032
+ if (crit) try log.crit(.{battle.active(player.foe())});
886
1033
  if (effectiveness > Effectiveness.neutral) {
887
- try log.supereffective(battle.active(player.foe()));
1034
+ try log.supereffective(.{battle.active(player.foe())});
888
1035
  } else if (effectiveness < Effectiveness.neutral) {
889
- try log.resisted(battle.active(player.foe()));
1036
+ try log.resisted(.{battle.active(player.foe())});
890
1037
  }
891
1038
  }
892
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
893
- 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(.{});
894
1041
  hit += 1;
895
1042
  if (foe.stored().hp == 0) break;
896
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
897
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
1043
+ if (!late and (!sub or move.effect == .Explode)) {
1044
+ try buildRage(battle, player.foe(), options);
898
1045
  }
899
1046
  // If the substitute breaks during a multi-hit attack, the attack ends
900
1047
  if (nullified) break;
@@ -905,33 +1052,40 @@ fn doMove(
905
1052
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
906
1053
  side.active.volatiles.attacks = 0;
907
1054
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
908
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1055
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
909
1056
  }
910
- try log.hitcount(battle.active(player.foe()), hit);
911
- } else if (showdown) {
1057
+ try log.hitcount(.{ battle.active(player.foe()), hit });
1058
+ } else if (showdown and move.effect == .Binding) {
912
1059
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
913
- if (move.effect == .Binding) {
914
- Effects.binding(battle, player);
915
- if (immune) {
916
- battle.last_damage = 0;
917
- // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
918
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
919
- 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);
920
1070
  }
1071
+ return null;
921
1072
  }
922
1073
  }
923
1074
 
924
1075
  // Substitute being broken nullifies the move's effect completely so even
925
- // 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
926
1077
  if (nullified) return null;
927
1078
 
928
1079
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
929
1080
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
930
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
931
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
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);
932
1083
 
933
1084
  if (foe.stored().hp == 0) return null;
934
1085
 
1086
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1087
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1088
+
935
1089
  if (!move.effect.isSpecial()) {
936
1090
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
937
1091
  // second time here (after being executed in the "always happens" block above) but that
@@ -939,30 +1093,33 @@ fn doMove(
939
1093
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
940
1094
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
941
1095
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
942
- // puts the |-status| message before |-hitcount| instead of after.
1096
+ // puts the |-status| message before |-hitcount| instead of after
943
1097
  if (move.effect == .Twineedle) {
944
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1098
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
945
1099
  } else if (move.effect == .Disable) {
946
- return Effects.disable(battle, player, move, log);
1100
+ const result = try Effects.disable(battle, player, move, options);
1101
+ if (showdown) try buildRage(battle, player.foe(), options);
1102
+ return result;
947
1103
  } else {
948
- try moveEffect(battle, player, move, log);
1104
+ try moveEffect(battle, player, move, options);
949
1105
  }
950
1106
  }
951
1107
 
952
1108
  return null;
953
1109
  }
954
1110
 
955
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1111
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
956
1112
  const side = battle.side(player);
957
1113
 
958
1114
  // Base speed is used for the critical hit calculation, even when Transform-ed
959
- var chance = @as(u16, Species.chance(side.stored().species));
960
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
961
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
962
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
963
-
964
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
965
- return std.math.rotl(u8, battle.rng.next(), 3) < 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);
966
1123
  }
967
1124
 
968
1125
  fn calcDamage(
@@ -971,6 +1128,7 @@ fn calcDamage(
971
1128
  target_player: Player,
972
1129
  m: ?Move.Data,
973
1130
  crit: bool,
1131
+ options: anytype,
974
1132
  ) bool {
975
1133
  // Confusion (indicated when m == null) just needs a 40 BP physical move
976
1134
  const cfz = m == null;
@@ -982,28 +1140,8 @@ fn calcDamage(
982
1140
 
983
1141
  const special = move.type.special();
984
1142
 
985
- // zig fmt: off
986
- var atk: u32 =
987
- if (crit)
988
- if (special) side.stored().stats.spc
989
- else side.stored().stats.atk
990
- else
991
- if (special) side.active.stats.spc
992
- else side.active.stats.atk;
993
- var def: u32 =
994
- if (crit)
995
- if (special) target.stored().stats.spc
996
- else target.stored().stats.def
997
- else
998
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
999
- if (special)
1000
- target.active.stats.spc *
1001
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1002
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1003
- else
1004
- target.active.stats.def *
1005
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1006
- // zig fmt: on
1143
+ var atk = attack(side, crit, special);
1144
+ var def = defense(target, crit, special, cfz);
1007
1145
 
1008
1146
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1009
1147
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1011,12 +1149,12 @@ fn calcDamage(
1011
1149
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1012
1150
  atk = @max((atk / 4) & 255, 1);
1013
1151
  // GLITCH: not adjusted to be a min of 1 on cartridge (can lead to division-by-zero freeze)
1014
- def = @max((def / 4) & 255, if (showdown) 1 else 0);
1152
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1015
1153
  }
1016
1154
 
1017
- 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);
1018
1156
 
1019
- 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;
1020
1158
 
1021
1159
  if (def == 0) return false;
1022
1160
 
@@ -1028,11 +1166,41 @@ fn calcDamage(
1028
1166
  d = @min(997, d);
1029
1167
  d += 2;
1030
1168
 
1031
- 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);
1032
1180
 
1033
1181
  return true;
1034
1182
  }
1035
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
+
1036
1204
  fn adjustDamage(battle: anytype, player: Player) u16 {
1037
1205
  const side = battle.side(player);
1038
1206
  const foe = battle.foe(player);
@@ -1042,9 +1210,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1042
1210
  var d = battle.last_damage;
1043
1211
  if (side.active.types.includes(move.type)) d +%= d / 2;
1044
1212
 
1045
- const neutral = @enumToInt(Effectiveness.Neutral);
1046
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1047
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
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));
1048
1216
 
1049
1217
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1050
1218
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1064,99 +1232,89 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1064
1232
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1065
1233
  }
1066
1234
 
1067
- fn randomizeDamage(battle: anytype) void {
1235
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1068
1236
  if (battle.last_damage <= 1) return;
1069
-
1070
- const random = if (showdown)
1071
- battle.rng.range(u8, 217, 256)
1072
- else loop: {
1073
- while (true) {
1074
- const r = std.math.rotr(u8, battle.rng.next(), 1);
1075
- if (r >= 217) break :loop r;
1076
- }
1077
- };
1078
-
1079
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
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);
1080
1241
  }
1081
1242
 
1082
- 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 {
1083
1244
  const side = battle.side(player);
1245
+ const foe = battle.foe(player);
1084
1246
 
1085
- if (!try checkHit(battle, player, move, log)) return null;
1247
+ if (!try checkHit(battle, player, move, options)) return null;
1086
1248
 
1087
1249
  battle.last_damage = switch (side.last_selected_move) {
1088
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1250
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1089
1251
  .SeismicToss, .NightShade => side.stored().level,
1090
1252
  .SonicBoom => 20,
1091
1253
  .DragonRage => 40,
1092
1254
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1093
1255
  .Psywave => power: {
1094
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1095
- if (showdown) {
1096
- break :power battle.rng.range(u8, 0, max);
1097
- } else {
1098
- // GLITCH: Psywave infinite glitch loop
1099
- if (max <= 1) return Result.Error;
1100
- while (true) {
1101
- const r = battle.rng.next();
1102
- if (r < max) break :power r;
1103
- }
1104
- }
1256
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1257
+ // GLITCH: Psywave infinite glitch loop
1258
+ if (!pkmn.options.mod and max <= 1) return Result.Error;
1259
+ break :power try Rolls.psywave(battle, player, max, options);
1105
1260
  },
1106
1261
  else => unreachable,
1107
1262
  };
1108
1263
 
1109
- 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;
1265
+
1266
+ const sub = showdown and foe.active.volatiles.Substitute;
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);
1110
1269
 
1111
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1112
1270
  return null;
1113
1271
  }
1114
1272
 
1115
- 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 {
1116
1274
  const foe = battle.foe(player);
1117
1275
 
1118
1276
  if (battle.last_damage == 0) {
1119
- try log.fail(battle.active(player), .None);
1277
+ try options.log.fail(.{ battle.active(player), .None });
1120
1278
  return null;
1121
1279
  }
1122
1280
 
1123
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1124
- const foe_last_used_move =
1125
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1281
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1126
1282
  const foe_last_selected_move =
1127
1283
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1128
- .Counter
1284
+ .Splash
1129
1285
  else
1130
1286
  foe.last_selected_move);
1131
1287
 
1132
- const used = foe_last_used_move.bp > 0 and
1133
- foe.last_used_move != .Counter and
1134
- (foe_last_used_move.type == .Normal or
1135
- foe_last_used_move.type == .Fighting);
1136
-
1288
+ const used = battle.lastMove(player.foe()).counterable != 0;
1137
1289
  const selected = foe_last_selected_move.bp > 0 and
1138
1290
  foe.last_selected_move != .Counter and
1139
1291
  (foe_last_selected_move.type == .Normal or
1140
1292
  foe_last_selected_move.type == .Fighting);
1141
1293
 
1142
1294
  if (!used and !selected) {
1143
- try log.fail(battle.active(player), .None);
1295
+ try options.log.fail(.{ battle.active(player), .None });
1144
1296
  return null;
1145
1297
  }
1146
1298
 
1147
1299
  if (!used or !selected) {
1148
1300
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1149
- if (!showdown) return Result.Error;
1150
- try log.fail(battle.active(player), .None);
1301
+ if (!pkmn.options.mod) return Result.Error;
1302
+ try options.log.fail(.{ battle.active(player), .None });
1151
1303
  return null;
1152
1304
  }
1153
1305
 
1154
- 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;
1155
1311
 
1156
- // Pokémon Showdown calls checkHit before Counter
1157
- 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;
1158
1314
 
1159
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1315
+ const sub = showdown and foe.active.volatiles.Substitute;
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);
1160
1318
  return null;
1161
1319
  }
1162
1320
 
@@ -1165,7 +1323,7 @@ fn applyDamage(
1165
1323
  target_player: Player,
1166
1324
  sub_player: Player,
1167
1325
  reason: Damage,
1168
- log: anytype,
1326
+ options: anytype,
1169
1327
  ) !bool {
1170
1328
  assert(showdown or battle.last_damage != 0);
1171
1329
 
@@ -1180,19 +1338,20 @@ fn applyDamage(
1180
1338
  subbed.active.volatiles.substitute = 0;
1181
1339
  subbed.active.volatiles.Substitute = false;
1182
1340
  // battle.last_damage is not updated with the amount of HP the Substitute had
1183
- 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);
1184
1343
  return true;
1185
1344
  } else {
1186
1345
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1187
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1188
- try log.activate(battle.active(sub_player), .Substitute);
1346
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1347
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1189
1348
  return false;
1190
1349
  }
1191
1350
  }
1192
1351
 
1193
1352
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1194
1353
  target.stored().hp -= battle.last_damage;
1195
- try log.damage(battle.active(target_player), target.stored(), reason);
1354
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1196
1355
  return false;
1197
1356
  }
1198
1357
 
@@ -1200,73 +1359,81 @@ fn mirrorMove(
1200
1359
  battle: anytype,
1201
1360
  player: Player,
1202
1361
  mslot: u4,
1362
+ rewrap: bool,
1203
1363
  auto: bool,
1204
1364
  residual: *bool,
1205
- log: anytype,
1206
- ) !?Result {
1365
+ options: anytype,
1366
+ ) anyerror!?Result {
1207
1367
  var side = battle.side(player);
1208
1368
  const foe = battle.foe(player);
1209
1369
 
1210
1370
  side.last_selected_move = foe.last_used_move;
1211
1371
 
1212
1372
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1213
- try log.fail(battle.active(player), .None);
1373
+ try options.log.fail(.{ battle.active(player), .None });
1214
1374
  return null;
1375
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1376
+ incrementPP(side, player, mslot, options);
1215
1377
  }
1216
1378
 
1217
- incrementPP(side, mslot);
1218
-
1219
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, log)) return null;
1220
- return doMove(battle, player, mslot, auto, residual, log);
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);
1221
1383
  }
1222
1384
 
1223
1385
  fn metronome(
1224
1386
  battle: anytype,
1225
1387
  player: Player,
1226
1388
  mslot: u4,
1389
+ rewrap: bool,
1227
1390
  auto: bool,
1228
1391
  residual: *bool,
1229
- log: anytype,
1230
- ) !?Result {
1392
+ options: anytype,
1393
+ ) anyerror!?Result {
1231
1394
  var side = battle.side(player);
1232
1395
 
1233
- side.last_selected_move = if (showdown) blk: {
1234
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
1235
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
1236
- break :blk @intToEnum(Move, r + mod);
1237
- } else loop: {
1238
- while (true) {
1239
- const r = battle.rng.next();
1240
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
1241
- if (r >= @enumToInt(Move.Struggle)) continue;
1242
- break :loop @intToEnum(Move, r);
1243
- }
1244
- };
1245
-
1246
- incrementPP(side, mslot);
1396
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1397
+ incrementPP(side, player, mslot, options);
1247
1398
 
1248
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, log)) return null;
1249
- return doMove(battle, player, mslot, 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);
1250
1403
  }
1251
1404
 
1252
- 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 {
1253
1406
  var immune = false;
1254
1407
  var mist = false;
1255
- 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
+
1256
1414
  assert(!immune);
1257
1415
  if (mist) {
1258
1416
  assert(!showdown);
1259
1417
  const foe_ident = battle.active(player.foe());
1260
- try log.activate(foe_ident, .Mist);
1261
- try log.fail(foe_ident, .None);
1418
+ try options.log.activate(.{ foe_ident, .Mist });
1419
+ try options.log.fail(.{ foe_ident, .None });
1262
1420
  } else {
1263
- try log.lastmiss();
1264
- try log.miss(battle.active(player));
1421
+ try options.log.lastmiss(.{});
1422
+ try options.log.miss(.{battle.active(player)});
1265
1423
  }
1424
+
1425
+ if (!showdown) try options.chance.commit(player, .miss);
1266
1426
  return false;
1267
1427
  }
1268
1428
 
1269
- 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 {
1270
1437
  var side = battle.side(player);
1271
1438
  const foe = battle.foe(player);
1272
1439
 
@@ -1278,7 +1445,9 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1278
1445
  if (move.effect == .Swift) return true;
1279
1446
  if (foe.active.volatiles.Invulnerable) break :miss true;
1280
1447
  }
1281
- if (move.effect == .DreamEater and !Status.is(foe.stored().status, .SLP)) {
1448
+ if (move.effect == .DreamEater and (!Status.is(foe.stored().status, .SLP) or
1449
+ (showdown and foe.active.volatiles.Substitute)))
1450
+ {
1282
1451
  immune.* = true;
1283
1452
  if (showdown) return false;
1284
1453
  break :miss true;
@@ -1298,23 +1467,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1298
1467
  }
1299
1468
 
1300
1469
  // GLITCH: Thrash / Petal Dance / Rage get their accuracy overwritten on subsequent hits
1301
- var state = &side.active.volatiles.state;
1302
- const overwritten = (move.effect == .Thrashing or move.effect == .Rage) and state.* > 0;
1303
- assert(!overwritten or (0 < state.* and state.* <= 255 and !side.active.volatiles.Bide));
1304
- var accuracy = if (overwritten) state.* else @as(u16, Gen12.percent(move.accuracy));
1305
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1470
+ const state = side.active.volatiles.state;
1471
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1472
+ const overwritten = overwrite and state > 0;
1473
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1474
+
1475
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1476
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1306
1477
  accuracy = accuracy * boost[0] / boost[1];
1307
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1478
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1308
1479
  accuracy = accuracy * boost[0] / boost[1];
1309
1480
  accuracy = @min(255, @max(1, accuracy));
1310
1481
 
1311
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1482
+ // Pokémon Showdown only overwrites if the volatile is present
1483
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1484
+ if (overwrite) side.active.volatiles.state = accuracy;
1312
1485
 
1313
1486
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1314
- break :miss if (showdown)
1315
- !battle.rng.chance(u8, @intCast(u8, accuracy), 256)
1316
- else
1317
- battle.rng.next() >= accuracy;
1487
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1318
1488
  };
1319
1489
 
1320
1490
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1324,16 +1494,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1324
1494
  }
1325
1495
 
1326
1496
  if (!miss) return true;
1327
- battle.last_damage = 0;
1497
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1498
+
1328
1499
  side.active.volatiles.Binding = false;
1500
+ options.chance.observe(.binding, player, .None);
1501
+
1329
1502
  return false;
1330
1503
  }
1331
1504
 
1332
1505
  fn checkFaint(
1333
1506
  battle: anytype,
1334
1507
  player: Player,
1335
- log: anytype,
1336
- ) @TypeOf(log).Error!?Result {
1508
+ cap: bool,
1509
+ options: anytype,
1510
+ ) @TypeOf(options.log).Error!?Result {
1337
1511
  const side = battle.side(player);
1338
1512
  if (side.stored().hp > 0) return null;
1339
1513
 
@@ -1341,33 +1515,32 @@ fn checkFaint(
1341
1515
  const foe_fainted = foe.stored().hp == 0;
1342
1516
 
1343
1517
  const player_out = findFirstAlive(side) == 0;
1344
- const foe_out = findFirstAlive(foe) == 0;
1345
- const tie = player_out and foe_out;
1346
- 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;
1347
1520
 
1348
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1349
- 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;
1350
1523
 
1351
1524
  assert(!side.active.volatiles.MultiHit);
1352
1525
  assert(!foe.active.volatiles.MultiHit);
1353
1526
 
1354
- if (tie) {
1355
- try log.tie();
1527
+ if (player_out and foe_out) {
1528
+ try options.log.tie(.{});
1356
1529
  return Result.Tie;
1357
1530
  } else if (player_out) {
1358
- try log.win(player.foe());
1531
+ try options.log.win(.{player.foe()});
1359
1532
  return if (player == .P1) Result.Lose else Result.Win;
1360
1533
  } else if (foe_out) {
1361
- try log.win(player);
1534
+ try options.log.win(.{player});
1362
1535
  return if (player == .P1) Result.Win else Result.Lose;
1363
1536
  }
1364
1537
 
1365
1538
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1366
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1367
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1539
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1540
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1368
1541
  }
1369
1542
 
1370
- 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 {
1371
1544
  var side = battle.side(player);
1372
1545
  var foe = battle.foe(player);
1373
1546
  assert(side.stored().hp == 0);
@@ -1376,7 +1549,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1376
1549
  assert(!foe_volatiles.MultiHit);
1377
1550
  if (foe_volatiles.Bide) {
1378
1551
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1379
- 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;
1380
1553
  if (foe_volatiles.state != 0) return Result.Error;
1381
1554
  }
1382
1555
 
@@ -1400,35 +1573,45 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1400
1573
  side.stored().stats.spe;
1401
1574
  }
1402
1575
 
1403
- 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);
1404
1580
  return null;
1405
1581
  }
1406
1582
 
1407
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1583
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1408
1584
  var side = battle.side(player);
1409
1585
  var stored = side.stored();
1410
1586
  const ident = battle.active(player);
1411
1587
  var volatiles = &side.active.volatiles;
1412
1588
 
1413
1589
  const brn = Status.is(stored.status, .BRN);
1414
- if (brn or Status.is(stored.status, .PSN)) blk: {
1590
+ if (brn or Status.is(stored.status, .PSN)) {
1415
1591
  var damage = @max(stored.stats.hp / 16, 1);
1416
-
1417
1592
  if (volatiles.Toxic) {
1418
1593
  volatiles.toxic += 1;
1419
1594
  damage *= volatiles.toxic;
1420
1595
  }
1596
+ damage = @min(damage, stored.hp);
1421
1597
 
1422
- const amount = @min(damage, stored.hp);
1423
- if (showdown and amount == 0) break :blk;
1424
-
1425
- stored.hp -= amount;
1426
-
1427
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1428
- 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
+ }
1429
1603
  }
1430
1604
 
1431
1605
  if (volatiles.LeechSeed) {
1606
+ var foe = battle.foe(player);
1607
+ var foe_stored = foe.stored();
1608
+ const foe_ident = battle.active(player.foe());
1609
+
1610
+ if (foe_stored.hp == 0) {
1611
+ assert(showdown);
1612
+ return;
1613
+ }
1614
+
1432
1615
  var damage = @max(stored.stats.hp / 16, 1);
1433
1616
 
1434
1617
  // GLITCH: Leech Seed + Toxic glitch
@@ -1440,56 +1623,56 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1440
1623
  const amount = @min(damage, stored.hp);
1441
1624
  stored.hp -= amount;
1442
1625
 
1443
- var foe = battle.foe(player);
1444
- var foe_stored = foe.stored();
1445
- const foe_ident = battle.active(player.foe());
1446
-
1447
- // As above, Pokémon Showdown uses damageOf but its not relevant
1448
- 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 });
1449
1628
 
1450
1629
  const before = foe_stored.hp;
1451
1630
  // Uncapped damage is added back to the foe
1452
1631
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1453
1632
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1454
- 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 });
1455
1634
  }
1456
1635
  }
1457
1636
 
1458
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1637
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1459
1638
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1460
1639
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1461
1640
 
1462
- if (showdown and options.ebc and checkEBC(battle)) {
1463
- 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(.{});
1464
1645
  return Result.Tie;
1465
1646
  }
1466
1647
 
1467
- battle.turn += 1;
1468
-
1469
- if (showdown and battle.turn >= 1000) {
1470
- try log.tie();
1648
+ if (pkmn.options.mod and battle.turn >= 1000) {
1649
+ try options.log.tie(.{});
1471
1650
  return Result.Tie;
1472
1651
  } else if (battle.turn >= 65535) {
1473
1652
  return Result.Error;
1474
1653
  }
1475
1654
 
1476
- try log.turn(battle.turn);
1655
+ try options.log.turn(.{battle.turn});
1477
1656
 
1478
1657
  return Result.Default;
1479
1658
  }
1480
1659
 
1481
1660
  fn checkEBC(battle: anytype) bool {
1482
1661
  for (battle.sides, 0..) |side, i| {
1662
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1663
+
1483
1664
  var foe_all_ghosts = true;
1484
1665
  var foe_all_transform = true;
1666
+ for (foe.order, 0..) |id, j| {
1667
+ if (id == 0) break;
1668
+ const active = j == 0;
1669
+ const pokemon = foe.pokemon[id - 1];
1485
1670
 
1486
- for (battle.sides[~@intCast(u1, i)].pokemon) |pokemon| {
1487
- if (pokemon.species == .None) continue;
1488
-
1489
- const ghost = pokemon.hp == 0 or pokemon.types.includes(.Ghost);
1671
+ const ghost = pokemon.hp == 0 or
1672
+ (if (active) foe.active.types else pokemon.types).includes(.Ghost);
1490
1673
  foe_all_ghosts = foe_all_ghosts and ghost;
1491
1674
  foe_all_transform = foe_all_transform and pokemon.hp == 0 or transform: {
1492
- for (pokemon.moves) |m| {
1675
+ for (if (active) foe.active.moves else pokemon.moves) |m| {
1493
1676
  if (m.id == .None) break :transform true;
1494
1677
  if (m.id != .Transform) break :transform false;
1495
1678
  }
@@ -1497,10 +1680,14 @@ fn checkEBC(battle: anytype) bool {
1497
1680
  };
1498
1681
  }
1499
1682
 
1500
- for (side.pokemon) |pokemon| {
1683
+ for (side.order, 0..) |id, j| {
1684
+ if (id == 0) break;
1685
+ const active = j == 0;
1686
+ const pokemon = side.pokemon[id - 1];
1687
+
1501
1688
  if (pokemon.hp == 0 or Status.is(pokemon.status, .FRZ)) continue;
1502
1689
  const transform = foe_all_transform and transform: {
1503
- for (pokemon.moves) |m| {
1690
+ for (if (active) side.active.moves else pokemon.moves) |m| {
1504
1691
  if (m.id == .None) break :transform true;
1505
1692
  if (m.id != .Transform) break :transform false;
1506
1693
  }
@@ -1508,7 +1695,7 @@ fn checkEBC(battle: anytype) bool {
1508
1695
  };
1509
1696
  if (transform) continue;
1510
1697
  const no_pp = foe_all_ghosts and no_pp: {
1511
- for (pokemon.moves) |m| {
1698
+ for (if (active) side.active.moves else pokemon.moves) |m| {
1512
1699
  if (m.pp != 0) break :no_pp false;
1513
1700
  }
1514
1701
  break :no_pp true;
@@ -1524,98 +1711,126 @@ fn checkEBC(battle: anytype) bool {
1524
1711
  return false;
1525
1712
  }
1526
1713
 
1527
- inline fn onBegin(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
1528
- assert(move.effect.onBegin());
1714
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1715
+ if (side.active.volatiles.disable_move != 0) {
1716
+ // A Pokémon that transforms after being disabled may end up with less move slots
1717
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1718
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1719
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1720
+ m
1721
+ else
1722
+ side.last_selected_move;
1723
+ if (m != .None and m == last) {
1724
+ side.active.volatiles.Charging = false;
1725
+ try options.log.cant(.{ ident, .Disable, last });
1726
+ return true;
1727
+ }
1728
+ }
1729
+ return false;
1730
+ }
1731
+
1732
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1733
+ const side = battle.side(who);
1734
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1735
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1736
+ }
1737
+ }
1738
+
1739
+ fn onBegin(
1740
+ battle: anytype,
1741
+ player: Player,
1742
+ move: Move.Data,
1743
+ mslot: u8,
1744
+ residual: *bool,
1745
+ options: anytype,
1746
+ ) !void {
1529
1747
  return switch (move.effect) {
1530
- .Confusion => Effects.confusion(battle, player, move, log),
1531
- .Conversion => Effects.conversion(battle, player, log),
1532
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1533
- .Haze => Effects.haze(battle, player, log),
1534
- .Heal => Effects.heal(battle, player, log),
1535
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1536
- .LightScreen => Effects.lightScreen(battle, player, log),
1537
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1538
- .Mist => Effects.mist(battle, player, log),
1539
- .Paralyze => Effects.paralyze(battle, player, move, log),
1540
- .Poison => Effects.poison(battle, player, move, log),
1541
- .Reflect => Effects.reflect(battle, player, log),
1542
- .Splash => Effects.splash(battle, player, log),
1543
- .Substitute => Effects.substitute(battle, player, log),
1544
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1545
- .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),
1546
1764
  else => unreachable,
1547
1765
  };
1548
1766
  }
1549
1767
 
1550
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1551
- assert(move.effect.onEnd());
1768
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1552
1769
  return switch (move.effect) {
1553
- .Bide => Effects.bide(battle, player, log),
1770
+ .Bide => Effects.bide(battle, player, options),
1554
1771
  // zig fmt: off
1555
1772
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1556
1773
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1557
- Effects.boost(battle, player, move, log),
1774
+ Effects.boost(battle, player, move, options),
1558
1775
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1559
- Effects.unboost(battle, player, move, log),
1776
+ Effects.unboost(battle, player, move, options),
1560
1777
  // zig fmt: on
1561
- .Sleep => Effects.sleep(battle, player, move, log),
1778
+ .Sleep => Effects.sleep(battle, player, move, options),
1562
1779
  else => unreachable,
1563
1780
  };
1564
1781
  }
1565
1782
 
1566
- inline fn alwaysHappens(
1783
+ fn alwaysHappens(
1567
1784
  battle: anytype,
1568
1785
  player: Player,
1569
1786
  move: Move.Data,
1570
1787
  residual: *bool,
1571
- log: anytype,
1788
+ options: anytype,
1572
1789
  ) !void {
1573
- assert(move.effect.alwaysHappens());
1574
1790
  return switch (move.effect) {
1575
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1791
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1576
1792
  .Explode => Effects.explode(battle, player),
1577
- .PayDay => Effects.payDay(battle, player, log),
1793
+ .PayDay => Effects.payDay(battle, player, options),
1578
1794
  .Rage => Effects.rage(battle, player),
1579
- .Recoil => Effects.recoil(battle, player, residual, log),
1795
+ .Recoil => Effects.recoil(battle, player, residual, options),
1580
1796
  .JumpKick, .Binding => {},
1581
1797
  else => unreachable,
1582
1798
  };
1583
1799
  }
1584
1800
 
1585
- 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 {
1586
1802
  return switch (move.effect) {
1587
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1588
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1589
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1590
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1591
- .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),
1592
1808
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1593
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1594
- .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),
1595
1811
  // zig fmt: off
1596
1812
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1597
- Effects.unboost(battle, player, move, log),
1813
+ Effects.unboost(battle, player, move, options),
1598
1814
  // zig fmt: on
1599
1815
  else => {},
1600
1816
  };
1601
1817
  }
1602
1818
 
1603
1819
  pub const Effects = struct {
1604
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1820
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1605
1821
  var side = battle.side(player);
1606
1822
 
1607
1823
  side.active.volatiles.Bide = true;
1608
1824
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1825
+
1609
1826
  side.active.volatiles.state = 0;
1610
- side.active.volatiles.attacks = @intCast(u3, if (showdown)
1611
- battle.rng.range(u4, 2, 4)
1612
- else
1613
- (battle.rng.next() & 1) + 2);
1827
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1828
+ options.chance.observe(.attacking, player, .started);
1614
1829
 
1615
- try log.start(battle.active(player), .Bide);
1830
+ try options.log.start(.{ battle.active(player), .Bide });
1616
1831
  }
1617
1832
 
1618
- 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 {
1619
1834
  var foe = battle.foe(player);
1620
1835
  var foe_stored = foe.stored();
1621
1836
 
@@ -1626,96 +1841,91 @@ pub const Effects = struct {
1626
1841
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1627
1842
  if (Status.is(foe_stored.status, .FRZ)) {
1628
1843
  assert(move.type == .Fire);
1629
- 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
+ });
1630
1849
  foe_stored.status = 0;
1631
1850
  }
1632
1851
  return;
1633
1852
  }
1634
1853
 
1635
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1636
- battle.rng.chance(u8, @as(u8, if (move.effect == .BurnChance1) 26 else 77), 256)
1637
- else
1638
- battle.rng.next() < 1 + (if (move.effect == .BurnChance1)
1639
- Gen12.percent(10)
1640
- else
1641
- Gen12.percent(30));
1642
- if (!chance) return;
1854
+ if (foe.active.types.includes(move.type)) return;
1855
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1856
+ return;
1857
+ }
1643
1858
 
1644
1859
  foe_stored.status = Status.init(.BRN);
1645
1860
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1646
1861
 
1647
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1862
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1648
1863
  }
1649
1864
 
1650
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1865
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1651
1866
  var side = battle.side(player);
1652
1867
  var volatiles = &side.active.volatiles;
1653
1868
 
1654
1869
  volatiles.Charging = true;
1655
1870
  const move = side.last_selected_move;
1656
1871
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1657
- try log.laststill();
1658
- try log.prepare(battle.active(player), move);
1872
+ try options.log.laststill(.{});
1873
+ try options.log.prepare(.{ battle.active(player), move });
1659
1874
  }
1660
1875
 
1661
- 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 {
1662
1877
  var foe = battle.foe(player);
1663
1878
  const sub = foe.active.volatiles.Substitute;
1664
1879
 
1665
1880
  if (move.effect == .ConfusionChance) {
1666
- const chance = if (showdown)
1667
- battle.rng.chance(u8, 25, 256)
1668
- else
1669
- battle.rng.next() < Gen12.percent(10);
1670
- if (!chance) return;
1881
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1671
1882
  } else {
1672
1883
  if (showdown) {
1673
- if (!try checkHit(battle, player, move, log)) {
1674
- return;
1675
- } else if (sub) {
1676
- return log.fail(battle.active(player.foe()), .None);
1677
- }
1884
+ if (!try checkHit(battle, player, move, options)) return;
1885
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1678
1886
  } else {
1679
- if (sub) {
1680
- return log.fail(battle.active(player.foe()), .None);
1681
- } else if (!try checkHit(battle, player, move, log)) {
1682
- return;
1683
- }
1887
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1888
+ if (!try checkHit(battle, player, move, options)) return;
1684
1889
  }
1685
1890
  }
1686
1891
 
1687
1892
  if (foe.active.volatiles.Confusion) return;
1688
1893
  foe.active.volatiles.Confusion = true;
1689
- foe.active.volatiles.confusion = @intCast(u3, if (showdown)
1690
- battle.rng.range(u8, 2, 6)
1691
- else
1692
- (battle.rng.next() & 3) + 2);
1693
1894
 
1694
- 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 });
1695
1900
  }
1696
1901
 
1697
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1902
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1698
1903
  const foe = battle.foe(player);
1699
1904
 
1700
1905
  if (foe.active.volatiles.Invulnerable) {
1701
- try log.lastmiss();
1702
- return log.miss(battle.active(player));
1906
+ try options.log.lastmiss(.{});
1907
+ return options.log.miss(.{battle.active(player)});
1703
1908
  }
1704
1909
 
1705
1910
  battle.side(player).active.types = foe.active.types;
1706
- 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
+ });
1707
1917
  }
1708
1918
 
1709
- 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 {
1710
1920
  var foe = battle.foe(player);
1711
1921
  var volatiles = &foe.active.volatiles;
1712
1922
  const foe_ident = battle.active(player.foe());
1713
1923
 
1714
1924
  // Pokémon Showdown handles hit/miss earlier in doMove
1715
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1925
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1716
1926
 
1717
- if (volatiles.disabled_move != 0) {
1718
- try log.fail(foe_ident, .None);
1927
+ if (volatiles.disable_move != 0) {
1928
+ try options.log.fail(.{ foe_ident, .None });
1719
1929
  return null;
1720
1930
  }
1721
1931
 
@@ -1730,28 +1940,32 @@ pub const Effects = struct {
1730
1940
 
1731
1941
  // Technically this is still considered simply a "miss" on the cartridge,
1732
1942
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1733
- if (n == 0) {
1734
- try log.fail(foe_ident, .None);
1943
+ if (n == 0 or (pkmn.options.mod and err)) {
1944
+ try options.log.fail(.{ foe_ident, .None });
1735
1945
  return null;
1736
1946
  } else if (err) {
1737
1947
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1738
- assert(!showdown);
1739
1948
  return Result.Error;
1740
1949
  }
1741
1950
 
1742
- volatiles.disabled_move = @intCast(u3, randomMoveSlot(&battle.rng, &foe.active.moves, n));
1743
- volatiles.disabled_duration = @intCast(u4, if (showdown)
1744
- battle.rng.range(u8, 1, 9)
1745
- else
1746
- (battle.rng.next() & 7) + 1);
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);
1747
1955
 
1748
- 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 });
1749
1958
  return null;
1750
1959
  }
1751
1960
 
1752
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1753
- var side = battle.side(player);
1754
- 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);
1964
+
1965
+ if (battle.last_damage == 0) {
1966
+ assert(showdown);
1967
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1968
+ }
1755
1969
 
1756
1970
  const drain = @max(battle.last_damage / 2, 1);
1757
1971
  battle.last_damage = drain;
@@ -1759,7 +1973,7 @@ pub const Effects = struct {
1759
1973
  if (stored.hp == stored.stats.hp) return;
1760
1974
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1761
1975
 
1762
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1976
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1763
1977
  }
1764
1978
 
1765
1979
  fn explode(battle: anytype, player: Player) !void {
@@ -1773,34 +1987,28 @@ pub const Effects = struct {
1773
1987
  side.active.volatiles.LeechSeed = false;
1774
1988
  }
1775
1989
 
1776
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1990
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1777
1991
  var volatiles = &battle.foe(player).active.volatiles;
1778
1992
 
1779
1993
  if (volatiles.Substitute) return;
1780
-
1781
- const chance = if (showdown)
1782
- battle.rng.chance(u8, @as(u8, if (move.effect == .FlinchChance1) 26 else 77), 256)
1783
- else
1784
- battle.rng.next() < 1 + (if (move.effect == .FlinchChance1)
1785
- Gen12.percent(10)
1786
- else
1787
- Gen12.percent(30));
1788
- if (!chance) return;
1994
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1995
+ return;
1996
+ }
1789
1997
 
1790
1998
  volatiles.Flinch = true;
1791
1999
  volatiles.Recharging = false;
1792
2000
  }
1793
2001
 
1794
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
2002
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1795
2003
  var side = battle.side(player);
1796
2004
 
1797
2005
  if (side.active.volatiles.FocusEnergy) return;
1798
2006
  side.active.volatiles.FocusEnergy = true;
1799
2007
 
1800
- try log.start(battle.active(player), .FocusEnergy);
2008
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1801
2009
  }
1802
2010
 
1803
- 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 {
1804
2012
  var foe = battle.foe(player);
1805
2013
  var foe_stored = foe.stored();
1806
2014
  const foe_ident = battle.active(player.foe());
@@ -1811,26 +2019,23 @@ pub const Effects = struct {
1811
2019
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1812
2020
  }
1813
2021
 
1814
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1815
- battle.rng.chance(u8, 26, 256)
1816
- else
1817
- battle.rng.next() < 1 + Gen12.percent(10);
1818
- if (!chance) return;
1819
-
2022
+ if (foe.active.types.includes(move.type)) return;
2023
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1820
2024
  // Freeze Clause Mod
1821
- 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;
1822
2026
 
1823
2027
  foe_stored.status = Status.init(.FRZ);
1824
2028
  // GLITCH: Hyper Beam recharging status is not cleared
1825
2029
 
1826
- try log.status(foe_ident, foe_stored.status, .None);
2030
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1827
2031
  }
1828
2032
 
1829
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2033
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2034
+ var log = options.log;
1830
2035
  var side = battle.side(player);
1831
2036
  var foe = battle.foe(player);
1832
2037
 
1833
- var side_stored = side.stored();
2038
+ const side_stored = side.stored();
1834
2039
  var foe_stored = foe.stored();
1835
2040
 
1836
2041
  const player_ident = battle.active(player);
@@ -1842,96 +2047,101 @@ pub const Effects = struct {
1842
2047
  side.active.stats = side_stored.stats;
1843
2048
  foe.active.stats = foe_stored.stats;
1844
2049
 
1845
- try log.activate(player_ident, .Haze);
1846
- try log.clearallboost();
2050
+ try log.activate(.{ player_ident, .Haze });
2051
+ try log.clearallboost(.{});
1847
2052
 
1848
2053
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1849
2054
  if (showdown) {
1850
2055
  for (&battle.sides, 0..) |*s, i| {
1851
- const p = @intToEnum(Player, i);
2056
+ const p: Player = @enumFromInt(i);
1852
2057
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1853
2058
  if (p != player and Status.any(s.stored().status)) {
1854
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2059
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1855
2060
  s.stored().status = 0;
2061
+ options.chance.observe(.sleep, p, .None);
1856
2062
  } else if (showdown and s.stored().status == Status.TOX) {
1857
2063
  s.stored().status = Status.init(.PSN);
1858
- try log.status(battle.active(p), s.stored().status, .None);
2064
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1859
2065
  }
1860
- try clearVolatiles(battle, p, log);
2066
+ try clearVolatiles(battle, p, options);
1861
2067
  }
1862
2068
  } else {
1863
2069
  if (Status.any(foe_stored.status)) {
1864
2070
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1865
2071
  foe.last_selected_move = .SKIP_TURN;
2072
+ options.chance.observe(.sleep, player.foe(), .None);
1866
2073
  }
1867
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2074
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1868
2075
  foe_stored.status = 0;
1869
2076
  }
1870
- try clearVolatiles(battle, player, log);
1871
- try clearVolatiles(battle, player.foe(), log);
2077
+ try clearVolatiles(battle, player, options);
2078
+ try clearVolatiles(battle, player.foe(), options);
1872
2079
  }
1873
2080
  }
1874
2081
 
1875
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2082
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1876
2083
  var side = battle.side(player);
1877
2084
  var stored = side.stored();
1878
2085
  const ident = battle.active(player);
1879
2086
 
1880
2087
  // GLITCH: HP recovery move failure glitches
1881
2088
  const delta = stored.stats.hp - stored.hp;
1882
- 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
+ }
1883
2092
 
1884
2093
  const rest = side.last_selected_move == .Rest;
1885
2094
  if (rest) {
1886
2095
  // Adding the sleep status runs the sleep condition handler to roll duration
1887
2096
  if (showdown) battle.rng.advance(1);
1888
2097
  stored.status = Status.slf(2);
1889
- try log.statusFrom(ident, stored.status, Move.Rest);
2098
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1890
2099
  stored.hp = stored.stats.hp;
1891
2100
  } else {
1892
2101
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1893
2102
  }
1894
- 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 });
1895
2104
  }
1896
2105
 
1897
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2106
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1898
2107
  battle.side(player).active.volatiles.Recharging = true;
1899
- try log.mustrecharge(battle.active(player));
2108
+ try options.log.mustrecharge(.{battle.active(player)});
1900
2109
  }
1901
2110
 
1902
- 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 {
1903
2112
  var foe = battle.foe(player);
1904
2113
 
1905
2114
  if (showdown) {
1906
2115
  // Invulnerability trumps type immunity on Pokémon Showdown
1907
2116
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1908
- return log.immune(battle.active(player.foe()), .None);
2117
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1909
2118
  }
1910
- if (!try checkHit(battle, player, move, log)) return;
2119
+ if (!try checkHit(battle, player, move, options)) return;
1911
2120
  if (foe.active.volatiles.LeechSeed) return;
1912
2121
  } else {
1913
- if (!try checkHit(battle, player, move, log)) return;
2122
+ if (!try checkHit(battle, player, move, options)) return;
1914
2123
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1915
- try log.lastmiss();
1916
- return log.miss(battle.active(player));
2124
+ try options.log.lastmiss(.{});
2125
+ return options.log.miss(.{battle.active(player)});
1917
2126
  }
1918
2127
  }
1919
2128
 
1920
2129
  foe.active.volatiles.LeechSeed = true;
1921
2130
 
1922
- try log.start(battle.active(player.foe()), .LeechSeed);
2131
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1923
2132
  }
1924
2133
 
1925
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2134
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1926
2135
  var side = battle.side(player);
2136
+ const ident = battle.active(player);
1927
2137
 
1928
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2138
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1929
2139
  side.active.volatiles.LightScreen = true;
1930
2140
 
1931
- try log.start(battle.active(player), .LightScreen);
2141
+ try options.log.start(.{ ident, .LightScreen });
1932
2142
  }
1933
2143
 
1934
- 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 {
1935
2145
  var side = battle.side(player);
1936
2146
  var foe = battle.foe(player);
1937
2147
 
@@ -1947,45 +2157,49 @@ pub const Effects = struct {
1947
2157
  const has_mimic = has_mimic: {
1948
2158
  for (side.active.moves, 0..) |m, i| {
1949
2159
  if (m.id == .Mimic) {
1950
- oslot = @intCast(u8, i + 1);
2160
+ oslot = @intCast(i + 1);
1951
2161
  break :has_mimic true;
1952
2162
  }
1953
2163
  }
1954
2164
  break :has_mimic false;
1955
2165
  };
1956
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
1957
- // trigger |-miss| instead of |-fail|
1958
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
1959
- return try log.fail(battle.active(player.foe()), .None);
2166
+ if (!has_mimic) {
2167
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2168
+ if (!try checkHit(battle, player, move, options)) return;
2169
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1960
2170
  }
1961
2171
  }
1962
- if (!try checkHit(battle, player, move, log)) return;
2172
+ if (!try checkHit(battle, player, move, options)) return;
1963
2173
 
1964
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2174
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1965
2175
  side.active.move(oslot).id = foe.active.move(rslot).id;
1966
2176
 
1967
- 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 });
1968
2178
  }
1969
2179
 
1970
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2180
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1971
2181
  var side = battle.side(player);
1972
2182
 
1973
2183
  if (side.active.volatiles.Mist) return;
1974
2184
  side.active.volatiles.Mist = true;
1975
2185
 
1976
- try log.start(battle.active(player), .Mist);
2186
+ try options.log.start(.{ battle.active(player), .Mist });
1977
2187
  }
1978
2188
 
1979
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2189
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1980
2190
  var side = battle.side(player);
1981
2191
 
1982
2192
  assert(!side.active.volatiles.MultiHit);
1983
2193
  side.active.volatiles.MultiHit = true;
1984
2194
 
1985
- side.active.volatiles.attacks = if (move.effect == .MultiHit) 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;
1986
2199
  }
1987
2200
 
1988
- 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;
1989
2203
  var foe = battle.foe(player);
1990
2204
  var foe_stored = foe.stored();
1991
2205
  const foe_ident = battle.active(player.foe());
@@ -1995,27 +2209,28 @@ pub const Effects = struct {
1995
2209
 
1996
2210
  if (showdown) {
1997
2211
  // Invulnerability trumps type immunity on Pokémon Showdown
1998
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
1999
- 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;
2000
2215
  }
2001
2216
  if (Status.any(foe_stored.status)) {
2002
- return log.fail(
2217
+ return log.fail(.{
2003
2218
  foe_ident,
2004
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2005
- );
2219
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2220
+ });
2006
2221
  }
2007
2222
  if (!showdown) {
2008
- if (immune) return log.immune(foe_ident, .None);
2009
- 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;
2010
2225
  }
2011
2226
 
2012
2227
  foe_stored.status = Status.init(.PAR);
2013
2228
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2014
2229
 
2015
- try log.status(foe_ident, foe_stored.status, .None);
2230
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2016
2231
  }
2017
2232
 
2018
- 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 {
2019
2234
  var foe = battle.foe(player);
2020
2235
  var foe_stored = foe.stored();
2021
2236
 
@@ -2026,65 +2241,59 @@ pub const Effects = struct {
2026
2241
  }
2027
2242
 
2028
2243
  // Body Slam can't paralyze a Normal type Pokémon
2029
- const chance = !foe.active.types.includes(move.type) and if (showdown)
2030
- battle.rng.chance(u8, @as(u8, if (move.effect == .ParalyzeChance1) 26 else 77), 256)
2031
- else
2032
- battle.rng.next() < 1 + (if (move.effect == .ParalyzeChance1)
2033
- Gen12.percent(10)
2034
- else
2035
- Gen12.percent(30));
2036
- if (!chance) return;
2244
+ if (foe.active.types.includes(move.type)) return;
2245
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2246
+ return;
2247
+ }
2037
2248
 
2038
2249
  foe_stored.status = Status.init(.PAR);
2039
2250
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2040
2251
 
2041
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2252
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2042
2253
  }
2043
2254
 
2044
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2045
- 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
+ }
2046
2259
  }
2047
2260
 
2048
- 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;
2049
2263
  var foe = battle.foe(player);
2050
2264
  var foe_stored = foe.stored();
2051
2265
  const foe_ident = battle.active(player.foe());
2052
2266
  const toxic = battle.side(player).last_selected_move == .Toxic;
2053
2267
 
2054
- 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)) {
2055
2269
  return;
2056
2270
  } else if (foe.active.volatiles.Substitute) {
2057
2271
  if (move.effect != .Poison) return;
2058
- return log.fail(foe_ident, .None);
2272
+ return log.fail(.{ foe_ident, .None });
2059
2273
  } else if (Status.any(foe_stored.status)) {
2060
2274
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2061
2275
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2062
2276
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2063
- 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))
2064
2278
  if (!showdown)
2065
- .Poison
2066
- else if (toxic == foe.active.volatiles.Toxic)
2067
- if (toxic) .Toxic else .Poison
2279
+ Fail.Poison
2280
+ else if (toxic == (foe_stored.status == Status.TOX))
2281
+ if (toxic) Fail.Toxic else Fail.Poison
2068
2282
  else
2069
- .None
2283
+ Fail.None
2070
2284
  else
2071
- .None);
2285
+ Fail.None });
2072
2286
  } else if (foe.active.types.includes(.Poison)) {
2073
2287
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2074
- return log.immune(foe_ident, .None);
2288
+ return log.immune(.{ foe_ident, .None });
2075
2289
  }
2076
2290
 
2077
2291
  if (move.effect == .Poison) {
2078
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2292
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2079
2293
  } else {
2080
- const chance = if (showdown)
2081
- battle.rng.chance(u8, @as(u8, if (move.effect == .PoisonChance1) 52 else 103), 256)
2082
- else
2083
- battle.rng.next() < 1 + (if (move.effect == .PoisonChance1)
2084
- Gen12.percent(20)
2085
- else
2086
- Gen12.percent(40));
2087
- if (!chance) return;
2294
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2295
+ return;
2296
+ }
2088
2297
  }
2089
2298
 
2090
2299
  foe_stored.status = Status.init(.PSN);
@@ -2094,39 +2303,46 @@ pub const Effects = struct {
2094
2303
  foe.active.volatiles.toxic = 0;
2095
2304
  }
2096
2305
 
2097
- try log.status(foe_ident, foe_stored.status, .None);
2306
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2098
2307
  }
2099
2308
 
2100
2309
  fn rage(battle: anytype, player: Player) !void {
2101
2310
  var volatiles = &battle.side(player).active.volatiles;
2102
- if (volatiles.Rage) return;
2103
- volatiles.Rage = true;
2104
2311
  assert(!volatiles.Bide);
2105
- volatiles.state = 0;
2312
+ volatiles.Rage = true;
2106
2313
  }
2107
2314
 
2108
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2315
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2109
2316
  var side = battle.side(player);
2110
2317
  var stored = side.stored();
2111
2318
 
2112
- 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 /
2113
2323
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2114
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2324
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2115
2325
 
2116
- 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
+ });
2117
2332
  if (showdown and stored.hp == 0) residual.* = false;
2118
2333
  }
2119
2334
 
2120
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2335
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2121
2336
  var side = battle.side(player);
2337
+ const ident = battle.active(player);
2122
2338
 
2123
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2339
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2124
2340
  side.active.volatiles.Reflect = true;
2125
2341
 
2126
- try log.start(battle.active(player), .Reflect);
2342
+ try options.log.start(.{ ident, .Reflect });
2127
2343
  }
2128
2344
 
2129
- 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 {
2130
2346
  var foe = battle.foe(player);
2131
2347
  var foe_stored = foe.stored();
2132
2348
  const foe_ident = battle.active(player.foe());
@@ -2137,89 +2353,87 @@ pub const Effects = struct {
2137
2353
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2138
2354
  } else {
2139
2355
  if (Status.any(foe_stored.status)) {
2140
- return log.fail(
2356
+ return options.log.fail(.{
2141
2357
  foe_ident,
2142
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2143
- );
2358
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2359
+ });
2144
2360
  }
2145
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2146
- 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;
2147
2363
  }
2148
2364
 
2149
2365
  // Sleep Clause Mod
2150
- if (showdown) {
2366
+ if (pkmn.options.mod) {
2151
2367
  for (foe.pokemon) |p| {
2152
2368
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2153
2369
  }
2154
2370
  }
2155
2371
  foe.active.volatiles.Recharging = false;
2156
2372
 
2157
- const duration = @intCast(u3, if (showdown)
2158
- battle.rng.range(u8, 1, 8)
2159
- else loop: {
2160
- while (true) {
2161
- const r = battle.rng.next() & 7;
2162
- if (r != 0) break :loop r;
2163
- }
2164
- });
2373
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2374
+ options.chance.observe(.sleep, player.foe(), .started);
2165
2375
 
2166
- foe_stored.status = Status.slp(duration);
2167
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2376
+ const last = battle.side(player).last_selected_move;
2377
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2168
2378
  }
2169
2379
 
2170
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2171
- 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 });
2172
2382
  }
2173
2383
 
2174
- fn substitute(battle: anytype, player: Player, log: anytype) !void {
2384
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2175
2385
  var side = battle.side(player);
2176
2386
  if (side.active.volatiles.Substitute) {
2177
- try log.fail(battle.active(player), .Substitute);
2178
- return;
2387
+ return options.log.fail(.{ battle.active(player), .Substitute });
2179
2388
  }
2180
2389
 
2181
2390
  assert(side.stored().stats.hp <= 1023);
2182
2391
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2183
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2392
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2184
2393
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2185
2394
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2186
2395
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2187
2396
  // avoid having to convert to floating point)
2188
2397
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2189
2398
  if (side.stored().hp < required_hp) {
2190
- try log.fail(battle.active(player), .Weak);
2191
- return;
2399
+ return options.log.fail(.{ battle.active(player), .Weak });
2192
2400
  }
2193
2401
 
2194
2402
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2195
2403
  side.stored().hp -= hp;
2196
2404
  side.active.volatiles.substitute = hp + 1;
2197
2405
  side.active.volatiles.Substitute = true;
2198
- try log.start(battle.active(player), .Substitute);
2199
- if (hp > 0) try log.damage(battle.active(player), side.stored(), .None);
2406
+ try options.log.start(.{ battle.active(player), .Substitute });
2407
+ if (hp > 0) {
2408
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2409
+ if (showdown and side.stored().hp == 0) residual.* = false;
2410
+ }
2200
2411
  }
2201
2412
 
2202
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2203
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2204
-
2205
- // Whirlwind/Roar should not roll to hit but Pokémon Showdown does anyway
2206
- _ = try checkHit(battle, player, move, log);
2413
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2414
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
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
+ }
2207
2423
  }
2208
2424
 
2209
- fn thrashing(battle: anytype, player: Player) void {
2425
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2210
2426
  var volatiles = &battle.side(player).active.volatiles;
2211
2427
  assert(!volatiles.Thrashing);
2212
2428
  assert(!volatiles.Bide);
2213
2429
 
2214
2430
  volatiles.Thrashing = true;
2215
- volatiles.state = 0;
2216
- volatiles.attacks = @intCast(u3, if (showdown)
2217
- battle.rng.range(u8, 2, 4)
2218
- else
2219
- (battle.rng.next() & 1) + 2);
2431
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2432
+
2433
+ options.chance.observe(.attacking, player, .started);
2220
2434
  }
2221
2435
 
2222
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2436
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2223
2437
  var side = battle.side(player);
2224
2438
  const foe = battle.foe(player);
2225
2439
  const foe_ident = battle.active(player.foe());
@@ -2245,23 +2459,28 @@ pub const Effects = struct {
2245
2459
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2246
2460
  }
2247
2461
 
2248
- try log.transform(battle.active(player), foe_ident);
2462
+ try options.log.transform(.{ battle.active(player), foe_ident });
2249
2463
  }
2250
2464
 
2251
- fn binding(battle: anytype, player: Player) void {
2465
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2252
2466
  var side = battle.side(player);
2253
2467
  var foe = battle.foe(player);
2254
2468
 
2255
2469
  if (side.active.volatiles.Binding) return;
2256
2470
  side.active.volatiles.Binding = true;
2257
2471
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2258
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2259
- if (!showdown) foe.active.volatiles.Recharging = false;
2472
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2473
+ if (!showdown) {
2474
+ foe.active.volatiles.Recharging = false;
2475
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2260
2476
 
2261
- side.active.volatiles.attacks = distribution(battle) - 1;
2477
+ side.active.volatiles.attacks =
2478
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2479
+ options.chance.observe(.binding, player, .started);
2262
2480
  }
2263
2481
 
2264
- 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;
2265
2484
  var side = battle.side(player);
2266
2485
  const ident = battle.active(player);
2267
2486
 
@@ -2271,85 +2490,87 @@ pub const Effects = struct {
2271
2490
  switch (move.effect) {
2272
2491
  .AttackUp1, .AttackUp2, .Rage => {
2273
2492
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2274
- if (boosts.atk == 6) return try log.fail(ident, .None);
2493
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2275
2494
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2276
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2277
- 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;
2278
2497
  if (stats.atk == MAX_STAT_VALUE) {
2279
2498
  boosts.atk -= 1;
2280
2499
  if (showdown) {
2281
- try log.boost(ident, reason, n);
2282
- try log.boost(ident, Boost.Attack, -1);
2500
+ try log.boost(.{ ident, reason, n });
2501
+ try log.boost(.{ ident, .Attack, -1 });
2283
2502
  if (move.effect == .Rage) return;
2284
2503
  }
2285
- return try log.fail(ident, .None);
2504
+ return log.fail(.{ ident, .None });
2286
2505
  }
2287
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2288
- const stat = unmodifiedStats(battle, player).atk;
2506
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2507
+ const stat = unmodifiedStats(battle, side).atk;
2289
2508
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2290
- try log.boost(ident, reason, n);
2509
+ try log.boost(.{ ident, reason, n });
2510
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2511
+ if (showdown and move.effect == .Rage) return;
2291
2512
  },
2292
2513
  .DefenseUp1, .DefenseUp2 => {
2293
2514
  assert(boosts.def >= -6 and boosts.def <= 6);
2294
- if (boosts.def == 6) return try log.fail(ident, .None);
2515
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2295
2516
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2296
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2517
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2297
2518
  if (stats.def == MAX_STAT_VALUE) {
2298
2519
  boosts.def -= 1;
2299
2520
  if (showdown) {
2300
- try log.boost(ident, .Defense, n);
2301
- try log.boost(ident, .Defense, -1);
2521
+ try log.boost(.{ ident, .Defense, n });
2522
+ try log.boost(.{ ident, .Defense, -1 });
2302
2523
  }
2303
- return try log.fail(ident, .None);
2524
+ return log.fail(.{ ident, .None });
2304
2525
  }
2305
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2306
- const stat = unmodifiedStats(battle, player).def;
2526
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2527
+ const stat = unmodifiedStats(battle, side).def;
2307
2528
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2308
- try log.boost(ident, .Defense, n);
2529
+ try log.boost(.{ ident, .Defense, n });
2309
2530
  },
2310
2531
  .SpeedUp2 => {
2311
2532
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2312
- if (boosts.spe == 6) return try log.fail(ident, .None);
2313
- 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));
2314
2535
  if (stats.spe == MAX_STAT_VALUE) {
2315
2536
  boosts.spe -= 1;
2316
2537
  if (showdown) {
2317
- try log.boost(ident, .Speed, 2);
2318
- try log.boost(ident, .Speed, -1);
2538
+ try log.boost(.{ ident, .Speed, 2 });
2539
+ try log.boost(.{ ident, .Speed, -1 });
2319
2540
  }
2320
- return try log.fail(ident, .None);
2541
+ return log.fail(.{ ident, .None });
2321
2542
  }
2322
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2323
- const stat = unmodifiedStats(battle, player).spe;
2543
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2544
+ const stat = unmodifiedStats(battle, side).spe;
2324
2545
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2325
- try log.boost(ident, .Speed, 2);
2546
+ try log.boost(.{ ident, .Speed, 2 });
2326
2547
  },
2327
2548
  .SpecialUp1, .SpecialUp2 => {
2328
2549
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2329
- if (boosts.spc == 6) return try log.fail(ident, .None);
2550
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2330
2551
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2331
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2552
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2332
2553
  if (stats.spc == MAX_STAT_VALUE) {
2333
2554
  boosts.spc -= 1;
2334
2555
  if (showdown) {
2335
- try log.boost(ident, .SpecialAttack, n);
2336
- try log.boost(ident, .SpecialAttack, -1);
2337
- try log.boost(ident, .SpecialDefense, n);
2338
- 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 });
2339
2560
  }
2340
- return try log.fail(ident, .None);
2561
+ return log.fail(.{ ident, .None });
2341
2562
  }
2342
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2343
- const stat = unmodifiedStats(battle, player).spc;
2563
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2564
+ const stat = unmodifiedStats(battle, side).spc;
2344
2565
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2345
- try log.boost(ident, .SpecialAttack, n);
2346
- try log.boost(ident, .SpecialDefense, n);
2566
+ try log.boost(.{ ident, .SpecialAttack, n });
2567
+ try log.boost(.{ ident, .SpecialDefense, n });
2347
2568
  },
2348
2569
  .EvasionUp1 => {
2349
2570
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2350
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2351
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2352
- 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 });
2353
2574
  },
2354
2575
  else => unreachable,
2355
2576
  }
@@ -2358,106 +2579,105 @@ pub const Effects = struct {
2358
2579
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2359
2580
  }
2360
2581
 
2361
- 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;
2362
2584
  var foe = battle.foe(player);
2363
2585
  const foe_ident = battle.active(player.foe());
2586
+ const secondary = move.effect.isStatDownChance();
2364
2587
 
2365
- if (foe.active.volatiles.Substitute) {
2366
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2367
- }
2588
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2368
2589
 
2369
- if (move.effect.isStatDownChance()) {
2370
- const chance = if (showdown)
2371
- battle.rng.chance(u8, 85, 256)
2372
- else
2373
- battle.rng.next() < Gen12.percent(33) + 1;
2374
- if (!chance or foe.active.volatiles.Invulnerable) return;
2375
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2376
- 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;
2377
2596
  }
2378
2597
 
2379
2598
  var stats = &foe.active.stats;
2380
2599
  var boosts = &foe.active.boosts;
2600
+ const fail = showdown or !secondary;
2381
2601
 
2382
2602
  switch (move.effect) {
2383
2603
  .AttackDown1, .AttackDownChance => {
2384
2604
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2385
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2386
- 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));
2387
2607
  if (stats.atk == 1) {
2388
2608
  boosts.atk += 1;
2389
2609
  if (showdown) {
2390
- try log.boost(foe_ident, .Attack, -1);
2391
- try log.boost(foe_ident, .Attack, 1);
2610
+ try log.boost(.{ foe_ident, .Attack, -1 });
2611
+ try log.boost(.{ foe_ident, .Attack, 1 });
2392
2612
  }
2393
- return try log.fail(foe_ident, .None);
2613
+ return log.fail(.{ foe_ident, .None });
2394
2614
  }
2395
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2396
- const stat = unmodifiedStats(battle, player.foe()).atk;
2615
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2616
+ const stat = unmodifiedStats(battle, foe).atk;
2397
2617
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2398
- try log.boost(foe_ident, .Attack, -1);
2618
+ try log.boost(.{ foe_ident, .Attack, -1 });
2399
2619
  },
2400
2620
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2401
2621
  assert(boosts.def >= -6 and boosts.def <= 6);
2402
- 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 });
2403
2623
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2404
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2624
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2405
2625
  if (stats.def == 1) {
2406
2626
  boosts.def += 1;
2407
2627
  if (showdown) {
2408
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2409
- 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 });
2410
2630
  }
2411
- return try log.fail(foe_ident, .None);
2631
+ return log.fail(.{ foe_ident, .None });
2412
2632
  }
2413
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2414
- const stat = unmodifiedStats(battle, player.foe()).def;
2633
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2634
+ const stat = unmodifiedStats(battle, foe).def;
2415
2635
  stats.def = @max(1, stat * mod[0] / mod[1]);
2416
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2636
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2417
2637
  },
2418
2638
  .SpeedDown1, .SpeedDownChance => {
2419
2639
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2420
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2421
- 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));
2422
2642
  if (stats.spe == 1) {
2423
2643
  boosts.spe += 1;
2424
2644
  if (showdown) {
2425
- try log.boost(foe_ident, .Speed, -1);
2426
- try log.boost(foe_ident, .Speed, 1);
2645
+ try log.boost(.{ foe_ident, .Speed, -1 });
2646
+ try log.boost(.{ foe_ident, .Speed, 1 });
2427
2647
  }
2428
- return try log.fail(foe_ident, .None);
2648
+ return log.fail(.{ foe_ident, .None });
2429
2649
  }
2430
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2431
- const stat = unmodifiedStats(battle, player.foe()).spe;
2650
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2651
+ const stat = unmodifiedStats(battle, foe).spe;
2432
2652
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2433
- try log.boost(foe_ident, .Speed, -1);
2653
+ try log.boost(.{ foe_ident, .Speed, -1 });
2434
2654
  assert(boosts.spe >= -6);
2435
2655
  },
2436
2656
  .SpecialDownChance => {
2437
2657
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2438
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2439
- 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));
2440
2660
  if (stats.spc == 1) {
2441
2661
  boosts.spc += 1;
2442
2662
  if (showdown) {
2443
- try log.boost(foe_ident, .SpecialAttack, -1);
2444
- try log.boost(foe_ident, .SpecialAttack, 1);
2445
- try log.boost(foe_ident, .SpecialDefense, -1);
2446
- 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 });
2447
2667
  }
2448
- return try log.fail(foe_ident, .None);
2668
+ return log.fail(.{ foe_ident, .None });
2449
2669
  }
2450
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2451
- const stat = unmodifiedStats(battle, player.foe()).spc;
2670
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2671
+ const stat = unmodifiedStats(battle, foe).spc;
2452
2672
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2453
- try log.boost(foe_ident, .SpecialAttack, -1);
2454
- try log.boost(foe_ident, .SpecialDefense, -1);
2673
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2674
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2455
2675
  },
2456
2676
  .AccuracyDown1 => {
2457
2677
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2458
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2459
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2460
- 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 });
2461
2681
  },
2462
2682
  else => unreachable,
2463
2683
  }
@@ -2467,8 +2687,7 @@ pub const Effects = struct {
2467
2687
  }
2468
2688
  };
2469
2689
 
2470
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2471
- const side = battle.side(who);
2690
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2472
2691
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2473
2692
  const id = ID.from(side.active.volatiles.transform);
2474
2693
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2482,131 +2701,429 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2482
2701
  }
2483
2702
  }
2484
2703
 
2485
- fn isForced(active: ActivePokemon) bool {
2704
+ fn isForced(active: anytype) bool {
2486
2705
  return active.volatiles.Recharging or active.volatiles.Rage or
2487
2706
  active.volatiles.Thrashing or active.volatiles.Charging;
2488
2707
  }
2489
2708
 
2490
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2709
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2710
+ var log = options.log;
2491
2711
  var side = battle.side(who);
2492
2712
  var volatiles = &side.active.volatiles;
2493
2713
  const ident = battle.active(who);
2494
2714
 
2495
- if (volatiles.disabled_move != 0) {
2496
- volatiles.disabled_move = 0;
2497
- volatiles.disabled_duration = 0;
2498
- 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 });
2499
2720
  }
2500
2721
  if (volatiles.Confusion) {
2501
2722
  // volatiles.confusion is left unchanged
2502
2723
  volatiles.Confusion = false;
2503
- try log.end(ident, .ConfusionSilent);
2724
+ options.chance.observe(.confusion, who, .None);
2725
+ try log.end(.{ ident, .ConfusionSilent });
2504
2726
  }
2505
2727
  if (volatiles.Mist) {
2506
2728
  volatiles.Mist = false;
2507
- try log.end(ident, .Mist);
2729
+ try log.end(.{ ident, .MistSilent });
2508
2730
  }
2509
2731
  if (volatiles.FocusEnergy) {
2510
2732
  volatiles.FocusEnergy = false;
2511
- try log.end(ident, .FocusEnergy);
2733
+ try log.end(.{ ident, .FocusEnergySilent });
2512
2734
  }
2513
2735
  if (volatiles.LeechSeed) {
2514
2736
  volatiles.LeechSeed = false;
2515
- try log.end(ident, .LeechSeed);
2737
+ try log.end(.{ ident, .LeechSeedSilent });
2516
2738
  }
2517
- if (volatiles.Toxic) {
2739
+ if (!showdown and volatiles.Toxic) {
2518
2740
  volatiles.Toxic = false;
2519
- // volatiles.toxic is left unchanged, except on Pokémon Showdown which clears it
2520
- if (showdown) {
2521
- volatiles.toxic = 0;
2522
- try log.end(ident, .Toxic);
2523
- }
2741
+ // volatiles.toxic is left unchanged, except on Pokémon Showdown which clears it (below)
2524
2742
  }
2525
2743
  if (volatiles.LightScreen) {
2526
2744
  volatiles.LightScreen = false;
2527
- try log.end(ident, .LightScreen);
2745
+ try log.end(.{ ident, .LightScreenSilent });
2528
2746
  }
2529
2747
  if (volatiles.Reflect) {
2530
2748
  volatiles.Reflect = false;
2531
- try log.end(ident, .Reflect);
2749
+ try log.end(.{ ident, .ReflectSilent });
2750
+ }
2751
+ if (showdown and volatiles.Toxic) {
2752
+ volatiles.Toxic = false;
2753
+ // Pokémon Showdown erroneously clears the toxic counter
2754
+ volatiles.toxic = 0;
2755
+ try log.end(.{ ident, .ToxicSilent });
2532
2756
  }
2533
2757
  }
2534
2758
 
2535
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
2536
- if (side.active.volatiles.disabled_move != 0) {
2537
- // A Pokémon that transforms after being disabled may end up with less move slots
2538
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
2539
- if (m != .None and m == side.last_selected_move) {
2540
- side.active.volatiles.Charging = false;
2541
- try log.disabled(ident, side.last_selected_move);
2542
- return true;
2543
- }
2544
- }
2545
- return false;
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;
2546
2770
  }
2547
2771
 
2548
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2549
- var volatiles = &active.volatiles;
2550
- assert(volatiles.Thrashing);
2551
- if (volatiles.attacks > 0) return false;
2772
+ pub const Rolls = struct {
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;
2552
2782
 
2553
- volatiles.Thrashing = false;
2554
- volatiles.Confusion = true;
2555
- volatiles.confusion = @intCast(u3, if (showdown)
2556
- battle.rng.range(u8, 2, 6)
2557
- else
2558
- (battle.rng.next() & 3) + 2);
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;
2559
2802
 
2560
- return true;
2561
- }
2803
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2804
+ return crit;
2805
+ }
2562
2806
 
2563
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
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
+ };
2564
2819
 
2565
- fn distribution(battle: anytype) u3 {
2566
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2567
- const r = (battle.rng.next() & 3);
2568
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2569
- }
2820
+ assert(roll >= 217 and roll <= 255);
2821
+ try options.chance.damage(player, roll);
2822
+ return roll;
2823
+ }
2570
2824
 
2571
- fn randomMoveSlot(rand: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2572
- if (showdown) {
2573
- if (check_pp == 0) {
2574
- var i: usize = moves.len;
2575
- while (i > 0) {
2576
- i -= 1;
2577
- if (moves[i].id != .None) return rand.range(u4, 0, @intCast(u4, i + 1)) + 1;
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;
2836
+
2837
+ try options.chance.hit(player, ok, acc);
2838
+ return ok;
2839
+ }
2840
+
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;
2850
+
2851
+ try options.chance.confused(player, cfz);
2852
+ return cfz;
2853
+ }
2854
+
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);
2864
+
2865
+ try options.chance.paralyzed(player, par);
2866
+ return par;
2867
+ }
2868
+
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);
2878
+
2879
+ try options.chance.secondaryChance(player, proc, 25);
2880
+ return proc;
2881
+ }
2882
+
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;
2897
+ }
2898
+
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;
2913
+ }
2914
+
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);
2942
+ }
2943
+ };
2944
+
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;
2966
+ }
2967
+
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);
2578
2980
  }
2981
+ };
2982
+
2983
+ assert(duration >= 1 and duration <= 7);
2984
+ options.chance.duration(player, duration);
2985
+ return duration;
2986
+ }
2987
+
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;
3002
+ }
3003
+
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;
3018
+ }
3019
+
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;
3034
+ }
3035
+
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);
2579
3060
  } else {
2580
- var r = rand.range(u4, 0, @intCast(u4, check_pp)) + 1;
2581
- var i: usize = 0;
2582
- while (i < moves.len and r > 0) : (i += 1) {
2583
- if (moves[i].pp > 0) {
2584
- r -= 1;
2585
- if (r == 0) break;
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
+ }
2586
3101
  }
2587
3102
  }
2588
- return @intCast(u4, i + 1);
2589
- }
2590
- }
2591
3103
 
2592
- while (true) {
2593
- const r = @intCast(u4, rand.next() & 3);
2594
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
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;
2595
3112
  }
2596
- }
3113
+ };
2597
3114
 
2598
3115
  test "RNG agreement" {
2599
3116
  if (!showdown) return;
2600
3117
  var expected: [256]u32 = undefined;
2601
3118
  for (0..expected.len) |i| {
2602
- expected[i] = @intCast(u32, i * 0x1000000);
3119
+ expected[i] = @intCast(i * 0x1000000);
2603
3120
  }
2604
3121
 
2605
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2606
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2607
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2608
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2609
- 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 };
2610
3127
 
2611
3128
  for (0..expected.len) |i| {
2612
3129
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2642,11 +3159,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2642
3159
  const side = battle.side(player);
2643
3160
  const foe = battle.foe(player);
2644
3161
 
2645
- var active = side.active;
3162
+ const active = &side.active;
2646
3163
  const stored = side.stored();
2647
3164
 
2648
3165
  // While players are not given any input options on the cartridge in these cases,
2649
- // 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
2650
3167
  //
2651
3168
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2652
3169
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2654,9 +3171,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2654
3171
  // passing due to being forced into using a move. Instead of introducing another option
2655
3172
  // we simply repurpose Move with no move slot, even though pedantically this is not
2656
3173
  // strictly correct as the player would not have been presented the option to move or
2657
- // switch at all.
3174
+ // switch at all
2658
3175
  if (isForced(active)) {
2659
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3176
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2660
3177
  n += 1;
2661
3178
  return n;
2662
3179
  }
@@ -2673,7 +3190,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2673
3190
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2674
3191
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2675
3192
  // either disables all other moves in the case of limited or requires you to select a
2676
- // move normally if sleeping/frozen/bound.
3193
+ // move normally if sleeping/frozen/bound
2677
3194
  if (!showdown and (limited or foe.active.volatiles.Binding or
2678
3195
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2679
3196
  {
@@ -2686,16 +3203,18 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2686
3203
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2687
3204
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2688
3205
  // Move will not result in forcing the subsequent use unless the user also had the
2689
- // proc-ed move in their moveset) and disabling all other moves.
3206
+ // proc-ed move in their moveset) and disabling all other moves
2690
3207
  if (limited) {
2691
3208
  assert(showdown);
2692
3209
  assert(side.last_selected_move != .None);
2693
3210
  while (slot <= 4) : (slot += 1) {
2694
3211
  const m = active.moves[slot - 1];
2695
3212
  if (m.id == .None) break;
2696
- if (m.id == side.last_selected_move) {
2697
- // Pokémon Showdown displays Struggle if limited to Bide when out of PP
2698
- const s = if (m.pp == 0 and m.id == .Bide) 0 else slot;
3213
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3214
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3215
+ const struggle =
3216
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
3217
+ const s = if (struggle) 0 else slot;
2699
3218
  out[n] = .{ .type = .Move, .data = s };
2700
3219
  n += 1;
2701
3220
  return n;
@@ -2709,14 +3228,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2709
3228
  const m = active.moves[slot - 1];
2710
3229
  if (m.id == .None) break;
2711
3230
  if (m.pp == 0) continue;
2712
- if (active.volatiles.disabled_move == slot) continue;
3231
+ if (active.volatiles.disable_move == slot) continue;
2713
3232
  out[n] = .{ .type = .Move, .data = slot };
2714
3233
  n += 1;
2715
3234
  }
2716
3235
  // Struggle (Pokémon Showdown would use 'move 1' here)
2717
3236
  if (n == before) {
2718
3237
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2719
- if (!showdown) {
3238
+ if (!pkmn.options.mod) {
2720
3239
  while (slot <= 4) : (slot += 1) {
2721
3240
  if (active.moves[slot - 1].pp != 0) return n;
2722
3241
  }