@pkmn/engine 0.1.0-dev.7fe22fc0 → 0.1.0-dev.80019d10

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 (55) hide show
  1. package/README.md +59 -48
  2. package/build/pkg/addon.js +3 -2
  3. package/build/pkg/addon.js.map +1 -1
  4. package/build/pkg/data/ids.json +12 -12
  5. package/build/pkg/data/layout.json +27 -5
  6. package/build/pkg/data/protocol.json +69 -12
  7. package/build/pkg/data.d.ts +2 -2
  8. package/build/pkg/gen1.d.ts +2 -1
  9. package/build/pkg/gen1.js +38 -20
  10. package/build/pkg/gen1.js.map +1 -1
  11. package/build/pkg/index.d.ts +4 -2
  12. package/build/pkg/index.js.map +1 -1
  13. package/build/pkg/protocol.d.ts +4 -2
  14. package/build/pkg/protocol.js +60 -39
  15. package/build/pkg/protocol.js.map +1 -1
  16. package/build/test/display.js +29 -12
  17. package/build/test/display.js.map +1 -1
  18. package/build/tools/debug.js +3 -1
  19. package/build/tools/debug.js.map +1 -1
  20. package/build.zig +103 -73
  21. package/package.json +43 -22
  22. package/src/bin/install-pkmn-engine +10 -5
  23. package/src/lib/binding/node.zig +46 -141
  24. package/src/lib/binding/wasm.zig +4 -2
  25. package/src/lib/common/battle.zig +17 -0
  26. package/src/lib/common/data.zig +19 -31
  27. package/src/lib/common/debug.zig +20 -11
  28. package/src/lib/common/js.zig +118 -0
  29. package/src/lib/common/optional.zig +67 -0
  30. package/src/lib/common/options.zig +9 -0
  31. package/src/lib/common/protocol.zig +868 -325
  32. package/src/lib/common/rational.zig +353 -0
  33. package/src/lib/common/rng.zig +24 -15
  34. package/src/lib/common/util.zig +12 -0
  35. package/src/lib/gen1/README.md +281 -188
  36. package/src/lib/gen1/calc.zig +426 -0
  37. package/src/lib/gen1/chance.zig +1060 -0
  38. package/src/lib/gen1/data/moves.zig +202 -190
  39. package/src/lib/gen1/data/species.zig +4 -4
  40. package/src/lib/gen1/data/types.zig +10 -10
  41. package/src/lib/gen1/data.zig +85 -71
  42. package/src/lib/gen1/helpers.zig +577 -35
  43. package/src/lib/gen1/mechanics.zig +980 -726
  44. package/src/lib/gen2/README.md +105 -85
  45. package/src/lib/gen2/calc.zig +143 -0
  46. package/src/lib/gen2/chance.zig +1314 -0
  47. package/src/lib/gen2/data/items.zig +14 -20
  48. package/src/lib/gen2/data/moves.zig +664 -570
  49. package/src/lib/gen2/data/species.zig +2 -2
  50. package/src/lib/gen2/data/types.zig +137 -34
  51. package/src/lib/gen2/data.zig +124 -86
  52. package/src/lib/gen2/generated.zig +808 -0
  53. package/src/lib/gen2/helpers.zig +16 -22
  54. package/src/lib/gen2/mechanics.zig +3510 -12
  55. package/src/lib/pkmn.zig +61 -2
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,15 +13,16 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
25
+ const Fail = protocol.Fail;
24
26
  const Heal = protocol.Heal;
25
27
 
26
28
  const Gen12 = rng.Gen12;
@@ -56,19 +58,15 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
61
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
64
64
 
65
65
  var s1 = false;
66
66
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
67
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
70
 
73
71
  var p1 = battle.side(.P1);
74
72
  var p2 = battle.side(.P2);
@@ -76,19 +74,19 @@ pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
76
74
  var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
75
  var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
76
 
79
- if (turnOrder(battle, c1, c2) == .P1) {
80
- if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, log)) |r| return r;
77
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
78
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
79
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
81
  }
84
82
 
85
83
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
84
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
85
 
88
- return endTurn(battle, log);
86
+ return endTurn(battle, options);
89
87
  }
90
88
 
91
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
92
90
  const p1 = battle.side(.P1);
93
91
  const p2 = battle.side(.P2);
94
92
 
@@ -100,10 +98,10 @@ fn start(battle: anytype, log: anytype) !Result {
100
98
  assert(!showdown or p2_slot == 1);
101
99
  if (p2_slot == 0) return Result.Win;
102
100
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
101
+ try switchIn(battle, .P1, p1_slot, true, options);
102
+ try switchIn(battle, .P2, p2_slot, true, options);
105
103
 
106
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
107
105
  }
108
106
 
109
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +115,6 @@ fn selectMove(
117
115
  choice: Choice,
118
116
  foe_choice: Choice,
119
117
  skip_turn: *bool,
120
- from: *?Move,
121
118
  ) ?Result {
122
119
  if (choice.type == .Pass) return null;
123
120
 
@@ -126,12 +123,14 @@ fn selectMove(
126
123
  const stored = side.stored();
127
124
 
128
125
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
126
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
127
 
131
128
  // pre-battle menu
132
- if (volatiles.Recharging) return null;
129
+ if (volatiles.Recharging) {
130
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
131
+ return null;
132
+ }
133
133
  if (volatiles.Rage) {
134
- from.* = side.last_used_move;
135
134
  if (showdown) {
136
135
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
136
  saveMove(battle, player, null);
@@ -141,7 +140,6 @@ fn selectMove(
141
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
142
141
  if (!showdown) volatiles.Flinch = false;
143
142
  if (volatiles.Thrashing or volatiles.Charging) {
144
- from.* = side.last_selected_move;
145
143
  if (showdown) {
146
144
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
147
145
  saveMove(battle, player, null);
@@ -162,9 +160,7 @@ fn selectMove(
162
160
  return null;
163
161
  }
164
162
  if (volatiles.Binding) {
165
- from.* = side.last_used_move;
166
163
  if (showdown) {
167
- if (foe_choice.type == .Switch) from.* = null;
168
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
169
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
170
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -176,11 +172,7 @@ fn selectMove(
176
172
  assert(choice.data == 0);
177
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
178
174
  if (foe_choice.type == .Switch) {
179
- const slot = if (player == .P1)
180
- battle.last_selected_indexes.p1
181
- else
182
- battle.last_selected_indexes.p2;
183
- const last = side.active.move(@intCast(u4, slot));
175
+ const last = side.active.move(battle.lastMove(player).index);
184
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
185
177
  if (last.id == .MirrorMove) return Result.Error;
186
178
  }
@@ -204,16 +196,13 @@ fn selectMove(
204
196
  if (choice.data == 0) {
205
197
  const struggle = ok: {
206
198
  for (side.active.moves, 0..) |move, i| {
207
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
199
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
208
200
  }
209
201
  break :ok true;
210
202
  };
211
-
212
203
  assert(struggle);
213
- saveMove(battle, player, choice);
214
- } else {
215
- saveMove(battle, player, choice);
216
204
  }
205
+ saveMove(battle, player, choice);
217
206
 
218
207
  return null;
219
208
  }
@@ -226,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
226
215
  if (c.data == 0) {
227
216
  side.last_selected_move = .Struggle;
228
217
  } else {
229
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
230
219
  const move = side.active.move(c.data);
231
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
232
221
  // sometimes required...), but a 0 PP move can be used automatically
233
222
  assert(showdown or move.pp != 0);
234
223
 
235
224
  side.last_selected_move = move.id;
236
- if (player == .P1) {
237
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
238
- } else {
239
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
240
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
241
226
  }
242
227
  }
243
228
  }
244
229
 
245
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
230
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
246
231
  var side = battle.side(player);
247
232
  var foe = battle.foe(player);
248
233
  var active = &side.active;
@@ -255,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
255
240
  side.order[0] = side.order[slot - 1];
256
241
  side.order[slot - 1] = out;
257
242
 
258
- if (player == .P1) {
259
- battle.last_selected_indexes.p1 = 1;
260
- } else {
261
- battle.last_selected_indexes.p2 = 1;
262
- }
243
+ battle.lastMove(player).index = 1;
263
244
 
264
245
  side.last_used_move = .None;
265
246
  foe.last_used_move = .None;
@@ -275,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
275
256
 
276
257
  foe.active.volatiles.Binding = false;
277
258
 
278
- try log.switched(battle.active(player), incoming);
259
+ try options.log.switched(.{ battle.active(player), incoming });
260
+ options.chance.switched(player, side.order[0], out);
279
261
 
280
262
  if (showdown and incoming.status == Status.TOX) {
281
263
  incoming.status = Status.init(.PSN);
282
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
283
265
  // rather not clutter up turnOrder just for this (incorrect) log message
284
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
285
267
  }
286
268
  }
287
269
 
288
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
289
271
  assert(c1.type != .Pass or c2.type != .Pass);
290
272
 
291
273
  if (c1.type == .Pass) return .P2;
@@ -315,9 +297,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
297
  const spe2 = battle.side(.P2).active.stats.spe;
316
298
  if (spe1 == spe2) {
317
299
  // Pokémon Showdown's beforeTurnCallback shenanigans
318
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
300
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
301
+ battle.rng.advance(1);
302
+ }
319
303
 
320
- const p1 = Rolls.speedTie(battle);
304
+ const p1 = try Rolls.speedTie(battle, options);
321
305
  if (!showdown) return if (p1) .P1 else .P2;
322
306
 
323
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -342,13 +326,11 @@ fn doTurn(
342
326
  player_choice: Choice,
343
327
  player_rewrap: bool,
344
328
  player_skip: bool,
345
- player_from: ?Move,
346
329
  foe_player: Player,
347
330
  foe_choice: Choice,
348
331
  foe_rewrap: bool,
349
332
  foe_skip: bool,
350
- foe_from: ?Move,
351
- log: anytype,
333
+ options: anytype,
352
334
  ) !?Result {
353
335
  assert(player_choice.type != .Pass);
354
336
 
@@ -360,36 +342,37 @@ fn doTurn(
360
342
  player_choice,
361
343
  player_rewrap,
362
344
  player_skip,
363
- player_from,
364
345
  &residual,
365
- log,
346
+ options,
366
347
  )) |r| return r;
367
348
  if (!replace) {
368
349
  if (player_choice.type != .Switch) {
369
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
370
351
  }
371
- if (residual) try handleResidual(battle, player, log);
372
- if (try checkFaint(battle, player, log)) |r| return r;
352
+ if (residual) try handleResidual(battle, player, options);
353
+ if (try checkFaint(battle, player, options)) |r| return r;
373
354
  } else if (foe_choice.type == .Pass) return null;
374
355
 
356
+ options.chance.clearPending();
357
+
375
358
  residual = true;
376
359
  replace = battle.side(foe_player).stored().hp == 0;
377
- if (try executeMove(
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
378
362
  battle,
379
363
  foe_player,
380
364
  foe_choice,
381
365
  foe_rewrap,
382
366
  foe_skip,
383
- foe_from,
384
367
  &residual,
385
- log,
368
+ options,
386
369
  )) |r| return r;
387
370
  if (!replace) {
388
- if (foe_choice.type != .Switch) {
389
- if (try checkFaint(battle, player, log)) |r| return r;
371
+ if (!calc and foe_choice.type != .Switch) {
372
+ if (try checkFaint(battle, player, options)) |r| return r;
390
373
  }
391
- if (residual) try handleResidual(battle, foe_player, log);
392
- if (try checkFaint(battle, foe_player, log)) |r| return r;
374
+ if (residual) try handleResidual(battle, foe_player, options);
375
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
393
376
  }
394
377
 
395
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -408,14 +391,13 @@ fn executeMove(
408
391
  choice: Choice,
409
392
  rewrap: bool,
410
393
  skip: bool,
411
- from: ?Move,
412
394
  residual: *bool,
413
- log: anytype,
395
+ options: anytype,
414
396
  ) !?Result {
415
397
  var side = battle.side(player);
416
398
 
417
399
  if (choice.type == .Switch) {
418
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
419
401
  return null;
420
402
  }
421
403
 
@@ -425,13 +407,13 @@ fn executeMove(
425
407
  if (side.last_selected_move == .SKIP_TURN) {
426
408
  assert(!showdown);
427
409
  if (battle.foe(player).active.volatiles.Binding) {
428
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
429
411
  }
430
412
  return null;
431
413
  }
432
414
 
433
415
  assert(choice.type == .Move);
434
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
435
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
436
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
437
419
  var auto = showdown and side.last_selected_move != .None;
@@ -440,14 +422,13 @@ fn executeMove(
440
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
441
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
442
424
  assert(!showdown);
443
- mslot = @intCast(u4, if (player == .P1)
444
- battle.last_selected_indexes.p1
445
- else
446
- battle.last_selected_indexes.p2);
425
+ mslot = @intCast(battle.lastMove(player).index);
447
426
  const stored = side.stored();
448
427
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
449
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
450
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
428
+ auto = isForced(&side.active) or
429
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
430
+ side.last_selected_move == .HyperBeam or
431
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
451
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
452
433
  // thawed, in which case we will desync unless the last_selected_move happened to be at
453
434
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -464,15 +445,12 @@ fn executeMove(
464
445
  } else if (showdown and side.active.volatiles.Charging) {
465
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
466
447
  assert(mslot == 1);
467
- mslot = @intCast(u4, if (player == .P1)
468
- battle.last_selected_indexes.p1
469
- else
470
- battle.last_selected_indexes.p2);
448
+ mslot = @intCast(battle.lastMove(player).index);
471
449
  }
472
450
 
473
451
  var skip_can = false;
474
452
  var skip_pp = false;
475
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
476
454
  .done => return null,
477
455
  .skip_can => skip_can = true,
478
456
  .skip_pp => skip_pp = true,
@@ -480,11 +458,11 @@ fn executeMove(
480
458
  .err => return @as(?Result, Result.Error),
481
459
  }
482
460
 
483
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
484
- return null;
485
- }
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
486
464
 
487
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
488
466
  }
489
467
 
490
468
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -493,10 +471,10 @@ fn beforeMove(
493
471
  battle: anytype,
494
472
  player: Player,
495
473
  skip: bool,
496
- from: ?Move,
497
474
  residual: *bool,
498
- log: anytype,
475
+ options: anytype,
499
476
  ) !BeforeMove {
477
+ var log = options.log;
500
478
  var side = battle.side(player);
501
479
  const foe = battle.foe(player);
502
480
  var active = &side.active;
@@ -505,70 +483,69 @@ fn beforeMove(
505
483
  var volatiles = &active.volatiles;
506
484
 
507
485
  if (Status.is(stored.status, .SLP)) {
508
- const status = stored.status;
486
+ const before = stored.status;
509
487
  // Even if the EXT bit is set this will still correctly modify the sleep duration
510
- stored.status -= 1;
511
- if (Status.duration(stored.status) == 0) {
512
- try log.curestatus(ident, status, .Message);
488
+ if (options.calc.modify(player, .sleep)) |extend| {
489
+ if (!extend) stored.status = 0;
490
+ } else {
491
+ stored.status -= 1;
492
+ }
493
+
494
+ const duration = Status.duration(stored.status);
495
+ if (!Status.is(stored.status, .EXT)) {
496
+ try options.chance.sleep(player, duration);
497
+ }
498
+
499
+ if (duration == 0) {
500
+ try log.curestatus(.{ ident, before, .Message });
513
501
  stored.status = 0; // clears EXT if present
514
502
  } else {
515
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
516
504
  }
517
505
  side.last_used_move = .None;
518
506
  return .done;
519
507
  }
520
508
 
521
509
  if (Status.is(stored.status, .FRZ)) {
522
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
523
511
  side.last_used_move = .None;
524
512
  return .done;
525
513
  }
526
514
 
527
- if (showdown and volatiles.Recharging) {
528
- volatiles.Recharging = false;
529
- try log.cant(ident, .Recharge);
530
- return .done;
531
- }
532
-
533
- if (!showdown and foe.active.volatiles.Binding) {
534
- try log.cant(ident, .Bound);
515
+ if (skip or foe.active.volatiles.Binding) {
516
+ try log.cant(.{ ident, .Bound });
535
517
  return .done;
536
518
  }
537
519
 
538
- if (!showdown and volatiles.Flinch) {
539
- volatiles.Flinch = false;
540
- try log.cant(ident, .Flinch);
520
+ if (volatiles.Flinch) {
521
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
522
+ // Pokémon can sometimes flinch multiple times from the same original hit
523
+ if (!showdown) volatiles.Flinch = false;
524
+ try log.cant(.{ ident, .Flinch });
541
525
  return .done;
542
526
  }
543
527
 
544
- if (!showdown and volatiles.Recharging) {
528
+ if (volatiles.Recharging) {
545
529
  volatiles.Recharging = false;
546
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
547
531
  return .done;
548
532
  }
549
533
 
550
- if (volatiles.disabled_duration > 0) {
551
- volatiles.disabled_duration -= 1;
552
- if (volatiles.disabled_duration == 0) {
553
- volatiles.disabled_move = 0;
554
- try log.end(ident, .Disable);
534
+ if (volatiles.disable_duration > 0) {
535
+ if (options.calc.modify(player, .disable)) |extend| {
536
+ if (!extend) volatiles.disable_duration = 0;
537
+ } else {
538
+ volatiles.disable_duration -= 1;
555
539
  }
556
- }
557
- // Pokémon Showdown's disable condition has a single onBeforeMove handler
558
- if (showdown and try disabled(side, ident, log)) return .done;
540
+ try options.chance.disable(player, volatiles.disable_duration);
559
541
 
560
- if (showdown and skip or foe.active.volatiles.Binding) {
561
- try log.cant(ident, .Bound);
562
- return .done;
563
- }
564
-
565
- // Pokémon Showdown checks for Flinch *after* instead of before... and doesn't clear Flinch
566
- // until its imaginary "residual" phase, meaning Pokémon can sometimes flinch multiple times
567
- // from the same original hit
568
- if (showdown and volatiles.Flinch) {
569
- try log.cant(ident, .Flinch);
570
- return .done;
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
545
+ }
571
546
  }
547
+ // Pokémon Showdown's disable condition has a single onBeforeMove handler
548
+ if (showdown and try disabled(side, ident, options)) return .done;
572
549
 
573
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
574
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -580,14 +557,20 @@ fn beforeMove(
580
557
  if (volatiles.Confusion) {
581
558
  assert(volatiles.confusion > 0);
582
559
 
583
- volatiles.confusion -= 1;
560
+ if (options.calc.modify(player, .confusion)) |extend| {
561
+ if (!extend) volatiles.confusion = 0;
562
+ } else {
563
+ volatiles.confusion -= 1;
564
+ }
565
+ try options.chance.confusion(player, volatiles.confusion);
566
+
584
567
  if (volatiles.confusion == 0) {
585
568
  volatiles.Confusion = false;
586
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
587
570
  } else {
588
- try log.activate(ident, .Confusion);
571
+ try log.activate(.{ ident, .Confusion });
589
572
 
590
- if (Rolls.confused(battle)) {
573
+ if (try Rolls.confused(battle, player, options)) {
591
574
  assert(!volatiles.MultiHit);
592
575
  if (!volatiles.Rage) volatiles.state = 0;
593
576
  volatiles.Bide = false;
@@ -597,6 +580,7 @@ fn beforeMove(
597
580
  volatiles.Charging = false;
598
581
  volatiles.Binding = false;
599
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
600
584
  {
601
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
602
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -616,7 +600,7 @@ fn beforeMove(
616
600
 
617
601
  const uncapped = battle.last_damage;
618
602
  // Skipping adjustDamage / randomizeDamage / checkHit
619
- _ = try applyDamage(battle, player, target, .Confusion, log);
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
620
604
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
621
605
  if (showdown) battle.last_damage = uncapped;
622
606
 
@@ -625,53 +609,67 @@ fn beforeMove(
625
609
  }
626
610
  }
627
611
 
628
- if (!showdown and try disabled(side, ident, log)) return .done;
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
629
613
 
630
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
631
615
  if (!volatiles.Rage) volatiles.state = 0;
632
616
  volatiles.Bide = false;
633
617
  volatiles.Thrashing = false;
634
618
  volatiles.Charging = false;
635
619
  volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
636
621
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
637
- try log.cant(ident, .Paralysis);
622
+ try log.cant(.{ ident, .Paralysis });
638
623
  return .done;
639
624
  }
640
625
 
641
626
  if (volatiles.Bide) {
642
627
  assert(!volatiles.Thrashing and !volatiles.Rage);
643
628
 
644
- volatiles.state +%= battle.last_damage;
629
+ if (showdown) {
630
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
631
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
632
+ // addition because 65535 is sufficient to faint any Pokémon anyway
633
+ volatiles.state +|= battle.last_damage;
634
+ } else {
635
+ volatiles.state +%= battle.last_damage;
636
+ }
645
637
 
646
638
  assert(volatiles.attacks > 0);
647
639
 
648
- volatiles.attacks -= 1;
640
+ if (options.calc.modify(player, .attacking)) |extend| {
641
+ if (!extend) volatiles.attacks = 0;
642
+ } else {
643
+ volatiles.attacks -= 1;
644
+ }
645
+ try options.chance.attacking(player, volatiles.attacks);
646
+
649
647
  if (volatiles.attacks != 0) {
650
- try log.activate(ident, .Bide);
648
+ try log.activate(.{ ident, .Bide });
651
649
  return .done;
652
650
  }
653
651
 
654
652
  volatiles.Bide = false;
655
- try log.end(ident, .Bide);
653
+ try log.end(.{ ident, .Bide });
656
654
 
657
655
  battle.last_damage = volatiles.state *% 2;
658
656
  volatiles.state = 0;
659
657
 
660
658
  if (battle.last_damage == 0) {
661
- try log.fail(ident, .None);
659
+ try log.fail(.{ ident, .None });
662
660
  return .done;
663
661
  }
664
662
 
665
663
  const sub = showdown and foe.active.volatiles.Substitute;
666
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
667
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
664
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
665
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
668
666
 
669
667
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
670
668
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
671
669
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
672
670
  if (showdown) {
673
671
  residual.* = false;
674
- try handleResidual(battle, player, log);
672
+ try handleResidual(battle, player, options);
675
673
  }
676
674
 
677
675
  return .done;
@@ -679,18 +677,24 @@ fn beforeMove(
679
677
 
680
678
  if (volatiles.Thrashing) {
681
679
  assert(volatiles.attacks > 0);
682
- assert(from != null);
683
- volatiles.attacks -= 1;
684
- if (!showdown and handleThrashing(battle, active)) {
685
- try log.start(battle.active(player), .ConfusionSilent);
680
+
681
+ if (options.calc.modify(player, .attacking)) |extend| {
682
+ if (!extend) volatiles.attacks = 0;
683
+ } else {
684
+ volatiles.attacks -= 1;
685
+ }
686
+ try options.chance.attacking(player, volatiles.attacks);
687
+
688
+ if (!showdown and handleThrashing(battle, active, player, options)) {
689
+ try log.start(.{ battle.active(player), .ConfusionSilent });
686
690
  }
687
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
691
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
688
692
  if (showdown) {
689
693
  // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
690
694
  // used in useMove and doesn't have the notion of skipping canMove semantics
691
695
  side.last_used_move = side.last_selected_move;
692
- if (handleThrashing(battle, active)) {
693
- try log.start(battle.active(player), .ConfusionSilent);
696
+ if (handleThrashing(battle, active, player, options)) {
697
+ try log.start(.{ battle.active(player), .ConfusionSilent });
694
698
  }
695
699
  }
696
700
  return .skip_can;
@@ -698,18 +702,20 @@ fn beforeMove(
698
702
 
699
703
  if (volatiles.Binding) {
700
704
  assert(volatiles.attacks > 0);
701
- volatiles.attacks -= 1;
702
- try log.move(
703
- battle.active(player),
704
- side.last_selected_move,
705
- battle.active(player.foe()),
706
- side.last_selected_move,
707
- );
705
+
706
+ if (options.calc.modify(player, .binding)) |extend| {
707
+ if (!extend) volatiles.attacks = 0;
708
+ } else {
709
+ volatiles.attacks -= 1;
710
+ }
711
+ try options.chance.binding(player, volatiles.attacks);
712
+
713
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
708
714
  if (showdown or battle.last_damage != 0) {
709
715
  const sub = showdown and foe.active.volatiles.Substitute;
710
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
716
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
711
717
  if (battle.foe(player).stored().hp > 0 and !sub) {
712
- try buildRage(battle, player.foe(), log);
718
+ try buildRage(battle, player.foe(), options);
713
719
  }
714
720
  }
715
721
  return .done;
@@ -724,56 +730,58 @@ fn canMove(
724
730
  mslot: u4,
725
731
  auto: bool,
726
732
  skip_pp: bool,
727
- from: ?Move,
733
+ from: Move,
728
734
  residual: *bool,
729
- log: anytype,
735
+ options: anytype,
730
736
  ) !bool {
731
737
  var side = battle.side(player);
732
738
  const player_ident = battle.active(player);
733
739
  const move = Move.get(side.last_selected_move);
734
740
 
735
- const foe_last = battle.foe(player).last_used_move;
736
- const special = from != null and (from.? == .Metronome and
737
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
738
-
739
741
  var skip = skip_pp;
740
742
  if (side.active.volatiles.Charging) {
741
743
  side.active.volatiles.Charging = false;
742
744
  side.active.volatiles.Invulnerable = false;
743
745
  } else if (move.effect == .Charge) {
744
- try log.move(player_ident, side.last_selected_move, .{}, from);
745
- try Effects.charge(battle, player, log);
746
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
747
+ setCounterable(battle, player, side, move);
748
+ try Effects.charge(battle, player, options);
746
749
  return false;
747
750
  }
748
751
 
749
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
752
+ side.last_used_move = side.last_selected_move;
750
753
  if (!skip) decrementPP(side, mslot, auto);
751
754
 
752
755
  const target = if (move.target == .Self) player else player.foe();
753
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
754
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
755
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
756
- // meaning sometimes we lose this information. from is still set because it not being null is
757
- // relevant for control flow, but we don't have anything useful to put in the log. This is
758
- // regrettable, but this information is more "nice to have" than required
759
- const f = if (from != null and from.? == .None) null else from;
760
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
756
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
757
+ setCounterable(battle, player, side, move);
761
758
 
762
759
  if (move.effect.onBegin()) {
763
- try onBegin(battle, player, move, mslot, residual, log);
760
+ try onBegin(battle, player, move, mslot, residual, options);
764
761
  return false;
765
762
  }
766
763
 
767
764
  if (move.effect == .Thrashing) {
768
- Effects.thrashing(battle, player);
765
+ Effects.thrashing(battle, player, options);
769
766
  } else if (!showdown and move.effect == .Binding) {
770
767
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
771
- Effects.binding(battle, player, false);
768
+ try Effects.binding(battle, player, false, options);
772
769
  }
773
770
 
774
771
  return true;
775
772
  }
776
773
 
774
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
775
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
776
+ // in cases where an early return happens the data for a players last selected move does not get
777
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
778
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
779
+ // as the desync results from actually having two separate battle states that subtly disagree
780
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
781
+ (move.type == .Normal or move.type == .Fighting);
782
+ battle.lastMove(player).counterable = @intFromBool(counterable);
783
+ }
784
+
777
785
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
778
786
  if (side.last_selected_move == .Struggle) return;
779
787
 
@@ -783,12 +791,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
783
791
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
784
792
  if (volatiles.Bide) return;
785
793
 
786
- assert(active.move(mslot).pp > 0 or auto);
787
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
794
+ var move_slot = active.move(mslot);
795
+ assert(move_slot.pp > 0 or auto);
796
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
788
797
  if (volatiles.Transform) return;
789
798
 
790
- assert(side.stored().move(mslot).pp > 0 or auto);
791
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
799
+ move_slot = side.stored().move(mslot);
800
+ assert(move_slot.pp > 0 or auto);
801
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
792
802
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
793
803
  }
794
804
 
@@ -796,12 +806,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
796
806
  var active = &side.active;
797
807
  const volatiles = &active.volatiles;
798
808
 
799
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
809
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
800
810
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
801
811
  if (showdown and volatiles.Transform) return;
802
812
 
803
813
  assert(mslot > 0 and mslot <= 4);
804
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
814
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
805
815
  }
806
816
 
807
817
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -812,8 +822,9 @@ fn doMove(
812
822
  rewrap: bool,
813
823
  auto: bool,
814
824
  residual: *bool,
815
- log: anytype,
825
+ options: anytype,
816
826
  ) !?Result {
827
+ var log = options.log;
817
828
  var side = battle.side(player);
818
829
  const foe = battle.foe(player);
819
830
 
@@ -828,23 +839,27 @@ fn doMove(
828
839
  var hits: u4 = 1;
829
840
  var effectiveness = Effectiveness.neutral;
830
841
 
842
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
843
+ if (showdown and !counter) battle.last_damage = 0;
844
+
831
845
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
832
846
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
833
- return specialDamage(battle, player, move, log);
847
+ return specialDamage(battle, player, move, options);
834
848
  }
835
849
 
836
850
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
837
851
  // calling moveHit early covers most of that but we also need to check type immunity first
838
852
  var miss = showdown and miss: {
839
853
  immune = move.target != .Self and !status and !counter and
840
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
841
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
854
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
855
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
842
856
  if (immune and move.effect != .Binding) break :miss true;
843
857
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
844
858
  battle.last_damage = 0;
845
859
  break :miss true;
846
860
  }
847
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
861
+ break :miss (move.target != .Self and
862
+ !moveHit(battle, player, move, &immune, &mist, options));
848
863
  };
849
864
  assert(!immune or miss or (showdown and move.effect == .Binding));
850
865
 
@@ -852,16 +867,16 @@ fn doMove(
852
867
  const skip = status or immune;
853
868
  if ((!showdown or (!skip or counter)) and !miss) blk: {
854
869
  if (showdown and move.effect.isMulti()) {
855
- Effects.multiHit(battle, player, move);
870
+ try Effects.multiHit(battle, player, move, options);
856
871
  hits = side.active.volatiles.attacks;
857
872
  late = false;
858
873
  }
859
874
 
860
875
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
861
876
  const check = !showdown or (!counter and move.effect != .OHKO);
862
- if (check) crit = checkCriticalHit(battle, player, move);
877
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
863
878
 
864
- if (counter) return counterDamage(battle, player, move, log);
879
+ if (counter) return counterDamage(battle, player, move, options);
865
880
 
866
881
  battle.last_damage = 0;
867
882
 
@@ -883,17 +898,15 @@ fn doMove(
883
898
  effectiveness = adjustDamage(battle, player);
884
899
  immune = effectiveness == 0;
885
900
  }
886
- randomizeDamage(battle);
901
+ try randomizeDamage(battle, player, options);
887
902
  }
888
903
  }
889
904
 
890
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
891
- if (showdown and skip) battle.last_damage = 0;
892
-
905
+ var zero = battle.last_damage == 0;
893
906
  miss = if (showdown or skip)
894
907
  miss
895
908
  else
896
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
909
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
897
910
 
898
911
  assert(showdown or miss or battle.last_damage > 0 or skip);
899
912
  assert((!showdown and miss) or !(ohko and immune));
@@ -901,11 +914,11 @@ fn doMove(
901
914
 
902
915
  if (!showdown or !miss) {
903
916
  if (move.effect == .MirrorMove) {
904
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
917
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
905
918
  } else if (move.effect == .Metronome) {
906
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
919
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
907
920
  } else if (move.effect.onEnd()) {
908
- try onEnd(battle, player, move, log);
921
+ try onEnd(battle, player, move, options);
909
922
  return null;
910
923
  }
911
924
  }
@@ -917,36 +930,41 @@ fn doMove(
917
930
  ohko = (!showdown or (!immune and !invulnerable)) and
918
931
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
919
932
  if (ohko) {
920
- try log.immune(foe_ident, .OHKO);
933
+ try log.immune(.{ foe_ident, .OHKO });
921
934
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
922
- try log.immune(foe_ident, .None);
935
+ try log.immune(.{ foe_ident, .None });
923
936
  } else if (mist) {
924
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
925
- try log.fail(foe_ident, .None);
937
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
938
+ try log.fail(.{ foe_ident, .None });
926
939
  } else {
927
- try log.lastmiss();
928
- try log.miss(battle.active(player));
940
+ if (showdown or !zero) try options.chance.commit(player, .miss);
941
+ try log.lastmiss(.{});
942
+ try log.miss(.{battle.active(player)});
929
943
  }
930
944
  if (move.effect == .JumpKick) {
931
945
  // Recoil is supposed to be damage/8 but damage will always be 0 here
932
- assert(battle.last_damage == 0);
946
+ assert(showdown or battle.last_damage == 0);
933
947
  battle.last_damage = 1;
934
- _ = try applyDamage(battle, player, player.foe(), .None, log);
948
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
935
949
  if (showdown and side.stored().hp == 0) residual.* = false;
936
950
  } else if (move.effect == .Explode) {
937
951
  try Effects.explode(battle, player);
938
- try buildRage(battle, player.foe(), log);
952
+ try buildRage(battle, player.foe(), options);
939
953
  } else if (showdown and move.effect == .Disable) {
940
- try buildRage(battle, player.foe(), log);
954
+ try buildRage(battle, player.foe(), options);
955
+ } else if (!showdown and immune and move.effect == .Binding) {
956
+ try options.chance.commit(player, .binding);
941
957
  }
942
958
  return null;
959
+ } else {
960
+ try options.chance.commit(player, .hit);
943
961
  }
944
962
 
945
963
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
946
964
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
947
965
  // it up above before damage calculation).
948
966
  if (!showdown and move.effect.isMulti()) {
949
- Effects.multiHit(battle, player, move);
967
+ try Effects.multiHit(battle, player, move, options);
950
968
  hits = side.active.volatiles.attacks;
951
969
  }
952
970
 
@@ -957,18 +975,20 @@ fn doMove(
957
975
  var hit: u4 = 0;
958
976
  while (hit < hits) {
959
977
  if (hit == 0) {
960
- if (crit) try log.crit(battle.active(player.foe()));
978
+ if (crit) try log.crit(.{battle.active(player.foe())});
961
979
  if (effectiveness > Effectiveness.neutral) {
962
- try log.supereffective(battle.active(player.foe()));
980
+ try log.supereffective(.{battle.active(player.foe())});
963
981
  } else if (effectiveness < Effectiveness.neutral) {
964
- try log.resisted(battle.active(player.foe()));
982
+ try log.resisted(.{battle.active(player.foe())});
965
983
  }
966
984
  }
967
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
968
- if (hit == 0 and ohko) try log.ohko();
985
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
986
+ if (hit == 0 and ohko) try log.ohko(.{});
969
987
  hit += 1;
970
988
  if (foe.stored().hp == 0) break;
971
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
989
+ if (!late and (!sub or move.effect == .Explode)) {
990
+ try buildRage(battle, player.foe(), options);
991
+ }
972
992
  // If the substitute breaks during a multi-hit attack, the attack ends
973
993
  if (nullified) break;
974
994
  }
@@ -978,17 +998,23 @@ fn doMove(
978
998
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
979
999
  side.active.volatiles.attacks = 0;
980
1000
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
981
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1001
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
982
1002
  }
983
- try log.hitcount(battle.active(player.foe()), hit);
1003
+ try log.hitcount(.{ battle.active(player.foe()), hit });
984
1004
  } else if (showdown) {
985
1005
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
986
1006
  if (move.effect == .Binding) {
987
- Effects.binding(battle, player, rewrap);
1007
+ try Effects.binding(battle, player, rewrap, options);
988
1008
  if (immune) {
989
1009
  battle.last_damage = 0;
1010
+ assert(foe.stored().hp > 0);
990
1011
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
991
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1012
+ if (sub) {
1013
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1014
+ } else {
1015
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1016
+ try buildRage(battle, player.foe(), options);
1017
+ }
992
1018
  return null;
993
1019
  }
994
1020
  }
@@ -1001,12 +1027,12 @@ fn doMove(
1001
1027
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
1002
1028
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
1003
1029
  // setup before the loop means we can avoid having to waste time doing no-op handler searches.
1004
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1030
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
1005
1031
 
1006
1032
  if (foe.stored().hp == 0) return null;
1007
1033
 
1008
1034
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1009
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1035
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1010
1036
 
1011
1037
  if (!move.effect.isSpecial()) {
1012
1038
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1017,29 +1043,29 @@ fn doMove(
1017
1043
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1018
1044
  // puts the |-status| message before |-hitcount| instead of after.
1019
1045
  if (move.effect == .Twineedle) {
1020
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1046
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1021
1047
  } else if (move.effect == .Disable) {
1022
- const result = try Effects.disable(battle, player, move, log);
1023
- if (showdown) try buildRage(battle, player.foe(), log);
1048
+ const result = try Effects.disable(battle, player, move, options);
1049
+ if (showdown) try buildRage(battle, player.foe(), options);
1024
1050
  return result;
1025
1051
  } else {
1026
- try moveEffect(battle, player, move, log);
1052
+ try moveEffect(battle, player, move, options);
1027
1053
  }
1028
1054
  }
1029
1055
 
1030
1056
  return null;
1031
1057
  }
1032
1058
 
1033
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1059
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1034
1060
  const side = battle.side(player);
1035
1061
 
1036
1062
  // Base speed is used for the critical hit calculation, even when Transform-ed
1037
- var chance = @as(u16, Species.chance(side.stored().species));
1038
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
1039
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
1040
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1063
+ var rate = @as(u16, Species.chance(side.stored().species));
1064
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1065
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1066
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1041
1067
 
1042
- return Rolls.criticalHit(battle, chance);
1068
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
1043
1069
  }
1044
1070
 
1045
1071
  fn calcDamage(
@@ -1105,7 +1131,7 @@ fn calcDamage(
1105
1131
  d = @min(997, d);
1106
1132
  d += 2;
1107
1133
 
1108
- battle.last_damage = @intCast(u16, d);
1134
+ battle.last_damage = @intCast(d);
1109
1135
 
1110
1136
  return true;
1111
1137
  }
@@ -1119,9 +1145,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1119
1145
  var d = battle.last_damage;
1120
1146
  if (side.active.types.includes(move.type)) d +%= d / 2;
1121
1147
 
1122
- const neutral = @enumToInt(Effectiveness.Neutral);
1123
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1124
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1148
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1149
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1150
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1125
1151
 
1126
1152
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1127
1153
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1141,17 +1167,20 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1141
1167
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1142
1168
  }
1143
1169
 
1144
- fn randomizeDamage(battle: anytype) void {
1170
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1145
1171
  if (battle.last_damage <= 1) return;
1146
- const random = Rolls.damage(battle);
1147
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1172
+ const random = try Rolls.damage(battle, player, options);
1173
+ options.calc.base(player.foe(), battle.last_damage);
1174
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1175
+ options.calc.final(player.foe(), battle.last_damage);
1148
1176
  }
1149
1177
 
1150
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1178
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1151
1179
  const side = battle.side(player);
1152
1180
  const foe = battle.foe(player);
1153
1181
 
1154
- if (!try checkHit(battle, player, move, log)) return null;
1182
+ if (!try checkHit(battle, player, move, options)) return null;
1183
+ try options.chance.commit(player, .hit);
1155
1184
 
1156
1185
  battle.last_damage = switch (side.last_selected_move) {
1157
1186
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1160,10 +1189,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1160
1189
  .DragonRage => 40,
1161
1190
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1162
1191
  .Psywave => power: {
1163
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1192
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1164
1193
  // GLITCH: Psywave infinite glitch loop
1165
1194
  if (!showdown and max <= 1) return Result.Error;
1166
- break :power Rolls.psywave(battle, max);
1195
+ break :power try Rolls.psywave(battle, player, max, options);
1167
1196
  },
1168
1197
  else => unreachable,
1169
1198
  };
@@ -1171,59 +1200,54 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1171
1200
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1172
1201
 
1173
1202
  const sub = showdown and foe.active.volatiles.Substitute;
1174
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1175
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1203
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1204
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1176
1205
 
1177
1206
  return null;
1178
1207
  }
1179
1208
 
1180
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1209
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1181
1210
  const foe = battle.foe(player);
1182
1211
 
1183
1212
  if (battle.last_damage == 0) {
1184
- try log.fail(battle.active(player), .None);
1213
+ try options.log.fail(.{ battle.active(player), .None });
1185
1214
  return null;
1186
1215
  }
1187
1216
 
1188
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1189
- const foe_last_used_move =
1190
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1217
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1191
1218
  const foe_last_selected_move =
1192
1219
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1193
- .Counter
1220
+ .Splash
1194
1221
  else
1195
1222
  foe.last_selected_move);
1196
1223
 
1197
- const used = foe_last_used_move.bp > 0 and
1198
- foe.last_used_move != .Counter and
1199
- (foe_last_used_move.type == .Normal or
1200
- foe_last_used_move.type == .Fighting);
1201
-
1224
+ const used = battle.lastMove(player.foe()).counterable != 0;
1202
1225
  const selected = foe_last_selected_move.bp > 0 and
1203
1226
  foe.last_selected_move != .Counter and
1204
1227
  (foe_last_selected_move.type == .Normal or
1205
1228
  foe_last_selected_move.type == .Fighting);
1206
1229
 
1207
1230
  if (!used and !selected) {
1208
- try log.fail(battle.active(player), .None);
1231
+ try options.log.fail(.{ battle.active(player), .None });
1209
1232
  return null;
1210
1233
  }
1211
1234
 
1212
1235
  if (!used or !selected) {
1213
1236
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1214
1237
  if (!showdown) return Result.Error;
1215
- try log.fail(battle.active(player), .None);
1238
+ try options.log.fail(.{ battle.active(player), .None });
1216
1239
  return null;
1217
1240
  }
1218
1241
 
1219
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1242
+ battle.last_damage *|= 2;
1220
1243
 
1221
1244
  // Pokémon Showdown calls checkHit before Counter
1222
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1245
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1246
+ try options.chance.commit(player, .hit);
1223
1247
 
1224
1248
  const sub = showdown and foe.active.volatiles.Substitute;
1225
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1226
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1249
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1250
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1227
1251
  return null;
1228
1252
  }
1229
1253
 
@@ -1232,7 +1256,7 @@ fn applyDamage(
1232
1256
  target_player: Player,
1233
1257
  sub_player: Player,
1234
1258
  reason: Damage,
1235
- log: anytype,
1259
+ options: anytype,
1236
1260
  ) !bool {
1237
1261
  assert(showdown or battle.last_damage != 0);
1238
1262
 
@@ -1247,19 +1271,20 @@ fn applyDamage(
1247
1271
  subbed.active.volatiles.substitute = 0;
1248
1272
  subbed.active.volatiles.Substitute = false;
1249
1273
  // battle.last_damage is not updated with the amount of HP the Substitute had
1250
- try log.end(battle.active(sub_player), .Substitute);
1274
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1275
+ options.calc.capped(target_player);
1251
1276
  return true;
1252
1277
  } else {
1253
1278
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1254
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1255
- try log.activate(battle.active(sub_player), .Substitute);
1279
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1280
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1256
1281
  return false;
1257
1282
  }
1258
1283
  }
1259
1284
 
1260
1285
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1261
1286
  target.stored().hp -= battle.last_damage;
1262
- try log.damage(battle.active(target_player), target.stored(), reason);
1287
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1263
1288
  return false;
1264
1289
  }
1265
1290
 
@@ -1270,22 +1295,24 @@ fn mirrorMove(
1270
1295
  rewrap: bool,
1271
1296
  auto: bool,
1272
1297
  residual: *bool,
1273
- log: anytype,
1274
- ) !?Result {
1298
+ options: anytype,
1299
+ ) anyerror!?Result {
1275
1300
  var side = battle.side(player);
1276
1301
  const foe = battle.foe(player);
1277
1302
 
1278
1303
  side.last_selected_move = foe.last_used_move;
1279
1304
 
1280
1305
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1281
- try log.fail(battle.active(player), .None);
1306
+ try options.log.fail(.{ battle.active(player), .None });
1282
1307
  return null;
1308
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1309
+ incrementPP(side, mslot);
1283
1310
  }
1284
1311
 
1285
- incrementPP(side, mslot);
1286
-
1287
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1288
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1312
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1313
+ return null;
1314
+ }
1315
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1289
1316
  }
1290
1317
 
1291
1318
  fn metronome(
@@ -1295,35 +1322,48 @@ fn metronome(
1295
1322
  rewrap: bool,
1296
1323
  auto: bool,
1297
1324
  residual: *bool,
1298
- log: anytype,
1299
- ) !?Result {
1325
+ options: anytype,
1326
+ ) anyerror!?Result {
1300
1327
  var side = battle.side(player);
1301
1328
 
1302
- side.last_selected_move = Rolls.metronome(battle);
1329
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1303
1330
  incrementPP(side, mslot);
1304
1331
 
1305
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1306
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1332
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1333
+ return null;
1334
+ }
1335
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1307
1336
  }
1308
1337
 
1309
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1338
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1310
1339
  var immune = false;
1311
1340
  var mist = false;
1312
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1341
+
1342
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1343
+
1313
1344
  assert(!immune);
1314
1345
  if (mist) {
1315
1346
  assert(!showdown);
1316
1347
  const foe_ident = battle.active(player.foe());
1317
- try log.activate(foe_ident, .Mist);
1318
- try log.fail(foe_ident, .None);
1348
+ try options.log.activate(.{ foe_ident, .Mist });
1349
+ try options.log.fail(.{ foe_ident, .None });
1319
1350
  } else {
1320
- try log.lastmiss();
1321
- try log.miss(battle.active(player));
1351
+ try options.chance.commit(player, .miss);
1352
+ try options.log.lastmiss(.{});
1353
+ try options.log.miss(.{battle.active(player)});
1322
1354
  }
1355
+
1323
1356
  return false;
1324
1357
  }
1325
1358
 
1326
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1359
+ fn moveHit(
1360
+ battle: anytype,
1361
+ player: Player,
1362
+ move: Move.Data,
1363
+ immune: *bool,
1364
+ mist: *bool,
1365
+ options: anytype,
1366
+ ) bool {
1327
1367
  var side = battle.side(player);
1328
1368
  const foe = battle.foe(player);
1329
1369
 
@@ -1362,10 +1402,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1362
1402
  const overwritten = overwrite and state > 0;
1363
1403
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1364
1404
 
1365
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1366
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1405
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1406
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1367
1407
  accuracy = accuracy * boost[0] / boost[1];
1368
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1408
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1369
1409
  accuracy = accuracy * boost[0] / boost[1];
1370
1410
  accuracy = @min(255, @max(1, accuracy));
1371
1411
 
@@ -1374,7 +1414,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1374
1414
  if (overwrite) side.active.volatiles.state = accuracy;
1375
1415
 
1376
1416
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1377
- break :miss !Rolls.hit(battle, accuracy);
1417
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1378
1418
  };
1379
1419
 
1380
1420
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1384,7 +1424,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1384
1424
  }
1385
1425
 
1386
1426
  if (!miss) return true;
1387
- battle.last_damage = 0;
1427
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1388
1428
  side.active.volatiles.Binding = false;
1389
1429
  return false;
1390
1430
  }
@@ -1392,8 +1432,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1392
1432
  fn checkFaint(
1393
1433
  battle: anytype,
1394
1434
  player: Player,
1395
- log: anytype,
1396
- ) @TypeOf(log).Error!?Result {
1435
+ options: anytype,
1436
+ ) @TypeOf(options.log).Error!?Result {
1397
1437
  const side = battle.side(player);
1398
1438
  if (side.stored().hp > 0) return null;
1399
1439
 
@@ -1401,33 +1441,32 @@ fn checkFaint(
1401
1441
  const foe_fainted = foe.stored().hp == 0;
1402
1442
 
1403
1443
  const player_out = findFirstAlive(side) == 0;
1404
- const foe_out = findFirstAlive(foe) == 0;
1405
- const tie = player_out and foe_out;
1406
- const more = tie or player_out or foe_out;
1444
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1445
+ const more = player_out or foe_out;
1407
1446
 
1408
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1409
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1447
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1448
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1410
1449
 
1411
1450
  assert(!side.active.volatiles.MultiHit);
1412
1451
  assert(!foe.active.volatiles.MultiHit);
1413
1452
 
1414
- if (tie) {
1415
- try log.tie();
1453
+ if (player_out and foe_out) {
1454
+ try options.log.tie(.{});
1416
1455
  return Result.Tie;
1417
1456
  } else if (player_out) {
1418
- try log.win(player.foe());
1457
+ try options.log.win(.{player.foe()});
1419
1458
  return if (player == .P1) Result.Lose else Result.Win;
1420
1459
  } else if (foe_out) {
1421
- try log.win(player);
1460
+ try options.log.win(.{player});
1422
1461
  return if (player == .P1) Result.Win else Result.Lose;
1423
1462
  }
1424
1463
 
1425
1464
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1426
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1427
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1465
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1466
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1428
1467
  }
1429
1468
 
1430
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1469
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1431
1470
  var side = battle.side(player);
1432
1471
  var foe = battle.foe(player);
1433
1472
  assert(side.stored().hp == 0);
@@ -1460,32 +1499,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1460
1499
  side.stored().stats.spe;
1461
1500
  }
1462
1501
 
1463
- try log.faint(battle.active(player), done);
1502
+ try options.log.faint(.{ battle.active(player), done });
1503
+ options.calc.capped(player);
1464
1504
  return null;
1465
1505
  }
1466
1506
 
1467
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1507
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1468
1508
  var side = battle.side(player);
1469
1509
  var stored = side.stored();
1470
1510
  const ident = battle.active(player);
1471
1511
  var volatiles = &side.active.volatiles;
1472
1512
 
1473
1513
  const brn = Status.is(stored.status, .BRN);
1474
- if (brn or Status.is(stored.status, .PSN)) blk: {
1514
+ if (brn or Status.is(stored.status, .PSN)) {
1475
1515
  var damage = @max(stored.stats.hp / 16, 1);
1476
-
1477
1516
  if (volatiles.Toxic) {
1478
1517
  volatiles.toxic += 1;
1479
1518
  damage *= volatiles.toxic;
1480
1519
  }
1520
+ damage = @min(damage, stored.hp);
1481
1521
 
1482
- const amount = @min(damage, stored.hp);
1483
- if (showdown and amount == 0) break :blk;
1484
-
1485
- stored.hp -= amount;
1486
-
1487
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1488
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1522
+ if (!showdown or damage > 0) {
1523
+ stored.hp -= damage;
1524
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1525
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1526
+ }
1489
1527
  }
1490
1528
 
1491
1529
  if (volatiles.LeechSeed) {
@@ -1509,47 +1547,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1509
1547
  const amount = @min(damage, stored.hp);
1510
1548
  stored.hp -= amount;
1511
1549
 
1512
- // As above, Pokémon Showdown uses damageOf but its not relevant
1513
- if (amount > 0) {
1514
- try log.damage(ident, stored, .LeechSeed);
1515
- // Pokémon Showdown erroneously updates last damage with uncapped Leech Seed damage
1516
- if (showdown) battle.last_damage = damage;
1517
- }
1550
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1551
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1518
1552
 
1519
1553
  const before = foe_stored.hp;
1520
1554
  // Uncapped damage is added back to the foe
1521
1555
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1522
1556
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1523
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1557
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1524
1558
  }
1525
1559
  }
1526
1560
 
1527
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1561
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1528
1562
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1529
1563
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1530
1564
 
1531
- if (showdown and options.ebc and checkEBC(battle)) {
1532
- try log.tie();
1565
+ battle.turn += 1;
1566
+
1567
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1568
+ try options.log.tie(.{});
1533
1569
  return Result.Tie;
1534
1570
  }
1535
1571
 
1536
- battle.turn += 1;
1537
-
1538
1572
  if (showdown and battle.turn >= 1000) {
1539
- try log.tie();
1573
+ try options.log.tie(.{});
1540
1574
  return Result.Tie;
1541
1575
  } else if (battle.turn >= 65535) {
1542
1576
  return Result.Error;
1543
1577
  }
1544
1578
 
1545
- try log.turn(battle.turn);
1579
+ try options.log.turn(.{battle.turn});
1546
1580
 
1547
1581
  return Result.Default;
1548
1582
  }
1549
1583
 
1550
1584
  fn checkEBC(battle: anytype) bool {
1551
1585
  for (battle.sides, 0..) |side, i| {
1552
- const foe = battle.sides[~@intCast(u1, i)];
1586
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1553
1587
 
1554
1588
  var foe_all_ghosts = true;
1555
1589
  var foe_all_transform = true;
@@ -1601,10 +1635,10 @@ fn checkEBC(battle: anytype) bool {
1601
1635
  return false;
1602
1636
  }
1603
1637
 
1604
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1605
- if (side.active.volatiles.disabled_move != 0) {
1638
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1639
+ if (side.active.volatiles.disable_move != 0) {
1606
1640
  // A Pokémon that transforms after being disabled may end up with less move slots
1607
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1641
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1608
1642
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1609
1643
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1610
1644
  m
@@ -1612,127 +1646,127 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1612
1646
  side.last_selected_move;
1613
1647
  if (m != .None and m == last) {
1614
1648
  side.active.volatiles.Charging = false;
1615
- try log.disabled(ident, last);
1649
+ try options.log.cant(.{ ident, .Disable, last });
1616
1650
  return true;
1617
1651
  }
1618
1652
  }
1619
1653
  return false;
1620
1654
  }
1621
1655
 
1622
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1656
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1623
1657
  const side = battle.side(who);
1624
1658
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1625
- try Effects.boost(battle, who, Move.get(.Rage), log);
1659
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1626
1660
  }
1627
1661
  }
1628
1662
 
1629
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1663
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1630
1664
  var volatiles = &active.volatiles;
1631
1665
  assert(volatiles.Thrashing);
1632
1666
  if (volatiles.attacks > 0) return false;
1633
1667
 
1634
1668
  volatiles.Thrashing = false;
1635
1669
  volatiles.Confusion = true;
1636
- volatiles.confusion = Rolls.confusionDuration(battle);
1670
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1637
1671
  return true;
1638
1672
  }
1639
1673
 
1640
- inline fn onBegin(
1674
+ fn onBegin(
1641
1675
  battle: anytype,
1642
1676
  player: Player,
1643
1677
  move: Move.Data,
1644
1678
  mslot: u8,
1645
1679
  residual: *bool,
1646
- log: anytype,
1680
+ options: anytype,
1647
1681
  ) !void {
1648
1682
  assert(move.effect.onBegin());
1649
1683
  return switch (move.effect) {
1650
- .Confusion => Effects.confusion(battle, player, move, log),
1651
- .Conversion => Effects.conversion(battle, player, log),
1652
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1653
- .Haze => Effects.haze(battle, player, log),
1654
- .Heal => Effects.heal(battle, player, log),
1655
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1656
- .LightScreen => Effects.lightScreen(battle, player, log),
1657
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1658
- .Mist => Effects.mist(battle, player, log),
1659
- .Paralyze => Effects.paralyze(battle, player, move, log),
1660
- .Poison => Effects.poison(battle, player, move, log),
1661
- .Reflect => Effects.reflect(battle, player, log),
1662
- .Splash => Effects.splash(battle, player, log),
1663
- .Substitute => Effects.substitute(battle, player, residual, log),
1664
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1665
- .Transform => Effects.transform(battle, player, log),
1684
+ .Confusion => Effects.confusion(battle, player, move, options),
1685
+ .Conversion => Effects.conversion(battle, player, options),
1686
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1687
+ .Haze => Effects.haze(battle, player, options),
1688
+ .Heal => Effects.heal(battle, player, options),
1689
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1690
+ .LightScreen => Effects.lightScreen(battle, player, options),
1691
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1692
+ .Mist => Effects.mist(battle, player, options),
1693
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1694
+ .Poison => Effects.poison(battle, player, move, options),
1695
+ .Reflect => Effects.reflect(battle, player, options),
1696
+ .Splash => Effects.splash(battle, player, options),
1697
+ .Substitute => Effects.substitute(battle, player, residual, options),
1698
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1699
+ .Transform => Effects.transform(battle, player, options),
1666
1700
  else => unreachable,
1667
1701
  };
1668
1702
  }
1669
1703
 
1670
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1704
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1671
1705
  assert(move.effect.onEnd());
1672
1706
  return switch (move.effect) {
1673
- .Bide => Effects.bide(battle, player, log),
1707
+ .Bide => Effects.bide(battle, player, options),
1674
1708
  // zig fmt: off
1675
1709
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1676
1710
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1677
- Effects.boost(battle, player, move, log),
1711
+ Effects.boost(battle, player, move, options),
1678
1712
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1679
- Effects.unboost(battle, player, move, log),
1713
+ Effects.unboost(battle, player, move, options),
1680
1714
  // zig fmt: on
1681
- .Sleep => Effects.sleep(battle, player, move, log),
1715
+ .Sleep => Effects.sleep(battle, player, move, options),
1682
1716
  else => unreachable,
1683
1717
  };
1684
1718
  }
1685
1719
 
1686
- inline fn alwaysHappens(
1720
+ fn alwaysHappens(
1687
1721
  battle: anytype,
1688
1722
  player: Player,
1689
1723
  move: Move.Data,
1690
1724
  residual: *bool,
1691
- log: anytype,
1725
+ options: anytype,
1692
1726
  ) !void {
1693
1727
  assert(move.effect.alwaysHappens());
1694
1728
  return switch (move.effect) {
1695
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1729
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1696
1730
  .Explode => Effects.explode(battle, player),
1697
- .PayDay => Effects.payDay(battle, player, log),
1731
+ .PayDay => Effects.payDay(battle, player, options),
1698
1732
  .Rage => Effects.rage(battle, player),
1699
- .Recoil => Effects.recoil(battle, player, residual, log),
1733
+ .Recoil => Effects.recoil(battle, player, residual, options),
1700
1734
  .JumpKick, .Binding => {},
1701
1735
  else => unreachable,
1702
1736
  };
1703
1737
  }
1704
1738
 
1705
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1739
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1706
1740
  return switch (move.effect) {
1707
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1708
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1709
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1710
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1711
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1741
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1742
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1743
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1744
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1745
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1712
1746
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1713
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1714
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1747
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1748
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1715
1749
  // zig fmt: off
1716
1750
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1717
- Effects.unboost(battle, player, move, log),
1751
+ Effects.unboost(battle, player, move, options),
1718
1752
  // zig fmt: on
1719
1753
  else => {},
1720
1754
  };
1721
1755
  }
1722
1756
 
1723
1757
  pub const Effects = struct {
1724
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1758
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1725
1759
  var side = battle.side(player);
1726
1760
 
1727
1761
  side.active.volatiles.Bide = true;
1728
1762
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1729
1763
  side.active.volatiles.state = 0;
1730
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1764
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1731
1765
 
1732
- try log.start(battle.active(player), .Bide);
1766
+ try options.log.start(.{ battle.active(player), .Bide });
1733
1767
  }
1734
1768
 
1735
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1769
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1736
1770
  var foe = battle.foe(player);
1737
1771
  var foe_stored = foe.stored();
1738
1772
 
@@ -1743,83 +1777,92 @@ pub const Effects = struct {
1743
1777
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1744
1778
  if (Status.is(foe_stored.status, .FRZ)) {
1745
1779
  assert(move.type == .Fire);
1746
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1780
+ try options.log.curestatus(.{
1781
+ battle.active(player.foe()),
1782
+ foe_stored.status,
1783
+ .Message,
1784
+ });
1747
1785
  foe_stored.status = 0;
1748
1786
  }
1749
1787
  return;
1750
1788
  }
1751
1789
 
1752
1790
  if (foe.active.types.includes(move.type)) return;
1753
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1791
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1792
+ return;
1793
+ }
1754
1794
 
1755
1795
  foe_stored.status = Status.init(.BRN);
1756
1796
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1757
1797
 
1758
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1798
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1759
1799
  }
1760
1800
 
1761
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1801
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1762
1802
  var side = battle.side(player);
1763
1803
  var volatiles = &side.active.volatiles;
1764
1804
 
1765
1805
  volatiles.Charging = true;
1766
1806
  const move = side.last_selected_move;
1767
1807
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1768
- try log.laststill();
1769
- try log.prepare(battle.active(player), move);
1808
+ try options.log.laststill(.{});
1809
+ try options.log.prepare(.{ battle.active(player), move });
1770
1810
  }
1771
1811
 
1772
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1812
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1773
1813
  var foe = battle.foe(player);
1774
1814
  const sub = foe.active.volatiles.Substitute;
1775
1815
 
1776
1816
  if (move.effect == .ConfusionChance) {
1777
- if (!Rolls.confusionChance(battle)) return;
1817
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1778
1818
  } else {
1779
1819
  if (showdown) {
1780
- if (!try checkHit(battle, player, move, log)) {
1781
- return;
1782
- } else if (sub) {
1783
- return log.fail(battle.active(player.foe()), .None);
1784
- }
1820
+ if (!try checkHit(battle, player, move, options)) return;
1821
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1785
1822
  } else {
1786
- if (sub) {
1787
- return log.fail(battle.active(player.foe()), .None);
1788
- } else if (!try checkHit(battle, player, move, log)) {
1789
- return;
1790
- }
1823
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1824
+ if (!try checkHit(battle, player, move, options)) return;
1791
1825
  }
1826
+ try options.chance.commit(player, .hit);
1792
1827
  }
1793
1828
 
1794
1829
  if (foe.active.volatiles.Confusion) return;
1795
1830
  foe.active.volatiles.Confusion = true;
1796
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1831
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1797
1832
 
1798
- try log.start(battle.active(player.foe()), .Confusion);
1833
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1799
1834
  }
1800
1835
 
1801
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1836
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1802
1837
  const foe = battle.foe(player);
1803
1838
 
1804
1839
  if (foe.active.volatiles.Invulnerable) {
1805
- try log.lastmiss();
1806
- return log.miss(battle.active(player));
1840
+ try options.log.lastmiss(.{});
1841
+ return options.log.miss(.{battle.active(player)});
1807
1842
  }
1808
1843
 
1809
1844
  battle.side(player).active.types = foe.active.types;
1810
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1845
+ return options.log.start(.{
1846
+ battle.active(player),
1847
+ .TypeChange,
1848
+ foe.active.types,
1849
+ battle.active(player.foe()),
1850
+ });
1811
1851
  }
1812
1852
 
1813
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1853
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1814
1854
  var foe = battle.foe(player);
1815
1855
  var volatiles = &foe.active.volatiles;
1816
1856
  const foe_ident = battle.active(player.foe());
1817
1857
 
1818
1858
  // Pokémon Showdown handles hit/miss earlier in doMove
1819
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1859
+ if (!showdown) {
1860
+ if (!try checkHit(battle, player, move, options)) return null;
1861
+ try options.chance.commit(player, .hit);
1862
+ }
1820
1863
 
1821
- if (volatiles.disabled_move != 0) {
1822
- try log.fail(foe_ident, .None);
1864
+ if (volatiles.disable_move != 0) {
1865
+ try options.log.fail(.{ foe_ident, .None });
1823
1866
  return null;
1824
1867
  }
1825
1868
 
@@ -1835,7 +1878,7 @@ pub const Effects = struct {
1835
1878
  // Technically this is still considered simply a "miss" on the cartridge,
1836
1879
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1837
1880
  if (n == 0) {
1838
- try log.fail(foe_ident, .None);
1881
+ try options.log.fail(.{ foe_ident, .None });
1839
1882
  return null;
1840
1883
  } else if (err) {
1841
1884
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1843,16 +1886,18 @@ pub const Effects = struct {
1843
1886
  return Result.Error;
1844
1887
  }
1845
1888
 
1846
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1847
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1889
+ volatiles.disable_move =
1890
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1891
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1848
1892
 
1849
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1893
+ const id = foe.active.move(volatiles.disable_move).id;
1894
+ try options.log.start(.{ foe_ident, .Disable, id });
1850
1895
  return null;
1851
1896
  }
1852
1897
 
1853
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1854
- var side = battle.side(player);
1855
- var stored = side.stored();
1898
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1899
+ var stored = battle.side(player).stored();
1900
+ const ident = battle.active(player);
1856
1901
 
1857
1902
  if (battle.last_damage == 0) {
1858
1903
  assert(showdown);
@@ -1865,7 +1910,7 @@ pub const Effects = struct {
1865
1910
  if (stored.hp == stored.stats.hp) return;
1866
1911
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1867
1912
 
1868
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1913
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1869
1914
  }
1870
1915
 
1871
1916
  fn explode(battle: anytype, player: Player) !void {
@@ -1879,26 +1924,28 @@ pub const Effects = struct {
1879
1924
  side.active.volatiles.LeechSeed = false;
1880
1925
  }
1881
1926
 
1882
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1927
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1883
1928
  var volatiles = &battle.foe(player).active.volatiles;
1884
1929
 
1885
1930
  if (volatiles.Substitute) return;
1886
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1931
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1932
+ return;
1933
+ }
1887
1934
 
1888
1935
  volatiles.Flinch = true;
1889
1936
  volatiles.Recharging = false;
1890
1937
  }
1891
1938
 
1892
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1939
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1893
1940
  var side = battle.side(player);
1894
1941
 
1895
1942
  if (side.active.volatiles.FocusEnergy) return;
1896
1943
  side.active.volatiles.FocusEnergy = true;
1897
1944
 
1898
- try log.start(battle.active(player), .FocusEnergy);
1945
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1899
1946
  }
1900
1947
 
1901
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1948
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1902
1949
  var foe = battle.foe(player);
1903
1950
  var foe_stored = foe.stored();
1904
1951
  const foe_ident = battle.active(player.foe());
@@ -1910,17 +1957,18 @@ pub const Effects = struct {
1910
1957
  }
1911
1958
 
1912
1959
  if (foe.active.types.includes(move.type)) return;
1913
- if (!Rolls.secondaryChance(battle, true)) return;
1960
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1914
1961
  // Freeze Clause Mod
1915
1962
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1916
1963
 
1917
1964
  foe_stored.status = Status.init(.FRZ);
1918
1965
  // GLITCH: Hyper Beam recharging status is not cleared
1919
1966
 
1920
- try log.status(foe_ident, foe_stored.status, .None);
1967
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1921
1968
  }
1922
1969
 
1923
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1970
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1971
+ var log = options.log;
1924
1972
  var side = battle.side(player);
1925
1973
  var foe = battle.foe(player);
1926
1974
 
@@ -1936,96 +1984,100 @@ pub const Effects = struct {
1936
1984
  side.active.stats = side_stored.stats;
1937
1985
  foe.active.stats = foe_stored.stats;
1938
1986
 
1939
- try log.activate(player_ident, .Haze);
1940
- try log.clearallboost();
1987
+ try log.activate(.{ player_ident, .Haze });
1988
+ try log.clearallboost(.{});
1941
1989
 
1942
1990
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1943
1991
  if (showdown) {
1944
1992
  for (&battle.sides, 0..) |*s, i| {
1945
- const p = @intToEnum(Player, i);
1993
+ const p: Player = @enumFromInt(i);
1946
1994
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1947
1995
  if (p != player and Status.any(s.stored().status)) {
1948
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1996
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1949
1997
  s.stored().status = 0;
1950
1998
  } else if (showdown and s.stored().status == Status.TOX) {
1951
1999
  s.stored().status = Status.init(.PSN);
1952
- try log.status(battle.active(p), s.stored().status, .None);
2000
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1953
2001
  }
1954
- try clearVolatiles(battle, p, log);
2002
+ try clearVolatiles(battle, p, p != player, options);
1955
2003
  }
1956
2004
  } else {
1957
2005
  if (Status.any(foe_stored.status)) {
1958
2006
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1959
2007
  foe.last_selected_move = .SKIP_TURN;
1960
2008
  }
1961
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2009
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1962
2010
  foe_stored.status = 0;
1963
2011
  }
1964
- try clearVolatiles(battle, player, log);
1965
- try clearVolatiles(battle, player.foe(), log);
2012
+ try clearVolatiles(battle, player, false, options);
2013
+ try clearVolatiles(battle, player.foe(), true, options);
1966
2014
  }
1967
2015
  }
1968
2016
 
1969
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2017
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1970
2018
  var side = battle.side(player);
1971
2019
  var stored = side.stored();
1972
2020
  const ident = battle.active(player);
1973
2021
 
1974
2022
  // GLITCH: HP recovery move failure glitches
1975
2023
  const delta = stored.stats.hp - stored.hp;
1976
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2024
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2025
+ return options.log.fail(.{ ident, .None });
2026
+ }
1977
2027
 
1978
2028
  const rest = side.last_selected_move == .Rest;
1979
2029
  if (rest) {
1980
2030
  // Adding the sleep status runs the sleep condition handler to roll duration
1981
2031
  if (showdown) battle.rng.advance(1);
1982
2032
  stored.status = Status.slf(2);
1983
- try log.statusFrom(ident, stored.status, Move.Rest);
2033
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1984
2034
  stored.hp = stored.stats.hp;
1985
2035
  } else {
1986
2036
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1987
2037
  }
1988
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2038
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1989
2039
  }
1990
2040
 
1991
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2041
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1992
2042
  battle.side(player).active.volatiles.Recharging = true;
1993
- try log.mustrecharge(battle.active(player));
2043
+ try options.log.mustrecharge(.{battle.active(player)});
1994
2044
  }
1995
2045
 
1996
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2046
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1997
2047
  var foe = battle.foe(player);
1998
2048
 
1999
2049
  if (showdown) {
2000
2050
  // Invulnerability trumps type immunity on Pokémon Showdown
2001
2051
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
2002
- return log.immune(battle.active(player.foe()), .None);
2052
+ return options.log.immune(.{ battle.active(player.foe()), .None });
2003
2053
  }
2004
- if (!try checkHit(battle, player, move, log)) return;
2054
+ if (!try checkHit(battle, player, move, options)) return;
2005
2055
  if (foe.active.volatiles.LeechSeed) return;
2006
2056
  } else {
2007
- if (!try checkHit(battle, player, move, log)) return;
2057
+ if (!try checkHit(battle, player, move, options)) return;
2008
2058
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
2009
- try log.lastmiss();
2010
- return log.miss(battle.active(player));
2059
+ try options.log.lastmiss(.{});
2060
+ return options.log.miss(.{battle.active(player)});
2011
2061
  }
2012
2062
  }
2013
2063
 
2064
+ try options.chance.commit(player, .hit);
2014
2065
  foe.active.volatiles.LeechSeed = true;
2015
2066
 
2016
- try log.start(battle.active(player.foe()), .LeechSeed);
2067
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
2017
2068
  }
2018
2069
 
2019
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2070
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
2020
2071
  var side = battle.side(player);
2072
+ const ident = battle.active(player);
2021
2073
 
2022
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2074
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2023
2075
  side.active.volatiles.LightScreen = true;
2024
2076
 
2025
- try log.start(battle.active(player), .LightScreen);
2077
+ try options.log.start(.{ ident, .LightScreen });
2026
2078
  }
2027
2079
 
2028
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2080
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2029
2081
  var side = battle.side(player);
2030
2082
  var foe = battle.foe(player);
2031
2083
 
@@ -2041,46 +2093,51 @@ pub const Effects = struct {
2041
2093
  const has_mimic = has_mimic: {
2042
2094
  for (side.active.moves, 0..) |m, i| {
2043
2095
  if (m.id == .Mimic) {
2044
- oslot = @intCast(u8, i + 1);
2096
+ oslot = @intCast(i + 1);
2045
2097
  break :has_mimic true;
2046
2098
  }
2047
2099
  }
2048
2100
  break :has_mimic false;
2049
2101
  };
2050
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
2051
- // trigger |-miss| instead of |-fail|
2052
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
2053
- return try log.fail(battle.active(player.foe()), .None);
2102
+ if (!has_mimic) {
2103
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2104
+ if (!try checkHit(battle, player, move, options)) return;
2105
+ try options.chance.commit(player, .hit);
2106
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2054
2107
  }
2055
2108
  }
2056
- if (!try checkHit(battle, player, move, log)) return;
2109
+ if (!try checkHit(battle, player, move, options)) return;
2110
+ try options.chance.commit(player, .hit);
2057
2111
 
2058
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2112
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2059
2113
  side.active.move(oslot).id = foe.active.move(rslot).id;
2060
2114
 
2061
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2115
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2062
2116
  }
2063
2117
 
2064
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2118
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2065
2119
  var side = battle.side(player);
2066
2120
 
2067
2121
  if (side.active.volatiles.Mist) return;
2068
2122
  side.active.volatiles.Mist = true;
2069
2123
 
2070
- try log.start(battle.active(player), .Mist);
2124
+ try options.log.start(.{ battle.active(player), .Mist });
2071
2125
  }
2072
2126
 
2073
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2127
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2074
2128
  var side = battle.side(player);
2075
2129
 
2076
2130
  assert(!side.active.volatiles.MultiHit);
2077
2131
  side.active.volatiles.MultiHit = true;
2078
2132
 
2079
- side.active.volatiles.attacks =
2080
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2133
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2134
+ try Rolls.distribution(battle, .MultiHit, player, options)
2135
+ else
2136
+ 2;
2081
2137
  }
2082
2138
 
2083
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2139
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2140
+ var log = options.log;
2084
2141
  var foe = battle.foe(player);
2085
2142
  var foe_stored = foe.stored();
2086
2143
  const foe_ident = battle.active(player.foe());
@@ -2090,27 +2147,29 @@ pub const Effects = struct {
2090
2147
 
2091
2148
  if (showdown) {
2092
2149
  // Invulnerability trumps type immunity on Pokémon Showdown
2093
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2094
- if (!try checkHit(battle, player, move, log)) return;
2150
+ if (immune and !foe.active.volatiles.Invulnerable) {
2151
+ return log.immune(.{ foe_ident, .None });
2152
+ } else if (!try checkHit(battle, player, move, options)) return;
2095
2153
  }
2096
2154
  if (Status.any(foe_stored.status)) {
2097
- return log.fail(
2155
+ return log.fail(.{
2098
2156
  foe_ident,
2099
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2100
- );
2157
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2158
+ });
2101
2159
  }
2102
2160
  if (!showdown) {
2103
- if (immune) return log.immune(foe_ident, .None);
2104
- if (!try checkHit(battle, player, move, log)) return;
2161
+ if (immune) return log.immune(.{ foe_ident, .None });
2162
+ if (!try checkHit(battle, player, move, options)) return;
2105
2163
  }
2164
+ try options.chance.commit(player, .hit);
2106
2165
 
2107
2166
  foe_stored.status = Status.init(.PAR);
2108
2167
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2109
2168
 
2110
- try log.status(foe_ident, foe_stored.status, .None);
2169
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2111
2170
  }
2112
2171
 
2113
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2172
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2114
2173
  var foe = battle.foe(player);
2115
2174
  var foe_stored = foe.stored();
2116
2175
 
@@ -2122,50 +2181,60 @@ pub const Effects = struct {
2122
2181
 
2123
2182
  // Body Slam can't paralyze a Normal type Pokémon
2124
2183
  if (foe.active.types.includes(move.type)) return;
2125
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2184
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2185
+ return;
2186
+ }
2126
2187
 
2127
2188
  foe_stored.status = Status.init(.PAR);
2128
2189
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2129
2190
 
2130
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2191
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2131
2192
  }
2132
2193
 
2133
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2134
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2194
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2195
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2196
+ try options.log.fieldactivate(.{});
2197
+ }
2135
2198
  }
2136
2199
 
2137
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2200
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2201
+ var log = options.log;
2138
2202
  var foe = battle.foe(player);
2139
2203
  var foe_stored = foe.stored();
2140
2204
  const foe_ident = battle.active(player.foe());
2141
2205
  const toxic = battle.side(player).last_selected_move == .Toxic;
2142
2206
 
2143
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2207
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2144
2208
  return;
2145
2209
  } else if (foe.active.volatiles.Substitute) {
2146
2210
  if (move.effect != .Poison) return;
2147
- return log.fail(foe_ident, .None);
2211
+ return log.fail(.{ foe_ident, .None });
2148
2212
  } else if (Status.any(foe_stored.status)) {
2149
2213
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2150
2214
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2151
2215
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2152
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2216
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2153
2217
  if (!showdown)
2154
- .Poison
2218
+ Fail.Poison
2155
2219
  else if (toxic == (foe_stored.status == Status.TOX))
2156
- if (toxic) .Toxic else .Poison
2220
+ if (toxic) Fail.Toxic else Fail.Poison
2157
2221
  else
2158
- .None
2222
+ Fail.None
2159
2223
  else
2160
- .None);
2224
+ Fail.None });
2161
2225
  } else if (foe.active.types.includes(.Poison)) {
2162
2226
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2163
- return log.immune(foe_ident, .None);
2227
+ return log.immune(.{ foe_ident, .None });
2164
2228
  }
2165
2229
 
2166
2230
  if (move.effect == .Poison) {
2167
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2168
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2231
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2232
+ try options.chance.commit(player, .hit);
2233
+ } else {
2234
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2235
+ return;
2236
+ }
2237
+ }
2169
2238
 
2170
2239
  foe_stored.status = Status.init(.PSN);
2171
2240
  if (toxic) {
@@ -2174,7 +2243,7 @@ pub const Effects = struct {
2174
2243
  foe.active.volatiles.toxic = 0;
2175
2244
  }
2176
2245
 
2177
- try log.status(foe_ident, foe_stored.status, .None);
2246
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2178
2247
  }
2179
2248
 
2180
2249
  fn rage(battle: anytype, player: Player) !void {
@@ -2183,28 +2252,37 @@ pub const Effects = struct {
2183
2252
  volatiles.Rage = true;
2184
2253
  }
2185
2254
 
2186
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2255
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2187
2256
  var side = battle.side(player);
2188
2257
  var stored = side.stored();
2189
2258
 
2190
- const damage = @intCast(i16, @max(battle.last_damage /
2259
+ assert(showdown or battle.last_damage > 0);
2260
+ if (showdown and battle.last_damage == 0) return;
2261
+
2262
+ const damage: i16 = @intCast(@max(battle.last_damage /
2191
2263
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2192
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2264
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2193
2265
 
2194
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2266
+ try options.log.damage(.{
2267
+ battle.active(player),
2268
+ stored,
2269
+ .RecoilOf,
2270
+ battle.active(player.foe()),
2271
+ });
2195
2272
  if (showdown and stored.hp == 0) residual.* = false;
2196
2273
  }
2197
2274
 
2198
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2275
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2199
2276
  var side = battle.side(player);
2277
+ const ident = battle.active(player);
2200
2278
 
2201
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2279
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2202
2280
  side.active.volatiles.Reflect = true;
2203
2281
 
2204
- try log.start(battle.active(player), .Reflect);
2282
+ try options.log.start(.{ ident, .Reflect });
2205
2283
  }
2206
2284
 
2207
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2285
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2208
2286
  var foe = battle.foe(player);
2209
2287
  var foe_stored = foe.stored();
2210
2288
  const foe_ident = battle.active(player.foe());
@@ -2215,13 +2293,14 @@ pub const Effects = struct {
2215
2293
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2216
2294
  } else {
2217
2295
  if (Status.any(foe_stored.status)) {
2218
- return log.fail(
2296
+ return options.log.fail(.{
2219
2297
  foe_ident,
2220
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2221
- );
2298
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2299
+ });
2222
2300
  }
2223
2301
  // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2224
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2302
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2303
+ try options.chance.commit(player, .hit);
2225
2304
  }
2226
2305
 
2227
2306
  // Sleep Clause Mod
@@ -2232,63 +2311,68 @@ pub const Effects = struct {
2232
2311
  }
2233
2312
  foe.active.volatiles.Recharging = false;
2234
2313
 
2235
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2236
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2314
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2315
+ const last = battle.side(player).last_selected_move;
2316
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2237
2317
  }
2238
2318
 
2239
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2240
- try log.activate(battle.active(player), .Splash);
2319
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2320
+ try options.log.activate(.{ battle.active(player), .Splash });
2241
2321
  }
2242
2322
 
2243
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2323
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2244
2324
  var side = battle.side(player);
2245
2325
  if (side.active.volatiles.Substitute) {
2246
- try log.fail(battle.active(player), .Substitute);
2247
- return;
2326
+ return options.log.fail(.{ battle.active(player), .Substitute });
2248
2327
  }
2249
2328
 
2250
2329
  assert(side.stored().stats.hp <= 1023);
2251
2330
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2252
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2331
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2253
2332
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2254
2333
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2255
2334
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2256
2335
  // avoid having to convert to floating point)
2257
2336
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2258
2337
  if (side.stored().hp < required_hp) {
2259
- try log.fail(battle.active(player), .Weak);
2260
- return;
2338
+ return options.log.fail(.{ battle.active(player), .Weak });
2261
2339
  }
2262
2340
 
2263
2341
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2264
2342
  side.stored().hp -= hp;
2265
2343
  side.active.volatiles.substitute = hp + 1;
2266
2344
  side.active.volatiles.Substitute = true;
2267
- try log.start(battle.active(player), .Substitute);
2345
+ try options.log.start(.{ battle.active(player), .Substitute });
2268
2346
  if (hp > 0) {
2269
- try log.damage(battle.active(player), side.stored(), .None);
2347
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2270
2348
  if (showdown and side.stored().hp == 0) residual.* = false;
2271
2349
  }
2272
2350
  }
2273
2351
 
2274
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2275
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2276
-
2352
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2277
2353
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2278
- _ = try checkHit(battle, player, move, log);
2279
- battle.last_damage = 0;
2354
+ if (showdown) {
2355
+ if (battle.side(player).last_selected_move == .Teleport) return;
2356
+ if (try checkHit(battle, player, move, options)) {
2357
+ try options.chance.commit(player, .hit);
2358
+ }
2359
+ battle.last_damage = 0;
2360
+ } else {
2361
+ try options.log.fail(.{ battle.active(player), .None });
2362
+ try options.log.laststill(.{});
2363
+ }
2280
2364
  }
2281
2365
 
2282
- fn thrashing(battle: anytype, player: Player) void {
2366
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2283
2367
  var volatiles = &battle.side(player).active.volatiles;
2284
2368
  assert(!volatiles.Thrashing);
2285
2369
  assert(!volatiles.Bide);
2286
2370
 
2287
2371
  volatiles.Thrashing = true;
2288
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2372
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2289
2373
  }
2290
2374
 
2291
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2375
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2292
2376
  var side = battle.side(player);
2293
2377
  const foe = battle.foe(player);
2294
2378
  const foe_ident = battle.active(player.foe());
@@ -2314,10 +2398,10 @@ pub const Effects = struct {
2314
2398
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2315
2399
  }
2316
2400
 
2317
- try log.transform(battle.active(player), foe_ident);
2401
+ try options.log.transform(.{ battle.active(player), foe_ident });
2318
2402
  }
2319
2403
 
2320
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2404
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2321
2405
  var side = battle.side(player);
2322
2406
  var foe = battle.foe(player);
2323
2407
 
@@ -2329,10 +2413,12 @@ pub const Effects = struct {
2329
2413
  foe.active.volatiles.Recharging = false;
2330
2414
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2331
2415
 
2332
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2416
+ side.active.volatiles.attacks =
2417
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2333
2418
  }
2334
2419
 
2335
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2420
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2421
+ var log = options.log;
2336
2422
  var side = battle.side(player);
2337
2423
  const ident = battle.active(player);
2338
2424
 
@@ -2342,87 +2428,87 @@ pub const Effects = struct {
2342
2428
  switch (move.effect) {
2343
2429
  .AttackUp1, .AttackUp2, .Rage => {
2344
2430
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2345
- if (boosts.atk == 6) return try log.fail(ident, .None);
2431
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2346
2432
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2347
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2348
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2433
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2434
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2349
2435
  if (stats.atk == MAX_STAT_VALUE) {
2350
2436
  boosts.atk -= 1;
2351
2437
  if (showdown) {
2352
- try log.boost(ident, reason, n);
2353
- try log.boost(ident, Boost.Attack, -1);
2438
+ try log.boost(.{ ident, reason, n });
2439
+ try log.boost(.{ ident, .Attack, -1 });
2354
2440
  if (move.effect == .Rage) return;
2355
2441
  }
2356
- return try log.fail(ident, .None);
2442
+ return log.fail(.{ ident, .None });
2357
2443
  }
2358
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2444
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2359
2445
  const stat = unmodifiedStats(battle, side).atk;
2360
2446
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2361
- try log.boost(ident, reason, n);
2447
+ try log.boost(.{ ident, reason, n });
2362
2448
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2363
2449
  if (showdown and move.effect == .Rage) return;
2364
2450
  },
2365
2451
  .DefenseUp1, .DefenseUp2 => {
2366
2452
  assert(boosts.def >= -6 and boosts.def <= 6);
2367
- if (boosts.def == 6) return try log.fail(ident, .None);
2453
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2368
2454
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2369
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2455
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2370
2456
  if (stats.def == MAX_STAT_VALUE) {
2371
2457
  boosts.def -= 1;
2372
2458
  if (showdown) {
2373
- try log.boost(ident, .Defense, n);
2374
- try log.boost(ident, .Defense, -1);
2459
+ try log.boost(.{ ident, .Defense, n });
2460
+ try log.boost(.{ ident, .Defense, -1 });
2375
2461
  }
2376
- return try log.fail(ident, .None);
2462
+ return log.fail(.{ ident, .None });
2377
2463
  }
2378
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2464
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2379
2465
  const stat = unmodifiedStats(battle, side).def;
2380
2466
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2381
- try log.boost(ident, .Defense, n);
2467
+ try log.boost(.{ ident, .Defense, n });
2382
2468
  },
2383
2469
  .SpeedUp2 => {
2384
2470
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2385
- if (boosts.spe == 6) return try log.fail(ident, .None);
2386
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2471
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2472
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2387
2473
  if (stats.spe == MAX_STAT_VALUE) {
2388
2474
  boosts.spe -= 1;
2389
2475
  if (showdown) {
2390
- try log.boost(ident, .Speed, 2);
2391
- try log.boost(ident, .Speed, -1);
2476
+ try log.boost(.{ ident, .Speed, 2 });
2477
+ try log.boost(.{ ident, .Speed, -1 });
2392
2478
  }
2393
- return try log.fail(ident, .None);
2479
+ return log.fail(.{ ident, .None });
2394
2480
  }
2395
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2481
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2396
2482
  const stat = unmodifiedStats(battle, side).spe;
2397
2483
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2398
- try log.boost(ident, .Speed, 2);
2484
+ try log.boost(.{ ident, .Speed, 2 });
2399
2485
  },
2400
2486
  .SpecialUp1, .SpecialUp2 => {
2401
2487
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2402
- if (boosts.spc == 6) return try log.fail(ident, .None);
2488
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2403
2489
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2404
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2490
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2405
2491
  if (stats.spc == MAX_STAT_VALUE) {
2406
2492
  boosts.spc -= 1;
2407
2493
  if (showdown) {
2408
- try log.boost(ident, .SpecialAttack, n);
2409
- try log.boost(ident, .SpecialAttack, -1);
2410
- try log.boost(ident, .SpecialDefense, n);
2411
- try log.boost(ident, .SpecialDefense, -1);
2494
+ try log.boost(.{ ident, .SpecialAttack, n });
2495
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2496
+ try log.boost(.{ ident, .SpecialDefense, n });
2497
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2412
2498
  }
2413
- return try log.fail(ident, .None);
2499
+ return log.fail(.{ ident, .None });
2414
2500
  }
2415
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2501
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2416
2502
  const stat = unmodifiedStats(battle, side).spc;
2417
2503
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2418
- try log.boost(ident, .SpecialAttack, n);
2419
- try log.boost(ident, .SpecialDefense, n);
2504
+ try log.boost(.{ ident, .SpecialAttack, n });
2505
+ try log.boost(.{ ident, .SpecialDefense, n });
2420
2506
  },
2421
2507
  .EvasionUp1 => {
2422
2508
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2423
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2424
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2425
- try log.boost(ident, .Evasion, 1);
2509
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2510
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2511
+ try log.boost(.{ ident, .Evasion, 1 });
2426
2512
  },
2427
2513
  else => unreachable,
2428
2514
  }
@@ -2431,102 +2517,106 @@ pub const Effects = struct {
2431
2517
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2432
2518
  }
2433
2519
 
2434
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2520
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2521
+ var log = options.log;
2435
2522
  var foe = battle.foe(player);
2436
2523
  const foe_ident = battle.active(player.foe());
2524
+ const secondary = move.effect.isStatDownChance();
2437
2525
 
2438
- if (foe.active.volatiles.Substitute) {
2439
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2440
- }
2526
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2441
2527
 
2442
- if (move.effect.isStatDownChance()) {
2443
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2444
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2445
- return; // checkHit already checks for Invulnerable
2528
+ if (secondary) {
2529
+ const proc = try Rolls.unboost(battle, player, options);
2530
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2531
+ } else {
2532
+ // checkHit already checks for Invulnerable
2533
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2534
+ try options.chance.commit(player, .hit);
2446
2535
  }
2447
2536
 
2448
2537
  var stats = &foe.active.stats;
2449
2538
  var boosts = &foe.active.boosts;
2539
+ const fail = showdown or !secondary;
2450
2540
 
2451
2541
  switch (move.effect) {
2452
2542
  .AttackDown1, .AttackDownChance => {
2453
2543
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2454
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2455
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2544
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2545
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2456
2546
  if (stats.atk == 1) {
2457
2547
  boosts.atk += 1;
2458
2548
  if (showdown) {
2459
- try log.boost(foe_ident, .Attack, -1);
2460
- try log.boost(foe_ident, .Attack, 1);
2549
+ try log.boost(.{ foe_ident, .Attack, -1 });
2550
+ try log.boost(.{ foe_ident, .Attack, 1 });
2461
2551
  }
2462
- return try log.fail(foe_ident, .None);
2552
+ return log.fail(.{ foe_ident, .None });
2463
2553
  }
2464
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2554
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2465
2555
  const stat = unmodifiedStats(battle, foe).atk;
2466
2556
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2467
- try log.boost(foe_ident, .Attack, -1);
2557
+ try log.boost(.{ foe_ident, .Attack, -1 });
2468
2558
  },
2469
2559
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2470
2560
  assert(boosts.def >= -6 and boosts.def <= 6);
2471
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2561
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2472
2562
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2473
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2563
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2474
2564
  if (stats.def == 1) {
2475
2565
  boosts.def += 1;
2476
2566
  if (showdown) {
2477
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2478
- try log.boost(foe_ident, .Defense, 1);
2567
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2568
+ try log.boost(.{ foe_ident, .Defense, 1 });
2479
2569
  }
2480
- return try log.fail(foe_ident, .None);
2570
+ return log.fail(.{ foe_ident, .None });
2481
2571
  }
2482
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2572
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2483
2573
  const stat = unmodifiedStats(battle, foe).def;
2484
2574
  stats.def = @max(1, stat * mod[0] / mod[1]);
2485
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2575
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2486
2576
  },
2487
2577
  .SpeedDown1, .SpeedDownChance => {
2488
2578
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2489
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2490
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2579
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2580
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2491
2581
  if (stats.spe == 1) {
2492
2582
  boosts.spe += 1;
2493
2583
  if (showdown) {
2494
- try log.boost(foe_ident, .Speed, -1);
2495
- try log.boost(foe_ident, .Speed, 1);
2584
+ try log.boost(.{ foe_ident, .Speed, -1 });
2585
+ try log.boost(.{ foe_ident, .Speed, 1 });
2496
2586
  }
2497
- return try log.fail(foe_ident, .None);
2587
+ return log.fail(.{ foe_ident, .None });
2498
2588
  }
2499
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2589
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2500
2590
  const stat = unmodifiedStats(battle, foe).spe;
2501
2591
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2502
- try log.boost(foe_ident, .Speed, -1);
2592
+ try log.boost(.{ foe_ident, .Speed, -1 });
2503
2593
  assert(boosts.spe >= -6);
2504
2594
  },
2505
2595
  .SpecialDownChance => {
2506
2596
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2507
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2508
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2597
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2598
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2509
2599
  if (stats.spc == 1) {
2510
2600
  boosts.spc += 1;
2511
2601
  if (showdown) {
2512
- try log.boost(foe_ident, .SpecialAttack, -1);
2513
- try log.boost(foe_ident, .SpecialAttack, 1);
2514
- try log.boost(foe_ident, .SpecialDefense, -1);
2515
- try log.boost(foe_ident, .SpecialDefense, 1);
2602
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2603
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2604
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2605
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2516
2606
  }
2517
- return try log.fail(foe_ident, .None);
2607
+ return log.fail(.{ foe_ident, .None });
2518
2608
  }
2519
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2609
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2520
2610
  const stat = unmodifiedStats(battle, foe).spc;
2521
2611
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2522
- try log.boost(foe_ident, .SpecialAttack, -1);
2523
- try log.boost(foe_ident, .SpecialDefense, -1);
2612
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2613
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2524
2614
  },
2525
2615
  .AccuracyDown1 => {
2526
2616
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2527
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2528
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2529
- try log.boost(foe_ident, .Accuracy, -1);
2617
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2618
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2619
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2530
2620
  },
2531
2621
  else => unreachable,
2532
2622
  }
@@ -2550,37 +2640,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2550
2640
  }
2551
2641
  }
2552
2642
 
2553
- inline fn isForced(active: ActivePokemon) bool {
2643
+ fn isForced(active: anytype) bool {
2554
2644
  return active.volatiles.Recharging or active.volatiles.Rage or
2555
2645
  active.volatiles.Thrashing or active.volatiles.Charging;
2556
2646
  }
2557
2647
 
2558
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2648
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2649
+ var log = options.log;
2559
2650
  var side = battle.side(who);
2560
2651
  var volatiles = &side.active.volatiles;
2561
2652
  const ident = battle.active(who);
2562
2653
 
2563
- if (volatiles.disabled_move != 0) {
2564
- volatiles.disabled_move = 0;
2565
- volatiles.disabled_duration = 0;
2566
- try log.end(ident, .DisableSilent);
2654
+ options.chance.clearDurations(who, clear);
2655
+
2656
+ if (volatiles.disable_move != 0) {
2657
+ volatiles.disable_move = 0;
2658
+ volatiles.disable_duration = 0;
2659
+ try log.end(.{ ident, .DisableSilent });
2567
2660
  }
2568
2661
  if (volatiles.Confusion) {
2569
2662
  // volatiles.confusion is left unchanged
2570
2663
  volatiles.Confusion = false;
2571
- try log.end(ident, .ConfusionSilent);
2664
+ try log.end(.{ ident, .ConfusionSilent });
2572
2665
  }
2573
2666
  if (volatiles.Mist) {
2574
2667
  volatiles.Mist = false;
2575
- try log.end(ident, .Mist);
2668
+ try log.end(.{ ident, .MistSilent });
2576
2669
  }
2577
2670
  if (volatiles.FocusEnergy) {
2578
2671
  volatiles.FocusEnergy = false;
2579
- try log.end(ident, .FocusEnergy);
2672
+ try log.end(.{ ident, .FocusEnergySilent });
2580
2673
  }
2581
2674
  if (volatiles.LeechSeed) {
2582
2675
  volatiles.LeechSeed = false;
2583
- try log.end(ident, .LeechSeed);
2676
+ try log.end(.{ ident, .LeechSeedSilent });
2584
2677
  }
2585
2678
  if (!showdown and volatiles.Toxic) {
2586
2679
  volatiles.Toxic = false;
@@ -2588,152 +2681,313 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2588
2681
  }
2589
2682
  if (volatiles.LightScreen) {
2590
2683
  volatiles.LightScreen = false;
2591
- try log.end(ident, .LightScreen);
2684
+ try log.end(.{ ident, .LightScreenSilent });
2592
2685
  }
2593
2686
  if (volatiles.Reflect) {
2594
2687
  volatiles.Reflect = false;
2595
- try log.end(ident, .Reflect);
2688
+ try log.end(.{ ident, .ReflectSilent });
2596
2689
  }
2597
2690
  if (showdown and volatiles.Toxic) {
2598
2691
  volatiles.Toxic = false;
2599
2692
  // Pokémon Showdown erroneously clears the toxic counter
2600
2693
  volatiles.toxic = 0;
2601
- try log.end(ident, .Toxic);
2694
+ try log.end(.{ ident, .ToxicSilent });
2602
2695
  }
2603
2696
  }
2604
2697
 
2605
2698
  pub const Rolls = struct {
2606
- inline fn speedTie(battle: anytype) bool {
2607
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2608
- return battle.rng.next() < Gen12.percent(50) + 1;
2609
- }
2699
+ fn speedTie(battle: anytype, options: anytype) !bool {
2700
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2701
+ player == .P1
2702
+ else if (showdown)
2703
+ battle.rng.range(u8, 0, 2) == 0
2704
+ else
2705
+ battle.rng.next() < Gen12.percent(50) + 1;
2610
2706
 
2611
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2612
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2613
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2707
+ try options.chance.speedTie(p1);
2708
+ return p1;
2614
2709
  }
2615
2710
 
2616
- inline fn damage(battle: anytype) u8 {
2617
- if (showdown) return battle.rng.range(u8, 217, 256);
2618
- while (true) {
2619
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2620
- if (r >= 217) return r;
2621
- }
2622
- }
2711
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2712
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2713
+ val == .true
2714
+ else if (showdown)
2715
+ battle.rng.chance(u8, rate, 256)
2716
+ else
2717
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2623
2718
 
2624
- inline fn hit(battle: anytype, accuracy: u16) bool {
2625
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2626
- return battle.rng.next() < accuracy;
2719
+ try options.chance.criticalHit(player, crit, rate);
2720
+ return crit;
2627
2721
  }
2628
2722
 
2629
- inline fn confusionDuration(battle: anytype) u3 {
2630
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2631
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2632
- }
2723
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2724
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2725
+ val
2726
+ else roll: {
2727
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2728
+ while (true) {
2729
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2730
+ if (r >= 217) break :roll r;
2731
+ }
2732
+ };
2633
2733
 
2634
- inline fn confused(battle: anytype) bool {
2635
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2636
- return battle.rng.next() >= Gen12.percent(50) + 1;
2734
+ assert(roll >= 217 and roll <= 255);
2735
+ try options.chance.damage(player, roll);
2736
+ return roll;
2637
2737
  }
2638
2738
 
2639
- inline fn paralyzed(battle: anytype) bool {
2640
- if (showdown) return battle.rng.chance(u8, 63, 256);
2641
- return battle.rng.next() < Gen12.percent(25);
2739
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2740
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2741
+ val == .true
2742
+ else if (showdown)
2743
+ battle.rng.chance(u8, accuracy, 256)
2744
+ else
2745
+ battle.rng.next() < accuracy;
2746
+
2747
+ options.chance.hit(ok, accuracy);
2748
+ return ok;
2642
2749
  }
2643
2750
 
2644
- inline fn confusionChance(battle: anytype) bool {
2645
- if (showdown) return battle.rng.chance(u8, 25, 256);
2646
- return battle.rng.next() < Gen12.percent(10);
2751
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2752
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2753
+ val == .true
2754
+ else if (showdown)
2755
+ !battle.rng.chance(u8, 128, 256)
2756
+ else
2757
+ battle.rng.next() >= Gen12.percent(50) + 1;
2758
+
2759
+ try options.chance.confused(player, cfz);
2760
+ return cfz;
2647
2761
  }
2648
2762
 
2649
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2650
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2651
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2763
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2764
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2765
+ val == .true
2766
+ else if (showdown)
2767
+ battle.rng.chance(u8, 63, 256)
2768
+ else
2769
+ battle.rng.next() < Gen12.percent(25);
2770
+
2771
+ try options.chance.paralyzed(player, par);
2772
+ return par;
2652
2773
  }
2653
2774
 
2654
- inline fn poisonChance(battle: anytype, low: bool) bool {
2655
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2656
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2775
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2776
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2777
+ val == .true
2778
+ else if (showdown)
2779
+ battle.rng.chance(u8, 25, 256)
2780
+ else
2781
+ battle.rng.next() < Gen12.percent(10);
2782
+
2783
+ try options.chance.secondaryChance(player, proc, 25);
2784
+ return proc;
2657
2785
  }
2658
2786
 
2659
- inline fn sleepDuration(battle: anytype) u3 {
2660
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2661
- while (true) {
2662
- const r = battle.rng.next() & 7;
2663
- if (r != 0) return @intCast(u3, r);
2664
- }
2787
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2788
+ const rate: u8 = if (low) 26 else 77;
2789
+
2790
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2791
+ val == .true
2792
+ else if (showdown)
2793
+ battle.rng.chance(u8, rate, 256)
2794
+ else
2795
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2796
+
2797
+ try options.chance.secondaryChance(player, proc, rate);
2798
+ return proc;
2665
2799
  }
2666
2800
 
2667
- inline fn bideThrashDuration(battle: anytype) u3 {
2668
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2669
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2801
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2802
+ const rate: u8 = if (low) 52 else 103;
2803
+
2804
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2805
+ val == .true
2806
+ else if (showdown)
2807
+ battle.rng.chance(u8, rate, 256)
2808
+ else
2809
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2810
+
2811
+ try options.chance.secondaryChance(player, proc, rate);
2812
+ return proc;
2670
2813
  }
2671
2814
 
2672
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2673
- if (showdown) {
2674
- if (check_pp == 0) {
2675
- var i: usize = moves.len;
2676
- while (i > 0) {
2677
- i -= 1;
2678
- if (moves[i].id != .None) {
2679
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2680
- }
2681
- }
2682
- } else {
2683
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2684
- var i: usize = 0;
2685
- while (i < moves.len and r > 0) : (i += 1) {
2686
- if (moves[i].pp > 0) {
2687
- r -= 1;
2688
- if (r == 0) break;
2689
- }
2690
- }
2691
- return @intCast(u4, i + 1);
2815
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2816
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2817
+ val == .true
2818
+ else if (showdown)
2819
+ battle.rng.chance(u8, 85, 256)
2820
+ else
2821
+ battle.rng.next() < Gen12.percent(33) + 1;
2822
+
2823
+ try options.chance.secondaryChance(player, proc, 85);
2824
+ return proc;
2825
+ }
2826
+
2827
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2828
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2829
+ val
2830
+ else if (showdown)
2831
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2832
+ else move: {
2833
+ while (true) {
2834
+ const r = battle.rng.next();
2835
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2836
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2837
+ break :move @enumFromInt(r);
2692
2838
  }
2693
- }
2839
+ };
2694
2840
 
2695
- while (true) {
2696
- const r = @intCast(u4, battle.rng.next() & 3);
2697
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2698
- }
2841
+ try options.chance.metronome(player, move);
2842
+ return move;
2699
2843
  }
2700
2844
 
2701
- inline fn disableDuration(battle: anytype) u4 {
2702
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2703
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2845
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2846
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2847
+ val - 1
2848
+ else if (showdown)
2849
+ battle.rng.range(u8, 0, max)
2850
+ else power: {
2851
+ while (true) {
2852
+ const r = battle.rng.next();
2853
+ if (r < max) break :power r;
2854
+ }
2855
+ };
2856
+
2857
+ assert(power < max);
2858
+ try options.chance.psywave(player, power, max);
2859
+ return power;
2704
2860
  }
2705
2861
 
2706
- inline fn metronome(battle: anytype) Move {
2707
- if (showdown) {
2708
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
2709
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
2710
- return @intToEnum(Move, r + mod);
2711
- }
2712
- while (true) {
2713
- const r = battle.rng.next();
2714
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
2715
- if (r >= @enumToInt(Move.Struggle)) continue;
2716
- return @intToEnum(Move, r);
2717
- }
2862
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2863
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2864
+ @intCast(val)
2865
+ else if (showdown)
2866
+ battle.rng.range(u3, 1, 8)
2867
+ else duration: {
2868
+ while (true) {
2869
+ const r = battle.rng.next() & 7;
2870
+ if (r != 0) break :duration @intCast(r);
2871
+ }
2872
+ };
2873
+
2874
+ assert(duration >= 1 and duration <= 7);
2875
+ options.chance.duration(.sleep, player, player.foe(), duration);
2876
+ return duration;
2718
2877
  }
2719
2878
 
2720
- inline fn psywave(battle: anytype, max: u8) u8 {
2721
- if (showdown) return battle.rng.range(u8, 0, max);
2722
- while (true) {
2723
- const r = battle.rng.next();
2724
- if (r < max) return r;
2725
- }
2879
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2880
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2881
+ val
2882
+ else if (showdown)
2883
+ battle.rng.range(u4, 1, 9)
2884
+ else
2885
+ @intCast((battle.rng.next() & 7) + 1);
2886
+
2887
+ assert(duration >= 1 and duration <= 8);
2888
+ options.chance.duration(.disable, player, player.foe(), duration);
2889
+ return duration;
2726
2890
  }
2727
2891
 
2728
- inline fn distribution(battle: anytype) u3 {
2729
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2730
- const r = (battle.rng.next() & 3);
2731
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2892
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2893
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2894
+ @intCast(val)
2895
+ else if (showdown)
2896
+ battle.rng.range(u3, 2, 6)
2897
+ else
2898
+ @intCast((battle.rng.next() & 3) + 2);
2899
+
2900
+ assert(duration >= 2 and duration <= 5);
2901
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2902
+ return duration;
2732
2903
  }
2733
2904
 
2734
- inline fn unboost(battle: anytype) bool {
2735
- if (showdown) return battle.rng.chance(u8, 85, 256);
2736
- return battle.rng.next() < Gen12.percent(33) + 1;
2905
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2906
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2907
+ @intCast(val)
2908
+ else if (showdown)
2909
+ battle.rng.range(u3, 2, 4)
2910
+ else
2911
+ @intCast((battle.rng.next() & 1) + 2);
2912
+
2913
+ assert(duration >= 2 and duration <= 3);
2914
+ options.chance.duration(.attacking, player, player, duration);
2915
+ return duration;
2916
+ }
2917
+
2918
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2919
+
2920
+ fn distribution(
2921
+ battle: anytype,
2922
+ comptime effect: Move.Effect,
2923
+ player: Player,
2924
+ options: anytype,
2925
+ ) !u3 {
2926
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2927
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2928
+ @intCast(val)
2929
+ else if (showdown)
2930
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2931
+ else n: {
2932
+ const r = (battle.rng.next() & 3);
2933
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2934
+ };
2935
+
2936
+ assert(n >= 2 and n <= 5);
2937
+ if (effect == .Binding) {
2938
+ options.chance.duration(.binding, player, player, n);
2939
+ } else {
2940
+ try options.chance.multiHit(player, n);
2941
+ }
2942
+ return n;
2943
+ }
2944
+
2945
+ fn moveSlot(
2946
+ battle: anytype,
2947
+ player: Player,
2948
+ moves: []MoveSlot,
2949
+ check_pp: u4,
2950
+ options: anytype,
2951
+ ) !u4 {
2952
+ // TODO: consider throwing error instead of rerolling?
2953
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2954
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2955
+ val
2956
+ else
2957
+ null
2958
+ else
2959
+ null;
2960
+
2961
+ const slot: u4 = overridden orelse slot: {
2962
+ if (showdown) {
2963
+ if (check_pp == 0) {
2964
+ var i: usize = moves.len;
2965
+ while (i > 0) {
2966
+ i -= 1;
2967
+ if (moves[i].id != .None) {
2968
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2969
+ }
2970
+ }
2971
+ } else {
2972
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2973
+ var i: usize = 0;
2974
+ while (i < moves.len and r > 0) : (i += 1) {
2975
+ if (moves[i].pp > 0) {
2976
+ r -= 1;
2977
+ if (r == 0) break :slot @intCast(i + 1);
2978
+ }
2979
+ }
2980
+ }
2981
+ }
2982
+
2983
+ while (true) {
2984
+ const r: u4 = @intCast(battle.rng.next() & 3);
2985
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2986
+ }
2987
+ };
2988
+
2989
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2990
+ return slot;
2737
2991
  }
2738
2992
  };
2739
2993
 
@@ -2741,14 +2995,14 @@ test "RNG agreement" {
2741
2995
  if (!showdown) return;
2742
2996
  var expected: [256]u32 = undefined;
2743
2997
  for (0..expected.len) |i| {
2744
- expected[i] = @intCast(u32, i * 0x1000000);
2998
+ expected[i] = @intCast(i * 0x1000000);
2745
2999
  }
2746
3000
 
2747
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2748
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2749
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2750
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2751
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3001
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3002
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3003
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3004
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3005
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2752
3006
 
2753
3007
  for (0..expected.len) |i| {
2754
3008
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2784,7 +3038,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2784
3038
  const side = battle.side(player);
2785
3039
  const foe = battle.foe(player);
2786
3040
 
2787
- var active = side.active;
3041
+ var active = &side.active;
2788
3042
  const stored = side.stored();
2789
3043
 
2790
3044
  // While players are not given any input options on the cartridge in these cases,
@@ -2798,7 +3052,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2798
3052
  // strictly correct as the player would not have been presented the option to move or
2799
3053
  // switch at all.
2800
3054
  if (isForced(active)) {
2801
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3055
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2802
3056
  n += 1;
2803
3057
  return n;
2804
3058
  }
@@ -2838,7 +3092,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2838
3092
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2839
3093
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2840
3094
  const struggle =
2841
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3095
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2842
3096
  const s = if (struggle) 0 else slot;
2843
3097
  out[n] = .{ .type = .Move, .data = s };
2844
3098
  n += 1;
@@ -2853,7 +3107,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2853
3107
  const m = active.moves[slot - 1];
2854
3108
  if (m.id == .None) break;
2855
3109
  if (m.pp == 0) continue;
2856
- if (active.volatiles.disabled_move == slot) continue;
3110
+ if (active.volatiles.disable_move == slot) continue;
2857
3111
  out[n] = .{ .type = .Move, .data = slot };
2858
3112
  n += 1;
2859
3113
  }