@pkmn/engine 0.1.0-dev.84cc1a02 → 0.1.0-dev.89cc1c98

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Files changed (60) hide show
  1. package/README.md +98 -59
  2. package/build/pkg/addon.d.ts +7 -0
  3. package/build/pkg/addon.js +112 -0
  4. package/build/pkg/addon.js.map +1 -0
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +27 -5
  7. package/build/pkg/data/protocol.json +69 -12
  8. package/build/pkg/data.d.ts +3 -4
  9. package/build/pkg/data.js +3 -5
  10. package/build/pkg/data.js.map +1 -1
  11. package/build/pkg/gen1.d.ts +5 -4
  12. package/build/pkg/gen1.js +49 -33
  13. package/build/pkg/gen1.js.map +1 -1
  14. package/build/pkg/index.d.ts +15 -12
  15. package/build/pkg/index.js.map +1 -1
  16. package/build/pkg/protocol.d.ts +4 -2
  17. package/build/pkg/protocol.js +60 -39
  18. package/build/pkg/protocol.js.map +1 -1
  19. package/build/test/display.js +400 -0
  20. package/build/test/display.js.map +1 -0
  21. package/build/tools/debug.js +133 -0
  22. package/build/tools/debug.js.map +1 -0
  23. package/build.zig +103 -87
  24. package/package.json +72 -40
  25. package/src/bin/install-pkmn-engine +55 -31
  26. package/src/bin/pkmn-debug +62 -0
  27. package/src/lib/binding/node.zig +47 -142
  28. package/src/lib/binding/wasm.zig +6 -4
  29. package/src/lib/common/battle.zig +17 -0
  30. package/src/lib/common/data.zig +19 -31
  31. package/src/lib/common/debug.zig +21 -11
  32. package/src/lib/common/js.zig +118 -0
  33. package/src/lib/common/optional.zig +67 -0
  34. package/src/lib/common/options.zig +12 -3
  35. package/src/lib/common/protocol.zig +788 -246
  36. package/src/lib/common/rational.zig +353 -0
  37. package/src/lib/common/rng.zig +15 -15
  38. package/src/lib/common/util.zig +12 -0
  39. package/src/lib/gen1/README.md +297 -181
  40. package/src/lib/gen1/calc.zig +426 -0
  41. package/src/lib/gen1/chance.zig +1060 -0
  42. package/src/lib/gen1/data/moves.zig +202 -190
  43. package/src/lib/gen1/data/species.zig +4 -4
  44. package/src/lib/gen1/data/types.zig +10 -10
  45. package/src/lib/gen1/data.zig +90 -76
  46. package/src/lib/gen1/helpers.zig +577 -32
  47. package/src/lib/gen1/mechanics.zig +1048 -712
  48. package/src/lib/gen2/README.md +106 -85
  49. package/src/lib/gen2/calc.zig +143 -0
  50. package/src/lib/gen2/chance.zig +1314 -0
  51. package/src/lib/gen2/data/items.zig +14 -20
  52. package/src/lib/gen2/data/moves.zig +664 -570
  53. package/src/lib/gen2/data/species.zig +2 -2
  54. package/src/lib/gen2/data/types.zig +137 -34
  55. package/src/lib/gen2/data.zig +125 -89
  56. package/src/lib/gen2/generated.zig +857 -0
  57. package/src/lib/gen2/helpers.zig +16 -22
  58. package/src/lib/gen2/mechanics.zig +2998 -12
  59. package/src/lib/pkmn.zig +68 -9
  60. package/src/test/display/pkmn.html.tmpl +368 -0
@@ -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
 
@@ -12,13 +13,13 @@ 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;
24
25
  const Heal = protocol.Heal;
@@ -56,35 +57,35 @@ const BOOSTS = &[_][2]u8{
56
57
 
57
58
  const MAX_STAT_VALUE = 999;
58
59
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
60
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
61
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
62
+ if (battle.turn == 0) return start(battle, options);
62
63
 
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
64
+ var s1 = false;
65
+ var s2 = false;
65
66
 
66
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
67
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
68
-
69
- if (turnOrder(battle, c1, c2) == .P1) {
70
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
71
- } else {
72
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
73
- }
67
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
68
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
69
 
75
70
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
71
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
72
+
73
+ var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
74
+ var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
75
+
76
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
77
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
78
+ } else {
79
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
80
  }
83
81
 
84
- return endTurn(battle, log);
82
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
83
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
84
+
85
+ return endTurn(battle, options);
85
86
  }
86
87
 
87
- fn start(battle: anytype, log: anytype) !Result {
88
+ fn start(battle: anytype, options: anytype) !Result {
88
89
  const p1 = battle.side(.P1);
89
90
  const p2 = battle.side(.P2);
90
91
 
@@ -96,10 +97,10 @@ fn start(battle: anytype, log: anytype) !Result {
96
97
  assert(!showdown or p2_slot == 1);
97
98
  if (p2_slot == 0) return Result.Win;
98
99
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
100
+ try switchIn(battle, .P1, p1_slot, true, options);
101
+ try switchIn(battle, .P2, p2_slot, true, options);
101
102
 
102
- return endTurn(battle, log);
103
+ return endTurn(battle, options);
103
104
  }
104
105
 
105
106
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +113,7 @@ fn selectMove(
112
113
  player: Player,
113
114
  choice: Choice,
114
115
  foe_choice: Choice,
115
- from: *?Move,
116
+ skip_turn: *bool,
116
117
  ) ?Result {
117
118
  if (choice.type == .Pass) return null;
118
119
 
@@ -121,20 +122,27 @@ fn selectMove(
121
122
  const stored = side.stored();
122
123
 
123
124
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
125
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
126
 
126
127
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
128
+ if (volatiles.Recharging) {
129
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
130
+ return null;
131
+ }
128
132
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
133
+ if (showdown) {
134
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
135
+ saveMove(battle, player, null);
136
+ }
131
137
  return null;
132
138
  }
133
139
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
140
  if (!showdown) volatiles.Flinch = false;
135
141
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
142
+ if (showdown) {
143
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
144
+ saveMove(battle, player, null);
145
+ }
138
146
  return null;
139
147
  }
140
148
 
@@ -144,13 +152,14 @@ fn selectMove(
144
152
  // pre-move select
145
153
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
154
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
155
+ if (showdown) {
156
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
157
+ saveMove(battle, player, choice);
158
+ }
148
159
  return null;
149
160
  }
150
161
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
162
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
163
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
164
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
165
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -162,11 +171,7 @@ fn selectMove(
162
171
  assert(choice.data == 0);
163
172
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
173
  if (foe_choice.type == .Switch) {
165
- const slot = if (player == .P1)
166
- battle.last_selected_indexes.p1
167
- else
168
- battle.last_selected_indexes.p2;
169
- const last = side.active.move(@intCast(u4, slot));
174
+ const last = side.active.move(battle.lastMove(player).index);
170
175
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
176
  if (last.id == .MirrorMove) return Result.Error;
172
177
  }
@@ -175,6 +180,7 @@ fn selectMove(
175
180
  }
176
181
 
177
182
  if (battle.foe(player).active.volatiles.Binding) {
183
+ skip_turn.* = true;
178
184
  if (showdown) {
179
185
  saveMove(battle, player, choice);
180
186
  } else {
@@ -185,19 +191,17 @@ fn selectMove(
185
191
  }
186
192
 
187
193
  // move select
194
+ volatiles.state = 0;
188
195
  if (choice.data == 0) {
189
196
  const struggle = ok: {
190
197
  for (side.active.moves, 0..) |move, i| {
191
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
198
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
192
199
  }
193
200
  break :ok true;
194
201
  };
195
-
196
202
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
203
  }
204
+ saveMove(battle, player, choice);
201
205
 
202
206
  return null;
203
207
  }
@@ -210,23 +214,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
214
  if (c.data == 0) {
211
215
  side.last_selected_move = .Struggle;
212
216
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
217
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
218
  const move = side.active.move(c.data);
215
219
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
220
  // sometimes required...), but a 0 PP move can be used automatically
217
221
  assert(showdown or move.pp != 0);
218
222
 
219
223
  side.last_selected_move = move.id;
220
- if (player == .P1) {
221
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
222
- } else {
223
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
224
- }
224
+ battle.lastMove(player).index = @intCast(c.data);
225
225
  }
226
226
  }
227
227
  }
228
228
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
229
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
230
  var side = battle.side(player);
231
231
  var foe = battle.foe(player);
232
232
  var active = &side.active;
@@ -239,11 +239,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
239
  side.order[0] = side.order[slot - 1];
240
240
  side.order[slot - 1] = out;
241
241
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
242
+ battle.lastMove(player).index = 1;
247
243
 
248
244
  side.last_used_move = .None;
249
245
  foe.last_used_move = .None;
@@ -259,17 +255,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
259
255
 
260
256
  foe.active.volatiles.Binding = false;
261
257
 
262
- try log.switched(battle.active(player), incoming);
258
+ try options.log.switched(battle.active(player), incoming);
259
+ options.chance.switched(player, side.order[0], out);
263
260
 
264
261
  if (showdown and incoming.status == Status.TOX) {
265
262
  incoming.status = Status.init(.PSN);
266
263
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
264
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
265
+ try options.log.status(battle.active(player), incoming.status, .Silent);
269
266
  }
270
267
  }
271
268
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
269
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
270
  assert(c1.type != .Pass or c2.type != .Pass);
274
271
 
275
272
  if (c1.type == .Pass) return .P2;
@@ -299,13 +296,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
296
  const spe2 = battle.side(.P2).active.stats.spe;
300
297
  if (spe1 == spe2) {
301
298
  // Pokémon Showdown's beforeTurnCallback shenanigans
302
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
303
-
304
- const p1 = if (showdown)
305
- battle.rng.range(u8, 0, 2) == 0
306
- else
307
- battle.rng.next() < Gen12.percent(50) + 1;
299
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
300
+ battle.rng.advance(1);
301
+ }
308
302
 
303
+ const p1 = try Rolls.speedTie(battle, options);
309
304
  if (!showdown) return if (p1) .P1 else .P2;
310
305
 
311
306
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +310,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
310
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
311
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
312
  // If *both* sides are thrashing it really should be another speed tie, but we've patched
318
- // that out and enforce host ordering of events, so P1 just goes first reqgardless of who
313
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
314
  // won the original coin flip
320
315
  if (t1 and t2) return .P1;
321
316
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,34 +323,55 @@ fn doTurn(
328
323
  battle: anytype,
329
324
  player: Player,
330
325
  player_choice: Choice,
331
- player_from: ?Move,
326
+ player_rewrap: bool,
327
+ player_skip: bool,
332
328
  foe_player: Player,
333
329
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
330
+ foe_rewrap: bool,
331
+ foe_skip: bool,
332
+ options: anytype,
336
333
  ) !?Result {
337
334
  assert(player_choice.type != .Pass);
338
335
 
339
336
  var residual = true;
340
337
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
338
+ if (try executeMove(
339
+ battle,
340
+ player,
341
+ player_choice,
342
+ player_rewrap,
343
+ player_skip,
344
+ &residual,
345
+ options,
346
+ )) |r| return r;
342
347
  if (!replace) {
343
348
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
349
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
345
350
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
351
+ if (residual) try handleResidual(battle, player, options);
352
+ if (try checkFaint(battle, player, options)) |r| return r;
348
353
  } else if (foe_choice.type == .Pass) return null;
349
354
 
355
+ options.chance.clearPending();
356
+
350
357
  residual = true;
351
358
  replace = battle.side(foe_player).stored().hp == 0;
352
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
359
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
360
+ if (if (calc) null else try executeMove(
361
+ battle,
362
+ foe_player,
363
+ foe_choice,
364
+ foe_rewrap,
365
+ foe_skip,
366
+ &residual,
367
+ options,
368
+ )) |r| return r;
353
369
  if (!replace) {
354
- if (foe_choice.type != .Switch) {
355
- if (try checkFaint(battle, player, log)) |r| return r;
370
+ if (!calc and foe_choice.type != .Switch) {
371
+ if (try checkFaint(battle, player, options)) |r| return r;
356
372
  }
357
- if (residual) try handleResidual(battle, foe_player, log);
358
- if (try checkFaint(battle, foe_player, log)) |r| return r;
373
+ if (residual) try handleResidual(battle, foe_player, options);
374
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
359
375
  }
360
376
 
361
377
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -372,29 +388,31 @@ fn executeMove(
372
388
  battle: anytype,
373
389
  player: Player,
374
390
  choice: Choice,
375
- from: ?Move,
391
+ rewrap: bool,
392
+ skip: bool,
376
393
  residual: *bool,
377
- log: anytype,
394
+ options: anytype,
378
395
  ) !?Result {
379
396
  var side = battle.side(player);
380
397
 
381
398
  if (choice.type == .Switch) {
382
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
399
+ try switchIn(battle, player, choice.data, false, options);
383
400
  return null;
384
401
  }
385
402
 
403
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
404
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
405
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
386
406
  if (side.last_selected_move == .SKIP_TURN) {
387
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
388
- // Binding instead gets handled in beforeMove after sleep and freeze
389
407
  assert(!showdown);
390
408
  if (battle.foe(player).active.volatiles.Binding) {
391
- try log.cant(battle.active(player), .Bound);
409
+ try options.log.cant(battle.active(player), .Bound);
392
410
  }
393
411
  return null;
394
412
  }
395
413
 
396
414
  assert(choice.type == .Move);
397
- var mslot = @intCast(u4, choice.data);
415
+ var mslot: u4 = @intCast(choice.data);
398
416
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
399
417
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
400
418
  var auto = showdown and side.last_selected_move != .None;
@@ -403,14 +421,13 @@ fn executeMove(
403
421
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
404
422
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
405
423
  assert(!showdown);
406
- mslot = @intCast(u4, if (player == .P1)
407
- battle.last_selected_indexes.p1
408
- else
409
- battle.last_selected_indexes.p2);
424
+ mslot = @intCast(battle.lastMove(player).index);
410
425
  const stored = side.stored();
411
426
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
412
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
413
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
427
+ auto = isForced(&side.active) or
428
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
429
+ side.last_selected_move == .HyperBeam or
430
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
414
431
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
415
432
  // thawed, in which case we will desync unless the last_selected_move happened to be at
416
433
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -427,15 +444,12 @@ fn executeMove(
427
444
  } else if (showdown and side.active.volatiles.Charging) {
428
445
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
429
446
  assert(mslot == 1);
430
- mslot = @intCast(u4, if (player == .P1)
431
- battle.last_selected_indexes.p1
432
- else
433
- battle.last_selected_indexes.p2);
447
+ mslot = @intCast(battle.lastMove(player).index);
434
448
  }
435
449
 
436
450
  var skip_can = false;
437
451
  var skip_pp = false;
438
- switch (try beforeMove(battle, player, from, residual, log)) {
452
+ switch (try beforeMove(battle, player, skip, residual, options)) {
439
453
  .done => return null,
440
454
  .skip_can => skip_can = true,
441
455
  .skip_pp => skip_pp = true,
@@ -443,22 +457,23 @@ fn executeMove(
443
457
  .err => return @as(?Result, Result.Error),
444
458
  }
445
459
 
446
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
447
- return null;
448
- }
460
+ const can = skip_can or
461
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
462
+ if (!can) return null;
449
463
 
450
- return doMove(battle, player, mslot, auto, residual, log);
464
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
451
465
  }
452
466
 
453
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
467
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
454
468
 
455
469
  fn beforeMove(
456
470
  battle: anytype,
457
471
  player: Player,
458
- from: ?Move,
472
+ skip: bool,
459
473
  residual: *bool,
460
- log: anytype,
474
+ options: anytype,
461
475
  ) !BeforeMove {
476
+ var log = options.log;
462
477
  var side = battle.side(player);
463
478
  const foe = battle.foe(player);
464
479
  var active = &side.active;
@@ -467,11 +482,21 @@ fn beforeMove(
467
482
  var volatiles = &active.volatiles;
468
483
 
469
484
  if (Status.is(stored.status, .SLP)) {
470
- const status = stored.status;
485
+ const before = stored.status;
471
486
  // Even if the EXT bit is set this will still correctly modify the sleep duration
472
- stored.status -= 1;
473
- if (Status.duration(stored.status) == 0) {
474
- try log.curestatus(ident, status, .Message);
487
+ if (options.calc.modify(player, .sleep)) |extend| {
488
+ if (!extend) stored.status = 0;
489
+ } else {
490
+ stored.status -= 1;
491
+ }
492
+
493
+ const duration = Status.duration(stored.status);
494
+ if (!Status.is(stored.status, .EXT)) {
495
+ try options.chance.sleep(player, duration);
496
+ }
497
+
498
+ if (duration == 0) {
499
+ try log.curestatus(ident, before, .Message);
475
500
  stored.status = 0; // clears EXT if present
476
501
  } else {
477
502
  try log.cant(ident, .Sleep);
@@ -486,13 +511,15 @@ fn beforeMove(
486
511
  return .done;
487
512
  }
488
513
 
489
- if (foe.active.volatiles.Binding) {
514
+ if (skip or foe.active.volatiles.Binding) {
490
515
  try log.cant(ident, .Bound);
491
516
  return .done;
492
517
  }
493
518
 
494
- if (!showdown and volatiles.Flinch) {
495
- volatiles.Flinch = false;
519
+ if (volatiles.Flinch) {
520
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
521
+ // Pokémon can sometimes flinch multiple times from the same original hit
522
+ if (!showdown) volatiles.Flinch = false;
496
523
  try log.cant(ident, .Flinch);
497
524
  return .done;
498
525
  }
@@ -503,22 +530,21 @@ fn beforeMove(
503
530
  return .done;
504
531
  }
505
532
 
506
- if (volatiles.disabled_duration > 0) {
507
- volatiles.disabled_duration -= 1;
508
- if (volatiles.disabled_duration == 0) {
509
- volatiles.disabled_move = 0;
533
+ if (volatiles.disable_duration > 0) {
534
+ if (options.calc.modify(player, .disable)) |extend| {
535
+ if (!extend) volatiles.disable_duration = 0;
536
+ } else {
537
+ volatiles.disable_duration -= 1;
538
+ }
539
+ try options.chance.disable(player, volatiles.disable_duration);
540
+
541
+ if (volatiles.disable_duration == 0) {
542
+ volatiles.disable_move = 0;
510
543
  try log.end(ident, .Disable);
511
544
  }
512
545
  }
513
546
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
514
- if (showdown and try disabled(side, ident, log)) return .done;
515
-
516
- // Pokémon Showdown checks for Flinch *after* instead of before
517
- if (showdown and volatiles.Flinch) {
518
- volatiles.Flinch = false;
519
- try log.cant(ident, .Flinch);
520
- return .done;
521
- }
547
+ if (showdown and try disabled(side, ident, options)) return .done;
522
548
 
523
549
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
524
550
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -530,19 +556,20 @@ fn beforeMove(
530
556
  if (volatiles.Confusion) {
531
557
  assert(volatiles.confusion > 0);
532
558
 
533
- volatiles.confusion -= 1;
559
+ if (options.calc.modify(player, .confusion)) |extend| {
560
+ if (!extend) volatiles.confusion = 0;
561
+ } else {
562
+ volatiles.confusion -= 1;
563
+ }
564
+ try options.chance.confusion(player, volatiles.confusion);
565
+
534
566
  if (volatiles.confusion == 0) {
535
567
  volatiles.Confusion = false;
536
568
  try log.end(ident, .Confusion);
537
569
  } else {
538
570
  try log.activate(ident, .Confusion);
539
571
 
540
- const confused = if (showdown)
541
- !battle.rng.chance(u8, 128, 256)
542
- else
543
- battle.rng.next() >= Gen12.percent(50) + 1;
544
-
545
- if (confused) {
572
+ if (try Rolls.confused(battle, player, options)) {
546
573
  assert(!volatiles.MultiHit);
547
574
  if (!volatiles.Rage) volatiles.state = 0;
548
575
  volatiles.Bide = false;
@@ -552,6 +579,7 @@ fn beforeMove(
552
579
  volatiles.Charging = false;
553
580
  volatiles.Binding = false;
554
581
  volatiles.Invulnerable = false;
582
+ options.chance.clearDurations(player, null);
555
583
  {
556
584
  // This feels (and is) disgusting but the cartridge literally just overwrites
557
585
  // the opponent's defense with the user's defense and resets it after. As a
@@ -568,42 +596,53 @@ fn beforeMove(
568
596
  player
569
597
  else
570
598
  player.foe();
599
+
600
+ const uncapped = battle.last_damage;
571
601
  // Skipping adjustDamage / randomizeDamage / checkHit
572
- _ = try applyDamage(battle, player, target, .Confusion, log);
602
+ _ = try applyDamage(battle, player, target, .Confusion, options);
603
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
604
+ if (showdown) battle.last_damage = uncapped;
573
605
 
574
606
  return .done;
575
607
  }
576
608
  }
577
609
  }
578
610
 
579
- if (!showdown and try disabled(side, ident, log)) return .done;
580
-
581
- if (Status.is(stored.status, .PAR)) {
582
- const paralyzed = if (showdown)
583
- battle.rng.chance(u8, 63, 256)
584
- else
585
- battle.rng.next() < Gen12.percent(25);
611
+ if (!showdown and try disabled(side, ident, options)) return .done;
586
612
 
587
- if (paralyzed) {
588
- if (!volatiles.Rage) volatiles.state = 0;
589
- volatiles.Bide = false;
590
- volatiles.Thrashing = false;
591
- volatiles.Charging = false;
592
- volatiles.Binding = false;
593
- // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
594
- try log.cant(ident, .Paralysis);
595
- return .done;
596
- }
613
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
614
+ if (!volatiles.Rage) volatiles.state = 0;
615
+ volatiles.Bide = false;
616
+ volatiles.Thrashing = false;
617
+ volatiles.Charging = false;
618
+ volatiles.Binding = false;
619
+ options.chance.clearDurations(player, null);
620
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
621
+ try log.cant(ident, .Paralysis);
622
+ return .done;
597
623
  }
598
624
 
599
625
  if (volatiles.Bide) {
600
626
  assert(!volatiles.Thrashing and !volatiles.Rage);
601
627
 
602
- volatiles.state +%= battle.last_damage;
628
+ if (showdown) {
629
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
630
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
631
+ // addition because 65535 is sufficient to faint any Pokémon anyway
632
+ volatiles.state +|= battle.last_damage;
633
+ } else {
634
+ volatiles.state +%= battle.last_damage;
635
+ }
603
636
 
604
637
  assert(volatiles.attacks > 0);
605
638
 
606
- volatiles.attacks -= 1;
639
+ if (options.calc.modify(player, .attacking)) |extend| {
640
+ if (!extend) volatiles.attacks = 0;
641
+ } else {
642
+ volatiles.attacks -= 1;
643
+ }
644
+ try options.chance.attacking(player, volatiles.attacks);
645
+
607
646
  if (volatiles.attacks != 0) {
608
647
  try log.activate(ident, .Bide);
609
648
  return .done;
@@ -620,15 +659,16 @@ fn beforeMove(
620
659
  return .done;
621
660
  }
622
661
 
623
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
624
- if (foe.stored().hp > 0) try buildRage(battle, player.foe(), log);
662
+ const sub = showdown and foe.active.volatiles.Substitute;
663
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
664
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
625
665
 
626
666
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
627
667
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
628
668
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
629
669
  if (showdown) {
630
670
  residual.* = false;
631
- try handleResidual(battle, player, log);
671
+ try handleResidual(battle, player, options);
632
672
  }
633
673
 
634
674
  return .done;
@@ -636,29 +676,46 @@ fn beforeMove(
636
676
 
637
677
  if (volatiles.Thrashing) {
638
678
  assert(volatiles.attacks > 0);
639
- assert(from != null);
640
- volatiles.attacks -= 1;
641
- if (!showdown and handleThrashing(battle, active)) {
642
- try log.start(battle.active(player), .ConfusionSilent);
679
+
680
+ if (options.calc.modify(player, .attacking)) |extend| {
681
+ if (!extend) volatiles.attacks = 0;
682
+ } else {
683
+ volatiles.attacks -= 1;
643
684
  }
644
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
645
- if (showdown and handleThrashing(battle, active)) {
685
+ try options.chance.attacking(player, volatiles.attacks);
686
+
687
+ if (!showdown and handleThrashing(battle, active, player, options)) {
646
688
  try log.start(battle.active(player), .ConfusionSilent);
647
689
  }
690
+ try log.move(ident, side.last_selected_move, battle.active(player.foe()));
691
+ if (showdown) {
692
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
693
+ // used in useMove and doesn't have the notion of skipping canMove semantics
694
+ side.last_used_move = side.last_selected_move;
695
+ if (handleThrashing(battle, active, player, options)) {
696
+ try log.start(battle.active(player), .ConfusionSilent);
697
+ }
698
+ }
648
699
  return .skip_can;
649
700
  }
650
701
 
651
702
  if (volatiles.Binding) {
652
703
  assert(volatiles.attacks > 0);
653
- volatiles.attacks -= 1;
654
- try log.move(
655
- battle.active(player),
656
- side.last_selected_move,
657
- battle.active(player.foe()),
658
- side.last_selected_move,
659
- );
704
+
705
+ if (options.calc.modify(player, .binding)) |extend| {
706
+ if (!extend) volatiles.attacks = 0;
707
+ } else {
708
+ volatiles.attacks -= 1;
709
+ }
710
+ try options.chance.binding(player, volatiles.attacks);
711
+
712
+ try log.move(battle.active(player), side.last_selected_move, battle.active(player.foe()));
660
713
  if (showdown or battle.last_damage != 0) {
661
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
714
+ const sub = showdown and foe.active.volatiles.Substitute;
715
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
716
+ if (battle.foe(player).stored().hp > 0 and !sub) {
717
+ try buildRage(battle, player.foe(), options);
718
+ }
662
719
  }
663
720
  return .done;
664
721
  }
@@ -672,56 +729,58 @@ fn canMove(
672
729
  mslot: u4,
673
730
  auto: bool,
674
731
  skip_pp: bool,
675
- from: ?Move,
732
+ from: Move,
676
733
  residual: *bool,
677
- log: anytype,
734
+ options: anytype,
678
735
  ) !bool {
679
736
  var side = battle.side(player);
680
737
  const player_ident = battle.active(player);
681
738
  const move = Move.get(side.last_selected_move);
682
739
 
683
- const foe_last = battle.foe(player).last_used_move;
684
- const special = from != null and (from.? == .Metronome and
685
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
686
-
687
740
  var skip = skip_pp;
688
741
  if (side.active.volatiles.Charging) {
689
742
  side.active.volatiles.Charging = false;
690
743
  side.active.volatiles.Invulnerable = false;
691
744
  } else if (move.effect == .Charge) {
692
- try log.move(player_ident, side.last_selected_move, .{}, from);
693
- try Effects.charge(battle, player, log);
745
+ try options.log.moveFrom(player_ident, side.last_selected_move, .{}, from);
746
+ setCounterable(battle, player, side, move);
747
+ try Effects.charge(battle, player, options);
694
748
  return false;
695
749
  }
696
750
 
697
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
751
+ side.last_used_move = side.last_selected_move;
698
752
  if (!skip) decrementPP(side, mslot, auto);
699
753
 
700
754
  const target = if (move.target == .Self) player else player.foe();
701
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
702
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
703
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
704
- // meaning sometimes we lose this information. from is still set because it not being null is
705
- // relevant for control flow, but we don't have anything useful to put in the log. This is
706
- // regrettable, but this information is more "nice to have" than required
707
- const f = if (from != null and from.? == .None) null else from;
708
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
755
+ try options.log.moveFrom(player_ident, side.last_selected_move, battle.active(target), from);
756
+ setCounterable(battle, player, side, move);
709
757
 
710
758
  if (move.effect.onBegin()) {
711
- try onBegin(battle, player, move, mslot, residual, log);
759
+ try onBegin(battle, player, move, mslot, residual, options);
712
760
  return false;
713
761
  }
714
762
 
715
763
  if (move.effect == .Thrashing) {
716
- Effects.thrashing(battle, player);
764
+ Effects.thrashing(battle, player, options);
717
765
  } else if (!showdown and move.effect == .Binding) {
718
766
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
719
- Effects.binding(battle, player);
767
+ try Effects.binding(battle, player, false, options);
720
768
  }
721
769
 
722
770
  return true;
723
771
  }
724
772
 
773
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
774
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
775
+ // in cases where an early return happens the data for a players last selected move does not get
776
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
777
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
778
+ // as the desync results from actually having two separate battle states that subtly disagree
779
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
780
+ (move.type == .Normal or move.type == .Fighting);
781
+ battle.lastMove(player).counterable = @intFromBool(counterable);
782
+ }
783
+
725
784
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
726
785
  if (side.last_selected_move == .Struggle) return;
727
786
 
@@ -731,12 +790,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
731
790
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
732
791
  if (volatiles.Bide) return;
733
792
 
734
- assert(active.move(mslot).pp > 0 or auto);
735
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
793
+ var move_slot = active.move(mslot);
794
+ assert(move_slot.pp > 0 or auto);
795
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
736
796
  if (volatiles.Transform) return;
737
797
 
738
- assert(side.stored().move(mslot).pp > 0 or auto);
739
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
798
+ move_slot = side.stored().move(mslot);
799
+ assert(move_slot.pp > 0 or auto);
800
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
740
801
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
741
802
  }
742
803
 
@@ -744,12 +805,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
744
805
  var active = &side.active;
745
806
  const volatiles = &active.volatiles;
746
807
 
747
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
808
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
748
809
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
749
810
  if (showdown and volatiles.Transform) return;
750
811
 
751
812
  assert(mslot > 0 and mslot <= 4);
752
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
813
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
753
814
  }
754
815
 
755
816
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -757,10 +818,12 @@ fn doMove(
757
818
  battle: anytype,
758
819
  player: Player,
759
820
  mslot: u4,
821
+ rewrap: bool,
760
822
  auto: bool,
761
823
  residual: *bool,
762
- log: anytype,
824
+ options: anytype,
763
825
  ) !?Result {
826
+ var log = options.log;
764
827
  var side = battle.side(player);
765
828
  const foe = battle.foe(player);
766
829
 
@@ -775,37 +838,44 @@ fn doMove(
775
838
  var hits: u4 = 1;
776
839
  var effectiveness = Effectiveness.neutral;
777
840
 
841
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
842
+ if (showdown and !counter) battle.last_damage = 0;
843
+
778
844
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
779
845
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
780
- return specialDamage(battle, player, move, log);
846
+ return specialDamage(battle, player, move, options);
781
847
  }
782
848
 
783
849
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
784
850
  // calling moveHit early covers most of that but we also need to check type immunity first
785
851
  var miss = showdown and miss: {
786
852
  immune = move.target != .Self and !status and !counter and
787
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
788
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
853
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
854
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
789
855
  if (immune and move.effect != .Binding) break :miss true;
790
- if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) break :miss true;
791
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
856
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
857
+ battle.last_damage = 0;
858
+ break :miss true;
859
+ }
860
+ break :miss (move.target != .Self and
861
+ !moveHit(battle, player, move, &immune, &mist, options));
792
862
  };
793
863
  assert(!immune or miss or (showdown and move.effect == .Binding));
794
864
 
795
- var late = showdown;
865
+ var late = showdown and move.effect != .Explode;
796
866
  const skip = status or immune;
797
867
  if ((!showdown or (!skip or counter)) and !miss) blk: {
798
868
  if (showdown and move.effect.isMulti()) {
799
- Effects.multiHit(battle, player, move);
869
+ try Effects.multiHit(battle, player, move, options);
800
870
  hits = side.active.volatiles.attacks;
801
871
  late = false;
802
872
  }
803
873
 
804
874
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
805
875
  const check = !showdown or (!counter and move.effect != .OHKO);
806
- if (check) crit = checkCriticalHit(battle, player, move);
876
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
807
877
 
808
- if (counter) return counterDamage(battle, player, move, log);
878
+ if (counter) return counterDamage(battle, player, move, options);
809
879
 
810
880
  battle.last_damage = 0;
811
881
 
@@ -827,17 +897,15 @@ fn doMove(
827
897
  effectiveness = adjustDamage(battle, player);
828
898
  immune = effectiveness == 0;
829
899
  }
830
- randomizeDamage(battle);
900
+ try randomizeDamage(battle, player, options);
831
901
  }
832
902
  }
833
903
 
834
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
835
- if (showdown and skip) battle.last_damage = 0;
836
-
904
+ var zero = battle.last_damage == 0;
837
905
  miss = if (showdown or skip)
838
906
  miss
839
907
  else
840
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
908
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
841
909
 
842
910
  assert(showdown or miss or battle.last_damage > 0 or skip);
843
911
  assert((!showdown and miss) or !(ohko and immune));
@@ -845,11 +913,11 @@ fn doMove(
845
913
 
846
914
  if (!showdown or !miss) {
847
915
  if (move.effect == .MirrorMove) {
848
- return mirrorMove(battle, player, mslot, auto, residual, log);
916
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
849
917
  } else if (move.effect == .Metronome) {
850
- return metronome(battle, player, mslot, auto, residual, log);
918
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
851
919
  } else if (move.effect.onEnd()) {
852
- try onEnd(battle, player, move, log);
920
+ try onEnd(battle, player, move, options);
853
921
  return null;
854
922
  }
855
923
  }
@@ -862,38 +930,46 @@ fn doMove(
862
930
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
863
931
  if (ohko) {
864
932
  try log.immune(foe_ident, .OHKO);
865
- } else if (immune and !invulnerable) {
933
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
866
934
  try log.immune(foe_ident, .None);
867
935
  } else if (mist) {
868
936
  if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
869
937
  try log.fail(foe_ident, .None);
870
938
  } else {
939
+ if (showdown or !zero) try options.chance.commit(player, .miss);
871
940
  try log.lastmiss();
872
941
  try log.miss(battle.active(player));
873
942
  }
874
943
  if (move.effect == .JumpKick) {
875
944
  // Recoil is supposed to be damage/8 but damage will always be 0 here
876
- assert(battle.last_damage == 0);
945
+ assert(showdown or battle.last_damage == 0);
877
946
  battle.last_damage = 1;
878
- _ = try applyDamage(battle, player, player.foe(), .None, log);
947
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
879
948
  if (showdown and side.stored().hp == 0) residual.* = false;
880
949
  } else if (move.effect == .Explode) {
881
950
  try Effects.explode(battle, player);
882
- try buildRage(battle, player.foe(), log);
951
+ try buildRage(battle, player.foe(), options);
883
952
  } else if (showdown and move.effect == .Disable) {
884
- try buildRage(battle, player.foe(), log);
953
+ try buildRage(battle, player.foe(), options);
954
+ } else if (!showdown and immune and move.effect == .Binding) {
955
+ try options.chance.commit(player, .binding);
885
956
  }
886
957
  return null;
958
+ } else {
959
+ try options.chance.commit(player, .hit);
887
960
  }
888
961
 
889
962
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
890
963
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
891
964
  // it up above before damage calculation).
892
965
  if (!showdown and move.effect.isMulti()) {
893
- Effects.multiHit(battle, player, move);
966
+ try Effects.multiHit(battle, player, move, options);
894
967
  hits = side.active.volatiles.attacks;
895
968
  }
896
969
 
970
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
971
+ const sub = showdown and foe.active.volatiles.Substitute;
972
+
897
973
  var nullified = false;
898
974
  var hit: u4 = 0;
899
975
  while (hit < hits) {
@@ -905,11 +981,13 @@ fn doMove(
905
981
  try log.resisted(battle.active(player.foe()));
906
982
  }
907
983
  }
908
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
984
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
909
985
  if (hit == 0 and ohko) try log.ohko();
910
986
  hit += 1;
911
987
  if (foe.stored().hp == 0) break;
912
- if (!late) try buildRage(battle, player.foe(), log);
988
+ if (!late and (!sub or move.effect == .Explode)) {
989
+ try buildRage(battle, player.foe(), options);
990
+ }
913
991
  // If the substitute breaks during a multi-hit attack, the attack ends
914
992
  if (nullified) break;
915
993
  }
@@ -919,17 +997,23 @@ fn doMove(
919
997
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
920
998
  side.active.volatiles.attacks = 0;
921
999
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
922
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1000
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
923
1001
  }
924
1002
  try log.hitcount(battle.active(player.foe()), hit);
925
1003
  } else if (showdown) {
926
1004
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
927
1005
  if (move.effect == .Binding) {
928
- Effects.binding(battle, player);
1006
+ try Effects.binding(battle, player, rewrap, options);
929
1007
  if (immune) {
930
1008
  battle.last_damage = 0;
1009
+ assert(foe.stored().hp > 0);
931
1010
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
932
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1011
+ if (sub) {
1012
+ try log.activate(battle.active(player.foe()), .Substitute);
1013
+ } else {
1014
+ try log.damage(battle.active(player.foe()), foe.stored(), .None);
1015
+ try buildRage(battle, player.foe(), options);
1016
+ }
933
1017
  return null;
934
1018
  }
935
1019
  }
@@ -942,12 +1026,12 @@ fn doMove(
942
1026
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
943
1027
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
944
1028
  // setup before the loop means we can avoid having to waste time doing no-op handler searches.
945
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1029
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
946
1030
 
947
1031
  if (foe.stored().hp == 0) return null;
948
1032
 
949
- // Pokémon Showdown builds Rage at the wrong time for non-MultiHit moves
950
- if (late and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1033
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1034
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
951
1035
 
952
1036
  if (!move.effect.isSpecial()) {
953
1037
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -958,30 +1042,29 @@ fn doMove(
958
1042
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
959
1043
  // puts the |-status| message before |-hitcount| instead of after.
960
1044
  if (move.effect == .Twineedle) {
961
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1045
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
962
1046
  } else if (move.effect == .Disable) {
963
- const result = try Effects.disable(battle, player, move, log);
964
- if (showdown) try buildRage(battle, player.foe(), log);
1047
+ const result = try Effects.disable(battle, player, move, options);
1048
+ if (showdown) try buildRage(battle, player.foe(), options);
965
1049
  return result;
966
1050
  } else {
967
- try moveEffect(battle, player, move, log);
1051
+ try moveEffect(battle, player, move, options);
968
1052
  }
969
1053
  }
970
1054
 
971
1055
  return null;
972
1056
  }
973
1057
 
974
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1058
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
975
1059
  const side = battle.side(player);
976
1060
 
977
1061
  // Base speed is used for the critical hit calculation, even when Transform-ed
978
- var chance = @as(u16, Species.chance(side.stored().species));
979
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
980
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
981
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1062
+ var rate = @as(u16, Species.chance(side.stored().species));
1063
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1064
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1065
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
982
1066
 
983
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
984
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1067
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
985
1068
  }
986
1069
 
987
1070
  fn calcDamage(
@@ -1047,7 +1130,7 @@ fn calcDamage(
1047
1130
  d = @min(997, d);
1048
1131
  d += 2;
1049
1132
 
1050
- battle.last_damage = @intCast(u16, d);
1133
+ battle.last_damage = @intCast(d);
1051
1134
 
1052
1135
  return true;
1053
1136
  }
@@ -1061,9 +1144,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1061
1144
  var d = battle.last_damage;
1062
1145
  if (side.active.types.includes(move.type)) d +%= d / 2;
1063
1146
 
1064
- const neutral = @enumToInt(Effectiveness.Neutral);
1065
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1066
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1147
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1148
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1149
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1067
1150
 
1068
1151
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1069
1152
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1083,101 +1166,87 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1083
1166
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1084
1167
  }
1085
1168
 
1086
- fn randomizeDamage(battle: anytype) void {
1169
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1087
1170
  if (battle.last_damage <= 1) return;
1088
-
1089
- const random = if (showdown)
1090
- battle.rng.range(u8, 217, 256)
1091
- else loop: {
1092
- while (true) {
1093
- const r = std.math.rotr(u8, battle.rng.next(), 1);
1094
- if (r >= 217) break :loop r;
1095
- }
1096
- };
1097
-
1098
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1171
+ const random = try Rolls.damage(battle, player, options);
1172
+ options.calc.base(player.foe(), battle.last_damage);
1173
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1174
+ options.calc.final(player.foe(), battle.last_damage);
1099
1175
  }
1100
1176
 
1101
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1177
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1102
1178
  const side = battle.side(player);
1179
+ const foe = battle.foe(player);
1103
1180
 
1104
- if (!try checkHit(battle, player, move, log)) return null;
1181
+ if (!try checkHit(battle, player, move, options)) return null;
1182
+ try options.chance.commit(player, .hit);
1105
1183
 
1106
1184
  battle.last_damage = switch (side.last_selected_move) {
1107
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1185
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1108
1186
  .SeismicToss, .NightShade => side.stored().level,
1109
1187
  .SonicBoom => 20,
1110
1188
  .DragonRage => 40,
1111
1189
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1112
1190
  .Psywave => power: {
1113
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1114
- if (showdown) {
1115
- break :power battle.rng.range(u8, 0, max);
1116
- } else {
1117
- // GLITCH: Psywave infinite glitch loop
1118
- if (max <= 1) return Result.Error;
1119
- while (true) {
1120
- const r = battle.rng.next();
1121
- if (r < max) break :power r;
1122
- }
1123
- }
1191
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1192
+ // GLITCH: Psywave infinite glitch loop
1193
+ if (!showdown and max <= 1) return Result.Error;
1194
+ break :power try Rolls.psywave(battle, player, max, options);
1124
1195
  },
1125
1196
  else => unreachable,
1126
1197
  };
1127
1198
 
1128
1199
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1129
1200
 
1130
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1131
- if (battle.foe(player).stored().hp > 0) try buildRage(battle, player.foe(), log);
1201
+ const sub = showdown and foe.active.volatiles.Substitute;
1202
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1203
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1132
1204
 
1133
1205
  return null;
1134
1206
  }
1135
1207
 
1136
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1208
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1137
1209
  const foe = battle.foe(player);
1138
1210
 
1139
1211
  if (battle.last_damage == 0) {
1140
- try log.fail(battle.active(player), .None);
1212
+ try options.log.fail(battle.active(player), .None);
1141
1213
  return null;
1142
1214
  }
1143
1215
 
1144
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1145
- const foe_last_used_move =
1146
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1216
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1147
1217
  const foe_last_selected_move =
1148
1218
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1149
- .Counter
1219
+ .Splash
1150
1220
  else
1151
1221
  foe.last_selected_move);
1152
1222
 
1153
- const used = foe_last_used_move.bp > 0 and
1154
- foe.last_used_move != .Counter and
1155
- (foe_last_used_move.type == .Normal or
1156
- foe_last_used_move.type == .Fighting);
1157
-
1223
+ const used = battle.lastMove(player.foe()).counterable != 0;
1158
1224
  const selected = foe_last_selected_move.bp > 0 and
1159
1225
  foe.last_selected_move != .Counter and
1160
1226
  (foe_last_selected_move.type == .Normal or
1161
1227
  foe_last_selected_move.type == .Fighting);
1162
1228
 
1163
1229
  if (!used and !selected) {
1164
- try log.fail(battle.active(player), .None);
1230
+ try options.log.fail(battle.active(player), .None);
1165
1231
  return null;
1166
1232
  }
1167
1233
 
1168
1234
  if (!used or !selected) {
1169
1235
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1170
1236
  if (!showdown) return Result.Error;
1171
- try log.fail(battle.active(player), .None);
1237
+ try options.log.fail(battle.active(player), .None);
1172
1238
  return null;
1173
1239
  }
1174
1240
 
1175
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1241
+ battle.last_damage *|= 2;
1176
1242
 
1177
1243
  // Pokémon Showdown calls checkHit before Counter
1178
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1244
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1245
+ try options.chance.commit(player, .hit);
1179
1246
 
1180
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1247
+ const sub = showdown and foe.active.volatiles.Substitute;
1248
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1249
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1181
1250
  return null;
1182
1251
  }
1183
1252
 
@@ -1186,7 +1255,7 @@ fn applyDamage(
1186
1255
  target_player: Player,
1187
1256
  sub_player: Player,
1188
1257
  reason: Damage,
1189
- log: anytype,
1258
+ options: anytype,
1190
1259
  ) !bool {
1191
1260
  assert(showdown or battle.last_damage != 0);
1192
1261
 
@@ -1201,19 +1270,20 @@ fn applyDamage(
1201
1270
  subbed.active.volatiles.substitute = 0;
1202
1271
  subbed.active.volatiles.Substitute = false;
1203
1272
  // battle.last_damage is not updated with the amount of HP the Substitute had
1204
- try log.end(battle.active(sub_player), .Substitute);
1273
+ try options.log.end(battle.active(sub_player), .Substitute);
1274
+ options.calc.capped(target_player);
1205
1275
  return true;
1206
1276
  } else {
1207
1277
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1208
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1209
- try log.activate(battle.active(sub_player), .Substitute);
1278
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1279
+ try options.log.activate(battle.active(sub_player), .Substitute);
1210
1280
  return false;
1211
1281
  }
1212
1282
  }
1213
1283
 
1214
1284
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1215
1285
  target.stored().hp -= battle.last_damage;
1216
- try log.damage(battle.active(target_player), target.stored(), reason);
1286
+ try options.log.damage(battle.active(target_player), target.stored(), reason);
1217
1287
  return false;
1218
1288
  }
1219
1289
 
@@ -1221,73 +1291,78 @@ fn mirrorMove(
1221
1291
  battle: anytype,
1222
1292
  player: Player,
1223
1293
  mslot: u4,
1294
+ rewrap: bool,
1224
1295
  auto: bool,
1225
1296
  residual: *bool,
1226
- log: anytype,
1227
- ) !?Result {
1297
+ options: anytype,
1298
+ ) anyerror!?Result {
1228
1299
  var side = battle.side(player);
1229
1300
  const foe = battle.foe(player);
1230
1301
 
1231
1302
  side.last_selected_move = foe.last_used_move;
1232
1303
 
1233
1304
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1234
- try log.fail(battle.active(player), .None);
1305
+ try options.log.fail(battle.active(player), .None);
1235
1306
  return null;
1307
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1308
+ incrementPP(side, mslot);
1236
1309
  }
1237
1310
 
1238
- incrementPP(side, mslot);
1239
-
1240
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1241
- return doMove(battle, player, mslot, auto, residual, log);
1311
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1312
+ return null;
1313
+ }
1314
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1242
1315
  }
1243
1316
 
1244
1317
  fn metronome(
1245
1318
  battle: anytype,
1246
1319
  player: Player,
1247
1320
  mslot: u4,
1321
+ rewrap: bool,
1248
1322
  auto: bool,
1249
1323
  residual: *bool,
1250
- log: anytype,
1251
- ) !?Result {
1324
+ options: anytype,
1325
+ ) anyerror!?Result {
1252
1326
  var side = battle.side(player);
1253
1327
 
1254
- side.last_selected_move = if (showdown) blk: {
1255
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
1256
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
1257
- break :blk @intToEnum(Move, r + mod);
1258
- } else loop: {
1259
- while (true) {
1260
- const r = battle.rng.next();
1261
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
1262
- if (r >= @enumToInt(Move.Struggle)) continue;
1263
- break :loop @intToEnum(Move, r);
1264
- }
1265
- };
1266
-
1328
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1267
1329
  incrementPP(side, mslot);
1268
1330
 
1269
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1270
- return doMove(battle, player, mslot, auto, residual, log);
1331
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1332
+ return null;
1333
+ }
1334
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1271
1335
  }
1272
1336
 
1273
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1337
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1274
1338
  var immune = false;
1275
1339
  var mist = false;
1276
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1340
+
1341
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1342
+
1277
1343
  assert(!immune);
1278
1344
  if (mist) {
1279
1345
  assert(!showdown);
1280
1346
  const foe_ident = battle.active(player.foe());
1281
- try log.activate(foe_ident, .Mist);
1282
- try log.fail(foe_ident, .None);
1347
+ try options.log.activate(foe_ident, .Mist);
1348
+ try options.log.fail(foe_ident, .None);
1283
1349
  } else {
1284
- try log.lastmiss();
1285
- try log.miss(battle.active(player));
1350
+ try options.chance.commit(player, .miss);
1351
+ try options.log.lastmiss();
1352
+ try options.log.miss(battle.active(player));
1286
1353
  }
1354
+
1287
1355
  return false;
1288
1356
  }
1289
1357
 
1290
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1358
+ fn moveHit(
1359
+ battle: anytype,
1360
+ player: Player,
1361
+ move: Move.Data,
1362
+ immune: *bool,
1363
+ mist: *bool,
1364
+ options: anytype,
1365
+ ) bool {
1291
1366
  var side = battle.side(player);
1292
1367
  const foe = battle.foe(player);
1293
1368
 
@@ -1321,23 +1396,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1321
1396
  }
1322
1397
 
1323
1398
  // GLITCH: Thrash / Petal Dance / Rage get their accuracy overwritten on subsequent hits
1324
- var state = &side.active.volatiles.state;
1325
- const overwritten = (move.effect == .Thrashing or move.effect == .Rage) and state.* > 0;
1326
- assert(!overwritten or (0 < state.* and state.* <= 255 and !side.active.volatiles.Bide));
1327
- var accuracy = if (overwritten) state.* else @as(u16, Gen12.percent(move.accuracy));
1328
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1399
+ const state = side.active.volatiles.state;
1400
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1401
+ const overwritten = overwrite and state > 0;
1402
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1403
+
1404
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1405
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1329
1406
  accuracy = accuracy * boost[0] / boost[1];
1330
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1407
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1331
1408
  accuracy = accuracy * boost[0] / boost[1];
1332
1409
  accuracy = @min(255, @max(1, accuracy));
1333
1410
 
1334
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1411
+ // Pokémon Showdown only overwrites if the volatile is present
1412
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1413
+ if (overwrite) side.active.volatiles.state = accuracy;
1335
1414
 
1336
1415
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1337
- break :miss if (showdown)
1338
- !battle.rng.chance(u8, @intCast(u8, accuracy), 256)
1339
- else
1340
- battle.rng.next() >= accuracy;
1416
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1341
1417
  };
1342
1418
 
1343
1419
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1347,7 +1423,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1347
1423
  }
1348
1424
 
1349
1425
  if (!miss) return true;
1350
- battle.last_damage = 0;
1426
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1351
1427
  side.active.volatiles.Binding = false;
1352
1428
  return false;
1353
1429
  }
@@ -1355,8 +1431,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1355
1431
  fn checkFaint(
1356
1432
  battle: anytype,
1357
1433
  player: Player,
1358
- log: anytype,
1359
- ) @TypeOf(log).Error!?Result {
1434
+ options: anytype,
1435
+ ) @TypeOf(options.log).Error!?Result {
1360
1436
  const side = battle.side(player);
1361
1437
  if (side.stored().hp > 0) return null;
1362
1438
 
@@ -1364,33 +1440,32 @@ fn checkFaint(
1364
1440
  const foe_fainted = foe.stored().hp == 0;
1365
1441
 
1366
1442
  const player_out = findFirstAlive(side) == 0;
1367
- const foe_out = findFirstAlive(foe) == 0;
1368
- const tie = player_out and foe_out;
1369
- const more = tie or player_out or foe_out;
1443
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1444
+ const more = player_out or foe_out;
1370
1445
 
1371
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1372
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1446
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1447
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1373
1448
 
1374
1449
  assert(!side.active.volatiles.MultiHit);
1375
1450
  assert(!foe.active.volatiles.MultiHit);
1376
1451
 
1377
- if (tie) {
1378
- try log.tie();
1452
+ if (player_out and foe_out) {
1453
+ try options.log.tie();
1379
1454
  return Result.Tie;
1380
1455
  } else if (player_out) {
1381
- try log.win(player.foe());
1456
+ try options.log.win(player.foe());
1382
1457
  return if (player == .P1) Result.Lose else Result.Win;
1383
1458
  } else if (foe_out) {
1384
- try log.win(player);
1459
+ try options.log.win(player);
1385
1460
  return if (player == .P1) Result.Win else Result.Lose;
1386
1461
  }
1387
1462
 
1388
1463
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1389
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1390
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1464
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1465
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1391
1466
  }
1392
1467
 
1393
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1468
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1394
1469
  var side = battle.side(player);
1395
1470
  var foe = battle.foe(player);
1396
1471
  assert(side.stored().hp == 0);
@@ -1423,32 +1498,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1423
1498
  side.stored().stats.spe;
1424
1499
  }
1425
1500
 
1426
- try log.faint(battle.active(player), done);
1501
+ try options.log.faint(battle.active(player), done);
1502
+ options.calc.capped(player);
1427
1503
  return null;
1428
1504
  }
1429
1505
 
1430
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1506
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1431
1507
  var side = battle.side(player);
1432
1508
  var stored = side.stored();
1433
1509
  const ident = battle.active(player);
1434
1510
  var volatiles = &side.active.volatiles;
1435
1511
 
1436
1512
  const brn = Status.is(stored.status, .BRN);
1437
- if (brn or Status.is(stored.status, .PSN)) blk: {
1513
+ if (brn or Status.is(stored.status, .PSN)) {
1438
1514
  var damage = @max(stored.stats.hp / 16, 1);
1439
-
1440
1515
  if (volatiles.Toxic) {
1441
1516
  volatiles.toxic += 1;
1442
1517
  damage *= volatiles.toxic;
1443
1518
  }
1519
+ damage = @min(damage, stored.hp);
1444
1520
 
1445
- const amount = @min(damage, stored.hp);
1446
- if (showdown and amount == 0) break :blk;
1447
-
1448
- stored.hp -= amount;
1449
-
1450
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1451
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1521
+ if (!showdown or damage > 0) {
1522
+ stored.hp -= damage;
1523
+ // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1524
+ try options.log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1525
+ }
1452
1526
  }
1453
1527
 
1454
1528
  if (volatiles.LeechSeed) {
@@ -1469,49 +1543,46 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1469
1543
  damage *= volatiles.toxic;
1470
1544
  }
1471
1545
 
1472
- // Pokémon Showdown erroneously updates last damage with uncapped Leech Seed damage
1473
- if (showdown) battle.last_damage = damage;
1474
-
1475
1546
  const amount = @min(damage, stored.hp);
1476
1547
  stored.hp -= amount;
1477
1548
 
1478
1549
  // As above, Pokémon Showdown uses damageOf but its not relevant
1479
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1550
+ if (amount > 0) try options.log.damage(ident, stored, .LeechSeed);
1480
1551
 
1481
1552
  const before = foe_stored.hp;
1482
1553
  // Uncapped damage is added back to the foe
1483
1554
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1484
1555
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1485
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1556
+ if (foe_stored.hp > before) try options.log.heal(foe_ident, foe_stored, .Silent);
1486
1557
  }
1487
1558
  }
1488
1559
 
1489
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1560
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1490
1561
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1491
1562
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1492
1563
 
1493
- if (showdown and options.ebc and checkEBC(battle)) {
1494
- try log.tie();
1564
+ battle.turn += 1;
1565
+
1566
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1567
+ try options.log.tie();
1495
1568
  return Result.Tie;
1496
1569
  }
1497
1570
 
1498
- battle.turn += 1;
1499
-
1500
1571
  if (showdown and battle.turn >= 1000) {
1501
- try log.tie();
1572
+ try options.log.tie();
1502
1573
  return Result.Tie;
1503
1574
  } else if (battle.turn >= 65535) {
1504
1575
  return Result.Error;
1505
1576
  }
1506
1577
 
1507
- try log.turn(battle.turn);
1578
+ try options.log.turn(battle.turn);
1508
1579
 
1509
1580
  return Result.Default;
1510
1581
  }
1511
1582
 
1512
1583
  fn checkEBC(battle: anytype) bool {
1513
1584
  for (battle.sides, 0..) |side, i| {
1514
- const foe = battle.sides[~@intCast(u1, i)];
1585
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1515
1586
 
1516
1587
  var foe_all_ghosts = true;
1517
1588
  var foe_all_transform = true;
@@ -1563,105 +1634,138 @@ fn checkEBC(battle: anytype) bool {
1563
1634
  return false;
1564
1635
  }
1565
1636
 
1566
- inline fn onBegin(
1637
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1638
+ if (side.active.volatiles.disable_move != 0) {
1639
+ // A Pokémon that transforms after being disabled may end up with less move slots
1640
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1641
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1642
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1643
+ m
1644
+ else
1645
+ side.last_selected_move;
1646
+ if (m != .None and m == last) {
1647
+ side.active.volatiles.Charging = false;
1648
+ try options.log.disabled(ident, last);
1649
+ return true;
1650
+ }
1651
+ }
1652
+ return false;
1653
+ }
1654
+
1655
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1656
+ const side = battle.side(who);
1657
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1658
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1659
+ }
1660
+ }
1661
+
1662
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1663
+ var volatiles = &active.volatiles;
1664
+ assert(volatiles.Thrashing);
1665
+ if (volatiles.attacks > 0) return false;
1666
+
1667
+ volatiles.Thrashing = false;
1668
+ volatiles.Confusion = true;
1669
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1670
+ return true;
1671
+ }
1672
+
1673
+ fn onBegin(
1567
1674
  battle: anytype,
1568
1675
  player: Player,
1569
1676
  move: Move.Data,
1570
1677
  mslot: u8,
1571
1678
  residual: *bool,
1572
- log: anytype,
1679
+ options: anytype,
1573
1680
  ) !void {
1574
1681
  assert(move.effect.onBegin());
1575
1682
  return switch (move.effect) {
1576
- .Confusion => Effects.confusion(battle, player, move, log),
1577
- .Conversion => Effects.conversion(battle, player, log),
1578
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1579
- .Haze => Effects.haze(battle, player, log),
1580
- .Heal => Effects.heal(battle, player, log),
1581
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1582
- .LightScreen => Effects.lightScreen(battle, player, log),
1583
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1584
- .Mist => Effects.mist(battle, player, log),
1585
- .Paralyze => Effects.paralyze(battle, player, move, log),
1586
- .Poison => Effects.poison(battle, player, move, log),
1587
- .Reflect => Effects.reflect(battle, player, log),
1588
- .Splash => Effects.splash(battle, player, log),
1589
- .Substitute => Effects.substitute(battle, player, residual, log),
1590
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1591
- .Transform => Effects.transform(battle, player, log),
1683
+ .Confusion => Effects.confusion(battle, player, move, options),
1684
+ .Conversion => Effects.conversion(battle, player, options),
1685
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1686
+ .Haze => Effects.haze(battle, player, options),
1687
+ .Heal => Effects.heal(battle, player, options),
1688
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1689
+ .LightScreen => Effects.lightScreen(battle, player, options),
1690
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1691
+ .Mist => Effects.mist(battle, player, options),
1692
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1693
+ .Poison => Effects.poison(battle, player, move, options),
1694
+ .Reflect => Effects.reflect(battle, player, options),
1695
+ .Splash => Effects.splash(battle, player, options),
1696
+ .Substitute => Effects.substitute(battle, player, residual, options),
1697
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1698
+ .Transform => Effects.transform(battle, player, options),
1592
1699
  else => unreachable,
1593
1700
  };
1594
1701
  }
1595
1702
 
1596
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1703
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1597
1704
  assert(move.effect.onEnd());
1598
1705
  return switch (move.effect) {
1599
- .Bide => Effects.bide(battle, player, log),
1706
+ .Bide => Effects.bide(battle, player, options),
1600
1707
  // zig fmt: off
1601
1708
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1602
1709
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1603
- Effects.boost(battle, player, move, log),
1710
+ Effects.boost(battle, player, move, options),
1604
1711
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1605
- Effects.unboost(battle, player, move, log),
1712
+ Effects.unboost(battle, player, move, options),
1606
1713
  // zig fmt: on
1607
- .Sleep => Effects.sleep(battle, player, move, log),
1714
+ .Sleep => Effects.sleep(battle, player, move, options),
1608
1715
  else => unreachable,
1609
1716
  };
1610
1717
  }
1611
1718
 
1612
- inline fn alwaysHappens(
1719
+ fn alwaysHappens(
1613
1720
  battle: anytype,
1614
1721
  player: Player,
1615
1722
  move: Move.Data,
1616
1723
  residual: *bool,
1617
- log: anytype,
1724
+ options: anytype,
1618
1725
  ) !void {
1619
1726
  assert(move.effect.alwaysHappens());
1620
1727
  return switch (move.effect) {
1621
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1728
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1622
1729
  .Explode => Effects.explode(battle, player),
1623
- .PayDay => Effects.payDay(battle, player, log),
1730
+ .PayDay => Effects.payDay(battle, player, options),
1624
1731
  .Rage => Effects.rage(battle, player),
1625
- .Recoil => Effects.recoil(battle, player, residual, log),
1732
+ .Recoil => Effects.recoil(battle, player, residual, options),
1626
1733
  .JumpKick, .Binding => {},
1627
1734
  else => unreachable,
1628
1735
  };
1629
1736
  }
1630
1737
 
1631
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1738
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1632
1739
  return switch (move.effect) {
1633
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1634
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1635
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1636
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1637
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1740
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1741
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1742
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1743
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1744
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1638
1745
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1639
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1640
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1746
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1747
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1641
1748
  // zig fmt: off
1642
1749
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1643
- Effects.unboost(battle, player, move, log),
1750
+ Effects.unboost(battle, player, move, options),
1644
1751
  // zig fmt: on
1645
1752
  else => {},
1646
1753
  };
1647
1754
  }
1648
1755
 
1649
1756
  pub const Effects = struct {
1650
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1757
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1651
1758
  var side = battle.side(player);
1652
1759
 
1653
1760
  side.active.volatiles.Bide = true;
1654
1761
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1655
1762
  side.active.volatiles.state = 0;
1656
- side.active.volatiles.attacks = @intCast(u3, if (showdown)
1657
- battle.rng.range(u4, 2, 4)
1658
- else
1659
- (battle.rng.next() & 1) + 2);
1763
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1660
1764
 
1661
- try log.start(battle.active(player), .Bide);
1765
+ try options.log.start(battle.active(player), .Bide);
1662
1766
  }
1663
1767
 
1664
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1768
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1665
1769
  var foe = battle.foe(player);
1666
1770
  var foe_stored = foe.stored();
1667
1771
 
@@ -1672,96 +1776,97 @@ pub const Effects = struct {
1672
1776
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1673
1777
  if (Status.is(foe_stored.status, .FRZ)) {
1674
1778
  assert(move.type == .Fire);
1675
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1779
+ try options.log.curestatus(
1780
+ battle.active(player.foe()),
1781
+ foe_stored.status,
1782
+ .Message,
1783
+ );
1676
1784
  foe_stored.status = 0;
1677
1785
  }
1678
1786
  return;
1679
1787
  }
1680
1788
 
1681
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1682
- battle.rng.chance(u8, @as(u8, if (move.effect == .BurnChance1) 26 else 77), 256)
1683
- else
1684
- battle.rng.next() < 1 + (if (move.effect == .BurnChance1)
1685
- Gen12.percent(10)
1686
- else
1687
- Gen12.percent(30));
1688
- if (!chance) return;
1789
+ if (foe.active.types.includes(move.type)) return;
1790
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1791
+ return;
1792
+ }
1689
1793
 
1690
1794
  foe_stored.status = Status.init(.BRN);
1691
1795
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1692
1796
 
1693
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1797
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
1694
1798
  }
1695
1799
 
1696
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1800
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1697
1801
  var side = battle.side(player);
1698
1802
  var volatiles = &side.active.volatiles;
1699
1803
 
1700
1804
  volatiles.Charging = true;
1701
1805
  const move = side.last_selected_move;
1702
1806
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1703
- try log.laststill();
1704
- try log.prepare(battle.active(player), move);
1807
+ try options.log.laststill();
1808
+ try options.log.prepare(battle.active(player), move);
1705
1809
  }
1706
1810
 
1707
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1811
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1708
1812
  var foe = battle.foe(player);
1709
1813
  const sub = foe.active.volatiles.Substitute;
1710
1814
 
1711
1815
  if (move.effect == .ConfusionChance) {
1712
- const chance = if (showdown)
1713
- battle.rng.chance(u8, 25, 256)
1714
- else
1715
- battle.rng.next() < Gen12.percent(10);
1716
- if (!chance) return;
1816
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1717
1817
  } else {
1718
1818
  if (showdown) {
1719
- if (!try checkHit(battle, player, move, log)) {
1819
+ if (!try checkHit(battle, player, move, options)) {
1720
1820
  return;
1721
1821
  } else if (sub) {
1722
- return log.fail(battle.active(player.foe()), .None);
1822
+ return options.log.fail(battle.active(player.foe()), .None);
1723
1823
  }
1724
1824
  } else {
1725
1825
  if (sub) {
1726
- return log.fail(battle.active(player.foe()), .None);
1727
- } else if (!try checkHit(battle, player, move, log)) {
1826
+ return options.log.fail(battle.active(player.foe()), .None);
1827
+ } else if (!try checkHit(battle, player, move, options)) {
1728
1828
  return;
1729
1829
  }
1730
1830
  }
1831
+ try options.chance.commit(player, .hit);
1731
1832
  }
1732
1833
 
1733
1834
  if (foe.active.volatiles.Confusion) return;
1734
1835
  foe.active.volatiles.Confusion = true;
1735
- foe.active.volatiles.confusion = @intCast(u3, if (showdown)
1736
- battle.rng.range(u8, 2, 6)
1737
- else
1738
- (battle.rng.next() & 3) + 2);
1836
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1739
1837
 
1740
- try log.start(battle.active(player.foe()), .Confusion);
1838
+ try options.log.start(battle.active(player.foe()), .Confusion);
1741
1839
  }
1742
1840
 
1743
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1841
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1744
1842
  const foe = battle.foe(player);
1745
1843
 
1746
1844
  if (foe.active.volatiles.Invulnerable) {
1747
- try log.lastmiss();
1748
- return log.miss(battle.active(player));
1845
+ try options.log.lastmiss();
1846
+ return options.log.miss(battle.active(player));
1749
1847
  }
1750
1848
 
1751
1849
  battle.side(player).active.types = foe.active.types;
1752
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1850
+ return options.log.typechange(
1851
+ battle.active(player),
1852
+ foe.active.types,
1853
+ battle.active(player.foe()),
1854
+ );
1753
1855
  }
1754
1856
 
1755
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1857
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1756
1858
  var foe = battle.foe(player);
1757
1859
  var volatiles = &foe.active.volatiles;
1758
1860
  const foe_ident = battle.active(player.foe());
1759
1861
 
1760
1862
  // Pokémon Showdown handles hit/miss earlier in doMove
1761
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1863
+ if (!showdown) {
1864
+ if (!try checkHit(battle, player, move, options)) return null;
1865
+ try options.chance.commit(player, .hit);
1866
+ }
1762
1867
 
1763
- if (volatiles.disabled_move != 0) {
1764
- try log.fail(foe_ident, .None);
1868
+ if (volatiles.disable_move != 0) {
1869
+ try options.log.fail(foe_ident, .None);
1765
1870
  return null;
1766
1871
  }
1767
1872
 
@@ -1777,7 +1882,7 @@ pub const Effects = struct {
1777
1882
  // Technically this is still considered simply a "miss" on the cartridge,
1778
1883
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1779
1884
  if (n == 0) {
1780
- try log.fail(foe_ident, .None);
1885
+ try options.log.fail(foe_ident, .None);
1781
1886
  return null;
1782
1887
  } else if (err) {
1783
1888
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1785,23 +1890,21 @@ pub const Effects = struct {
1785
1890
  return Result.Error;
1786
1891
  }
1787
1892
 
1788
- volatiles.disabled_move = @intCast(u3, randomMoveSlot(&battle.rng, &foe.active.moves, n));
1789
- volatiles.disabled_duration = @intCast(u4, if (showdown)
1790
- battle.rng.range(u8, 1, 9)
1791
- else
1792
- (battle.rng.next() & 7) + 1);
1893
+ volatiles.disable_move =
1894
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1895
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1793
1896
 
1794
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1897
+ const id = foe.active.move(volatiles.disable_move).id;
1898
+ try options.log.startEffect(foe_ident, .Disable, id);
1795
1899
  return null;
1796
1900
  }
1797
1901
 
1798
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1799
- var side = battle.side(player);
1800
- var stored = side.stored();
1902
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1903
+ var stored = battle.side(player).stored();
1801
1904
 
1802
1905
  if (battle.last_damage == 0) {
1803
1906
  assert(showdown);
1804
- return;
1907
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1805
1908
  }
1806
1909
 
1807
1910
  const drain = @max(battle.last_damage / 2, 1);
@@ -1810,7 +1913,7 @@ pub const Effects = struct {
1810
1913
  if (stored.hp == stored.stats.hp) return;
1811
1914
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1812
1915
 
1813
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1916
+ try options.log.drain(battle.active(player), stored, battle.active(player.foe()));
1814
1917
  }
1815
1918
 
1816
1919
  fn explode(battle: anytype, player: Player) !void {
@@ -1824,34 +1927,28 @@ pub const Effects = struct {
1824
1927
  side.active.volatiles.LeechSeed = false;
1825
1928
  }
1826
1929
 
1827
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1930
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1828
1931
  var volatiles = &battle.foe(player).active.volatiles;
1829
1932
 
1830
1933
  if (volatiles.Substitute) return;
1831
-
1832
- const chance = if (showdown)
1833
- battle.rng.chance(u8, @as(u8, if (move.effect == .FlinchChance1) 26 else 77), 256)
1834
- else
1835
- battle.rng.next() < 1 + (if (move.effect == .FlinchChance1)
1836
- Gen12.percent(10)
1837
- else
1838
- Gen12.percent(30));
1839
- if (!chance) return;
1934
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1935
+ return;
1936
+ }
1840
1937
 
1841
1938
  volatiles.Flinch = true;
1842
1939
  volatiles.Recharging = false;
1843
1940
  }
1844
1941
 
1845
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1942
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1846
1943
  var side = battle.side(player);
1847
1944
 
1848
1945
  if (side.active.volatiles.FocusEnergy) return;
1849
1946
  side.active.volatiles.FocusEnergy = true;
1850
1947
 
1851
- try log.start(battle.active(player), .FocusEnergy);
1948
+ try options.log.start(battle.active(player), .FocusEnergy);
1852
1949
  }
1853
1950
 
1854
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1951
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1855
1952
  var foe = battle.foe(player);
1856
1953
  var foe_stored = foe.stored();
1857
1954
  const foe_ident = battle.active(player.foe());
@@ -1862,22 +1959,19 @@ pub const Effects = struct {
1862
1959
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1863
1960
  }
1864
1961
 
1865
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1866
- battle.rng.chance(u8, 26, 256)
1867
- else
1868
- battle.rng.next() < 1 + Gen12.percent(10);
1869
- if (!chance) return;
1870
-
1962
+ if (foe.active.types.includes(move.type)) return;
1963
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1871
1964
  // Freeze Clause Mod
1872
1965
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1873
1966
 
1874
1967
  foe_stored.status = Status.init(.FRZ);
1875
1968
  // GLITCH: Hyper Beam recharging status is not cleared
1876
1969
 
1877
- try log.status(foe_ident, foe_stored.status, .None);
1970
+ try options.log.status(foe_ident, foe_stored.status, .None);
1878
1971
  }
1879
1972
 
1880
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1973
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1974
+ var log = options.log;
1881
1975
  var side = battle.side(player);
1882
1976
  var foe = battle.foe(player);
1883
1977
 
@@ -1899,7 +1993,7 @@ pub const Effects = struct {
1899
1993
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1900
1994
  if (showdown) {
1901
1995
  for (&battle.sides, 0..) |*s, i| {
1902
- const p = @intToEnum(Player, i);
1996
+ const p: Player = @enumFromInt(i);
1903
1997
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1904
1998
  if (p != player and Status.any(s.stored().status)) {
1905
1999
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
@@ -1908,7 +2002,7 @@ pub const Effects = struct {
1908
2002
  s.stored().status = Status.init(.PSN);
1909
2003
  try log.status(battle.active(p), s.stored().status, .None);
1910
2004
  }
1911
- try clearVolatiles(battle, p, log);
2005
+ try clearVolatiles(battle, p, p != player, options);
1912
2006
  }
1913
2007
  } else {
1914
2008
  if (Status.any(foe_stored.status)) {
@@ -1918,71 +2012,76 @@ pub const Effects = struct {
1918
2012
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
1919
2013
  foe_stored.status = 0;
1920
2014
  }
1921
- try clearVolatiles(battle, player, log);
1922
- try clearVolatiles(battle, player.foe(), log);
2015
+ try clearVolatiles(battle, player, false, options);
2016
+ try clearVolatiles(battle, player.foe(), true, options);
1923
2017
  }
1924
2018
  }
1925
2019
 
1926
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2020
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1927
2021
  var side = battle.side(player);
1928
2022
  var stored = side.stored();
1929
2023
  const ident = battle.active(player);
1930
2024
 
1931
2025
  // GLITCH: HP recovery move failure glitches
1932
2026
  const delta = stored.stats.hp - stored.hp;
1933
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2027
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2028
+ return try options.log.fail(ident, .None);
2029
+ }
1934
2030
 
1935
2031
  const rest = side.last_selected_move == .Rest;
1936
2032
  if (rest) {
1937
2033
  // Adding the sleep status runs the sleep condition handler to roll duration
1938
2034
  if (showdown) battle.rng.advance(1);
1939
2035
  stored.status = Status.slf(2);
1940
- try log.statusFrom(ident, stored.status, Move.Rest);
2036
+ try options.log.statusFrom(ident, stored.status, Move.Rest);
1941
2037
  stored.hp = stored.stats.hp;
1942
2038
  } else {
1943
2039
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1944
2040
  }
1945
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2041
+ try options.log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
1946
2042
  }
1947
2043
 
1948
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2044
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1949
2045
  battle.side(player).active.volatiles.Recharging = true;
1950
- try log.mustrecharge(battle.active(player));
2046
+ try options.log.mustrecharge(battle.active(player));
1951
2047
  }
1952
2048
 
1953
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2049
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1954
2050
  var foe = battle.foe(player);
1955
2051
 
1956
2052
  if (showdown) {
1957
2053
  // Invulnerability trumps type immunity on Pokémon Showdown
1958
2054
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1959
- return log.immune(battle.active(player.foe()), .None);
2055
+ return options.log.immune(battle.active(player.foe()), .None);
1960
2056
  }
1961
- if (!try checkHit(battle, player, move, log)) return;
2057
+ if (!try checkHit(battle, player, move, options)) return;
1962
2058
  if (foe.active.volatiles.LeechSeed) return;
1963
2059
  } else {
1964
- if (!try checkHit(battle, player, move, log)) return;
2060
+ if (!try checkHit(battle, player, move, options)) return;
1965
2061
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1966
- try log.lastmiss();
1967
- return log.miss(battle.active(player));
2062
+ try options.log.lastmiss();
2063
+ return options.log.miss(battle.active(player));
1968
2064
  }
1969
2065
  }
1970
2066
 
2067
+ try options.chance.commit(player, .hit);
1971
2068
  foe.active.volatiles.LeechSeed = true;
1972
2069
 
1973
- try log.start(battle.active(player.foe()), .LeechSeed);
2070
+ try options.log.start(battle.active(player.foe()), .LeechSeed);
1974
2071
  }
1975
2072
 
1976
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2073
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1977
2074
  var side = battle.side(player);
1978
2075
 
1979
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2076
+ if (side.active.volatiles.LightScreen) {
2077
+ return options.log.fail(battle.active(player), .None);
2078
+ }
1980
2079
  side.active.volatiles.LightScreen = true;
1981
2080
 
1982
- try log.start(battle.active(player), .LightScreen);
2081
+ try options.log.start(battle.active(player), .LightScreen);
1983
2082
  }
1984
2083
 
1985
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2084
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1986
2085
  var side = battle.side(player);
1987
2086
  var foe = battle.foe(player);
1988
2087
 
@@ -1998,45 +2097,51 @@ pub const Effects = struct {
1998
2097
  const has_mimic = has_mimic: {
1999
2098
  for (side.active.moves, 0..) |m, i| {
2000
2099
  if (m.id == .Mimic) {
2001
- oslot = @intCast(u8, i + 1);
2100
+ oslot = @intCast(i + 1);
2002
2101
  break :has_mimic true;
2003
2102
  }
2004
2103
  }
2005
2104
  break :has_mimic false;
2006
2105
  };
2007
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
2008
- // trigger |-miss| instead of |-fail|
2009
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
2010
- return try log.fail(battle.active(player.foe()), .None);
2106
+ if (!has_mimic) {
2107
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2108
+ if (!try checkHit(battle, player, move, options)) return;
2109
+ try options.chance.commit(player, .hit);
2110
+ return try options.log.fail(battle.active(player.foe()), .None);
2011
2111
  }
2012
2112
  }
2013
- if (!try checkHit(battle, player, move, log)) return;
2113
+ if (!try checkHit(battle, player, move, options)) return;
2114
+ try options.chance.commit(player, .hit);
2014
2115
 
2015
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2116
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2016
2117
  side.active.move(oslot).id = foe.active.move(rslot).id;
2017
2118
 
2018
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2119
+ try options.log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2019
2120
  }
2020
2121
 
2021
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2122
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2022
2123
  var side = battle.side(player);
2023
2124
 
2024
2125
  if (side.active.volatiles.Mist) return;
2025
2126
  side.active.volatiles.Mist = true;
2026
2127
 
2027
- try log.start(battle.active(player), .Mist);
2128
+ try options.log.start(battle.active(player), .Mist);
2028
2129
  }
2029
2130
 
2030
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2131
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2031
2132
  var side = battle.side(player);
2032
2133
 
2033
2134
  assert(!side.active.volatiles.MultiHit);
2034
2135
  side.active.volatiles.MultiHit = true;
2035
2136
 
2036
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2137
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2138
+ try Rolls.distribution(battle, .MultiHit, player, options)
2139
+ else
2140
+ 2;
2037
2141
  }
2038
2142
 
2039
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2143
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2144
+ var log = options.log;
2040
2145
  var foe = battle.foe(player);
2041
2146
  var foe_stored = foe.stored();
2042
2147
  const foe_ident = battle.active(player.foe());
@@ -2047,7 +2152,7 @@ pub const Effects = struct {
2047
2152
  if (showdown) {
2048
2153
  // Invulnerability trumps type immunity on Pokémon Showdown
2049
2154
  if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2050
- if (!try checkHit(battle, player, move, log)) return;
2155
+ if (!try checkHit(battle, player, move, options)) return;
2051
2156
  }
2052
2157
  if (Status.any(foe_stored.status)) {
2053
2158
  return log.fail(
@@ -2057,8 +2162,9 @@ pub const Effects = struct {
2057
2162
  }
2058
2163
  if (!showdown) {
2059
2164
  if (immune) return log.immune(foe_ident, .None);
2060
- if (!try checkHit(battle, player, move, log)) return;
2165
+ if (!try checkHit(battle, player, move, options)) return;
2061
2166
  }
2167
+ try options.chance.commit(player, .hit);
2062
2168
 
2063
2169
  foe_stored.status = Status.init(.PAR);
2064
2170
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
@@ -2066,7 +2172,7 @@ pub const Effects = struct {
2066
2172
  try log.status(foe_ident, foe_stored.status, .None);
2067
2173
  }
2068
2174
 
2069
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2175
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2070
2176
  var foe = battle.foe(player);
2071
2177
  var foe_stored = foe.stored();
2072
2178
 
@@ -2077,32 +2183,31 @@ pub const Effects = struct {
2077
2183
  }
2078
2184
 
2079
2185
  // Body Slam can't paralyze a Normal type Pokémon
2080
- const chance = !foe.active.types.includes(move.type) and if (showdown)
2081
- battle.rng.chance(u8, @as(u8, if (move.effect == .ParalyzeChance1) 26 else 77), 256)
2082
- else
2083
- battle.rng.next() < 1 + (if (move.effect == .ParalyzeChance1)
2084
- Gen12.percent(10)
2085
- else
2086
- Gen12.percent(30));
2087
- if (!chance) return;
2186
+ if (foe.active.types.includes(move.type)) return;
2187
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2188
+ return;
2189
+ }
2088
2190
 
2089
2191
  foe_stored.status = Status.init(.PAR);
2090
2192
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2091
2193
 
2092
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2194
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
2093
2195
  }
2094
2196
 
2095
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2096
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2197
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2198
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2199
+ try options.log.fieldactivate();
2200
+ }
2097
2201
  }
2098
2202
 
2099
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2203
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2204
+ var log = options.log;
2100
2205
  var foe = battle.foe(player);
2101
2206
  var foe_stored = foe.stored();
2102
2207
  const foe_ident = battle.active(player.foe());
2103
2208
  const toxic = battle.side(player).last_selected_move == .Toxic;
2104
2209
 
2105
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2210
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2106
2211
  return;
2107
2212
  } else if (foe.active.volatiles.Substitute) {
2108
2213
  if (move.effect != .Poison) return;
@@ -2126,16 +2231,12 @@ pub const Effects = struct {
2126
2231
  }
2127
2232
 
2128
2233
  if (move.effect == .Poison) {
2129
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2234
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2235
+ try options.chance.commit(player, .hit);
2130
2236
  } else {
2131
- const chance = if (showdown)
2132
- battle.rng.chance(u8, @as(u8, if (move.effect == .PoisonChance1) 52 else 103), 256)
2133
- else
2134
- battle.rng.next() < 1 + (if (move.effect == .PoisonChance1)
2135
- Gen12.percent(20)
2136
- else
2137
- Gen12.percent(40));
2138
- if (!chance) return;
2237
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2238
+ return;
2239
+ }
2139
2240
  }
2140
2241
 
2141
2242
  foe_stored.status = Status.init(.PSN);
@@ -2150,34 +2251,40 @@ pub const Effects = struct {
2150
2251
 
2151
2252
  fn rage(battle: anytype, player: Player) !void {
2152
2253
  var volatiles = &battle.side(player).active.volatiles;
2153
- if (volatiles.Rage) return;
2154
- volatiles.Rage = true;
2155
2254
  assert(!volatiles.Bide);
2156
- volatiles.state = 0;
2255
+ volatiles.Rage = true;
2157
2256
  }
2158
2257
 
2159
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2258
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2160
2259
  var side = battle.side(player);
2161
2260
  var stored = side.stored();
2162
2261
 
2163
- const damage = @intCast(i16, @max(battle.last_damage /
2262
+ assert(showdown or battle.last_damage > 0);
2263
+ if (showdown and battle.last_damage == 0) return;
2264
+
2265
+ const damage: i16 = @intCast(@max(battle.last_damage /
2164
2266
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2165
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2267
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2166
2268
 
2167
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2269
+ try options.log.damageOf(
2270
+ battle.active(player),
2271
+ stored,
2272
+ .RecoilOf,
2273
+ battle.active(player.foe()),
2274
+ );
2168
2275
  if (showdown and stored.hp == 0) residual.* = false;
2169
2276
  }
2170
2277
 
2171
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2278
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2172
2279
  var side = battle.side(player);
2173
2280
 
2174
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2281
+ if (side.active.volatiles.Reflect) return options.log.fail(battle.active(player), .None);
2175
2282
  side.active.volatiles.Reflect = true;
2176
2283
 
2177
- try log.start(battle.active(player), .Reflect);
2284
+ try options.log.start(battle.active(player), .Reflect);
2178
2285
  }
2179
2286
 
2180
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2287
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2181
2288
  var foe = battle.foe(player);
2182
2289
  var foe_stored = foe.stored();
2183
2290
  const foe_ident = battle.active(player.foe());
@@ -2188,13 +2295,14 @@ pub const Effects = struct {
2188
2295
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2189
2296
  } else {
2190
2297
  if (Status.any(foe_stored.status)) {
2191
- return log.fail(
2298
+ return options.log.fail(
2192
2299
  foe_ident,
2193
2300
  if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2194
2301
  );
2195
2302
  }
2196
2303
  // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2197
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2304
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2305
+ try options.chance.commit(player, .hit);
2198
2306
  }
2199
2307
 
2200
2308
  // Sleep Clause Mod
@@ -2205,40 +2313,32 @@ pub const Effects = struct {
2205
2313
  }
2206
2314
  foe.active.volatiles.Recharging = false;
2207
2315
 
2208
- const duration = @intCast(u3, if (showdown)
2209
- battle.rng.range(u8, 1, 8)
2210
- else loop: {
2211
- while (true) {
2212
- const r = battle.rng.next() & 7;
2213
- if (r != 0) break :loop r;
2214
- }
2215
- });
2216
-
2217
- foe_stored.status = Status.slp(duration);
2218
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2316
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2317
+ const last = battle.side(player).last_selected_move;
2318
+ try options.log.statusFrom(foe_ident, foe_stored.status, last);
2219
2319
  }
2220
2320
 
2221
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2222
- try log.activate(battle.active(player), .Splash);
2321
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2322
+ try options.log.activate(battle.active(player), .Splash);
2223
2323
  }
2224
2324
 
2225
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2325
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2226
2326
  var side = battle.side(player);
2227
2327
  if (side.active.volatiles.Substitute) {
2228
- try log.fail(battle.active(player), .Substitute);
2328
+ try options.log.fail(battle.active(player), .Substitute);
2229
2329
  return;
2230
2330
  }
2231
2331
 
2232
2332
  assert(side.stored().stats.hp <= 1023);
2233
2333
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2234
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2334
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2235
2335
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2236
2336
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2237
2337
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2238
2338
  // avoid having to convert to floating point)
2239
2339
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2240
2340
  if (side.stored().hp < required_hp) {
2241
- try log.fail(battle.active(player), .Weak);
2341
+ try options.log.fail(battle.active(player), .Weak);
2242
2342
  return;
2243
2343
  }
2244
2344
 
@@ -2246,35 +2346,37 @@ pub const Effects = struct {
2246
2346
  side.stored().hp -= hp;
2247
2347
  side.active.volatiles.substitute = hp + 1;
2248
2348
  side.active.volatiles.Substitute = true;
2249
- try log.start(battle.active(player), .Substitute);
2349
+ try options.log.start(battle.active(player), .Substitute);
2250
2350
  if (hp > 0) {
2251
- try log.damage(battle.active(player), side.stored(), .None);
2351
+ try options.log.damage(battle.active(player), side.stored(), .None);
2252
2352
  if (showdown and side.stored().hp == 0) residual.* = false;
2253
2353
  }
2254
2354
  }
2255
2355
 
2256
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2257
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2258
-
2356
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2259
2357
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2260
- _ = try checkHit(battle, player, move, log);
2261
- battle.last_damage = 0;
2358
+ if (showdown) {
2359
+ if (battle.side(player).last_selected_move == .Teleport) return;
2360
+ if (try checkHit(battle, player, move, options)) {
2361
+ try options.chance.commit(player, .hit);
2362
+ }
2363
+ battle.last_damage = 0;
2364
+ } else {
2365
+ try options.log.fail(battle.active(player), .None);
2366
+ try options.log.laststill();
2367
+ }
2262
2368
  }
2263
2369
 
2264
- fn thrashing(battle: anytype, player: Player) void {
2370
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2265
2371
  var volatiles = &battle.side(player).active.volatiles;
2266
2372
  assert(!volatiles.Thrashing);
2267
2373
  assert(!volatiles.Bide);
2268
2374
 
2269
2375
  volatiles.Thrashing = true;
2270
- volatiles.state = 0;
2271
- volatiles.attacks = @intCast(u3, if (showdown)
2272
- battle.rng.range(u8, 2, 4)
2273
- else
2274
- (battle.rng.next() & 1) + 2);
2376
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2275
2377
  }
2276
2378
 
2277
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2379
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2278
2380
  var side = battle.side(player);
2279
2381
  const foe = battle.foe(player);
2280
2382
  const foe_ident = battle.active(player.foe());
@@ -2300,10 +2402,10 @@ pub const Effects = struct {
2300
2402
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2301
2403
  }
2302
2404
 
2303
- try log.transform(battle.active(player), foe_ident);
2405
+ try options.log.transform(battle.active(player), foe_ident);
2304
2406
  }
2305
2407
 
2306
- fn binding(battle: anytype, player: Player) void {
2408
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2307
2409
  var side = battle.side(player);
2308
2410
  var foe = battle.foe(player);
2309
2411
 
@@ -2311,12 +2413,16 @@ pub const Effects = struct {
2311
2413
  side.active.volatiles.Binding = true;
2312
2414
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2313
2415
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2314
- if (!showdown) foe.active.volatiles.Recharging = false;
2416
+ if (!showdown) {
2417
+ foe.active.volatiles.Recharging = false;
2418
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2315
2419
 
2316
- side.active.volatiles.attacks = distribution(battle) - 1;
2420
+ side.active.volatiles.attacks =
2421
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2317
2422
  }
2318
2423
 
2319
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2424
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2425
+ var log = options.log;
2320
2426
  var side = battle.side(player);
2321
2427
  const ident = battle.active(player);
2322
2428
 
@@ -2328,7 +2434,7 @@ pub const Effects = struct {
2328
2434
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2329
2435
  if (boosts.atk == 6) return try log.fail(ident, .None);
2330
2436
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2331
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2437
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2332
2438
  const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2333
2439
  if (stats.atk == MAX_STAT_VALUE) {
2334
2440
  boosts.atk -= 1;
@@ -2339,16 +2445,18 @@ pub const Effects = struct {
2339
2445
  }
2340
2446
  return try log.fail(ident, .None);
2341
2447
  }
2342
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2343
- const stat = unmodifiedStats(battle, player).atk;
2448
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2449
+ const stat = unmodifiedStats(battle, side).atk;
2344
2450
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2345
2451
  try log.boost(ident, reason, n);
2452
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2453
+ if (showdown and move.effect == .Rage) return;
2346
2454
  },
2347
2455
  .DefenseUp1, .DefenseUp2 => {
2348
2456
  assert(boosts.def >= -6 and boosts.def <= 6);
2349
2457
  if (boosts.def == 6) return try log.fail(ident, .None);
2350
2458
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2351
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2459
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2352
2460
  if (stats.def == MAX_STAT_VALUE) {
2353
2461
  boosts.def -= 1;
2354
2462
  if (showdown) {
@@ -2357,15 +2465,15 @@ pub const Effects = struct {
2357
2465
  }
2358
2466
  return try log.fail(ident, .None);
2359
2467
  }
2360
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2361
- const stat = unmodifiedStats(battle, player).def;
2468
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2469
+ const stat = unmodifiedStats(battle, side).def;
2362
2470
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2363
2471
  try log.boost(ident, .Defense, n);
2364
2472
  },
2365
2473
  .SpeedUp2 => {
2366
2474
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2367
2475
  if (boosts.spe == 6) return try log.fail(ident, .None);
2368
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2476
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2369
2477
  if (stats.spe == MAX_STAT_VALUE) {
2370
2478
  boosts.spe -= 1;
2371
2479
  if (showdown) {
@@ -2374,8 +2482,8 @@ pub const Effects = struct {
2374
2482
  }
2375
2483
  return try log.fail(ident, .None);
2376
2484
  }
2377
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2378
- const stat = unmodifiedStats(battle, player).spe;
2485
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2486
+ const stat = unmodifiedStats(battle, side).spe;
2379
2487
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2380
2488
  try log.boost(ident, .Speed, 2);
2381
2489
  },
@@ -2383,7 +2491,7 @@ pub const Effects = struct {
2383
2491
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2384
2492
  if (boosts.spc == 6) return try log.fail(ident, .None);
2385
2493
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2386
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2494
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2387
2495
  if (stats.spc == MAX_STAT_VALUE) {
2388
2496
  boosts.spc -= 1;
2389
2497
  if (showdown) {
@@ -2394,8 +2502,8 @@ pub const Effects = struct {
2394
2502
  }
2395
2503
  return try log.fail(ident, .None);
2396
2504
  }
2397
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2398
- const stat = unmodifiedStats(battle, player).spc;
2505
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2506
+ const stat = unmodifiedStats(battle, side).spc;
2399
2507
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2400
2508
  try log.boost(ident, .SpecialAttack, n);
2401
2509
  try log.boost(ident, .SpecialDefense, n);
@@ -2403,7 +2511,7 @@ pub const Effects = struct {
2403
2511
  .EvasionUp1 => {
2404
2512
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2405
2513
  if (boosts.evasion == 6) return try log.fail(ident, .None);
2406
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2514
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2407
2515
  try log.boost(ident, .Evasion, 1);
2408
2516
  },
2409
2517
  else => unreachable,
@@ -2413,32 +2521,32 @@ pub const Effects = struct {
2413
2521
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2414
2522
  }
2415
2523
 
2416
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2524
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2525
+ var log = options.log;
2417
2526
  var foe = battle.foe(player);
2418
2527
  const foe_ident = battle.active(player.foe());
2528
+ const secondary = move.effect.isStatDownChance();
2419
2529
 
2420
- if (foe.active.volatiles.Substitute) {
2421
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2422
- }
2530
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(foe_ident, .None);
2423
2531
 
2424
- if (move.effect.isStatDownChance()) {
2425
- const chance = if (showdown)
2426
- battle.rng.chance(u8, 85, 256)
2427
- else
2428
- battle.rng.next() < Gen12.percent(33) + 1;
2429
- if (!chance or foe.active.volatiles.Invulnerable) return;
2430
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2431
- return; // checkHit already checks for Invulnerable
2532
+ if (secondary) {
2533
+ const proc = try Rolls.unboost(battle, player, options);
2534
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2535
+ } else {
2536
+ // checkHit already checks for Invulnerable
2537
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2538
+ try options.chance.commit(player, .hit);
2432
2539
  }
2433
2540
 
2434
2541
  var stats = &foe.active.stats;
2435
2542
  var boosts = &foe.active.boosts;
2543
+ const fail = showdown or !secondary;
2436
2544
 
2437
2545
  switch (move.effect) {
2438
2546
  .AttackDown1, .AttackDownChance => {
2439
2547
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2440
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2441
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2548
+ if (boosts.atk == -6) return if (fail) try log.fail(foe_ident, .None);
2549
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2442
2550
  if (stats.atk == 1) {
2443
2551
  boosts.atk += 1;
2444
2552
  if (showdown) {
@@ -2447,16 +2555,16 @@ pub const Effects = struct {
2447
2555
  }
2448
2556
  return try log.fail(foe_ident, .None);
2449
2557
  }
2450
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2451
- const stat = unmodifiedStats(battle, player.foe()).atk;
2558
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2559
+ const stat = unmodifiedStats(battle, foe).atk;
2452
2560
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2453
2561
  try log.boost(foe_ident, .Attack, -1);
2454
2562
  },
2455
2563
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2456
2564
  assert(boosts.def >= -6 and boosts.def <= 6);
2457
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2565
+ if (boosts.def == -6) return if (fail) try log.fail(foe_ident, .None);
2458
2566
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2459
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2567
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2460
2568
  if (stats.def == 1) {
2461
2569
  boosts.def += 1;
2462
2570
  if (showdown) {
@@ -2465,15 +2573,15 @@ pub const Effects = struct {
2465
2573
  }
2466
2574
  return try log.fail(foe_ident, .None);
2467
2575
  }
2468
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2469
- const stat = unmodifiedStats(battle, player.foe()).def;
2576
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2577
+ const stat = unmodifiedStats(battle, foe).def;
2470
2578
  stats.def = @max(1, stat * mod[0] / mod[1]);
2471
2579
  try log.boost(foe_ident, .Defense, -@as(i8, n));
2472
2580
  },
2473
2581
  .SpeedDown1, .SpeedDownChance => {
2474
2582
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2475
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2476
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2583
+ if (boosts.spe == -6) return if (fail) try log.fail(foe_ident, .None);
2584
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2477
2585
  if (stats.spe == 1) {
2478
2586
  boosts.spe += 1;
2479
2587
  if (showdown) {
@@ -2482,16 +2590,16 @@ pub const Effects = struct {
2482
2590
  }
2483
2591
  return try log.fail(foe_ident, .None);
2484
2592
  }
2485
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2486
- const stat = unmodifiedStats(battle, player.foe()).spe;
2593
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2594
+ const stat = unmodifiedStats(battle, foe).spe;
2487
2595
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2488
2596
  try log.boost(foe_ident, .Speed, -1);
2489
2597
  assert(boosts.spe >= -6);
2490
2598
  },
2491
2599
  .SpecialDownChance => {
2492
2600
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2493
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2494
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2601
+ if (boosts.spc == -6) return if (fail) try log.fail(foe_ident, .None);
2602
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2495
2603
  if (stats.spc == 1) {
2496
2604
  boosts.spc += 1;
2497
2605
  if (showdown) {
@@ -2502,16 +2610,16 @@ pub const Effects = struct {
2502
2610
  }
2503
2611
  return try log.fail(foe_ident, .None);
2504
2612
  }
2505
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2506
- const stat = unmodifiedStats(battle, player.foe()).spc;
2613
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2614
+ const stat = unmodifiedStats(battle, foe).spc;
2507
2615
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2508
2616
  try log.boost(foe_ident, .SpecialAttack, -1);
2509
2617
  try log.boost(foe_ident, .SpecialDefense, -1);
2510
2618
  },
2511
2619
  .AccuracyDown1 => {
2512
2620
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2513
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2514
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2621
+ if (boosts.accuracy == -6) return if (fail) try log.fail(foe_ident, .None);
2622
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2515
2623
  try log.boost(foe_ident, .Accuracy, -1);
2516
2624
  },
2517
2625
  else => unreachable,
@@ -2522,8 +2630,7 @@ pub const Effects = struct {
2522
2630
  }
2523
2631
  };
2524
2632
 
2525
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2526
- const side = battle.side(who);
2633
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2527
2634
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2528
2635
  const id = ID.from(side.active.volatiles.transform);
2529
2636
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2537,19 +2644,22 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2537
2644
  }
2538
2645
  }
2539
2646
 
2540
- inline fn isForced(active: ActivePokemon) bool {
2647
+ fn isForced(active: anytype) bool {
2541
2648
  return active.volatiles.Recharging or active.volatiles.Rage or
2542
2649
  active.volatiles.Thrashing or active.volatiles.Charging;
2543
2650
  }
2544
2651
 
2545
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2652
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2653
+ var log = options.log;
2546
2654
  var side = battle.side(who);
2547
2655
  var volatiles = &side.active.volatiles;
2548
2656
  const ident = battle.active(who);
2549
2657
 
2550
- if (volatiles.disabled_move != 0) {
2551
- volatiles.disabled_move = 0;
2552
- volatiles.disabled_duration = 0;
2658
+ options.chance.clearDurations(who, clear);
2659
+
2660
+ if (volatiles.disable_move != 0) {
2661
+ volatiles.disable_move = 0;
2662
+ volatiles.disable_duration = 0;
2553
2663
  try log.end(ident, .DisableSilent);
2554
2664
  }
2555
2665
  if (volatiles.Confusion) {
@@ -2559,15 +2669,15 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2559
2669
  }
2560
2670
  if (volatiles.Mist) {
2561
2671
  volatiles.Mist = false;
2562
- try log.end(ident, .Mist);
2672
+ try log.end(ident, .MistSilent);
2563
2673
  }
2564
2674
  if (volatiles.FocusEnergy) {
2565
2675
  volatiles.FocusEnergy = false;
2566
- try log.end(ident, .FocusEnergy);
2676
+ try log.end(ident, .FocusEnergySilent);
2567
2677
  }
2568
2678
  if (volatiles.LeechSeed) {
2569
2679
  volatiles.LeechSeed = false;
2570
- try log.end(ident, .LeechSeed);
2680
+ try log.end(ident, .LeechSeedSilent);
2571
2681
  }
2572
2682
  if (!showdown and volatiles.Toxic) {
2573
2683
  volatiles.Toxic = false;
@@ -2575,102 +2685,328 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2575
2685
  }
2576
2686
  if (volatiles.LightScreen) {
2577
2687
  volatiles.LightScreen = false;
2578
- try log.end(ident, .LightScreen);
2688
+ try log.end(ident, .LightScreenSilent);
2579
2689
  }
2580
2690
  if (volatiles.Reflect) {
2581
2691
  volatiles.Reflect = false;
2582
- try log.end(ident, .Reflect);
2692
+ try log.end(ident, .ReflectSilent);
2583
2693
  }
2584
2694
  if (showdown and volatiles.Toxic) {
2585
2695
  volatiles.Toxic = false;
2586
2696
  // Pokémon Showdown erroneously clears the toxic counter
2587
2697
  volatiles.toxic = 0;
2588
- try log.end(ident, .Toxic);
2698
+ try log.end(ident, .ToxicSilent);
2589
2699
  }
2590
2700
  }
2591
2701
 
2592
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
2593
- if (side.active.volatiles.disabled_move != 0) {
2594
- // A Pokémon that transforms after being disabled may end up with less move slots
2595
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
2596
- if (m != .None and m == side.last_selected_move) {
2597
- side.active.volatiles.Charging = false;
2598
- try log.disabled(ident, side.last_selected_move);
2599
- return true;
2600
- }
2702
+ pub const Rolls = struct {
2703
+ fn speedTie(battle: anytype, options: anytype) !bool {
2704
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2705
+ player == .P1
2706
+ else if (showdown)
2707
+ battle.rng.range(u8, 0, 2) == 0
2708
+ else
2709
+ battle.rng.next() < Gen12.percent(50) + 1;
2710
+
2711
+ try options.chance.speedTie(p1);
2712
+ return p1;
2601
2713
  }
2602
- return false;
2603
- }
2604
2714
 
2605
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
2606
- const side = battle.side(who);
2607
- if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
2608
- try Effects.boost(battle, who, Move.get(.Rage), log);
2715
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2716
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2717
+ val == .true
2718
+ else if (showdown)
2719
+ battle.rng.chance(u8, rate, 256)
2720
+ else
2721
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2722
+
2723
+ try options.chance.criticalHit(player, crit, rate);
2724
+ return crit;
2609
2725
  }
2610
- }
2611
2726
 
2612
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2613
- var volatiles = &active.volatiles;
2614
- assert(volatiles.Thrashing);
2615
- if (volatiles.attacks > 0) return false;
2727
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2728
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2729
+ val
2730
+ else roll: {
2731
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2732
+ while (true) {
2733
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2734
+ if (r >= 217) break :roll r;
2735
+ }
2736
+ };
2616
2737
 
2617
- volatiles.Thrashing = false;
2618
- volatiles.Confusion = true;
2619
- volatiles.confusion = @intCast(u3, if (showdown)
2620
- battle.rng.range(u8, 2, 6)
2621
- else
2622
- (battle.rng.next() & 3) + 2);
2738
+ assert(roll >= 217 and roll <= 255);
2739
+ try options.chance.damage(player, roll);
2740
+ return roll;
2741
+ }
2623
2742
 
2624
- return true;
2625
- }
2743
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2744
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2745
+ val == .true
2746
+ else if (showdown)
2747
+ battle.rng.chance(u8, accuracy, 256)
2748
+ else
2749
+ battle.rng.next() < accuracy;
2626
2750
 
2627
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2751
+ options.chance.hit(ok, accuracy);
2752
+ return ok;
2753
+ }
2628
2754
 
2629
- fn distribution(battle: anytype) u3 {
2630
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2631
- const r = (battle.rng.next() & 3);
2632
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2633
- }
2755
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2756
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2757
+ val == .true
2758
+ else if (showdown)
2759
+ !battle.rng.chance(u8, 128, 256)
2760
+ else
2761
+ battle.rng.next() >= Gen12.percent(50) + 1;
2634
2762
 
2635
- fn randomMoveSlot(rand: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2636
- if (showdown) {
2637
- if (check_pp == 0) {
2638
- var i: usize = moves.len;
2639
- while (i > 0) {
2640
- i -= 1;
2641
- if (moves[i].id != .None) return rand.range(u4, 0, @intCast(u4, i + 1)) + 1;
2763
+ try options.chance.confused(player, cfz);
2764
+ return cfz;
2765
+ }
2766
+
2767
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2768
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2769
+ val == .true
2770
+ else if (showdown)
2771
+ battle.rng.chance(u8, 63, 256)
2772
+ else
2773
+ battle.rng.next() < Gen12.percent(25);
2774
+
2775
+ try options.chance.paralyzed(player, par);
2776
+ return par;
2777
+ }
2778
+
2779
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2780
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2781
+ val == .true
2782
+ else if (showdown)
2783
+ battle.rng.chance(u8, 25, 256)
2784
+ else
2785
+ battle.rng.next() < Gen12.percent(10);
2786
+
2787
+ try options.chance.secondaryChance(player, proc, 25);
2788
+ return proc;
2789
+ }
2790
+
2791
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2792
+ const rate: u8 = if (low) 26 else 77;
2793
+
2794
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2795
+ val == .true
2796
+ else if (showdown)
2797
+ battle.rng.chance(u8, rate, 256)
2798
+ else
2799
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2800
+
2801
+ try options.chance.secondaryChance(player, proc, rate);
2802
+ return proc;
2803
+ }
2804
+
2805
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2806
+ const rate: u8 = if (low) 52 else 103;
2807
+
2808
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2809
+ val == .true
2810
+ else if (showdown)
2811
+ battle.rng.chance(u8, rate, 256)
2812
+ else
2813
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2814
+
2815
+ try options.chance.secondaryChance(player, proc, rate);
2816
+ return proc;
2817
+ }
2818
+
2819
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2820
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2821
+ val == .true
2822
+ else if (showdown)
2823
+ battle.rng.chance(u8, 85, 256)
2824
+ else
2825
+ battle.rng.next() < Gen12.percent(33) + 1;
2826
+
2827
+ try options.chance.secondaryChance(player, proc, 85);
2828
+ return proc;
2829
+ }
2830
+
2831
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2832
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2833
+ val
2834
+ else if (showdown)
2835
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2836
+ else move: {
2837
+ while (true) {
2838
+ const r = battle.rng.next();
2839
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2840
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2841
+ break :move @enumFromInt(r);
2842
+ }
2843
+ };
2844
+
2845
+ try options.chance.metronome(player, move);
2846
+ return move;
2847
+ }
2848
+
2849
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2850
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2851
+ val - 1
2852
+ else if (showdown)
2853
+ battle.rng.range(u8, 0, max)
2854
+ else power: {
2855
+ while (true) {
2856
+ const r = battle.rng.next();
2857
+ if (r < max) break :power r;
2642
2858
  }
2859
+ };
2860
+
2861
+ assert(power < max);
2862
+ try options.chance.psywave(player, power, max);
2863
+ return power;
2864
+ }
2865
+
2866
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2867
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2868
+ @intCast(val)
2869
+ else if (showdown)
2870
+ battle.rng.range(u3, 1, 8)
2871
+ else duration: {
2872
+ while (true) {
2873
+ const r = battle.rng.next() & 7;
2874
+ if (r != 0) break :duration @intCast(r);
2875
+ }
2876
+ };
2877
+
2878
+ assert(duration >= 1 and duration <= 7);
2879
+ options.chance.duration(.sleep, player, player.foe(), duration);
2880
+ return duration;
2881
+ }
2882
+
2883
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2884
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2885
+ val
2886
+ else if (showdown)
2887
+ battle.rng.range(u4, 1, 9)
2888
+ else
2889
+ @intCast((battle.rng.next() & 7) + 1);
2890
+
2891
+ assert(duration >= 1 and duration <= 8);
2892
+ options.chance.duration(.disable, player, player.foe(), duration);
2893
+ return duration;
2894
+ }
2895
+
2896
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2897
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2898
+ @intCast(val)
2899
+ else if (showdown)
2900
+ battle.rng.range(u3, 2, 6)
2901
+ else
2902
+ @intCast((battle.rng.next() & 3) + 2);
2903
+
2904
+ assert(duration >= 2 and duration <= 5);
2905
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2906
+ return duration;
2907
+ }
2908
+
2909
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2910
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2911
+ @intCast(val)
2912
+ else if (showdown)
2913
+ battle.rng.range(u3, 2, 4)
2914
+ else
2915
+ @intCast((battle.rng.next() & 1) + 2);
2916
+
2917
+ assert(duration >= 2 and duration <= 3);
2918
+ options.chance.duration(.attacking, player, player, duration);
2919
+ return duration;
2920
+ }
2921
+
2922
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2923
+
2924
+ fn distribution(
2925
+ battle: anytype,
2926
+ comptime effect: Move.Effect,
2927
+ player: Player,
2928
+ options: anytype,
2929
+ ) !u3 {
2930
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2931
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2932
+ @intCast(val)
2933
+ else if (showdown)
2934
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2935
+ else n: {
2936
+ const r = (battle.rng.next() & 3);
2937
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2938
+ };
2939
+
2940
+ assert(n >= 2 and n <= 5);
2941
+ if (effect == .Binding) {
2942
+ options.chance.duration(.binding, player, player, n);
2643
2943
  } else {
2644
- var r = rand.range(u4, 0, @intCast(u4, check_pp)) + 1;
2645
- var i: usize = 0;
2646
- while (i < moves.len and r > 0) : (i += 1) {
2647
- if (moves[i].pp > 0) {
2648
- r -= 1;
2649
- if (r == 0) break;
2944
+ try options.chance.multiHit(player, n);
2945
+ }
2946
+ return n;
2947
+ }
2948
+
2949
+ fn moveSlot(
2950
+ battle: anytype,
2951
+ player: Player,
2952
+ moves: []MoveSlot,
2953
+ check_pp: u4,
2954
+ options: anytype,
2955
+ ) !u4 {
2956
+ // TODO: consider throwing error instead of rerolling?
2957
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2958
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2959
+ val
2960
+ else
2961
+ null
2962
+ else
2963
+ null;
2964
+
2965
+ const slot: u4 = overridden orelse slot: {
2966
+ if (showdown) {
2967
+ if (check_pp == 0) {
2968
+ var i: usize = moves.len;
2969
+ while (i > 0) {
2970
+ i -= 1;
2971
+ if (moves[i].id != .None) {
2972
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2973
+ }
2974
+ }
2975
+ } else {
2976
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2977
+ var i: usize = 0;
2978
+ while (i < moves.len and r > 0) : (i += 1) {
2979
+ if (moves[i].pp > 0) {
2980
+ r -= 1;
2981
+ if (r == 0) break :slot @intCast(i + 1);
2982
+ }
2983
+ }
2650
2984
  }
2651
2985
  }
2652
- return @intCast(u4, i + 1);
2653
- }
2654
- }
2655
2986
 
2656
- while (true) {
2657
- const r = @intCast(u4, rand.next() & 3);
2658
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2987
+ while (true) {
2988
+ const r: u4 = @intCast(battle.rng.next() & 3);
2989
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2990
+ }
2991
+ };
2992
+
2993
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2994
+ return slot;
2659
2995
  }
2660
- }
2996
+ };
2661
2997
 
2662
2998
  test "RNG agreement" {
2663
2999
  if (!showdown) return;
2664
3000
  var expected: [256]u32 = undefined;
2665
3001
  for (0..expected.len) |i| {
2666
- expected[i] = @intCast(u32, i * 0x1000000);
3002
+ expected[i] = @intCast(i * 0x1000000);
2667
3003
  }
2668
3004
 
2669
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2670
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2671
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2672
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2673
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3005
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3006
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3007
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3008
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3009
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2674
3010
 
2675
3011
  for (0..expected.len) |i| {
2676
3012
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2706,7 +3042,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2706
3042
  const side = battle.side(player);
2707
3043
  const foe = battle.foe(player);
2708
3044
 
2709
- var active = side.active;
3045
+ var active = &side.active;
2710
3046
  const stored = side.stored();
2711
3047
 
2712
3048
  // While players are not given any input options on the cartridge in these cases,
@@ -2720,7 +3056,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2720
3056
  // strictly correct as the player would not have been presented the option to move or
2721
3057
  // switch at all.
2722
3058
  if (isForced(active)) {
2723
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3059
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2724
3060
  n += 1;
2725
3061
  return n;
2726
3062
  }
@@ -2757,10 +3093,10 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2757
3093
  while (slot <= 4) : (slot += 1) {
2758
3094
  const m = active.moves[slot - 1];
2759
3095
  if (m.id == .None) break;
2760
- if (m.id == side.last_selected_move) {
3096
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2761
3097
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2762
3098
  const struggle =
2763
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3099
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2764
3100
  const s = if (struggle) 0 else slot;
2765
3101
  out[n] = .{ .type = .Move, .data = s };
2766
3102
  n += 1;
@@ -2775,7 +3111,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2775
3111
  const m = active.moves[slot - 1];
2776
3112
  if (m.id == .None) break;
2777
3113
  if (m.pp == 0) continue;
2778
- if (active.volatiles.disabled_move == slot) continue;
3114
+ if (active.volatiles.disable_move == slot) continue;
2779
3115
  out[n] = .{ .type = .Move, .data = slot };
2780
3116
  n += 1;
2781
3117
  }