@pkmn/engine 0.1.0-dev.84cc1a02 → 0.1.0-dev.90d6c14c
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +85 -54
- package/build/pkg/addon.d.ts +7 -0
- package/build/pkg/addon.js +112 -0
- package/build/pkg/addon.js.map +1 -0
- package/build/pkg/data/layout.json +25 -3
- package/build/pkg/data.d.ts +1 -2
- package/build/pkg/data.js +3 -5
- package/build/pkg/data.js.map +1 -1
- package/build/pkg/gen1.d.ts +5 -4
- package/build/pkg/gen1.js +47 -31
- package/build/pkg/gen1.js.map +1 -1
- package/build/pkg/index.d.ts +15 -12
- package/build/pkg/index.js.map +1 -1
- package/build/pkg/protocol.d.ts +4 -2
- package/build/pkg/protocol.js +4 -2
- package/build/pkg/protocol.js.map +1 -1
- package/build/test/display.js +400 -0
- package/build/test/display.js.map +1 -0
- package/build/tools/debug.js +133 -0
- package/build/tools/debug.js.map +1 -0
- package/build.zig +55 -48
- package/package.json +56 -36
- package/src/bin/install-pkmn-engine +55 -31
- package/src/bin/pkmn-debug +62 -0
- package/src/lib/binding/node.zig +46 -141
- package/src/lib/binding/wasm.zig +6 -4
- package/src/lib/common/battle.zig +17 -0
- package/src/lib/common/data.zig +11 -11
- package/src/lib/common/debug.zig +21 -11
- package/src/lib/common/js.zig +118 -0
- package/src/lib/common/optional.zig +60 -0
- package/src/lib/common/options.zig +12 -3
- package/src/lib/common/protocol.zig +239 -178
- package/src/lib/common/rational.zig +353 -0
- package/src/lib/common/rng.zig +10 -10
- package/src/lib/common/util.zig +12 -0
- package/src/lib/gen1/README.md +213 -179
- package/src/lib/gen1/calc.zig +427 -0
- package/src/lib/gen1/chance.zig +1044 -0
- package/src/lib/gen1/data/moves.zig +10 -10
- package/src/lib/gen1/data/species.zig +2 -2
- package/src/lib/gen1/data/types.zig +3 -3
- package/src/lib/gen1/data.zig +64 -43
- package/src/lib/gen1/helpers.zig +439 -32
- package/src/lib/gen1/mechanics.zig +1003 -612
- package/src/lib/gen2/README.md +12 -13
- package/src/lib/gen2/data/items.zig +3 -3
- package/src/lib/gen2/data/moves.zig +1 -1
- package/src/lib/gen2/data/species.zig +1 -1
- package/src/lib/gen2/data/types.zig +3 -3
- package/src/lib/gen2/data.zig +37 -26
- package/src/lib/gen2/helpers.zig +9 -11
- package/src/lib/gen2/mechanics.zig +5 -4
- package/src/lib/pkmn.zig +68 -9
- package/src/test/display/pkmn.html.tmpl +368 -0
package/src/lib/gen1/README.md
CHANGED
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@@ -9,8 +9,8 @@ following files:
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by the engine, described in detail [below](#data-structures)
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- [`helpers.zig`](helpers.zig): helpers used to construct complex data types with
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sensible defaults (internally used by tests and tools)
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- [`mechanics.zig`](mechanics.zig): code which manipulates the data structures
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+
- [`mechanics.zig`](mechanics.zig): code which manipulates the data structures to implement the
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mechanics of the game
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- [`test.zig`](test.zig): unit tests for `mechanics.zig` (the code is also tested by [integration
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tests](../../../docs/TESTING.md) at a higher level)
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@@ -28,66 +28,68 @@ list of additional reference [**resources**](#resources).
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The following information is required to simulate a Generation I Pokémon battle:
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| pkmn
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| `battle.seed`
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| `battle.turn`
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| `battle.last_damage`
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| `side.{active,pokemon}`
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| `side.team`
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| `side.last_used_move`
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| `side.last_selected_move`
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| `battle.
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| `
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| `
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| `pokemon.
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| `
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| `{pokemon,active}.
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| `pokemon.
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| `pokemon.
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| `
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| `active.
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| `active.
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| `volatiles
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| `volatiles.
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| `volatiles.
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| `volatiles.
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| `volatiles.
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| `volatiles.
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-
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| pkmn | Pokémon Red (pret) | Pokémon Showdown |
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| --------------------------------------- | ---------------------------------- | -------------------------------------- |
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| `battle.seed` | `Random{Add,Sub}` | `battle.seed` |
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| `battle.turn` | - | `battle.turn` |
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| `battle.last_damage` | `Damage` | `battle.lastDamage` |
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| `side.{active,pokemon}` | `PlayerMonNumber`/`BattleMon` | `side.active` |
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| `side.team` | `PartyMons` | `side.pokemon` |
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| `side.last_used_move` | `PlayerUsedMove` | `pokemon.lastMove` |
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| `side.last_selected_move` | `PlayerSelectedMove` | `side.lastSelectedMove` |
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| `battle.last_moves.{p1,p2}_index` | `PlayerMoveListIndex` | - |
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| `battle.last_moves.{p1,p2}_counterable` | - | `side.lastMove` |
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| `side.order` | - | `pokemon.position` |
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| `{pokemon,active}.moves` | `{party,battle}_struct.{Moves,PP}` | `pokemon.{baseMoveSlots,moveSlots}` |
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| `pokemon.hp` | `{party,battle}_struct.HP` | `pokemon.hp` |
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| `{pokemon,active}.status` | `{party,battle}_struct.Status` | `pokemon.status` |
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| `{pokemon,active}.level` | `PlayerMonUnmodifiedLevel` | `pokemon.level` |
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| `pokemon.species` | `party_struct.Species` | `pokemon.baseSpecies` |
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| `pokemon.stats` | `box_struct.Stats` | `pokemon.baseStoredStats` |
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| `active.stats` | `battle_struct.Stats` | `pokemon.modifiedStats` |
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| `volatiles.transform` | `PlayerMonUnmodified*` | `pokemon.storedStats` |
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| `active.species` | `battle_struct.Species` | `pokemon.species` |
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| `{pokemon,active}.types` | `{party,battle}_struct.Type` | `pokemon.types` |
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| `active.boosts` | `PlayerMon*Mod` | `pokemon.boosts` |
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| `active.volatiles` | `PlayerBattleStatus{1,2,3}` | `pokemon.volatiles` |
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| `volatiles.state` | `PlayerBideAccumulatedDamage` | `volatiles.bide.totalDamage` |
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| `volatiles.attacks` | `PlayerNumAttacksLeft` | `volatiles.{bide,lockedmove}.duration` |
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| `volatiles.confusion` | `PlayerConfusedCounter` | `volatiles.confusion.duration` |
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| `volatiles.toxic` | `PlayerToxicCounter` | `volatiles.residualdmg.counter` |
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| `volatiles.substitute` | `PlayerSubstituteHP` | `volatiles.substitute.hp` |
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| `volatiles.disabled_{move,duration}` | `PlayerDisabledMove{,Number}` | `volatiles.disable.{move,time}` |
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- Pokémon Showdown [doesn't implement the correct Generation I RNG](#rng) and as such its `seed` is
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different
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- `battle.turn` only needs to be tracked
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protocol
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- `battle.turn` only needs to be tracked to be compatible with the Pokémon Showdown protocol
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- Pokémon Showdown tracks several last used move variables (`Battle.lastMove`, `Side.lastMove`, and
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`Pokemon.lastMove`), none of which accurately match the `PlayerUsedMove` variable from the
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cartridge (`Side.lastMove` should be what
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cartridge (`Side.lastMove` should be what's used, but is used by Pokémon Showdown only for Counter
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and isn't set and cleared in the correct locations. `Pokemon.lastMove` matches `PlayerUsedMove`
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more often so is what the engine attempts to model, despite the implications for Counter)
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- `battle.last_moves` doesn't map precisely to cartridge concepts because it's used to track desyncs
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which instead are represented on the cartridge as discrepancies between the two separate battle
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states that exist in the link battle.
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- Pokémon Showdown doesn't implement the [partial-trapping move Mirror Move
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glitch](https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch) and as such
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doesn't need to keep track of a player's last selected move index (`PlayerMoveListIndex`)
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- Battle results (win, lose, draw) and request states are communicated via the return value of
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`Battle.update`
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- Nicknames (`BattleMonNick`/`pokemon.name`)
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- Nicknames (`BattleMonNick`/`pokemon.name`) aren't handled by the pkmn engine as they're expected
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to be handled by driver code if required
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- Pokémon Red's `LastSwitchInEnemyMonHP`, `InHandlePlayerMonFainted`, `PlayerNumHits`,
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`PlayerMonMinimized`, and `Move{DidntMiss,Missed}` are relevant for messaging/UI only
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- Pokémon Red's `TransformedEnemyMonOriginalDVs` is only relevant for the [Transform DV manipulation
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glitch](https://pkmn.cc/bulba/Transform_glitches#Transform_DV_manipulation_glitch)
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- Pokémon Red's `PlayerMove*` tracks information that
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- Pokémon Red's `PlayerMove*` tracks information that's stored in the `Move` class
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- Pokémon Red's `PlayerStatsToDouble`/`PlayerStatsToHalve` are constants which are always 0
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- pkmn
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- pkmn doesn't store the DVs/stat experience of Pokémon as they're expected to already be accounted
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for in the `Pokemon` `stats` and never need to be referenced in-battle (though a `DVs` struct
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exists to simplify generating legal test data)
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- Instead of storing unmodified stats like Pokémon Red or Pokémon Showdown, pkmn simply tracks the
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identity of the Pokémon that has been transformed into in the `active.volatiles.transform` field
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- pkmn uses `volatiles.state` for total accumulated damage for Bide but also for implementing
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accuracy overwrite mechanics for certain moves (this glitch is present on the device but
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accuracy overwrite mechanics for certain moves (this glitch is present on the device but isn't
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correctly implemented by Pokémon Showdown currently)
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### `Battle` / `Side`
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store general information about the battle. Unlike in Pokémon Showdown there is a distinction
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between the data structure for the "active" Pokémon and its party members (see below).
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Due to layout constraints,
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otherwise be the padding bytes of`Battle` (the `
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Due to layout constraints, details about the last moves for a side are stored in what would
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otherwise be the padding bytes of`Battle` (the `last_moves` field) instead of in `Side`.
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### `Pokemon` / `ActivePokemon`
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Similar to the cartridge,
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Similar to the cartridge, to save space different information is stored depending on whether a
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[Pokémon](https://pkmn.cc/bulba/Pok%c3%a9mon_data_structure_%28Generation_I%29) is actively
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participating in battle vs. is switched out (pret's [`battle_struct` vs.
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`party_struct`](https://pkmn.cc/pokered/macros/ram.asm)). In Pokémon Showdown, all the Pokémon in a
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battle are represented by the same
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[`Pokemon`](https://github.com/smogon/pokemon-showdown/blob/master/sim/pokemon.ts) class, and static
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Showdown's `Pokemon.moveSlot`, it also stores data from the cartridge's `battle_struct::Move` macro
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and can be used to replace the `PlayerMove*` data. Move PP is stored as a full byte instead of how
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the cartridge (`battle_struct::PP`) stores it (6 bits for current PP and the remaining 2 bits used
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to store the number of applied PP Ups). PP Up bits
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to store the number of applied PP Ups). PP Up bits don't actually need to be stored on move slot
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as max PP is never relevant in Generation I.
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#### `Status`
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Bitfield representation of a Pokémon's major [status
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condition](https://pkmn.cc/bulba/Status_condition), mirroring how it
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value of `0x00` means that the Pokémon
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condition](https://pkmn.cc/bulba/Status_condition), mirroring how it's stored on the cartridge. A
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value of `0x00` means that the Pokémon isn't affected by any major status, otherwise the lower 3
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bits represent the remaining duration for Sleep. Other status are denoted by the presence of
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individual bits - at most one status should be set at any given time.
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- when combined with a valid sleep duration (or 0), it indicates that the `SLP` status was
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self-inflicted (required to implement Pokémon Showdown's "Sleep Clause Mod")
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- when combined with `PSN` it indicates that the Pokémon is actually badly poisoned (required in
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order to send the same incorrect protocol messages as Pokémon Showdown - the Toxic volatile
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alone
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alone isn't sufficient in compatibility mode because it gets lost on switch)
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#### `Volatiles`
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[Toxic](https://pkmn.cc/bulba/Toxic_(move)) (counter),
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[Transform](https://pkmn.cc/bulba/Transform_(move)) (identity), and
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[Disable](https://pkmn.cc/bulba/Disable_(move)) (move and duration), and multi-hit attacks all
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require additional information that
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strictly required to be stored as it should always be 0 after updates barring errors, however it
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require additional information that's also stored in the `Volatiles` structure. `MultiHit` isn't
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strictly required to be stored as it should always be 0 after updates barring errors, however it's
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convenient to maintain as it maps neatly to the cartridge and is effectively "free" space-wise due
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to padding.
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The `state` field of `Volatiles` is effectively treated as a union:
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- if `volatiles.Bide` is set, `volatiles.data.state` reflects the total accumulated Bide damage
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- otherwise, `volatiles.data.state` reflects the last computed move accuracy (required
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bug](https://www.youtube.com/watch?v=NC5gbJeExbs))
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- otherwise, `volatiles.data.state` reflects the last computed move accuracy (required to implement
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the [Rage and Thrash / Petal Dance accuracy bug](https://www.youtube.com/watch?v=NC5gbJeExbs))
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#### `Stats` / `Boosts`
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`Move` serves as an identifier for a unique [Pokémon move](https://pkmn.cc/bulba/Move) that can be
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used to retrieve `Move.Data` with information regarding base power, accuracy, and type. As covered
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a special sentinel value to indicate `null`. Move PP data is only included for testing and
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earlier, PP information isn't strictly necessary in Generation I so is dropped. `Move.None` exists
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as a special sentinel value to indicate `null`. Move PP data is only included for testing and isn't
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necessary for the actual engine implementation.
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In order to workaround various [Pokémon Showdown bugs](#bugs) and to support its protocol in
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In order to workaround various [Pokémon Showdown bugs](#bugs) and to support its protocol in logs,
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additional information is stored in `Move.Data` (`targets`) about what Pokémon Showdown believes the
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`Move.Target` to be (despite the concept of targeting not existing until Generation III when Double
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battles were introduced). More specifically, a move's "targeting" status is required in various
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### `Species` / `Species.Data`
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`Species` just serves as an identifier for a unique [Pokémon
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species](https://pkmn.cc/bulba/Pokémon_species_data_structure_(Generation_I)) as the base stats
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species](https://pkmn.cc/bulba/Pokémon_species_data_structure_(Generation_I)) as the base stats of a
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species are already accounted for in the computed stats in the `Pokemon` structure and nothing in
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battle requires these to be recomputed. Similarly, Type is unnecessary to include as it's also
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already present in the `Pokemon` struct. `Species.None` exists as a special sentinel value to
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indicate `null`. `Species.Data` is only included for testing and
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indicate `null`. `Species.Data` is only included for testing and isn't necessary for the actual
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engine implementation, outside of `Species.CHANCES` which is required as the base speed / 2 of the
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species is necessary for computing critical hit probability.
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(technically only a 2-bit value is required, but as with `Types` Zig only allows a minimum of a byte
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to be stored at each address of an array).
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The 'precedence' of the various type
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The 'precedence' of the various type match-ups matters beyond just the [dual-type damage
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misinformation
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glitch](https://pkmn.cc/bulba/List_of_glitches_(Generation_I)#Dual-type_damage_misinformation) -
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type effectiveness modifiers are applied based on the (haphazard) ordering of the effectiveness
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table as opposed to first applying modifiers for a species's first type and then second type. The
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engine maintains a `Type.PRECEDENCE` table with just the
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type combinations
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for efficiency) and only looks up precedence when necessary to minimize expensive searches.
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Showdown
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engine maintains a `Type.PRECEDENCE` table with just the match-ups that are relevant in game
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(certain type combinations can't crop up with the limited Generation I species pool and as such are
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pruned for efficiency) and only looks up precedence when necessary to minimize expensive searches.
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Pokémon Showdown doesn't implement type precedence.
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## Information
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| **crit chance** | 7..65 | 6 | | **transform** | 0..15 | 4 |
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| **target** | 0..4 | 3 | | | | |
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From this
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how much overhead the representations
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From this one can determine the minimum bits[^1] required to store each data structure to determine
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how much overhead the preceding representations have after taking into consideration [alignment &
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padding](https://en.wikipedia.org/wiki/Data_structure_alignment) and
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[denormalization](https://en.wikipedia.org/wiki/Denormalization):
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- the active Pokémon's level and current and max HP can always be referred to the `Pokemon`
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struct
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- **`Side`**: `ActivePokemon` + 6× `Pokemon` + active (`3`) + last used (`8`) + last selected
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(`8`)
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- `order`
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- **`Battle`**: 6× `Side` + seed (
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(`8`) + counterable (`1`) + last move index (`3`)
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- `order` doesn't need to be stored as the party can always be rearranged as switches occur
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- **`Battle`**: 6× `Side` + seed (9× `8` + `4`) + turn (`10`) + last damage (`10`)
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- **`Type.CHART`**: attacking types (`15`) × defending types (`15`) × effectiveness (`2`)[^2]
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- **`Type.PRECEDENCE`**: 29× attacking type (`4`) + defending type (`4`) pairs
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- **`Moves.DATA`**: 165× base power (`6`) + effect (`7`) + accuracy (`4`) + type (`4`) + target
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| ----------------- | ----------- | ------------ | -------- |
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| `Pokemon` | 192 | 147 | 30.6% |
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| `ActivePokemon` | 256 | 202 | 26.7% |
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| `Side` | 1472 |
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| `Battle` | 3088 |
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| `Side` | 1472 | 1107 | 33.0% |
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| `Battle` | 3088 | 2310 | 33.7% |
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| `Type.CHART` | 1800 | 450 | 300.0% |
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| `Type.PRECEDENCE` | 232 | 232 | 0.0% |
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| `Moves.DATA` | 5280 | 3960 | 33.3% |
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could be eliminated and instead the `Move` data actually required by each `Pokemon` could be placed
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beside the `MoveSlot`, though this is both less general and adds unnecessary complexity.
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[^1]: For data with lower cardinality it
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[^1]: For data with lower cardinality it's possible to save memory by ordinalizing the values and
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turning them into indices into a lookup table (e.g. encode all possible move base powers in a lookup
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table and store the index into that table instead of the actual base power). While this approach may
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minimize the absolute memory used, performance is more likely to suffer as the goal is to minimize
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-
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un-cached memory lookups, not total memory usage.
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[^2]: Instead of storing as a sparse multi-dimensional array the type chart could instead only
|
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[store values which are not normal
|
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effectiveness](https://github.com/pret/pokered/blob/master/data/types/type_matchups.asm) in 820 bits
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as 82× attacking type (`4`) + defending type (`4`) + non-Normal effectiveness (`2`). This would
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avoid having to do two memory lookups at the cost of a longer time scanning, but the second lookup
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should already be fast due to locality of reference meaning it
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should already be fast due to locality of reference meaning it's likely to already be in the cache.
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This approach would also render `Type.PRECEDENCE` unnecessary.
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## Layout
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The precise layout of the engine's data structures is important to those implementing driver code,
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as clients must directly probe the engine's state through these structures (i.e. the pkmn engine
|
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-
|
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|
+
doesn't produce an equivalent to Pokémon Showdown's `|request|` protocol message, this information
|
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must be gleaned through the `Battle` state). Useful size and offset information can be found in
|
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the [`layout.json`](../../data/layout.json) which exists to simplify writing driver code.
|
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Documentation of the wire protocol used for logging
|
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-
[PROTOCOL.md](../../../docs/PROTOCOL.md).
|
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|
+
Documentation of the wire protocol used for protocol message logging when `-Dlog` is enabled can be
|
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|
+
found in [PROTOCOL.md](../../../docs/PROTOCOL.md). Note that the
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+
[`pkmn-debug`](../../../README.md#pkmn-debug) tool exists to display the binary protocol and battle
|
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+
data in the browser for ease of debugging.
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|
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|
### `Battle`
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|
-
| Start | End | Data
|
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-
| ------- | ------- |
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-
| 0 | 184 | [`sides[0]`](#side)
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| 184 | 368 | [`sides[1]`](#side)
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| 368 | 370 | `turn`
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| 370 | 372 | `last_damage`
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-
| 372 |
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-
|
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|
+
| Start | End | Data | Description |
|
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|
+
| ------- | ------- | ------------------- | ------------------------------------------------------- |
|
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+
| 0 | 184 | [`sides[0]`](#side) | Player 1's side |
|
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|
+
| 184 | 368 | [`sides[1]`](#side) | Player 2's side |
|
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+
| 368 | 370 | `turn` | The current turn number |
|
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|
+
| 370 | 372 | `last_damage` | The last damage dealt by either side |
|
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|
+
| 372 | 374-376 | `last_moves` | The slot index of the last selected moves for each side |
|
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|
+
| 374-376 | 384 | `rng` | The RNG state |
|
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|
- the current `turn` is 2 bytes, written in native-endianness
|
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-
- `
|
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-
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-
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-
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-
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-
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|
-
`side[1]`
|
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|
+
- `last_moves` layout depends on whether or not Pokémon Showdown compatibility mode is enabled
|
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|
+
(`-Dshowdown`). In either case it stores the last selected move index and last executed move for
|
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|
+
each player (required to detect desyncs). In the case of the move index, 0 is used as an empty
|
|
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|
+
value and 1-4 represent actual moves:
|
|
356
|
+
- if `showdown` is enabled byte 372 is used to store the last selected move index of `side[0]` and
|
|
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|
+
byte 373 is used to store whether or not the side's last executed move would have been considered
|
|
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|
+
"counterable"; and bytes 374 and 375 store the same information for `side[1]`
|
|
359
|
+
- otherwise the first 4 bits of byte 372 stores the last selected move index of `side[0]` and the
|
|
360
|
+
next 4 bits store whether that side's last executed move would have been considered
|
|
361
|
+
"counterable", with the same information for `side[1]`'s being stored in the second byte
|
|
356
362
|
- the `rng` depends on whether or not Pokémon Showdown compatibility mode is enabled (`-Dshowdown`):
|
|
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363
|
- if `showdown` is enabled, the RNG state begins on byte 376 and consists of a 64-bit seed,
|
|
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364
|
written in native-endianness
|
|
359
|
-
- otherwise the RNG state begins on byte
|
|
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|
+
- otherwise the RNG state begins on byte 374 and consists of the 9 bytes of the seed followed by
|
|
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366
|
the index pointing to which byte of the seed is currently being used
|
|
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367
|
|
|
362
368
|
### `Side`
|
|
@@ -375,7 +381,7 @@ Documentation of the wire protocol used for logging traces when `-Dtrace` is ena
|
|
|
375
381
|
| 183 | 184 | `last_used_move` | The last move the player used |
|
|
376
382
|
|
|
377
383
|
- `order` is a 6 byte array where `order[i]` represents the "slot" of `pokemon[i]`, where the slot
|
|
378
|
-
is usually a unique value from 1
|
|
384
|
+
is usually a unique value from 1 to 6 but can be 0 in situations where a player brings less than six
|
|
379
385
|
Pokémon to battle (note however that if `order[i]` is 0 than for all j > 0 `order[i+j]` **must**
|
|
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386
|
equal 0).
|
|
381
387
|
|
|
@@ -402,7 +408,7 @@ Documentation of the wire protocol used for logging traces when `-Dtrace` is ena
|
|
|
402
408
|
| 28 | 29 | `moves[2].id` | The active Pokémon's third move |
|
|
403
409
|
| 29 | 30 | `moves[2].pp` | The PP of the active Pokémon's third move |
|
|
404
410
|
| 30 | 31 | `moves[3].id` | The active Pokémon's fourth move |
|
|
405
|
-
| 31 | 32 | `moves[3].pp` | The PP of the active Pokémon's fourth
|
|
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|
+
| 31 | 32 | `moves[3].pp` | The PP of the active Pokémon's fourth move |
|
|
406
412
|
|
|
407
413
|
- the active Pokémon's `stats.hp` is always identical to the corresponding stored Pokémon's `stats.hp`
|
|
408
414
|
- `boosts` and `types` includes bytes which store two 4-bit fields each
|
|
@@ -437,7 +443,7 @@ Documentation of the wire protocol used for logging traces when `-Dtrace` is ena
|
|
|
437
443
|
| 40 | 48 | `substitute` | The remaining HP of the Substitute |
|
|
438
444
|
| 48 | 52 | `transform` | The identity of whom the active Pokémon is transformed into |
|
|
439
445
|
| 52 | 56 | `disabled_duration` | The remaining turns the move is disabled |
|
|
440
|
-
| 56 | 59 | `disabled_move` | The move slot (1-4) that
|
|
446
|
+
| 56 | 59 | `disabled_move` | The move slot (1-4) that's disabled |
|
|
441
447
|
| 59 | 64 | `toxic` | The number of turns toxic damage has been accumulating |
|
|
442
448
|
|
|
443
449
|
### `Pokemon`
|
|
@@ -471,61 +477,80 @@ Smogon](https://www.smogon.com/forums/posts/5933177/show):
|
|
|
471
477
|
|
|
472
478
|
- moves on Pokémon Showdown can do 0 damage instead of failing or causing a [division-by-zero
|
|
473
479
|
freeze](https://pkmn.cc/bulba-glitch-1#Division_by_0).
|
|
474
|
-
- Pokémon Showdown
|
|
480
|
+
- Pokémon Showdown doesn't implement type effectiveness precedence correctly.
|
|
475
481
|
- Pokémon Showdown checks for type and OHKO immunity before accuracy.
|
|
476
482
|
- Confusion self-hits use the wrong damage formula resulting in off-by-one errors (and also fail to
|
|
477
|
-
account for an opponent's Reflect). Furthermore, the confusion self-hit damage
|
|
478
|
-
inflicted
|
|
479
|
-
self-targeting move.
|
|
480
|
-
|
|
481
|
-
|
|
482
|
-
|
|
483
|
-
|
|
484
|
-
|
|
485
|
-
|
|
486
|
-
|
|
483
|
+
account for an opponent's Reflect). Furthermore, the confusion self-hit damage erroneously gets
|
|
484
|
+
inflicted on the confused user's substitute if the confused user had been attempting to use a
|
|
485
|
+
self-targeting move. Finally, Pokémon Showdown erroneously considers the *uncapped* self-hit
|
|
486
|
+
damage for the purposes of tracking the battle's last damage.
|
|
487
|
+
|
|
488
|
+
Beyond these general bugs, several move effects are implemented incorrectly by Pokémon Showdown.
|
|
489
|
+
Some of these moves are [too fundamentally broken to be implemented](#unimplementable) by the pkmn
|
|
490
|
+
engine, but the following moves have their broken behavior preserved in `-Dshowdown` mode:
|
|
491
|
+
|
|
492
|
+
- **Bide**: Bide's damage can overflow if OHKO moves are involved because OHKO moves work by setting
|
|
493
|
+
the damage to 65535 - Pokémon Showdown doesn't implement this overflow and instead lets Bide's
|
|
494
|
+
damage grow unbounded. Additionally, if the opponent faints after Bide inflicts damage on Pokémon
|
|
495
|
+
Showdown residual damage incorrectly still gets applied to Bide's user.
|
|
496
|
+
- **Counter**: On Pokémon Showdown choices made while sleeping (which shouldn't have been
|
|
497
|
+
registered) can erroneously cause Counter to trigger Desync Clause Mod behavior. Additionally,
|
|
498
|
+
because Pokémon Showdown neglects to zero the last battle damage if a move misses due to immunity
|
|
499
|
+
or invulnerability Counter occasionally works on Pokémon Showdown when it should fail.
|
|
487
500
|
- **Leech Seed**: Leech Seed fails to heal its source side if a seeded target faints due to
|
|
488
|
-
recoil/crash damage on Pokémon Showdown.
|
|
489
|
-
field with the uncapped Leech Seed damage which has consequences for Bide and Counter.
|
|
501
|
+
recoil/crash damage on Pokémon Showdown.
|
|
490
502
|
- **Pay Day**: Pay Day should still scatter coins if it hits (but doesn't break) and opponent's
|
|
491
503
|
Substitute but doesn't on Pokémon Showdown.
|
|
492
|
-
- **Flinch**: Flinching
|
|
504
|
+
- **Flinch**: Flinching doesn't get cleared during move selection on Pokémon Showdown and is
|
|
493
505
|
instead cleared in Pokémon Showdown's "residual" phase, meaning the flinch status gets erroneously
|
|
494
506
|
preserved across fainting (as fainting triggers Pokémon Showdown's "instaswitch" behavior which
|
|
495
507
|
skips end-of-turn residuals).
|
|
496
|
-
- **
|
|
497
|
-
|
|
498
|
-
|
|
508
|
+
- **Rage**: Rage boosts should still result in burn/paralysis [stat modification
|
|
509
|
+
errors](https://pkmn.cc/bulba-glitch-1#Stat_modification_errors) but don't on Pokémon Showdown.
|
|
510
|
+
Furthermore, Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking
|
|
511
|
+
into a Substitute instead of all moves. Pokémon Showdown also implements the [Rage and Thrash /
|
|
512
|
+
Petal Dance accuracy bug]( https://www.youtube.com/watch?v=NC5gbJeExbs) incorrectly, as the
|
|
513
|
+
accuracy only gets written when the volatile is present which can lead to incorrect accuracy
|
|
514
|
+
values on turns where Rage is used on the same turn as a move which modifies accuracy or evasion.
|
|
515
|
+
- **Thrash** / **Petal Dance**: once a Pokémon is locked into a thrashing move they lose all speed
|
|
516
|
+
ties on Pokémon Showdown (due to the fact that if they win the speed tie their action then gets
|
|
517
|
+
"changed" and inserted back into the queue after their opponent's action). Pokémon Showdown also
|
|
518
|
+
implements accuracy incorrectly, as covered earlier.
|
|
499
519
|
- **Freeze** / **Sleep**: Pokémon Showdown requires a move to be selected when a Pokémon is frozen
|
|
500
520
|
or sleeping and uses that in the event that the status is removed while on the cartridge no
|
|
501
521
|
selection is possible and no turn exists for the thawed/woken Pokémon to act except in the case of
|
|
502
522
|
a Fire-type move thawing a slower Pokémon (which should result in the [Freeze top move selection
|
|
503
|
-
glitch](https://glitchcity.wiki/Freeze_top_move_selection_glitch), which
|
|
523
|
+
glitch](https://glitchcity.wiki/Freeze_top_move_selection_glitch), which isn't implemented and
|
|
504
524
|
would also likely be incorrect if it were to be implemented due to how Pokémon Showdown
|
|
505
525
|
incorrectly saves arbitrary moves with its choice selection semantics). Furthermore, thrashing
|
|
506
|
-
volatiles
|
|
526
|
+
volatiles shouldn't be cleared if the user misses a turn due to freeze / sleep.
|
|
507
527
|
- **Hyper Beam**: due to improperly implemented selection mechanics, the [Hyper Beam
|
|
508
528
|
automatic-selection glitch](https://glitchcity.wiki/Hyper_Beam_automatic_selection_glitch) does
|
|
509
529
|
not exist on Pokémon Showdown. Additionally, Hyper Beam being able to cause [Freeze permanent
|
|
510
|
-
helplessness](https://pkmn.cc/bulba-glitch-1#Hyper_Beam_.2B_Freeze_permanent_helplessness)
|
|
530
|
+
helplessness](https://pkmn.cc/bulba-glitch-1#Hyper_Beam_.2B_Freeze_permanent_helplessness) isn't
|
|
511
531
|
implement by Pokémon Showdown.
|
|
512
532
|
- **Roar** / **Whirlwind**: these moves can miss on Pokémon Showdown (and advance the RNG when
|
|
513
|
-
checking) which is incorrect (these moves should always fail, but
|
|
533
|
+
checking) which is incorrect (these moves should always fail, but don't check accuracy or advance
|
|
514
534
|
the RNG). More importantly, these moves should *not* cause the tracked last battle damage to be
|
|
515
535
|
zeroed, but on Pokémon Showdown they do.
|
|
516
536
|
- **Substitute**: in addition to the [Substitute + Confusion
|
|
517
537
|
glitch](https://pkmn.cc/bulba-glitch-1#Substitute_.2B_Confusion_glitch) not being implemented
|
|
518
|
-
correctly (covered
|
|
538
|
+
correctly (covered earlier), the [Substitute 1/4
|
|
519
539
|
glitch](https://glitchcity.wiki/Substitute_%C2%BC_HP_glitch) also fails in many cases due to
|
|
520
540
|
Pokémon Showdown implementing the health check based on floating point division instead of integer
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maximum HP is evenly divisible by 4).
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Pokémon Showdown
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division like on the cartridge (meaning the Substitute 1/4 glitch only occurs if the Pokémon's
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maximum HP is evenly divisible by 4). Substitute also incorrectly blocks Dream Eater on
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Pokémon Showdown and incorrectly still heals 1 HP for any draining moves if the attack does 0
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damage. Finally, Pokémon Showdown uses a `subFainted` field to track whether a Substitute was
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broken to know when to nullify a move's effect, only it doesn't get cleared at the end of
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the turn and can result in incorrect behavior on subsequent turns with the moves Mirror Move and
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Metronome that invoke `runMove` (which is where `subFainted` gets cleared) on the user but skips
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calling it for the eventual true target.
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In addition to numerous cases where Pokémon Showdown uses the wrong type of message (e.g. `|-fail`
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vs. `|-miss|` vs. `|-immune|`, e.g. in the case of Leech Seed) which
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vs. `|-miss|` vs. `|-immune|`, e.g. in the case of Leech Seed) which aren't documented here, Pokémon
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Showdown sometimes gets message ordering incorrect (which doesn't effect the outcome of the battle,
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only pedantic UI correctness):
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- **Rage**: Rage should report the `|-boost|` before the Disable `|-miss|`, not after.
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- **Haze**: Haze clears the status/volatiles in an incorrect order.
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called out in the `|rule|` section at the beginning of a battle's log):
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- **Sleep Clause Mod**: players are prevented from putting more than one of their opponent's Pokémon
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to sleep at a time (usage of the move
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to sleep at a time (usage of the move fails).
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- **Freeze Clause Mod**: players are prevented from freezing more than one of their opponent's
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Pokémon at a time (usage of the move
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- **Desync Clause Mod**: If the usage of a move would cause a desync it instead causes a
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Pokémon at a time (usage of the move fails).
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- **Desync Clause Mod**: If the usage of a move would cause a desync it instead causes a failure.
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However, this mod doesn't trigger for [**division by
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zero**](https://pkmn.cc/bulba/List_of_glitches_(Generation_I)#Division_by_0) - instead of failing,
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Pokémon Showdown silently patches the damage calculation to divide by 1 instead of 0. The
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definition of the Desync Clause Mod should be extended or the code should be changed to fail
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instead of succeeding in these cases.
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- **Endless Battle Clause**: Prematurely ends the battle in a tie after 1000 turns or in certain
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situations where it
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situations where it's trivially detectable that no progress can be made.
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- **Switch Priority Clause Mod**: When both player switch out their Pokémon at the same time the
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faster Pokémon switches first. This mod is **not broadcast at the start of the battle in the
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`|rule|` section** in Generation I (or II) as the actual order of switches here
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competitive implications like it does in Generation III, but it
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`|rule|` section** in Generation I (or II) as the actual order of switches here doesn't have
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competitive implications like it does in Generation III, but it's still contrary to how the games
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work where the [host (Player 1)'s Pokemon would switch
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first](https://www.smogon.com/forums/posts/5989318/show).
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still gets a turn under the [trapping sleep
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glitch](https://glitchcity.wiki/Trapping_move_and_sleep_glitch), Wrap does 0 damage against
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Ghost-type Pokémon instead of properly respecting immunity, and binding effects are handled in the
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wrong order in the code
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wrong order in the code which results in either out of order messaging or, more consequentially,
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Pokémon using Rage/Bide or Thrashing/Charging moves being incorrectly forced to skip a turn when
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the Pokémon using the Binding move switches.
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- **Mimic**: Pokémon Showdown checks that the user of Mimic has Mimic in one of their move slots,
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which means Mimic legally called via Metronome or Mirror Move
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which means Mimic legally called via Metronome or Mirror Move only works if the user also has
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Mimic (and the moved mimicked by Mimic called via Metronome / Mirror Move erroneously overrides
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the Mimic move slot instead of the Metronome / Mirror Move move slot). Furthermore, because
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Pokémon Showdown deducts PP based on a move's name instead of slot, if Mimic copies a move the
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Pokémon already knows, PP deduction for using either the original move of the mimicked move
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instead deducts PP for whichever appears at the lower move slot index and the PP is allowed to go
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negative (effectively allowing for infinite PP use). Pokémon Showdown also doesn't deduct PP from
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using Transform if it was copied by Mimic.
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- **Mirror Move**: As covered earlier, both Substitute and Binding moves misbehave when used via
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Mirror Move (though Pokémon Showdown has its own weird behavior and doesn't implement the [partial
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trapping move Mirror Move
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glitch](https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch) that exists
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on the cartridge).
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- **
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on the cartridge). Additionally, Pokémon Showdown sets the last used move every turn a Pokémon is
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Thrashing instead of just on the turn it's actually selected meaning Mirror Move sometimes
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successfully mirrors a Thrashing move when it should fail. Finally, if Mirror Move copies Struggle
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it shouldn't deduct PP but on Pokémon Showdown it does.
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- **Metronome**: In addition to the issues with binding moves and Substitute, Metronome and Mirror
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Move can't mutually call each other more than 3 times in a row without causing the Pokémon
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Showdown simulator to crash due to defensive safety checks that don't exist on the cartridge.
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- **Transform**: Transform screws up the effect of Disable, because on Pokémon Showdown, Disable
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prevents moves of a given *name* from being used (e.g. "Water Gun") as opposed to moves in a
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specific *slot* (e.g. the
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-
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specific *slot* (e.g. the second move slot), and a Pokémon's moves can change after Transform
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(this isn't an issue with Disable + Mimic because Mimic happens to replace the same slot).
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Transform also has a bad interaction with Pokémon Showdown's buggy Haze implementation, as Haze on
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Pokémon Showdown doesn't copy unmodified stats, leaving the Transformed Pokémon with incorrect
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stats. Furthermore, transforming and then using Mirror Move / Metronome can result in [glitchy
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behavior and
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softlocks](https://pkmn.cc/bulba/Transform_glitches#Transform_.2B_Mirror_Move.2FMetronome_PP_error)
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which Pokémon Showdown
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which Pokémon Showdown doesn't implement.
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Importantly, Pokémon Showdown's **speed tie RNG mechanics are unimplementable** in the pkmn engine
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as they rely on internal implementation decisions made by Pokémon Showdown that are impossible to
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@@ -625,13 +658,13 @@ below).
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**The pkmn engine aims to match the cartridge's RNG frame-accurately**, in that provided with the
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same initial seed and inputs it should produce the same battle playout as the Pokémon Red cartridge.
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-
**Pokémon Showdown
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with the [bugs](#bugs) discussed
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**Pokémon Showdown doesn't correctly implement frame-accurate RNG in any generation**, and along
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with the [bugs](#bugs) discussed earlier this results in large differences in the codebase. Because
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the pkmn engine aims to be as compatible with Pokémon Showdown as possible when in `-Dshowdown`
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compatibility mode, the implications of these differences are outlined below:
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- **RNG**: Pokémon Showdown uses the RNG from Generation V & VI in every generation, despite
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the seeds and algorithm being different. Pokémon Red uses a simple 8-bit RNG with
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the seeds and algorithm being different. Pokémon Red uses a simple 8-bit RNG with 9 distinct
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seeds generated when the link connection is established, whereas Pokémon Showdown uses a 64-bit
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RNG with a 32-bit output.
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- **Algorithm**: As detailed in the table below, the algorithm used by Pokémon Showdown in the
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@@ -644,15 +677,15 @@ compatibility mode, the implications of these differences are outlined below:
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sampling to ensure uniformity as is done on the cartridge. This means that certain values are
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fractionally more likely to be chosen than others, though this bias is usually quite small (e.g.
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in the case of Metronome instead of selecting moves with an equal $1\over163$ chance, Pokémon
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-
Showdown
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+
Showdown selects some with a $1\over2^{32}$ greater chance than others).
|
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- **Order of operations**: RNG calls effectively introduce something similar to a ["memory
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barrier"](https://en.wikipedia.org/wiki/Memory_barrier) in that they must be sequenced correctly
|
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(though operations which occur between them may happen in any order). Pokémon Showdown violates
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this by introducing additional operations (see below) and changing up the order of existing
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operations (e.g. choosing to check for hit/miss, determine the number of hits for moves with
|
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multiple hits, determine if a move hit critically and then the damage instead of checking for
|
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-
hit/miss and determining number of hits *after* the other two). While it
|
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rearrange code for performance or to improve readability this can only be done if it
|
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hit/miss and determining number of hits *after* the other two). While it's often desirable to
|
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rearrange code for performance or to improve readability this can only be done if it doesn't
|
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affect accuracy.
|
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|
- **Speed-ties**: In addition to [breaking switch-in speed ties with an RNG
|
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call](https://www.smogon.com/forums/threads/adv-switch-priority.3622189/), speed ties in Pokémon
|
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@@ -663,16 +696,16 @@ compatibility mode, the implications of these differences are outlined below:
|
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ties proves impossible, and thus the reference Pokémon Showdown implementation pkmn engine aims to
|
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match has been [patched](../../../docs/TESTING.md#patches) to change this behavior.
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|
- **Effects**: Pokémon Showdown occasionally incorrectly inserts RNG calls in move effect handlers
|
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-
when they
|
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when they're not relevant:
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- Roar / Whirlwind roll to hit and can "miss" as opposed to simply failing
|
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-
Finally, the **initial
|
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+
Finally, the **initial 9-byte seed for link battles on Pokémon Red can't include bytes larger than
|
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the `SERIAL_PREAMBLE_BYTE`**, so must be in the range $\left[0, 252\right]$. This has implications
|
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-
on the first
|
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+
on the first 9 random numbers generated during the battle and has [**non-trivial competitive
|
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implications**](https://www.smogon.com/forums/posts/9068411/show) (at the start of the battle move
|
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effects become more likely, the ["1/256-miss" glitch](https://glitchcity.wiki/1/256_miss_glitch)
|
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-
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-
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can't happen, Player 1 is more likely to win speed ties, etc) that Pokémon Showdown can't replicate
|
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+
due to everything described earlier.
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All of places in the link battle code where randomness is required are outlined below:
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@@ -692,19 +725,19 @@ All of places in the link battle code where randomness is required are outlined
|
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| **Paralysis** (full) | `beforeMove` | Trigger if $X < 63$ |
|
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|
| **Poison** (chance) | `Effects.poison` | Trigger if $X < 52$ ($103$ for Smog / Sludge) |
|
|
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|
| **Sleep** (duration) | `Effects.sleep` | <dl><dt>Pokémon Red</dt><dd>Continue generating until $X \land 7 \neq 0$</dd><dt>Pokémon Showdown</dt><dd>Generate $X \in \left[1, 8\right)$</dd></dl> |
|
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|
-
| **Bide** (duration) | `Effects.bide` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 1\right) + 2$ turns</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \left[2, 4\right)$ turns</dd></dl>
|
|
728
|
+
| **Bide** (duration) | `Effects.bide` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 1\right) + 2$ turns</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \left[2, 4\right)$ turns</dd></dl> |
|
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|
| **Disable** (move) | `Effects.disable` | <dl><dt>Pokémon Red</dt><dd>Continue generating until $X \land 3$ is the index of a non-empty move slot</dd><dt>Pokémon Showdown</dt><dd>Generate $X \in \left[0, \|movesSlots\|\right)$</dd></dl> |
|
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|
| **Disable** (duration) | `Effects.disable` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 7\right) + 1$ turns</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \left[1, 9\right)$ turns</dd></dl> |
|
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|
-
| **Metronome** (move) | `metronome` | <dl><dt>Pokémon Red</dt><dd>Continue generating until $X$ matches the index of a move which
|
|
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|
+
| **Metronome** (move) | `metronome` | <dl><dt>Pokémon Red</dt><dd>Continue generating until $X$ matches the index of a move which isn't Struggle or Metronome</dd><dt>Pokémon Showdown</dt><dd>Generate $X \in \left[0, \|validMoves\|\right)$, where $validMoves$ is ordered set of moves with Struggle and Metronome removed <i>(indexes of moves > Metronome are shifted down)</i></dd></dl> |
|
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|
| **Mimic** (move) | `Effects.mimic` | <dl><dt>Pokémon Red</dt><dd>Continue generating until $X \land 3$ is the index of a non-empty move slot</dd><dt>Pokémon Showdown</dt><dd>Generate $X \in \left[0, \|movesSlots\|\right)$</dd></dl> |
|
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|
| **Psywave** (power) | `specialDamage` | <dl><dt>Pokémon Red</dt><dd>Continue generating until $X < {3\over2} \cdot level$</dd><dt>Pokémon Showdown</dt><dd>Generate $X \in \left[0, {3\over2} \cdot level\right)$</dd></dl> |
|
|
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|
| **Thrash** (rampage) | `Effects.thrash` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 1\right) + 2$ turns</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \left[2, 4\right)$ turns</dd></dl> |
|
|
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|
| **Thrash** (confusion) | `beforeMove` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 3\right) + 2$ turns</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \left[2, 6\right)$ turns</dd></dl> |
|
|
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|
-
| **Binding** (duration) | `Effects.binding` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 3\right) + 1$ further turns if $\left(X \land 3\right) < 2$<br /> otherwise last for $\left(Y \land 3\right) + 1$ further turns (reroll)</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \{2, 2, 3, 3, 4, 5\} - 1$ further turns</dd></dl> |
|
|
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|
+
| **Binding** (duration) | `Effects.binding` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 3\right) + 1$ further turns if $\left(X \land 3\right) < 2$<br /> otherwise last for $\left(Y \land 3\right) + 1$ further turns (reroll)</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \{2, 2, 2, 3, 3, 3, 4, 5\} - 1$ further turns</dd></dl> |
|
|
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|
| **Multi-Hit** (hits) | `Effects.multiHit` | *Ibid.* |
|
|
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|
| **Unboost** (chance) | `Effects.unboost` | Trigger if $X < 85$ |
|
|
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|
|
|
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|
-
*In the table
|
|
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|
+
*In the preceding table,* $X$ *is always in the range* $\left[0, 256\right)$ *for Pokémon Red and for
|
|
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|
Pokémon Showdown is always **scaled** from the 32-bit output range of the RNG to either be in that
|
|
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|
range or to whichever range is specified by the description.*
|
|
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|
|
|
@@ -747,7 +780,8 @@ table provides a rough mapping between pkmn and Pokémon Red methods:
|
|
|
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|
| `handleResidual` | `HandlePoisonBurnLeechSeed` |
|
|
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|
| `endTurn` / `checkEBC` | - |
|
|
749
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|
|
|
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|
-
Pokémon Red groups move effect handlers together into several groups, these have also been renamed
|
|
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|
+
Pokémon Red groups move effect handlers together into several groups, these have also been renamed
|
|
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|
+
for clarification in the pkmn engine:
|
|
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|
|
|
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|
| pkmn | Pokémon Red (pret) |
|
|
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| --------------- | ------------------------- |
|
|
@@ -763,7 +797,7 @@ The pkmn engine attempts to adhere to certain naming conventions:
|
|
|
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|
- **`p1`** & **`p2`** always correspond to the `Side` of `Player.P1` and `Player.P2` respectively
|
|
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|
- **`player`** is the executing turn `Player` (`hWhoseTurn`) and **`player.foe()`** is their
|
|
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|
opponent
|
|
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|
-
- if `player` (executing turn player) is present then **`side`**
|
|
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|
+
- if `player` (executing turn player) is present then **`side`** always corresponds to their
|
|
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|
`Side` and **`foe`** the opposing `Side`, however `side` can refer to an arbitrary `Side` object
|
|
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|
if there is no `player` in scope (e.g. in helper functions)
|
|
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|
- **`target_player`** is a target `Player` whose corresponding `Side` is **`target`**
|