@pkmn/engine 0.1.0-dev.8b83af6b → 0.1.0-dev.8c935a85

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (86) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +100 -61
  3. package/build/pkg/addon/browser.d.ts +3 -0
  4. package/build/pkg/addon/browser.js +47 -0
  5. package/build/pkg/addon/browser.js.map +1 -0
  6. package/build/pkg/addon/node.d.ts +3 -0
  7. package/build/pkg/addon/node.js +110 -0
  8. package/build/pkg/addon/node.js.map +1 -0
  9. package/build/pkg/addon/wasm.d.ts +2 -0
  10. package/build/pkg/addon/wasm.js +53 -0
  11. package/build/pkg/addon/wasm.js.map +1 -0
  12. package/build/pkg/addon.d.ts +25 -3
  13. package/build/pkg/addon.js +39 -70
  14. package/build/pkg/addon.js.map +1 -1
  15. package/build/pkg/data/ids.json +12 -12
  16. package/build/pkg/data/layout.json +39 -4
  17. package/build/pkg/data/protocol.json +84 -13
  18. package/build/pkg/data.d.ts +27 -5
  19. package/build/pkg/data.js.map +1 -1
  20. package/build/pkg/gen1.d.ts +15 -18
  21. package/build/pkg/gen1.js +43 -37
  22. package/build/pkg/gen1.js.map +1 -1
  23. package/build/pkg/index.d.ts +42 -91
  24. package/build/pkg/index.js +23 -70
  25. package/build/pkg/index.js.map +1 -1
  26. package/build/pkg/protocol.d.ts +20 -1
  27. package/build/pkg/protocol.js +123 -102
  28. package/build/pkg/protocol.js.map +1 -1
  29. package/build/tools/debug.js +53 -76
  30. package/build/tools/debug.js.map +1 -1
  31. package/build/tools/display/debug.jsx +152 -0
  32. package/build/tools/display/debug.jsx.map +1 -0
  33. package/build/tools/display/index.js +152 -0
  34. package/build/tools/display/index.js.map +1 -0
  35. package/build/tools/display/ui.jsx +359 -0
  36. package/build/tools/display/ui.jsx.map +1 -0
  37. package/build/tools/display/util.js +33 -0
  38. package/build/tools/display/util.js.map +1 -0
  39. package/build.zig +400 -132
  40. package/package.json +69 -121
  41. package/src/bin/install-pkmn-engine +41 -25
  42. package/src/bin/pkmn-debug +1 -1
  43. package/src/lib/bindings/c.zig +255 -0
  44. package/src/lib/bindings/node.zig +121 -0
  45. package/src/lib/bindings/wasm.zig +59 -0
  46. package/src/lib/common/array.zig +77 -0
  47. package/src/lib/common/battle.zig +17 -0
  48. package/src/lib/common/data.zig +12 -24
  49. package/src/lib/common/debug.zig +58 -18
  50. package/src/lib/common/js.zig +120 -0
  51. package/src/lib/common/optional.zig +71 -0
  52. package/src/lib/common/options.zig +15 -0
  53. package/src/lib/common/protocol.zig +851 -327
  54. package/src/lib/common/rational.zig +522 -0
  55. package/src/lib/common/rng.zig +26 -19
  56. package/src/lib/common/util.zig +71 -0
  57. package/src/lib/gen1/calc.zig +962 -0
  58. package/src/lib/gen1/chance.zig +1185 -0
  59. package/src/lib/gen1/data/moves.zig +193 -183
  60. package/src/lib/gen1/data/species.zig +4 -6
  61. package/src/lib/gen1/data/types.zig +8 -9
  62. package/src/lib/gen1/data.zig +79 -73
  63. package/src/lib/gen1/helpers.zig +130 -30
  64. package/src/lib/gen1/mechanics.zig +1137 -786
  65. package/src/lib/gen2/calc.zig +153 -0
  66. package/src/lib/gen2/chance.zig +902 -0
  67. package/src/lib/gen2/data/items.zig +13 -21
  68. package/src/lib/gen2/data/moves.zig +664 -572
  69. package/src/lib/gen2/data/species.zig +2 -4
  70. package/src/lib/gen2/data/types.zig +135 -33
  71. package/src/lib/gen2/data.zig +121 -87
  72. package/src/lib/gen2/generated.zig +801 -0
  73. package/src/lib/gen2/helpers.zig +54 -39
  74. package/src/lib/gen2/mechanics.zig +3582 -30
  75. package/src/lib/node.zig +18 -0
  76. package/src/lib/pkmn.zig +86 -5
  77. package/src/lib/wasm.zig +17 -0
  78. package/src/tools/display/dom.ts +93 -0
  79. package/src/tools/display/ui.css +354 -0
  80. package/build/test/display.js +0 -400
  81. package/build/test/display.js.map +0 -1
  82. package/src/lib/binding/node.zig +0 -226
  83. package/src/lib/binding/wasm.zig +0 -10
  84. package/src/lib/gen1/README.md +0 -814
  85. package/src/lib/gen2/README.md +0 -309
  86. package/src/test/display/pkmn.html.tmpl +0 -368
@@ -1,35 +1,29 @@
1
- const std = @import("std");
1
+ const DEBUG = @import("../common/debug.zig").print;
2
2
 
3
+ const builtin = @import("builtin");
4
+ const chance = @import("chance.zig");
3
5
  const common = @import("../common/data.zig");
4
- const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
+ const data = @import("data.zig");
7
+ const pkmn = @import("../pkmn.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
-
9
- const data = @import("data.zig");
10
+ const std = @import("std");
10
11
 
11
12
  const assert = std.debug.assert;
12
-
13
- const expectEqual = std.testing.expectEqual;
14
-
15
- const Choice = common.Choice;
16
- const ID = common.ID;
17
- const Player = common.Player;
18
- const Result = common.Result;
19
-
20
- const showdown = options.showdown;
21
-
22
13
  const Boost = protocol.Boost;
14
+ const Choice = common.Choice;
23
15
  const Damage = protocol.Damage;
24
- const Heal = protocol.Heal;
25
-
26
- const Gen12 = rng.Gen12;
27
-
28
- const ActivePokemon = data.ActivePokemon;
29
16
  const Effectiveness = data.Effectiveness;
17
+ const expectEqual = std.testing.expectEqual;
18
+ const Fail = protocol.Fail;
19
+ const Gen12 = rng.Gen12;
20
+ const Heal = protocol.Heal;
21
+ const ID = common.ID;
30
22
  const Move = data.Move;
31
23
  const MoveSlot = data.MoveSlot;
32
- const Pokemon = data.Pokemon;
24
+ const Player = common.Player;
25
+ const Result = common.Result;
26
+ const showdown = pkmn.options.showdown;
33
27
  const Side = data.Side;
34
28
  const Species = data.Species;
35
29
  const Stats = data.Stats;
@@ -56,54 +50,50 @@ const BOOSTS = &[_][2]u8{
56
50
 
57
51
  const MAX_STAT_VALUE = 999;
58
52
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
53
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
54
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
55
+ if (battle.turn == 0) return start(battle, options);
64
56
 
65
57
  var s1 = false;
66
58
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
59
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
60
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
61
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
62
 
73
63
  var p1 = battle.side(.P1);
74
64
  var p2 = battle.side(.P2);
75
65
 
76
- var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
- var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
66
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
67
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
68
 
79
- if (turnOrder(battle, c1, c2) == .P1) {
80
- if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, log)) |r| return r;
69
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
70
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
71
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
72
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
73
  }
84
74
 
85
75
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
76
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
77
 
88
- return endTurn(battle, log);
78
+ return endTurn(battle, options);
89
79
  }
90
80
 
91
- fn start(battle: anytype, log: anytype) !Result {
81
+ fn start(battle: anytype, options: anytype) !Result {
92
82
  const p1 = battle.side(.P1);
93
83
  const p2 = battle.side(.P2);
94
84
 
95
- var p1_slot = findFirstAlive(p1);
85
+ const p1_slot = findFirstAlive(p1);
96
86
  assert(!showdown or p1_slot == 1);
97
87
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
98
88
 
99
- var p2_slot = findFirstAlive(p2);
89
+ const p2_slot = findFirstAlive(p2);
100
90
  assert(!showdown or p2_slot == 1);
101
91
  if (p2_slot == 0) return Result.Win;
102
92
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
93
+ try switchIn(battle, .P1, p1_slot, true, options);
94
+ try switchIn(battle, .P2, p2_slot, true, options);
105
95
 
106
- return endTurn(battle, log);
96
+ return endTurn(battle, options);
107
97
  }
108
98
 
109
99
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +107,6 @@ fn selectMove(
117
107
  choice: Choice,
118
108
  foe_choice: Choice,
119
109
  skip_turn: *bool,
120
- from: *?Move,
121
110
  ) ?Result {
122
111
  if (choice.type == .Pass) return null;
123
112
 
@@ -134,7 +123,6 @@ fn selectMove(
134
123
  return null;
135
124
  }
136
125
  if (volatiles.Rage) {
137
- from.* = side.last_used_move;
138
126
  if (showdown) {
139
127
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
140
128
  saveMove(battle, player, null);
@@ -144,7 +132,6 @@ fn selectMove(
144
132
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
145
133
  if (!showdown) volatiles.Flinch = false;
146
134
  if (volatiles.Thrashing or volatiles.Charging) {
147
- from.* = side.last_selected_move;
148
135
  if (showdown) {
149
136
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
137
  saveMove(battle, player, null);
@@ -165,27 +152,24 @@ fn selectMove(
165
152
  return null;
166
153
  }
167
154
  if (volatiles.Binding) {
168
- from.* = side.last_used_move;
169
155
  if (showdown) {
170
- if (foe_choice.type == .Switch) from.* = null;
171
156
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
172
157
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
173
158
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
174
159
  // set the selected move will not actually be used, it will just be reported as having
175
160
  // been used (this differs from how Pokémon Showdown works, but its impossible to
176
- // replicate the incorrect behavior with the correct mechanisms).
161
+ // replicate the incorrect behavior with the correct mechanisms)
177
162
  saveMove(battle, player, choice);
178
163
  } else {
179
164
  assert(choice.data == 0);
180
165
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
181
166
  if (foe_choice.type == .Switch) {
182
- const slot = if (player == .P1)
183
- battle.last_moves.p1_index
184
- else
185
- battle.last_moves.p2_index;
186
- const last = side.active.move(slot);
167
+ const last = side.active.move(battle.lastMove(player).index);
187
168
  if (last.id == .Metronome) side.last_selected_move = last.id;
188
- if (last.id == .MirrorMove) return Result.Error;
169
+ if (last.id == .MirrorMove) {
170
+ if (!pkmn.options.mod) return Result.Error;
171
+ side.last_selected_move = last.id;
172
+ }
189
173
  }
190
174
  }
191
175
  return null;
@@ -207,16 +191,13 @@ fn selectMove(
207
191
  if (choice.data == 0) {
208
192
  const struggle = ok: {
209
193
  for (side.active.moves, 0..) |move, i| {
210
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
194
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
211
195
  }
212
196
  break :ok true;
213
197
  };
214
-
215
198
  assert(struggle);
216
- saveMove(battle, player, choice);
217
- } else {
218
- saveMove(battle, player, choice);
219
199
  }
200
+ saveMove(battle, player, choice);
220
201
 
221
202
  return null;
222
203
  }
@@ -229,23 +210,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
229
210
  if (c.data == 0) {
230
211
  side.last_selected_move = .Struggle;
231
212
  } else {
232
- assert(showdown or side.active.volatiles.disabled_move != c.data);
213
+ assert(showdown or side.active.volatiles.disable_move != c.data);
233
214
  const move = side.active.move(c.data);
234
215
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
235
216
  // sometimes required...), but a 0 PP move can be used automatically
236
217
  assert(showdown or move.pp != 0);
237
218
 
238
219
  side.last_selected_move = move.id;
239
- if (player == .P1) {
240
- battle.last_moves.p1_index = @intCast(c.data);
241
- } else {
242
- battle.last_moves.p2_index = @intCast(c.data);
243
- }
220
+ battle.lastMove(player).index = @intCast(c.data);
244
221
  }
245
222
  }
246
223
  }
247
224
 
248
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
225
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
249
226
  var side = battle.side(player);
250
227
  var foe = battle.foe(player);
251
228
  var active = &side.active;
@@ -258,11 +235,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
258
235
  side.order[0] = side.order[slot - 1];
259
236
  side.order[slot - 1] = out;
260
237
 
261
- if (player == .P1) {
262
- battle.last_moves.p1_index = 1;
263
- } else {
264
- battle.last_moves.p2_index = 1;
265
- }
238
+ battle.lastMove(player).index = 1;
266
239
 
267
240
  side.last_used_move = .None;
268
241
  foe.last_used_move = .None;
@@ -275,20 +248,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
275
248
  active.moves = incoming.moves;
276
249
 
277
250
  statusModify(incoming.status, &active.stats);
251
+ options.chance.switched(player, slot);
278
252
 
279
253
  foe.active.volatiles.Binding = false;
280
254
 
281
- try log.switched(battle.active(player), incoming);
255
+ try options.log.switched(.{ battle.active(player), incoming });
282
256
 
283
257
  if (showdown and incoming.status == Status.TOX) {
284
258
  incoming.status = Status.init(.PSN);
285
259
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
286
260
  // rather not clutter up turnOrder just for this (incorrect) log message
287
- try log.status(battle.active(player), incoming.status, .Silent);
261
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
288
262
  }
289
263
  }
290
264
 
291
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
265
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
292
266
  assert(c1.type != .Pass or c2.type != .Pass);
293
267
 
294
268
  if (c1.type == .Pass) return .P2;
@@ -322,7 +296,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
322
296
  battle.rng.advance(1);
323
297
  }
324
298
 
325
- const p1 = Rolls.speedTie(battle);
299
+ const p1 = try Rolls.speedTie(battle, options);
326
300
  if (!showdown) return if (p1) .P1 else .P2;
327
301
 
328
302
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -347,13 +321,11 @@ fn doTurn(
347
321
  player_choice: Choice,
348
322
  player_rewrap: bool,
349
323
  player_skip: bool,
350
- player_from: ?Move,
351
324
  foe_player: Player,
352
325
  foe_choice: Choice,
353
326
  foe_rewrap: bool,
354
327
  foe_skip: bool,
355
- foe_from: ?Move,
356
- log: anytype,
328
+ options: anytype,
357
329
  ) !?Result {
358
330
  assert(player_choice.type != .Pass);
359
331
 
@@ -365,36 +337,37 @@ fn doTurn(
365
337
  player_choice,
366
338
  player_rewrap,
367
339
  player_skip,
368
- player_from,
369
340
  &residual,
370
- log,
341
+ options,
371
342
  )) |r| return r;
372
343
  if (!replace) {
373
344
  if (player_choice.type != .Switch) {
374
- if (try checkFaint(battle, foe_player, log)) |r| return r;
345
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
375
346
  }
376
- if (residual) try handleResidual(battle, player, log);
377
- if (try checkFaint(battle, player, log)) |r| return r;
347
+ if (residual) try handleResidual(battle, player, options);
348
+ if (try checkFaint(battle, player, false, options)) |r| return r;
378
349
  } else if (foe_choice.type == .Pass) return null;
379
350
 
351
+ if (!showdown) options.chance.clearPending();
352
+
380
353
  residual = true;
381
354
  replace = battle.side(foe_player).stored().hp == 0;
382
- if (try executeMove(
355
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
356
+ if (if (calc) null else try executeMove(
383
357
  battle,
384
358
  foe_player,
385
359
  foe_choice,
386
360
  foe_rewrap,
387
361
  foe_skip,
388
- foe_from,
389
362
  &residual,
390
- log,
363
+ options,
391
364
  )) |r| return r;
392
365
  if (!replace) {
393
- if (foe_choice.type != .Switch) {
394
- if (try checkFaint(battle, player, log)) |r| return r;
366
+ if (!calc and foe_choice.type != .Switch) {
367
+ if (try checkFaint(battle, player, true, options)) |r| return r;
395
368
  }
396
- if (residual) try handleResidual(battle, foe_player, log);
397
- if (try checkFaint(battle, foe_player, log)) |r| return r;
369
+ if (residual) try handleResidual(battle, foe_player, options);
370
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
398
371
  }
399
372
 
400
373
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -413,14 +386,13 @@ fn executeMove(
413
386
  choice: Choice,
414
387
  rewrap: bool,
415
388
  skip: bool,
416
- from: ?Move,
417
389
  residual: *bool,
418
- log: anytype,
390
+ options: anytype,
419
391
  ) !?Result {
420
392
  var side = battle.side(player);
421
393
 
422
394
  if (choice.type == .Switch) {
423
- try switchIn(battle, player, choice.data, false, log);
395
+ try switchIn(battle, player, choice.data, false, options);
424
396
  return null;
425
397
  }
426
398
 
@@ -430,7 +402,7 @@ fn executeMove(
430
402
  if (side.last_selected_move == .SKIP_TURN) {
431
403
  assert(!showdown);
432
404
  if (battle.foe(player).active.volatiles.Binding) {
433
- try log.cant(battle.active(player), .Bound);
405
+ try options.log.cant(.{ battle.active(player), .Bound });
434
406
  }
435
407
  return null;
436
408
  }
@@ -445,17 +417,16 @@ fn executeMove(
445
417
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
446
418
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
447
419
  assert(!showdown);
448
- mslot = @intCast(if (player == .P1)
449
- battle.last_moves.p1_index
450
- else
451
- battle.last_moves.p2_index);
420
+ mslot = @intCast(battle.lastMove(player).index);
452
421
  const stored = side.stored();
453
422
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
454
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
455
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
423
+ auto = pkmn.options.mod or isForced(&side.active) or
424
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
425
+ side.last_selected_move == .HyperBeam or
426
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
456
427
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
457
428
  // thawed, in which case we will desync unless the last_selected_move happened to be at
458
- // index 1 and the current Pokémon has the same move in its first slot.
429
+ // index 1 and the current Pokémon has the same move in its first slot
459
430
  if (!auto) {
460
431
  // side.active.moves(slot) is safe to check even though the slot in question might not
461
432
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -469,15 +440,12 @@ fn executeMove(
469
440
  } else if (showdown and side.active.volatiles.Charging) {
470
441
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
471
442
  assert(mslot == 1);
472
- mslot = @intCast(if (player == .P1)
473
- battle.last_moves.p1_index
474
- else
475
- battle.last_moves.p2_index);
443
+ mslot = @intCast(battle.lastMove(player).index);
476
444
  }
477
445
 
478
446
  var skip_can = false;
479
447
  var skip_pp = false;
480
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
448
+ switch (try beforeMove(battle, player, skip, residual, options)) {
481
449
  .done => return null,
482
450
  .skip_can => skip_can = true,
483
451
  .skip_pp => skip_pp = true,
@@ -485,11 +453,30 @@ fn executeMove(
485
453
  .err => return @as(?Result, Result.Error),
486
454
  }
487
455
 
488
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
489
- return null;
456
+ // Pokémon Showdown incorrectly implements PP deduction when handling the Hyper Beam automatic
457
+ // selection glitch - if the move was proced due to Metronome / Mirror Move it either subtracts
458
+ // from the Hyper Beam slot if present or skips PP deduction entirely...
459
+ if (showdown and !skip_pp and side.last_selected_move == .HyperBeam and
460
+ side.last_selected_move != side.active.move(mslot).id)
461
+ {
462
+ assert(mslot == 1);
463
+ const has_beam = has_beam: {
464
+ for (side.active.moves, 0..) |m, i| {
465
+ if (m.id == .HyperBeam) {
466
+ mslot = @intCast(i + 1);
467
+ break :has_beam true;
468
+ }
469
+ }
470
+ break :has_beam false;
471
+ };
472
+ if (!has_beam) skip_pp = true;
490
473
  }
491
474
 
492
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
475
+ const can = skip_can or
476
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
477
+ if (!can) return null;
478
+
479
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
493
480
  }
494
481
 
495
482
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -498,10 +485,10 @@ fn beforeMove(
498
485
  battle: anytype,
499
486
  player: Player,
500
487
  skip: bool,
501
- from: ?Move,
502
488
  residual: *bool,
503
- log: anytype,
489
+ options: anytype,
504
490
  ) !BeforeMove {
491
+ var log = options.log;
505
492
  var side = battle.side(player);
506
493
  const foe = battle.foe(player);
507
494
  var active = &side.active;
@@ -510,27 +497,42 @@ fn beforeMove(
510
497
  var volatiles = &active.volatiles;
511
498
 
512
499
  if (Status.is(stored.status, .SLP)) {
513
- const status = stored.status;
500
+ const before = stored.status;
501
+ const slf = Status.is(stored.status, .EXT);
514
502
  // Even if the EXT bit is set this will still correctly modify the sleep duration
515
- stored.status -= 1;
516
- if (Status.duration(stored.status) == 0) {
517
- try log.curestatus(ident, status, .Message);
503
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
504
+ .started, .ended => stored.status = 0,
505
+ .continuing => if (Status.duration(stored.status) > 1) {
506
+ stored.status -= 1;
507
+ },
508
+ else => unreachable,
509
+ } else {
510
+ stored.status -= 1;
511
+ }
512
+
513
+ const duration = Status.duration(stored.status);
514
+ try options.chance.sleep(player, if (slf)
515
+ .None
516
+ else if (duration == 0) .ended else .continuing);
517
+
518
+ if (duration == 0) {
519
+ try log.curestatus(.{ ident, before, .Message });
518
520
  stored.status = 0; // clears EXT if present
519
521
  } else {
520
- try log.cant(ident, .Sleep);
522
+ try log.cant(.{ ident, .Sleep });
521
523
  }
522
524
  side.last_used_move = .None;
523
525
  return .done;
524
526
  }
525
527
 
526
528
  if (Status.is(stored.status, .FRZ)) {
527
- try log.cant(ident, .Freeze);
529
+ try log.cant(.{ ident, .Freeze });
528
530
  side.last_used_move = .None;
529
531
  return .done;
530
532
  }
531
533
 
532
534
  if (skip or foe.active.volatiles.Binding) {
533
- try log.cant(ident, .Bound);
535
+ try log.cant(.{ ident, .Bound });
534
536
  return .done;
535
537
  }
536
538
 
@@ -538,44 +540,61 @@ fn beforeMove(
538
540
  // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
539
541
  // Pokémon can sometimes flinch multiple times from the same original hit
540
542
  if (!showdown) volatiles.Flinch = false;
541
- try log.cant(ident, .Flinch);
543
+ try log.cant(.{ ident, .Flinch });
542
544
  return .done;
543
545
  }
544
546
 
545
547
  if (volatiles.Recharging) {
546
548
  volatiles.Recharging = false;
547
- try log.cant(ident, .Recharge);
549
+ try log.cant(.{ ident, .Recharge });
548
550
  return .done;
549
551
  }
550
552
 
551
- if (volatiles.disabled_duration > 0) {
552
- volatiles.disabled_duration -= 1;
553
- if (volatiles.disabled_duration == 0) {
554
- volatiles.disabled_move = 0;
555
- try log.end(ident, .Disable);
553
+ if (volatiles.disable_duration > 0) {
554
+ volatiles.disable_duration =
555
+ decrement(.disable, player, options, volatiles.disable_duration);
556
+ try options.chance.disable(
557
+ player,
558
+ if (volatiles.disable_duration == 0) .ended else .continuing,
559
+ );
560
+
561
+ if (volatiles.disable_duration == 0) {
562
+ volatiles.disable_move = 0;
563
+ try log.end(.{ ident, .Disable });
556
564
  }
557
565
  }
558
566
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
559
- if (showdown and try disabled(side, ident, log)) return .done;
567
+ if (showdown and try disabled(side, ident, options)) return .done;
560
568
 
561
569
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
562
570
  // before the side had a selected a move - we simply need to assume this leads to a desync
563
571
  if (side.last_selected_move == .None) {
564
- assert(!showdown);
572
+ assert(!pkmn.options.mod);
565
573
  return .err;
566
574
  }
567
575
 
568
576
  if (volatiles.Confusion) {
569
577
  assert(volatiles.confusion > 0);
578
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
579
+ .started, .ended => volatiles.confusion = 0,
580
+ .continuing => if (volatiles.confusion > 1) {
581
+ volatiles.confusion -= 1;
582
+ },
583
+ .overwritten => {},
584
+ else => unreachable,
585
+ } else {
586
+ volatiles.confusion -= 1;
587
+ }
588
+
589
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
570
590
 
571
- volatiles.confusion -= 1;
572
591
  if (volatiles.confusion == 0) {
573
592
  volatiles.Confusion = false;
574
- try log.end(ident, .Confusion);
593
+ try log.end(.{ ident, .Confusion });
575
594
  } else {
576
- try log.activate(ident, .Confusion);
595
+ try log.activate(.{ ident, .Confusion });
577
596
 
578
- if (Rolls.confused(battle)) {
597
+ if (try Rolls.confused(battle, player, options)) {
579
598
  assert(!volatiles.MultiHit);
580
599
  if (!volatiles.Rage) volatiles.state = 0;
581
600
  volatiles.Bide = false;
@@ -585,6 +604,9 @@ fn beforeMove(
585
604
  volatiles.Charging = false;
586
605
  volatiles.Binding = false;
587
606
  volatiles.Invulnerable = false;
607
+
608
+ options.chance.observe(.attacking, player, .None);
609
+ options.chance.observe(.binding, player, .None);
588
610
  {
589
611
  // This feels (and is) disgusting but the cartridge literally just overwrites
590
612
  // the opponent's defense with the user's defense and resets it after. As a
@@ -592,19 +614,14 @@ fn beforeMove(
592
614
  const def = foe.active.stats.def;
593
615
  foe.active.stats.def = active.stats.def;
594
616
  defer foe.active.stats.def = def;
595
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
617
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
618
+ return .err;
619
+ }
596
620
  }
597
- // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
598
- // on the targeting behavior of the confused Pokémon's selected move which results
599
- // in the wrong behavior with respect to the Substitute + Confusion glitch
600
- const target = if (showdown and Move.get(side.last_selected_move).target == .Self)
601
- player
602
- else
603
- player.foe();
604
621
 
605
622
  const uncapped = battle.last_damage;
606
623
  // Skipping adjustDamage / randomizeDamage / checkHit
607
- _ = try applyDamage(battle, player, target, .Confusion, log);
624
+ _ = try applyDamage(battle, player, player.foe(), .Confusion, options);
608
625
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
609
626
  if (showdown) battle.last_damage = uncapped;
610
627
 
@@ -613,16 +630,20 @@ fn beforeMove(
613
630
  }
614
631
  }
615
632
 
616
- if (!showdown and try disabled(side, ident, log)) return .done;
633
+ if (!showdown and try disabled(side, ident, options)) return .done;
617
634
 
618
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
635
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
619
636
  if (!volatiles.Rage) volatiles.state = 0;
620
637
  volatiles.Bide = false;
621
638
  volatiles.Thrashing = false;
622
639
  volatiles.Charging = false;
623
640
  volatiles.Binding = false;
641
+
642
+ options.chance.observe(.attacking, player, .None);
643
+ options.chance.observe(.binding, player, .None);
644
+
624
645
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
625
- try log.cant(ident, .Paralysis);
646
+ try log.cant(.{ ident, .Paralysis });
626
647
  return .done;
627
648
  }
628
649
 
@@ -638,73 +659,82 @@ fn beforeMove(
638
659
  volatiles.state +%= battle.last_damage;
639
660
  }
640
661
 
641
- assert(volatiles.attacks > 0);
662
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
663
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
642
664
 
643
- volatiles.attacks -= 1;
644
665
  if (volatiles.attacks != 0) {
645
- try log.activate(ident, .Bide);
666
+ try log.activate(.{ ident, .Bide });
646
667
  return .done;
647
668
  }
648
669
 
649
670
  volatiles.Bide = false;
650
- try log.end(ident, .Bide);
671
+ try log.end(.{ ident, .Bide });
651
672
 
652
673
  battle.last_damage = volatiles.state *% 2;
653
674
  volatiles.state = 0;
654
675
 
655
676
  if (battle.last_damage == 0) {
656
- try log.fail(ident, .None);
677
+ try log.fail(.{ ident, .None });
657
678
  return .done;
658
679
  }
659
680
 
660
681
  const sub = showdown and foe.active.volatiles.Substitute;
661
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
662
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
682
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
683
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
663
684
 
664
685
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
665
686
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
666
687
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
667
688
  if (showdown) {
668
689
  residual.* = false;
669
- try handleResidual(battle, player, log);
690
+ try handleResidual(battle, player, options);
670
691
  }
671
692
 
672
693
  return .done;
673
694
  }
674
695
 
675
696
  if (volatiles.Thrashing) {
676
- assert(volatiles.attacks > 0);
677
- assert(from != null);
678
- volatiles.attacks -= 1;
679
- if (!showdown and handleThrashing(battle, active)) {
680
- try log.start(battle.active(player), .ConfusionSilent);
681
- }
682
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
683
- if (showdown) {
684
- // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
685
- // used in useMove and doesn't have the notion of skipping canMove semantics
686
- side.last_used_move = side.last_selected_move;
687
- if (handleThrashing(battle, active)) {
688
- try log.start(battle.active(player), .ConfusionSilent);
689
- }
697
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
698
+
699
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
700
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
701
+
702
+ if (volatiles.attacks == 0) {
703
+ const overwritten = volatiles.Confusion;
704
+
705
+ volatiles.Thrashing = false;
706
+ volatiles.Confusion = true;
707
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
708
+
709
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
710
+ // ended (the engine's protocol is always from the omniscient perspective and clients
711
+ // can be expected to recognize this pattern and pass the information only to the
712
+ // correct player)
713
+ try log.start(.{ battle.active(player), .ConfusionSilent });
714
+ options.chance.observe(.confusion, player, if (overwritten)
715
+ if (pkmn.options.overwrite) .overwritten else .continuing
716
+ else
717
+ .started);
718
+ if (!overwritten) options.calc.confusion(player);
690
719
  }
720
+
721
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
722
+ // used in useMove and doesn't have the notion of skipping canMove semantics
723
+ if (showdown) side.last_used_move = side.last_selected_move;
724
+
691
725
  return .skip_can;
692
726
  }
693
727
 
694
728
  if (volatiles.Binding) {
695
- assert(volatiles.attacks > 0);
696
- volatiles.attacks -= 1;
697
- try log.move(
698
- battle.active(player),
699
- side.last_selected_move,
700
- battle.active(player.foe()),
701
- side.last_selected_move,
702
- );
729
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
730
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
731
+
732
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
703
733
  if (showdown or battle.last_damage != 0) {
704
734
  const sub = showdown and foe.active.volatiles.Substitute;
705
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
735
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
706
736
  if (battle.foe(player).stored().hp > 0 and !sub) {
707
- try buildRage(battle, player.foe(), log);
737
+ try buildRage(battle, player.foe(), options);
708
738
  }
709
739
  }
710
740
  return .done;
@@ -719,53 +749,46 @@ fn canMove(
719
749
  mslot: u4,
720
750
  auto: bool,
721
751
  skip_pp: bool,
722
- from: ?Move,
752
+ from: Move,
723
753
  residual: *bool,
724
- log: anytype,
754
+ options: anytype,
725
755
  ) !bool {
726
756
  var side = battle.side(player);
727
757
  const player_ident = battle.active(player);
728
758
  const move = Move.get(side.last_selected_move);
729
759
 
730
- const foe_last = battle.foe(player).last_used_move;
731
- const special = from != null and (from.? == .Metronome and
732
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
733
-
734
- var skip = skip_pp;
735
760
  if (side.active.volatiles.Charging) {
736
761
  side.active.volatiles.Charging = false;
737
762
  side.active.volatiles.Invulnerable = false;
738
763
  } else if (move.effect == .Charge) {
739
- try log.move(player_ident, side.last_selected_move, .{}, from);
764
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
765
  setCounterable(battle, player, side, move);
741
- try Effects.charge(battle, player, log);
766
+ try Effects.charge(battle, player, options);
742
767
  return false;
743
768
  }
744
769
 
745
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
746
- if (!skip) decrementPP(side, mslot, auto);
770
+ side.last_used_move = side.last_selected_move;
771
+ if (!skip_pp) decrementPP(side, mslot, auto);
747
772
 
748
773
  const target = if (move.target == .Self) player else player.foe();
749
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
750
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
751
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
752
- // meaning sometimes we lose this information. from is still set because it not being null is
753
- // relevant for control flow, but we don't have anything useful to put in the log. This is
754
- // regrettable, but this information is more "nice to have" than required
755
- const f = if (from != null and from.? == .None) null else from;
756
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
774
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
757
775
  setCounterable(battle, player, side, move);
758
776
 
759
777
  if (move.effect.onBegin()) {
760
- try onBegin(battle, player, move, mslot, residual, log);
778
+ try onBegin(battle, player, move, mslot, residual, options);
761
779
  return false;
762
780
  }
763
781
 
764
782
  if (move.effect == .Thrashing) {
765
- Effects.thrashing(battle, player);
766
- } else if (!showdown and move.effect == .Binding) {
767
- // Pokémon Showdown handles this after hit/miss checks and damage calculation
768
- Effects.binding(battle, player, false);
783
+ Effects.thrashing(battle, player, options);
784
+ } else if (move.effect == .Binding) {
785
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
786
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
787
+ if (showdown) {
788
+ battle.foe(player).active.volatiles.Recharging = false;
789
+ } else {
790
+ try Effects.binding(battle, player, false, options);
791
+ }
769
792
  }
770
793
 
771
794
  return true;
@@ -779,11 +802,7 @@ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data)
779
802
  // as the desync results from actually having two separate battle states that subtly disagree
780
803
  const counterable = side.last_selected_move != .Counter and move.bp > 0 and
781
804
  (move.type == .Normal or move.type == .Fighting);
782
- if (player == .P1) {
783
- battle.last_moves.p1_counterable = @intFromBool(counterable);
784
- } else {
785
- battle.last_moves.p2_counterable = @intFromBool(counterable);
786
- }
805
+ battle.lastMove(player).counterable = @intFromBool(counterable);
787
806
  }
788
807
 
789
808
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
@@ -795,16 +814,18 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
795
814
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
796
815
  if (volatiles.Bide) return;
797
816
 
798
- assert(active.move(mslot).pp > 0 or auto);
799
- active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) -% 1;
817
+ var move_slot = active.move(mslot);
818
+ assert(move_slot.pp > 0 or auto);
819
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
800
820
  if (volatiles.Transform) return;
801
821
 
802
- assert(side.stored().move(mslot).pp > 0 or auto);
803
- side.stored().move(mslot).pp = @as(u6, @intCast(side.stored().move(mslot).pp)) -% 1;
822
+ move_slot = side.stored().move(mslot);
823
+ assert(move_slot.pp > 0 or auto);
824
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
804
825
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
805
826
  }
806
827
 
807
- fn incrementPP(side: *Side, mslot: u4) void {
828
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
808
829
  var active = &side.active;
809
830
  const volatiles = &active.volatiles;
810
831
 
@@ -812,8 +833,11 @@ fn incrementPP(side: *Side, mslot: u4) void {
812
833
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
813
834
  if (showdown and volatiles.Transform) return;
814
835
 
836
+ const n = options.calc.overridden(player, .pp) orelse 1;
837
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
838
+
815
839
  assert(mslot > 0 and mslot <= 4);
816
- side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
840
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
817
841
  }
818
842
 
819
843
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -824,8 +848,9 @@ fn doMove(
824
848
  rewrap: bool,
825
849
  auto: bool,
826
850
  residual: *bool,
827
- log: anytype,
851
+ options: anytype,
828
852
  ) !?Result {
853
+ var log = options.log;
829
854
  var side = battle.side(player);
830
855
  const foe = battle.foe(player);
831
856
 
@@ -840,9 +865,12 @@ fn doMove(
840
865
  var hits: u4 = 1;
841
866
  var effectiveness = Effectiveness.neutral;
842
867
 
868
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
869
+ if (showdown and !counter) battle.last_damage = 0;
870
+
843
871
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
844
872
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
845
- return specialDamage(battle, player, move, log);
873
+ return specialDamage(battle, player, move, options);
846
874
  }
847
875
 
848
876
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
@@ -856,24 +884,25 @@ fn doMove(
856
884
  battle.last_damage = 0;
857
885
  break :miss true;
858
886
  }
859
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
887
+ break :miss (move.target != .Self and
888
+ !try moveHit(battle, player, move, &immune, &mist, options));
860
889
  };
861
890
  assert(!immune or miss or (showdown and move.effect == .Binding));
862
891
 
863
892
  var late = showdown and move.effect != .Explode;
864
893
  const skip = status or immune;
865
- if ((!showdown or (!skip or counter)) and !miss) blk: {
894
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
866
895
  if (showdown and move.effect.isMulti()) {
867
- Effects.multiHit(battle, player, move);
896
+ try Effects.multiHit(battle, player, move, options);
868
897
  hits = side.active.volatiles.attacks;
869
898
  late = false;
870
899
  }
871
900
 
872
901
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
873
902
  const check = !showdown or (!counter and move.effect != .OHKO);
874
- if (check) crit = checkCriticalHit(battle, player, move);
903
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
875
904
 
876
- if (counter) return counterDamage(battle, player, move, log);
905
+ if (counter) return counterDamage(battle, player, move, options);
877
906
 
878
907
  battle.last_damage = 0;
879
908
 
@@ -884,8 +913,9 @@ fn doMove(
884
913
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
885
914
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
886
915
  battle.last_damage = if (ohko) 65535 else 0;
887
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
888
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
916
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
917
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
918
+ if (!showdown) try options.chance.commit(player, .err);
889
919
  return @as(?Result, Result.Error);
890
920
  }
891
921
  if (battle.last_damage == 0) {
@@ -895,17 +925,16 @@ fn doMove(
895
925
  effectiveness = adjustDamage(battle, player);
896
926
  immune = effectiveness == 0;
897
927
  }
898
- randomizeDamage(battle);
928
+ try randomizeDamage(battle, player, options);
899
929
  }
900
930
  }
901
931
 
902
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
903
- if (showdown and skip) battle.last_damage = 0;
904
-
905
- miss = if (showdown or skip)
906
- miss
907
- else
908
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
932
+ var missed: bool = undefined;
933
+ const zero = battle.last_damage == 0;
934
+ if (!showdown and !skip) {
935
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
936
+ miss = missed or zero;
937
+ }
909
938
 
910
939
  assert(showdown or miss or battle.last_damage > 0 or skip);
911
940
  assert((!showdown and miss) or !(ohko and immune));
@@ -913,11 +942,11 @@ fn doMove(
913
942
 
914
943
  if (!showdown or !miss) {
915
944
  if (move.effect == .MirrorMove) {
916
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
945
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
917
946
  } else if (move.effect == .Metronome) {
918
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
947
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
919
948
  } else if (move.effect.onEnd()) {
920
- try onEnd(battle, player, move, log);
949
+ try onEnd(battle, player, move, options);
921
950
  return null;
922
951
  }
923
952
  }
@@ -929,36 +958,60 @@ fn doMove(
929
958
  ohko = (!showdown or (!immune and !invulnerable)) and
930
959
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
931
960
  if (ohko) {
932
- try log.immune(foe_ident, .OHKO);
961
+ try log.immune(.{ foe_ident, .OHKO });
933
962
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
934
- try log.immune(foe_ident, .None);
963
+ try log.immune(.{ foe_ident, .None });
964
+ if (!showdown) {
965
+ if (move.effect == .Binding) {
966
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
967
+ // then simply clears it later on if the move happens to miss in moveHit.
968
+ // However, moveHit can return true and we'll still end up in the outer miss
969
+ // handling block because attacking into an immune Pokemon does zero damage
970
+ // (considered missing)
971
+ assert(zero);
972
+ // Thus we still need to actually save the hit result (but not the crit roll).
973
+ // Using .miss for this commit would accomplish what we want, but is somewhat
974
+ // misleading as its entirely possible the move actually did hit (and the target
975
+ // is now trapped) so we use the .binding value instead which is effectively
976
+ // identical, just doesn't claim to know about the actual results of the hit
977
+ // roll)
978
+ try options.chance.commit(player, .binding);
979
+ } else {
980
+ // The .glitch option allows for conditionally committing if we are in a
981
+ // division-by-zero freeze alternative timeline scenario
982
+ try options.chance.commit(player, .glitch);
983
+ }
984
+ }
935
985
  } else if (mist) {
936
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
937
- try log.fail(foe_ident, .None);
986
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
987
+ try log.fail(.{ foe_ident, .None });
938
988
  } else {
939
- try log.lastmiss();
940
- try log.miss(battle.active(player));
989
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
990
+ try log.lastmiss(.{});
991
+ try log.miss(.{battle.active(player)});
941
992
  }
942
993
  if (move.effect == .JumpKick) {
943
994
  // Recoil is supposed to be damage/8 but damage will always be 0 here
944
995
  assert(showdown or battle.last_damage == 0);
945
996
  battle.last_damage = 1;
946
- _ = try applyDamage(battle, player, player.foe(), .None, log);
997
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
947
998
  if (showdown and side.stored().hp == 0) residual.* = false;
948
999
  } else if (move.effect == .Explode) {
949
1000
  try Effects.explode(battle, player);
950
- try buildRage(battle, player.foe(), log);
1001
+ try buildRage(battle, player.foe(), options);
951
1002
  } else if (showdown and move.effect == .Disable) {
952
- try buildRage(battle, player.foe(), log);
1003
+ try buildRage(battle, player.foe(), options);
953
1004
  }
954
1005
  return null;
1006
+ } else if (!showdown) {
1007
+ try options.chance.commit(player, .hit);
955
1008
  }
956
1009
 
957
1010
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
958
1011
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
959
- // it up above before damage calculation).
1012
+ // it up above before damage calculation)
960
1013
  if (!showdown and move.effect.isMulti()) {
961
- Effects.multiHit(battle, player, move);
1014
+ try Effects.multiHit(battle, player, move, options);
962
1015
  hits = side.active.volatiles.attacks;
963
1016
  }
964
1017
 
@@ -969,18 +1022,20 @@ fn doMove(
969
1022
  var hit: u4 = 0;
970
1023
  while (hit < hits) {
971
1024
  if (hit == 0) {
972
- if (crit) try log.crit(battle.active(player.foe()));
1025
+ if (crit) try log.crit(.{battle.active(player.foe())});
973
1026
  if (effectiveness > Effectiveness.neutral) {
974
- try log.supereffective(battle.active(player.foe()));
1027
+ try log.supereffective(.{battle.active(player.foe())});
975
1028
  } else if (effectiveness < Effectiveness.neutral) {
976
- try log.resisted(battle.active(player.foe()));
1029
+ try log.resisted(.{battle.active(player.foe())});
977
1030
  }
978
1031
  }
979
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
980
- if (hit == 0 and ohko) try log.ohko();
1032
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1033
+ if (hit == 0 and ohko) try log.ohko(.{});
981
1034
  hit += 1;
982
1035
  if (foe.stored().hp == 0) break;
983
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
1036
+ if (!late and (!sub or move.effect == .Explode)) {
1037
+ try buildRage(battle, player.foe(), options);
1038
+ }
984
1039
  // If the substitute breaks during a multi-hit attack, the attack ends
985
1040
  if (nullified) break;
986
1041
  }
@@ -990,41 +1045,39 @@ fn doMove(
990
1045
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
991
1046
  side.active.volatiles.attacks = 0;
992
1047
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
993
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1048
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
994
1049
  }
995
- try log.hitcount(battle.active(player.foe()), hit);
996
- } else if (showdown) {
1050
+ try log.hitcount(.{ battle.active(player.foe()), hit });
1051
+ } else if (showdown and move.effect == .Binding) {
997
1052
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
998
- if (move.effect == .Binding) {
999
- Effects.binding(battle, player, rewrap);
1000
- if (immune) {
1001
- battle.last_damage = 0;
1002
- assert(foe.stored().hp > 0);
1003
- // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1004
- if (sub) {
1005
- try log.activate(battle.active(player.foe()), .Substitute);
1006
- } else {
1007
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1008
- try buildRage(battle, player.foe(), log);
1009
- }
1010
- return null;
1053
+ try Effects.binding(battle, player, rewrap, options);
1054
+ if (immune) {
1055
+ battle.last_damage = 0;
1056
+ assert(foe.stored().hp > 0);
1057
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1058
+ if (sub) {
1059
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1060
+ } else {
1061
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1062
+ try buildRage(battle, player.foe(), options);
1011
1063
  }
1064
+ return null;
1012
1065
  }
1013
1066
  }
1014
1067
 
1015
1068
  // Substitute being broken nullifies the move's effect completely so even
1016
- // if an effect was intended to "always happen" it will still get skipped.
1069
+ // if an effect was intended to "always happen" it will still get skipped
1017
1070
  if (nullified) return null;
1018
1071
 
1019
1072
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
1020
1073
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
1021
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
1022
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1074
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1075
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
1023
1076
 
1024
1077
  if (foe.stored().hp == 0) return null;
1025
1078
 
1026
1079
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1027
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1080
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1028
1081
 
1029
1082
  if (!move.effect.isSpecial()) {
1030
1083
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1033,31 +1086,33 @@ fn doMove(
1033
1086
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
1034
1087
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
1035
1088
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1036
- // puts the |-status| message before |-hitcount| instead of after.
1089
+ // puts the |-status| message before |-hitcount| instead of after
1037
1090
  if (move.effect == .Twineedle) {
1038
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1091
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1039
1092
  } else if (move.effect == .Disable) {
1040
- const result = try Effects.disable(battle, player, move, log);
1041
- if (showdown) try buildRage(battle, player.foe(), log);
1093
+ const result = try Effects.disable(battle, player, move, options);
1094
+ if (showdown) try buildRage(battle, player.foe(), options);
1042
1095
  return result;
1043
1096
  } else {
1044
- try moveEffect(battle, player, move, log);
1097
+ try moveEffect(battle, player, move, options);
1045
1098
  }
1046
1099
  }
1047
1100
 
1048
1101
  return null;
1049
1102
  }
1050
1103
 
1051
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1104
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1052
1105
  const side = battle.side(player);
1053
1106
 
1054
1107
  // Base speed is used for the critical hit calculation, even when Transform-ed
1055
- var chance = @as(u16, Species.chance(side.stored().species));
1056
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
1057
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
1058
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1059
-
1060
- return Rolls.criticalHit(battle, chance);
1108
+ var rate: u16 = Species.chance(side.stored().species);
1109
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1110
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1111
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1112
+
1113
+ const spurious =
1114
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1115
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
1061
1116
  }
1062
1117
 
1063
1118
  fn calcDamage(
@@ -1066,6 +1121,7 @@ fn calcDamage(
1066
1121
  target_player: Player,
1067
1122
  m: ?Move.Data,
1068
1123
  crit: bool,
1124
+ options: anytype,
1069
1125
  ) bool {
1070
1126
  // Confusion (indicated when m == null) just needs a 40 BP physical move
1071
1127
  const cfz = m == null;
@@ -1077,28 +1133,8 @@ fn calcDamage(
1077
1133
 
1078
1134
  const special = move.type.special();
1079
1135
 
1080
- // zig fmt: off
1081
- var atk: u32 =
1082
- if (crit)
1083
- if (special) side.stored().stats.spc
1084
- else side.stored().stats.atk
1085
- else
1086
- if (special) side.active.stats.spc
1087
- else side.active.stats.atk;
1088
- var def: u32 =
1089
- if (crit)
1090
- if (special) target.stored().stats.spc
1091
- else target.stored().stats.def
1092
- else
1093
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1094
- if (special)
1095
- target.active.stats.spc *
1096
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1097
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1098
- else
1099
- target.active.stats.def *
1100
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1101
- // zig fmt: on
1136
+ var atk = attack(side, crit, special);
1137
+ var def = defense(target, crit, special, cfz);
1102
1138
 
1103
1139
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1104
1140
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1106,12 +1142,12 @@ fn calcDamage(
1106
1142
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1107
1143
  atk = @max((atk / 4) & 255, 1);
1108
1144
  // GLITCH: not adjusted to be a min of 1 on cartridge (can lead to division-by-zero freeze)
1109
- def = @max((def / 4) & 255, if (showdown) 1 else 0);
1145
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1110
1146
  }
1111
1147
 
1112
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1148
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1113
1149
 
1114
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1150
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1115
1151
 
1116
1152
  if (def == 0) return false;
1117
1153
 
@@ -1123,11 +1159,41 @@ fn calcDamage(
1123
1159
  d = @min(997, d);
1124
1160
  d += 2;
1125
1161
 
1162
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1163
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1164
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1165
+ // that results in counter intuitive probabilities in the common case
1166
+ if (pkmn.options.chance and !pkmn.options.mod and move.effect != .Explode) {
1167
+ atk = attack(side, !crit, special);
1168
+ def = defense(target, !crit, special, false);
1169
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1170
+ }
1171
+
1126
1172
  battle.last_damage = @intCast(d);
1127
1173
 
1128
1174
  return true;
1129
1175
  }
1130
1176
 
1177
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1178
+ return if (crit)
1179
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1180
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1181
+ }
1182
+
1183
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1184
+ return if (crit)
1185
+ if (special) target.stored().stats.spc else target.stored().stats.def
1186
+ else
1187
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1188
+ if (special)
1189
+ target.active.stats.spc *
1190
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1191
+ else
1192
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1193
+ target.active.stats.def *
1194
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1195
+ }
1196
+
1131
1197
  fn adjustDamage(battle: anytype, player: Player) u16 {
1132
1198
  const side = battle.side(player);
1133
1199
  const foe = battle.foe(player);
@@ -1159,17 +1225,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1159
1225
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1160
1226
  }
1161
1227
 
1162
- fn randomizeDamage(battle: anytype) void {
1228
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1163
1229
  if (battle.last_damage <= 1) return;
1164
- const random = Rolls.damage(battle);
1230
+ const random = try Rolls.damage(battle, player, options);
1231
+ options.calc.base(player.foe(), battle.last_damage);
1165
1232
  battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1233
+ options.calc.final(player.foe(), battle.last_damage);
1166
1234
  }
1167
1235
 
1168
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1236
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1169
1237
  const side = battle.side(player);
1170
1238
  const foe = battle.foe(player);
1171
1239
 
1172
- if (!try checkHit(battle, player, move, log)) return null;
1240
+ if (!try checkHit(battle, player, move, options)) return null;
1173
1241
 
1174
1242
  battle.last_damage = switch (side.last_selected_move) {
1175
1243
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1180,26 +1248,26 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1180
1248
  .Psywave => power: {
1181
1249
  const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1182
1250
  // GLITCH: Psywave infinite glitch loop
1183
- if (!showdown and max <= 1) return Result.Error;
1184
- break :power Rolls.psywave(battle, max);
1251
+ if (!pkmn.options.mod and max <= 1) return Result.Error;
1252
+ break :power try Rolls.psywave(battle, player, max, options);
1185
1253
  },
1186
1254
  else => unreachable,
1187
1255
  };
1188
1256
 
1189
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1257
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else Result.Error;
1190
1258
 
1191
1259
  const sub = showdown and foe.active.volatiles.Substitute;
1192
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1193
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1260
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1261
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1194
1262
 
1195
1263
  return null;
1196
1264
  }
1197
1265
 
1198
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1266
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1199
1267
  const foe = battle.foe(player);
1200
1268
 
1201
1269
  if (battle.last_damage == 0) {
1202
- try log.fail(battle.active(player), .None);
1270
+ try options.log.fail(.{ battle.active(player), .None });
1203
1271
  return null;
1204
1272
  }
1205
1273
 
@@ -1210,36 +1278,36 @@ fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1210
1278
  else
1211
1279
  foe.last_selected_move);
1212
1280
 
1213
- const used = (if (player.foe() == .P1)
1214
- battle.last_moves.p1_counterable
1215
- else
1216
- battle.last_moves.p2_counterable) != 0;
1217
-
1281
+ const used = battle.lastMove(player.foe()).counterable != 0;
1218
1282
  const selected = foe_last_selected_move.bp > 0 and
1219
1283
  foe.last_selected_move != .Counter and
1220
1284
  (foe_last_selected_move.type == .Normal or
1221
1285
  foe_last_selected_move.type == .Fighting);
1222
1286
 
1223
1287
  if (!used and !selected) {
1224
- try log.fail(battle.active(player), .None);
1288
+ try options.log.fail(.{ battle.active(player), .None });
1225
1289
  return null;
1226
1290
  }
1227
1291
 
1228
1292
  if (!used or !selected) {
1229
1293
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1230
- if (!showdown) return Result.Error;
1231
- try log.fail(battle.active(player), .None);
1294
+ if (!pkmn.options.mod) return Result.Error;
1295
+ try options.log.fail(.{ battle.active(player), .None });
1232
1296
  return null;
1233
1297
  }
1234
1298
 
1235
- battle.last_damage *|= 2;
1299
+ // NOTE: llvm/llvm-project#58557
1300
+ battle.last_damage = if (comptime builtin.target.isWasm())
1301
+ @max(battle.last_damage *% 2, std.math.maxInt(u16))
1302
+ else
1303
+ battle.last_damage *| 2;
1236
1304
 
1237
- // Pokémon Showdown calls checkHit before Counter
1238
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1305
+ // Pokémon Showdown calls moveHit before Counter
1306
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
1307
 
1240
1308
  const sub = showdown and foe.active.volatiles.Substitute;
1241
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1242
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1309
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1310
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1243
1311
  return null;
1244
1312
  }
1245
1313
 
@@ -1248,7 +1316,7 @@ fn applyDamage(
1248
1316
  target_player: Player,
1249
1317
  sub_player: Player,
1250
1318
  reason: Damage,
1251
- log: anytype,
1319
+ options: anytype,
1252
1320
  ) !bool {
1253
1321
  assert(showdown or battle.last_damage != 0);
1254
1322
 
@@ -1263,19 +1331,20 @@ fn applyDamage(
1263
1331
  subbed.active.volatiles.substitute = 0;
1264
1332
  subbed.active.volatiles.Substitute = false;
1265
1333
  // battle.last_damage is not updated with the amount of HP the Substitute had
1266
- try log.end(battle.active(sub_player), .Substitute);
1334
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1335
+ if (reason != .Confusion) options.calc.capped(sub_player);
1267
1336
  return true;
1268
1337
  } else {
1269
1338
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1270
1339
  subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1271
- try log.activate(battle.active(sub_player), .Substitute);
1340
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1272
1341
  return false;
1273
1342
  }
1274
1343
  }
1275
1344
 
1276
1345
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1277
1346
  target.stored().hp -= battle.last_damage;
1278
- try log.damage(battle.active(target_player), target.stored(), reason);
1347
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1279
1348
  return false;
1280
1349
  }
1281
1350
 
@@ -1286,22 +1355,24 @@ fn mirrorMove(
1286
1355
  rewrap: bool,
1287
1356
  auto: bool,
1288
1357
  residual: *bool,
1289
- log: anytype,
1290
- ) !?Result {
1358
+ options: anytype,
1359
+ ) anyerror!?Result {
1291
1360
  var side = battle.side(player);
1292
1361
  const foe = battle.foe(player);
1293
1362
 
1294
1363
  side.last_selected_move = foe.last_used_move;
1295
1364
 
1296
1365
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1297
- try log.fail(battle.active(player), .None);
1366
+ try options.log.fail(.{ battle.active(player), .None });
1298
1367
  return null;
1299
1368
  } else if (!showdown or foe.last_used_move != .Struggle) {
1300
- incrementPP(side, mslot);
1369
+ incrementPP(side, player, mslot, options);
1301
1370
  }
1302
1371
 
1303
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1304
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1372
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1373
+ return null;
1374
+ }
1375
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1305
1376
  }
1306
1377
 
1307
1378
  fn metronome(
@@ -1311,35 +1382,51 @@ fn metronome(
1311
1382
  rewrap: bool,
1312
1383
  auto: bool,
1313
1384
  residual: *bool,
1314
- log: anytype,
1315
- ) !?Result {
1385
+ options: anytype,
1386
+ ) anyerror!?Result {
1316
1387
  var side = battle.side(player);
1317
1388
 
1318
- side.last_selected_move = Rolls.metronome(battle);
1319
- incrementPP(side, mslot);
1389
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1390
+ incrementPP(side, player, mslot, options);
1320
1391
 
1321
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1322
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1392
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1393
+ return null;
1394
+ }
1395
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1323
1396
  }
1324
1397
 
1325
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1398
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1326
1399
  var immune = false;
1327
1400
  var mist = false;
1328
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1401
+
1402
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1403
+ if (!showdown) try options.chance.commit(player, .hit);
1404
+ return true;
1405
+ }
1406
+
1329
1407
  assert(!immune);
1330
1408
  if (mist) {
1331
1409
  assert(!showdown);
1332
1410
  const foe_ident = battle.active(player.foe());
1333
- try log.activate(foe_ident, .Mist);
1334
- try log.fail(foe_ident, .None);
1411
+ try options.log.activate(.{ foe_ident, .Mist });
1412
+ try options.log.fail(.{ foe_ident, .None });
1335
1413
  } else {
1336
- try log.lastmiss();
1337
- try log.miss(battle.active(player));
1414
+ try options.log.lastmiss(.{});
1415
+ try options.log.miss(.{battle.active(player)});
1338
1416
  }
1417
+
1418
+ if (!showdown) try options.chance.commit(player, .miss);
1339
1419
  return false;
1340
1420
  }
1341
1421
 
1342
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1422
+ fn moveHit(
1423
+ battle: anytype,
1424
+ player: Player,
1425
+ move: Move.Data,
1426
+ immune: *bool,
1427
+ mist: *bool,
1428
+ options: anytype,
1429
+ ) !bool {
1343
1430
  var side = battle.side(player);
1344
1431
  const foe = battle.foe(player);
1345
1432
 
@@ -1378,10 +1465,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1378
1465
  const overwritten = overwrite and state > 0;
1379
1466
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1380
1467
 
1381
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1382
- var boost = BOOSTS[@intCast(@as(i8, side.active.boosts.accuracy) + 6)];
1468
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1469
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1383
1470
  accuracy = accuracy * boost[0] / boost[1];
1384
- boost = BOOSTS[@intCast(@as(i8, -foe.active.boosts.evasion) + 6)];
1471
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1385
1472
  accuracy = accuracy * boost[0] / boost[1];
1386
1473
  accuracy = @min(255, @max(1, accuracy));
1387
1474
 
@@ -1390,7 +1477,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1390
1477
  if (overwrite) side.active.volatiles.state = accuracy;
1391
1478
 
1392
1479
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1393
- break :miss !Rolls.hit(battle, accuracy);
1480
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1394
1481
  };
1395
1482
 
1396
1483
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1401,15 +1488,19 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1401
1488
 
1402
1489
  if (!miss) return true;
1403
1490
  if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1491
+
1404
1492
  side.active.volatiles.Binding = false;
1493
+ options.chance.observe(.binding, player, .None);
1494
+
1405
1495
  return false;
1406
1496
  }
1407
1497
 
1408
1498
  fn checkFaint(
1409
1499
  battle: anytype,
1410
1500
  player: Player,
1411
- log: anytype,
1412
- ) @TypeOf(log).Error!?Result {
1501
+ cap: bool,
1502
+ options: anytype,
1503
+ ) @TypeOf(options.log).Error!?Result {
1413
1504
  const side = battle.side(player);
1414
1505
  if (side.stored().hp > 0) return null;
1415
1506
 
@@ -1417,33 +1508,32 @@ fn checkFaint(
1417
1508
  const foe_fainted = foe.stored().hp == 0;
1418
1509
 
1419
1510
  const player_out = findFirstAlive(side) == 0;
1420
- const foe_out = findFirstAlive(foe) == 0;
1421
- const tie = player_out and foe_out;
1422
- const more = tie or player_out or foe_out;
1511
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1512
+ const more = player_out or foe_out;
1423
1513
 
1424
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1425
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1514
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1515
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1426
1516
 
1427
1517
  assert(!side.active.volatiles.MultiHit);
1428
1518
  assert(!foe.active.volatiles.MultiHit);
1429
1519
 
1430
- if (tie) {
1431
- try log.tie();
1520
+ if (player_out and foe_out) {
1521
+ try options.log.tie(.{});
1432
1522
  return Result.Tie;
1433
1523
  } else if (player_out) {
1434
- try log.win(player.foe());
1524
+ try options.log.win(.{player.foe()});
1435
1525
  return if (player == .P1) Result.Lose else Result.Win;
1436
1526
  } else if (foe_out) {
1437
- try log.win(player);
1527
+ try options.log.win(.{player});
1438
1528
  return if (player == .P1) Result.Win else Result.Lose;
1439
1529
  }
1440
1530
 
1441
1531
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1442
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1443
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1532
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1533
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1444
1534
  }
1445
1535
 
1446
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1536
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1447
1537
  var side = battle.side(player);
1448
1538
  var foe = battle.foe(player);
1449
1539
  assert(side.stored().hp == 0);
@@ -1452,7 +1542,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1452
1542
  assert(!foe_volatiles.MultiHit);
1453
1543
  if (foe_volatiles.Bide) {
1454
1544
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1455
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1545
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1456
1546
  if (foe_volatiles.state != 0) return Result.Error;
1457
1547
  }
1458
1548
 
@@ -1476,32 +1566,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1476
1566
  side.stored().stats.spe;
1477
1567
  }
1478
1568
 
1479
- try log.faint(battle.active(player), done);
1569
+ try options.log.faint(.{ battle.active(player), done });
1570
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1571
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1572
+ if (cap) options.calc.capped(player);
1480
1573
  return null;
1481
1574
  }
1482
1575
 
1483
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1576
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1484
1577
  var side = battle.side(player);
1485
1578
  var stored = side.stored();
1486
1579
  const ident = battle.active(player);
1487
1580
  var volatiles = &side.active.volatiles;
1488
1581
 
1489
1582
  const brn = Status.is(stored.status, .BRN);
1490
- if (brn or Status.is(stored.status, .PSN)) blk: {
1583
+ if (brn or Status.is(stored.status, .PSN)) {
1491
1584
  var damage = @max(stored.stats.hp / 16, 1);
1492
-
1493
1585
  if (volatiles.Toxic) {
1494
1586
  volatiles.toxic += 1;
1495
1587
  damage *= volatiles.toxic;
1496
1588
  }
1589
+ damage = @min(damage, stored.hp);
1497
1590
 
1498
- const amount = @min(damage, stored.hp);
1499
- if (showdown and amount == 0) break :blk;
1500
-
1501
- stored.hp -= amount;
1502
-
1503
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1504
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1591
+ if (!showdown or damage > 0) {
1592
+ stored.hp -= damage;
1593
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1594
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1595
+ }
1505
1596
  }
1506
1597
 
1507
1598
  if (volatiles.LeechSeed) {
@@ -1525,36 +1616,36 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1525
1616
  const amount = @min(damage, stored.hp);
1526
1617
  stored.hp -= amount;
1527
1618
 
1528
- // As above, Pokémon Showdown uses damageOf but its not relevant
1529
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1619
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1620
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1530
1621
 
1531
1622
  const before = foe_stored.hp;
1532
1623
  // Uncapped damage is added back to the foe
1533
1624
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1534
1625
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1535
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1626
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1536
1627
  }
1537
1628
  }
1538
1629
 
1539
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1630
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1540
1631
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1541
1632
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1542
1633
 
1543
1634
  battle.turn += 1;
1544
1635
 
1545
- if (showdown and options.ebc and checkEBC(battle)) {
1546
- try log.tie();
1636
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1637
+ try options.log.tie(.{});
1547
1638
  return Result.Tie;
1548
1639
  }
1549
1640
 
1550
- if (showdown and battle.turn >= 1000) {
1551
- try log.tie();
1641
+ if (pkmn.options.mod and battle.turn >= 1000) {
1642
+ try options.log.tie(.{});
1552
1643
  return Result.Tie;
1553
1644
  } else if (battle.turn >= 65535) {
1554
1645
  return Result.Error;
1555
1646
  }
1556
1647
 
1557
- try log.turn(battle.turn);
1648
+ try options.log.turn(.{battle.turn});
1558
1649
 
1559
1650
  return Result.Default;
1560
1651
  }
@@ -1613,10 +1704,10 @@ fn checkEBC(battle: anytype) bool {
1613
1704
  return false;
1614
1705
  }
1615
1706
 
1616
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1617
- if (side.active.volatiles.disabled_move != 0) {
1707
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1708
+ if (side.active.volatiles.disable_move != 0) {
1618
1709
  // A Pokémon that transforms after being disabled may end up with less move slots
1619
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1710
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1620
1711
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1621
1712
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1622
1713
  m
@@ -1624,127 +1715,115 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1624
1715
  side.last_selected_move;
1625
1716
  if (m != .None and m == last) {
1626
1717
  side.active.volatiles.Charging = false;
1627
- try log.disabled(ident, last);
1718
+ try options.log.cant(.{ ident, .Disable, last });
1628
1719
  return true;
1629
1720
  }
1630
1721
  }
1631
1722
  return false;
1632
1723
  }
1633
1724
 
1634
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1725
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1635
1726
  const side = battle.side(who);
1636
1727
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1637
- try Effects.boost(battle, who, Move.get(.Rage), log);
1728
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1638
1729
  }
1639
1730
  }
1640
1731
 
1641
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1642
- var volatiles = &active.volatiles;
1643
- assert(volatiles.Thrashing);
1644
- if (volatiles.attacks > 0) return false;
1645
-
1646
- volatiles.Thrashing = false;
1647
- volatiles.Confusion = true;
1648
- volatiles.confusion = Rolls.confusionDuration(battle);
1649
- return true;
1650
- }
1651
-
1652
- inline fn onBegin(
1732
+ fn onBegin(
1653
1733
  battle: anytype,
1654
1734
  player: Player,
1655
1735
  move: Move.Data,
1656
1736
  mslot: u8,
1657
1737
  residual: *bool,
1658
- log: anytype,
1738
+ options: anytype,
1659
1739
  ) !void {
1660
- assert(move.effect.onBegin());
1661
1740
  return switch (move.effect) {
1662
- .Confusion => Effects.confusion(battle, player, move, log),
1663
- .Conversion => Effects.conversion(battle, player, log),
1664
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1665
- .Haze => Effects.haze(battle, player, log),
1666
- .Heal => Effects.heal(battle, player, log),
1667
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1668
- .LightScreen => Effects.lightScreen(battle, player, log),
1669
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1670
- .Mist => Effects.mist(battle, player, log),
1671
- .Paralyze => Effects.paralyze(battle, player, move, log),
1672
- .Poison => Effects.poison(battle, player, move, log),
1673
- .Reflect => Effects.reflect(battle, player, log),
1674
- .Splash => Effects.splash(battle, player, log),
1675
- .Substitute => Effects.substitute(battle, player, residual, log),
1676
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1677
- .Transform => Effects.transform(battle, player, log),
1741
+ .Confusion => Effects.confusion(battle, player, move, options),
1742
+ .Conversion => Effects.conversion(battle, player, options),
1743
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1744
+ .Haze => Effects.haze(battle, player, options),
1745
+ .Heal => Effects.heal(battle, player, options),
1746
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1747
+ .LightScreen => Effects.lightScreen(battle, player, options),
1748
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1749
+ .Mist => Effects.mist(battle, player, options),
1750
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1751
+ .Poison => Effects.poison(battle, player, move, options),
1752
+ .Reflect => Effects.reflect(battle, player, options),
1753
+ .Splash => Effects.splash(battle, player, options),
1754
+ .Substitute => Effects.substitute(battle, player, residual, options),
1755
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1756
+ .Transform => Effects.transform(battle, player, options),
1678
1757
  else => unreachable,
1679
1758
  };
1680
1759
  }
1681
1760
 
1682
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1683
- assert(move.effect.onEnd());
1761
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1684
1762
  return switch (move.effect) {
1685
- .Bide => Effects.bide(battle, player, log),
1763
+ .Bide => Effects.bide(battle, player, options),
1686
1764
  // zig fmt: off
1687
1765
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1688
1766
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1689
- Effects.boost(battle, player, move, log),
1767
+ Effects.boost(battle, player, move, options),
1690
1768
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1691
- Effects.unboost(battle, player, move, log),
1769
+ Effects.unboost(battle, player, move, options),
1692
1770
  // zig fmt: on
1693
- .Sleep => Effects.sleep(battle, player, move, log),
1771
+ .Sleep => Effects.sleep(battle, player, move, options),
1694
1772
  else => unreachable,
1695
1773
  };
1696
1774
  }
1697
1775
 
1698
- inline fn alwaysHappens(
1776
+ fn alwaysHappens(
1699
1777
  battle: anytype,
1700
1778
  player: Player,
1701
1779
  move: Move.Data,
1702
1780
  residual: *bool,
1703
- log: anytype,
1781
+ options: anytype,
1704
1782
  ) !void {
1705
- assert(move.effect.alwaysHappens());
1706
1783
  return switch (move.effect) {
1707
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1784
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1708
1785
  .Explode => Effects.explode(battle, player),
1709
- .PayDay => Effects.payDay(battle, player, log),
1786
+ .PayDay => Effects.payDay(battle, player, options),
1710
1787
  .Rage => Effects.rage(battle, player),
1711
- .Recoil => Effects.recoil(battle, player, residual, log),
1788
+ .Recoil => Effects.recoil(battle, player, residual, options),
1712
1789
  .JumpKick, .Binding => {},
1713
1790
  else => unreachable,
1714
1791
  };
1715
1792
  }
1716
1793
 
1717
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1794
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1718
1795
  return switch (move.effect) {
1719
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1720
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1721
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1722
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1723
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1796
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1797
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1798
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1799
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1800
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1724
1801
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1725
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1726
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1802
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1803
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1727
1804
  // zig fmt: off
1728
1805
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1729
- Effects.unboost(battle, player, move, log),
1806
+ Effects.unboost(battle, player, move, options),
1730
1807
  // zig fmt: on
1731
1808
  else => {},
1732
1809
  };
1733
1810
  }
1734
1811
 
1735
1812
  pub const Effects = struct {
1736
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1813
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1737
1814
  var side = battle.side(player);
1738
1815
 
1739
1816
  side.active.volatiles.Bide = true;
1740
1817
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1818
+
1741
1819
  side.active.volatiles.state = 0;
1742
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1820
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1821
+ options.chance.observe(.attacking, player, .started);
1743
1822
 
1744
- try log.start(battle.active(player), .Bide);
1823
+ try options.log.start(.{ battle.active(player), .Bide });
1745
1824
  }
1746
1825
 
1747
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1826
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1748
1827
  var foe = battle.foe(player);
1749
1828
  var foe_stored = foe.stored();
1750
1829
 
@@ -1755,83 +1834,91 @@ pub const Effects = struct {
1755
1834
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1756
1835
  if (Status.is(foe_stored.status, .FRZ)) {
1757
1836
  assert(move.type == .Fire);
1758
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1837
+ try options.log.curestatus(.{
1838
+ battle.active(player.foe()),
1839
+ foe_stored.status,
1840
+ .Message,
1841
+ });
1759
1842
  foe_stored.status = 0;
1760
1843
  }
1761
1844
  return;
1762
1845
  }
1763
1846
 
1764
1847
  if (foe.active.types.includes(move.type)) return;
1765
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1848
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1849
+ return;
1850
+ }
1766
1851
 
1767
1852
  foe_stored.status = Status.init(.BRN);
1768
1853
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1769
1854
 
1770
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1855
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1771
1856
  }
1772
1857
 
1773
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1858
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1774
1859
  var side = battle.side(player);
1775
1860
  var volatiles = &side.active.volatiles;
1776
1861
 
1777
1862
  volatiles.Charging = true;
1778
1863
  const move = side.last_selected_move;
1779
1864
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1780
- try log.laststill();
1781
- try log.prepare(battle.active(player), move);
1865
+ try options.log.laststill(.{});
1866
+ try options.log.prepare(.{ battle.active(player), move });
1782
1867
  }
1783
1868
 
1784
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1869
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1785
1870
  var foe = battle.foe(player);
1786
1871
  const sub = foe.active.volatiles.Substitute;
1787
1872
 
1788
1873
  if (move.effect == .ConfusionChance) {
1789
- if (!Rolls.confusionChance(battle)) return;
1874
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1790
1875
  } else {
1791
1876
  if (showdown) {
1792
- if (!try checkHit(battle, player, move, log)) {
1793
- return;
1794
- } else if (sub) {
1795
- return log.fail(battle.active(player.foe()), .None);
1796
- }
1877
+ if (!try checkHit(battle, player, move, options)) return;
1878
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1797
1879
  } else {
1798
- if (sub) {
1799
- return log.fail(battle.active(player.foe()), .None);
1800
- } else if (!try checkHit(battle, player, move, log)) {
1801
- return;
1802
- }
1880
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1881
+ if (!try checkHit(battle, player, move, options)) return;
1803
1882
  }
1804
1883
  }
1805
1884
 
1806
1885
  if (foe.active.volatiles.Confusion) return;
1807
1886
  foe.active.volatiles.Confusion = true;
1808
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1809
1887
 
1810
- try log.start(battle.active(player.foe()), .Confusion);
1888
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1889
+ options.chance.observe(.confusion, player.foe(), .started);
1890
+ options.calc.confusion(player.foe());
1891
+
1892
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1811
1893
  }
1812
1894
 
1813
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1895
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1814
1896
  const foe = battle.foe(player);
1815
1897
 
1816
1898
  if (foe.active.volatiles.Invulnerable) {
1817
- try log.lastmiss();
1818
- return log.miss(battle.active(player));
1899
+ try options.log.lastmiss(.{});
1900
+ return options.log.miss(.{battle.active(player)});
1819
1901
  }
1820
1902
 
1821
1903
  battle.side(player).active.types = foe.active.types;
1822
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1904
+ return options.log.start(.{
1905
+ battle.active(player),
1906
+ .TypeChange,
1907
+ foe.active.types,
1908
+ battle.active(player.foe()),
1909
+ });
1823
1910
  }
1824
1911
 
1825
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1912
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1826
1913
  var foe = battle.foe(player);
1827
1914
  var volatiles = &foe.active.volatiles;
1828
1915
  const foe_ident = battle.active(player.foe());
1829
1916
 
1830
1917
  // Pokémon Showdown handles hit/miss earlier in doMove
1831
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1918
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1832
1919
 
1833
- if (volatiles.disabled_move != 0) {
1834
- try log.fail(foe_ident, .None);
1920
+ if (volatiles.disable_move != 0) {
1921
+ try options.log.fail(.{ foe_ident, .None });
1835
1922
  return null;
1836
1923
  }
1837
1924
 
@@ -1846,25 +1933,27 @@ pub const Effects = struct {
1846
1933
 
1847
1934
  // Technically this is still considered simply a "miss" on the cartridge,
1848
1935
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1849
- if (n == 0) {
1850
- try log.fail(foe_ident, .None);
1936
+ if (n == 0 or (pkmn.options.mod and err)) {
1937
+ try options.log.fail(.{ foe_ident, .None });
1851
1938
  return null;
1852
1939
  } else if (err) {
1853
1940
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1854
- assert(!showdown);
1855
1941
  return Result.Error;
1856
1942
  }
1857
1943
 
1858
- volatiles.disabled_move = @intCast(Rolls.moveSlot(battle, &foe.active.moves, n));
1859
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1944
+ volatiles.disable_move =
1945
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1946
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1947
+ options.chance.observe(.disable, player.foe(), .started);
1860
1948
 
1861
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1949
+ const id = foe.active.move(volatiles.disable_move).id;
1950
+ try options.log.start(.{ foe_ident, .Disable, id });
1862
1951
  return null;
1863
1952
  }
1864
1953
 
1865
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1866
- var side = battle.side(player);
1867
- var stored = side.stored();
1954
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1955
+ var stored = battle.side(player).stored();
1956
+ const ident = battle.active(player);
1868
1957
 
1869
1958
  if (battle.last_damage == 0) {
1870
1959
  assert(showdown);
@@ -1877,7 +1966,7 @@ pub const Effects = struct {
1877
1966
  if (stored.hp == stored.stats.hp) return;
1878
1967
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1879
1968
 
1880
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1969
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1881
1970
  }
1882
1971
 
1883
1972
  fn explode(battle: anytype, player: Player) !void {
@@ -1891,26 +1980,28 @@ pub const Effects = struct {
1891
1980
  side.active.volatiles.LeechSeed = false;
1892
1981
  }
1893
1982
 
1894
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1983
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1895
1984
  var volatiles = &battle.foe(player).active.volatiles;
1896
1985
 
1897
1986
  if (volatiles.Substitute) return;
1898
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1987
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1988
+ return;
1989
+ }
1899
1990
 
1900
1991
  volatiles.Flinch = true;
1901
1992
  volatiles.Recharging = false;
1902
1993
  }
1903
1994
 
1904
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1995
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1905
1996
  var side = battle.side(player);
1906
1997
 
1907
1998
  if (side.active.volatiles.FocusEnergy) return;
1908
1999
  side.active.volatiles.FocusEnergy = true;
1909
2000
 
1910
- try log.start(battle.active(player), .FocusEnergy);
2001
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1911
2002
  }
1912
2003
 
1913
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2004
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1914
2005
  var foe = battle.foe(player);
1915
2006
  var foe_stored = foe.stored();
1916
2007
  const foe_ident = battle.active(player.foe());
@@ -1922,21 +2013,22 @@ pub const Effects = struct {
1922
2013
  }
1923
2014
 
1924
2015
  if (foe.active.types.includes(move.type)) return;
1925
- if (!Rolls.secondaryChance(battle, true)) return;
2016
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1926
2017
  // Freeze Clause Mod
1927
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2018
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1928
2019
 
1929
2020
  foe_stored.status = Status.init(.FRZ);
1930
2021
  // GLITCH: Hyper Beam recharging status is not cleared
1931
2022
 
1932
- try log.status(foe_ident, foe_stored.status, .None);
2023
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1933
2024
  }
1934
2025
 
1935
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2026
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2027
+ var log = options.log;
1936
2028
  var side = battle.side(player);
1937
2029
  var foe = battle.foe(player);
1938
2030
 
1939
- var side_stored = side.stored();
2031
+ const side_stored = side.stored();
1940
2032
  var foe_stored = foe.stored();
1941
2033
 
1942
2034
  const player_ident = battle.active(player);
@@ -1948,8 +2040,8 @@ pub const Effects = struct {
1948
2040
  side.active.stats = side_stored.stats;
1949
2041
  foe.active.stats = foe_stored.stats;
1950
2042
 
1951
- try log.activate(player_ident, .Haze);
1952
- try log.clearallboost();
2043
+ try log.activate(.{ player_ident, .Haze });
2044
+ try log.clearallboost(.{});
1953
2045
 
1954
2046
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1955
2047
  if (showdown) {
@@ -1957,28 +2049,30 @@ pub const Effects = struct {
1957
2049
  const p: Player = @enumFromInt(i);
1958
2050
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1959
2051
  if (p != player and Status.any(s.stored().status)) {
1960
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2052
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1961
2053
  s.stored().status = 0;
2054
+ options.chance.observe(.sleep, p, .None);
1962
2055
  } else if (showdown and s.stored().status == Status.TOX) {
1963
2056
  s.stored().status = Status.init(.PSN);
1964
- try log.status(battle.active(p), s.stored().status, .None);
2057
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1965
2058
  }
1966
- try clearVolatiles(battle, p, log);
2059
+ try clearVolatiles(battle, p, options);
1967
2060
  }
1968
2061
  } else {
1969
2062
  if (Status.any(foe_stored.status)) {
1970
2063
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1971
2064
  foe.last_selected_move = .SKIP_TURN;
2065
+ options.chance.observe(.sleep, player.foe(), .None);
1972
2066
  }
1973
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2067
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1974
2068
  foe_stored.status = 0;
1975
2069
  }
1976
- try clearVolatiles(battle, player, log);
1977
- try clearVolatiles(battle, player.foe(), log);
2070
+ try clearVolatiles(battle, player, options);
2071
+ try clearVolatiles(battle, player.foe(), options);
1978
2072
  }
1979
2073
  }
1980
2074
 
1981
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2075
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1982
2076
  var side = battle.side(player);
1983
2077
  var stored = side.stored();
1984
2078
  const ident = battle.active(player);
@@ -1986,7 +2080,7 @@ pub const Effects = struct {
1986
2080
  // GLITCH: HP recovery move failure glitches
1987
2081
  const delta = stored.stats.hp - stored.hp;
1988
2082
  if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
1989
- return try log.fail(ident, .None);
2083
+ return options.log.fail(.{ ident, .None });
1990
2084
  }
1991
2085
 
1992
2086
  const rest = side.last_selected_move == .Rest;
@@ -1994,52 +2088,53 @@ pub const Effects = struct {
1994
2088
  // Adding the sleep status runs the sleep condition handler to roll duration
1995
2089
  if (showdown) battle.rng.advance(1);
1996
2090
  stored.status = Status.slf(2);
1997
- try log.statusFrom(ident, stored.status, Move.Rest);
2091
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1998
2092
  stored.hp = stored.stats.hp;
1999
2093
  } else {
2000
2094
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
2001
2095
  }
2002
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2096
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
2003
2097
  }
2004
2098
 
2005
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2099
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
2006
2100
  battle.side(player).active.volatiles.Recharging = true;
2007
- try log.mustrecharge(battle.active(player));
2101
+ try options.log.mustrecharge(.{battle.active(player)});
2008
2102
  }
2009
2103
 
2010
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2104
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2011
2105
  var foe = battle.foe(player);
2012
2106
 
2013
2107
  if (showdown) {
2014
2108
  // Invulnerability trumps type immunity on Pokémon Showdown
2015
2109
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
2016
- return log.immune(battle.active(player.foe()), .None);
2110
+ return options.log.immune(.{ battle.active(player.foe()), .None });
2017
2111
  }
2018
- if (!try checkHit(battle, player, move, log)) return;
2112
+ if (!try checkHit(battle, player, move, options)) return;
2019
2113
  if (foe.active.volatiles.LeechSeed) return;
2020
2114
  } else {
2021
- if (!try checkHit(battle, player, move, log)) return;
2115
+ if (!try checkHit(battle, player, move, options)) return;
2022
2116
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
2023
- try log.lastmiss();
2024
- return log.miss(battle.active(player));
2117
+ try options.log.lastmiss(.{});
2118
+ return options.log.miss(.{battle.active(player)});
2025
2119
  }
2026
2120
  }
2027
2121
 
2028
2122
  foe.active.volatiles.LeechSeed = true;
2029
2123
 
2030
- try log.start(battle.active(player.foe()), .LeechSeed);
2124
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
2031
2125
  }
2032
2126
 
2033
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2127
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
2034
2128
  var side = battle.side(player);
2129
+ const ident = battle.active(player);
2035
2130
 
2036
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2131
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2037
2132
  side.active.volatiles.LightScreen = true;
2038
2133
 
2039
- try log.start(battle.active(player), .LightScreen);
2134
+ try options.log.start(.{ ident, .LightScreen });
2040
2135
  }
2041
2136
 
2042
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2137
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2043
2138
  var side = battle.side(player);
2044
2139
  var foe = battle.foe(player);
2045
2140
 
@@ -2063,38 +2158,41 @@ pub const Effects = struct {
2063
2158
  };
2064
2159
  if (!has_mimic) {
2065
2160
  // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2066
- if (!try checkHit(battle, player, move, log)) return;
2067
- return try log.fail(battle.active(player.foe()), .None);
2161
+ if (!try checkHit(battle, player, move, options)) return;
2162
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2068
2163
  }
2069
2164
  }
2070
- if (!try checkHit(battle, player, move, log)) return;
2165
+ if (!try checkHit(battle, player, move, options)) return;
2071
2166
 
2072
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2167
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2073
2168
  side.active.move(oslot).id = foe.active.move(rslot).id;
2074
2169
 
2075
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2170
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2076
2171
  }
2077
2172
 
2078
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2173
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2079
2174
  var side = battle.side(player);
2080
2175
 
2081
2176
  if (side.active.volatiles.Mist) return;
2082
2177
  side.active.volatiles.Mist = true;
2083
2178
 
2084
- try log.start(battle.active(player), .Mist);
2179
+ try options.log.start(.{ battle.active(player), .Mist });
2085
2180
  }
2086
2181
 
2087
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2182
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2088
2183
  var side = battle.side(player);
2089
2184
 
2090
2185
  assert(!side.active.volatiles.MultiHit);
2091
2186
  side.active.volatiles.MultiHit = true;
2092
2187
 
2093
- side.active.volatiles.attacks =
2094
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2188
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2189
+ try Rolls.distribution(battle, .MultiHit, player, options)
2190
+ else
2191
+ 2;
2095
2192
  }
2096
2193
 
2097
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2194
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2195
+ var log = options.log;
2098
2196
  var foe = battle.foe(player);
2099
2197
  var foe_stored = foe.stored();
2100
2198
  const foe_ident = battle.active(player.foe());
@@ -2104,27 +2202,28 @@ pub const Effects = struct {
2104
2202
 
2105
2203
  if (showdown) {
2106
2204
  // Invulnerability trumps type immunity on Pokémon Showdown
2107
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2108
- if (!try checkHit(battle, player, move, log)) return;
2205
+ if (immune and !foe.active.volatiles.Invulnerable) {
2206
+ return log.immune(.{ foe_ident, .None });
2207
+ } else if (!try checkHit(battle, player, move, options)) return;
2109
2208
  }
2110
2209
  if (Status.any(foe_stored.status)) {
2111
- return log.fail(
2210
+ return log.fail(.{
2112
2211
  foe_ident,
2113
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2114
- );
2212
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2213
+ });
2115
2214
  }
2116
2215
  if (!showdown) {
2117
- if (immune) return log.immune(foe_ident, .None);
2118
- if (!try checkHit(battle, player, move, log)) return;
2216
+ if (immune) return log.immune(.{ foe_ident, .None });
2217
+ if (!try checkHit(battle, player, move, options)) return;
2119
2218
  }
2120
2219
 
2121
2220
  foe_stored.status = Status.init(.PAR);
2122
2221
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2123
2222
 
2124
- try log.status(foe_ident, foe_stored.status, .None);
2223
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2125
2224
  }
2126
2225
 
2127
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2226
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2128
2227
  var foe = battle.foe(player);
2129
2228
  var foe_stored = foe.stored();
2130
2229
 
@@ -2136,50 +2235,59 @@ pub const Effects = struct {
2136
2235
 
2137
2236
  // Body Slam can't paralyze a Normal type Pokémon
2138
2237
  if (foe.active.types.includes(move.type)) return;
2139
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2238
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2239
+ return;
2240
+ }
2140
2241
 
2141
2242
  foe_stored.status = Status.init(.PAR);
2142
2243
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2143
2244
 
2144
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2245
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2145
2246
  }
2146
2247
 
2147
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2148
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2248
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2249
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2250
+ try options.log.fieldactivate(.{});
2251
+ }
2149
2252
  }
2150
2253
 
2151
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2254
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2255
+ var log = options.log;
2152
2256
  var foe = battle.foe(player);
2153
2257
  var foe_stored = foe.stored();
2154
2258
  const foe_ident = battle.active(player.foe());
2155
2259
  const toxic = battle.side(player).last_selected_move == .Toxic;
2156
2260
 
2157
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2261
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2158
2262
  return;
2159
2263
  } else if (foe.active.volatiles.Substitute) {
2160
2264
  if (move.effect != .Poison) return;
2161
- return log.fail(foe_ident, .None);
2265
+ return log.fail(.{ foe_ident, .None });
2162
2266
  } else if (Status.any(foe_stored.status)) {
2163
2267
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2164
2268
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2165
2269
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2166
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2270
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2167
2271
  if (!showdown)
2168
- .Poison
2272
+ Fail.Poison
2169
2273
  else if (toxic == (foe_stored.status == Status.TOX))
2170
- if (toxic) .Toxic else .Poison
2274
+ if (toxic) Fail.Toxic else Fail.Poison
2171
2275
  else
2172
- .None
2276
+ Fail.None
2173
2277
  else
2174
- .None);
2278
+ Fail.None });
2175
2279
  } else if (foe.active.types.includes(.Poison)) {
2176
2280
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2177
- return log.immune(foe_ident, .None);
2281
+ return log.immune(.{ foe_ident, .None });
2178
2282
  }
2179
2283
 
2180
2284
  if (move.effect == .Poison) {
2181
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2182
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2285
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2286
+ } else {
2287
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2288
+ return;
2289
+ }
2290
+ }
2183
2291
 
2184
2292
  foe_stored.status = Status.init(.PSN);
2185
2293
  if (toxic) {
@@ -2188,7 +2296,7 @@ pub const Effects = struct {
2188
2296
  foe.active.volatiles.toxic = 0;
2189
2297
  }
2190
2298
 
2191
- try log.status(foe_ident, foe_stored.status, .None);
2299
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2192
2300
  }
2193
2301
 
2194
2302
  fn rage(battle: anytype, player: Player) !void {
@@ -2197,7 +2305,7 @@ pub const Effects = struct {
2197
2305
  volatiles.Rage = true;
2198
2306
  }
2199
2307
 
2200
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2308
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2201
2309
  var side = battle.side(player);
2202
2310
  var stored = side.stored();
2203
2311
 
@@ -2208,20 +2316,26 @@ pub const Effects = struct {
2208
2316
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2209
2317
  stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2210
2318
 
2211
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2319
+ try options.log.damage(.{
2320
+ battle.active(player),
2321
+ stored,
2322
+ .RecoilOf,
2323
+ battle.active(player.foe()),
2324
+ });
2212
2325
  if (showdown and stored.hp == 0) residual.* = false;
2213
2326
  }
2214
2327
 
2215
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2328
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2216
2329
  var side = battle.side(player);
2330
+ const ident = battle.active(player);
2217
2331
 
2218
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2332
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2219
2333
  side.active.volatiles.Reflect = true;
2220
2334
 
2221
- try log.start(battle.active(player), .Reflect);
2335
+ try options.log.start(.{ ident, .Reflect });
2222
2336
  }
2223
2337
 
2224
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2338
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2225
2339
  var foe = battle.foe(player);
2226
2340
  var foe_stored = foe.stored();
2227
2341
  const foe_ident = battle.active(player.foe());
@@ -2232,36 +2346,38 @@ pub const Effects = struct {
2232
2346
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2233
2347
  } else {
2234
2348
  if (Status.any(foe_stored.status)) {
2235
- return log.fail(
2349
+ return options.log.fail(.{
2236
2350
  foe_ident,
2237
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2238
- );
2351
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2352
+ });
2239
2353
  }
2240
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2241
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2354
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2355
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2242
2356
  }
2243
2357
 
2244
2358
  // Sleep Clause Mod
2245
- if (showdown) {
2359
+ if (pkmn.options.mod) {
2246
2360
  for (foe.pokemon) |p| {
2247
2361
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2248
2362
  }
2249
2363
  }
2250
2364
  foe.active.volatiles.Recharging = false;
2251
2365
 
2252
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2253
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2366
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2367
+ options.chance.observe(.sleep, player.foe(), .started);
2368
+
2369
+ const last = battle.side(player).last_selected_move;
2370
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2254
2371
  }
2255
2372
 
2256
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2257
- try log.activate(battle.active(player), .Splash);
2373
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2374
+ try options.log.activate(.{ battle.active(player), .Splash });
2258
2375
  }
2259
2376
 
2260
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2377
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2261
2378
  var side = battle.side(player);
2262
2379
  if (side.active.volatiles.Substitute) {
2263
- try log.fail(battle.active(player), .Substitute);
2264
- return;
2380
+ return options.log.fail(.{ battle.active(player), .Substitute });
2265
2381
  }
2266
2382
 
2267
2383
  assert(side.stored().stats.hp <= 1023);
@@ -2273,39 +2389,44 @@ pub const Effects = struct {
2273
2389
  // avoid having to convert to floating point)
2274
2390
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2275
2391
  if (side.stored().hp < required_hp) {
2276
- try log.fail(battle.active(player), .Weak);
2277
- return;
2392
+ return options.log.fail(.{ battle.active(player), .Weak });
2278
2393
  }
2279
2394
 
2280
2395
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2281
2396
  side.stored().hp -= hp;
2282
2397
  side.active.volatiles.substitute = hp + 1;
2283
2398
  side.active.volatiles.Substitute = true;
2284
- try log.start(battle.active(player), .Substitute);
2399
+ try options.log.start(.{ battle.active(player), .Substitute });
2285
2400
  if (hp > 0) {
2286
- try log.damage(battle.active(player), side.stored(), .None);
2401
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2287
2402
  if (showdown and side.stored().hp == 0) residual.* = false;
2288
2403
  }
2289
2404
  }
2290
2405
 
2291
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2292
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2293
-
2406
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2294
2407
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2295
- _ = try checkHit(battle, player, move, log);
2296
- battle.last_damage = 0;
2408
+ if (showdown) {
2409
+ if (battle.side(player).last_selected_move == .Teleport) return;
2410
+ _ = try checkHit(battle, player, move, options);
2411
+ battle.last_damage = 0;
2412
+ } else {
2413
+ try options.log.fail(.{ battle.active(player), .None });
2414
+ try options.log.laststill(.{});
2415
+ }
2297
2416
  }
2298
2417
 
2299
- fn thrashing(battle: anytype, player: Player) void {
2418
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2300
2419
  var volatiles = &battle.side(player).active.volatiles;
2301
2420
  assert(!volatiles.Thrashing);
2302
2421
  assert(!volatiles.Bide);
2303
2422
 
2304
2423
  volatiles.Thrashing = true;
2305
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2424
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2425
+
2426
+ options.chance.observe(.attacking, player, .started);
2306
2427
  }
2307
2428
 
2308
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2429
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2309
2430
  var side = battle.side(player);
2310
2431
  const foe = battle.foe(player);
2311
2432
  const foe_ident = battle.active(player.foe());
@@ -2331,25 +2452,28 @@ pub const Effects = struct {
2331
2452
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2332
2453
  }
2333
2454
 
2334
- try log.transform(battle.active(player), foe_ident);
2455
+ try options.log.transform(.{ battle.active(player), foe_ident });
2335
2456
  }
2336
2457
 
2337
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2458
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2338
2459
  var side = battle.side(player);
2339
2460
  var foe = battle.foe(player);
2340
2461
 
2341
2462
  if (side.active.volatiles.Binding) return;
2342
2463
  side.active.volatiles.Binding = true;
2343
2464
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2344
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2465
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2345
2466
  if (!showdown) {
2346
2467
  foe.active.volatiles.Recharging = false;
2347
2468
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2348
2469
 
2349
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2470
+ side.active.volatiles.attacks =
2471
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2472
+ options.chance.observe(.binding, player, .started);
2350
2473
  }
2351
2474
 
2352
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2475
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2476
+ var log = options.log;
2353
2477
  var side = battle.side(player);
2354
2478
  const ident = battle.active(player);
2355
2479
 
@@ -2359,87 +2483,87 @@ pub const Effects = struct {
2359
2483
  switch (move.effect) {
2360
2484
  .AttackUp1, .AttackUp2, .Rage => {
2361
2485
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2362
- if (boosts.atk == 6) return try log.fail(ident, .None);
2486
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2363
2487
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2364
- boosts.atk = @intCast(@min(6, @as(i8, boosts.atk) + n));
2365
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2488
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2489
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2366
2490
  if (stats.atk == MAX_STAT_VALUE) {
2367
2491
  boosts.atk -= 1;
2368
2492
  if (showdown) {
2369
- try log.boost(ident, reason, n);
2370
- try log.boost(ident, Boost.Attack, -1);
2493
+ try log.boost(.{ ident, reason, n });
2494
+ try log.boost(.{ ident, .Attack, -1 });
2371
2495
  if (move.effect == .Rage) return;
2372
2496
  }
2373
- return try log.fail(ident, .None);
2497
+ return log.fail(.{ ident, .None });
2374
2498
  }
2375
- var mod = BOOSTS[@intCast(@as(i8, boosts.atk) + 6)];
2499
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2376
2500
  const stat = unmodifiedStats(battle, side).atk;
2377
2501
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2378
- try log.boost(ident, reason, n);
2502
+ try log.boost(.{ ident, reason, n });
2379
2503
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2380
2504
  if (showdown and move.effect == .Rage) return;
2381
2505
  },
2382
2506
  .DefenseUp1, .DefenseUp2 => {
2383
2507
  assert(boosts.def >= -6 and boosts.def <= 6);
2384
- if (boosts.def == 6) return try log.fail(ident, .None);
2508
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2385
2509
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2386
2510
  boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2387
2511
  if (stats.def == MAX_STAT_VALUE) {
2388
2512
  boosts.def -= 1;
2389
2513
  if (showdown) {
2390
- try log.boost(ident, .Defense, n);
2391
- try log.boost(ident, .Defense, -1);
2514
+ try log.boost(.{ ident, .Defense, n });
2515
+ try log.boost(.{ ident, .Defense, -1 });
2392
2516
  }
2393
- return try log.fail(ident, .None);
2517
+ return log.fail(.{ ident, .None });
2394
2518
  }
2395
- var mod = BOOSTS[@intCast(@as(i8, boosts.def) + 6)];
2519
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2396
2520
  const stat = unmodifiedStats(battle, side).def;
2397
2521
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2398
- try log.boost(ident, .Defense, n);
2522
+ try log.boost(.{ ident, .Defense, n });
2399
2523
  },
2400
2524
  .SpeedUp2 => {
2401
2525
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2402
- if (boosts.spe == 6) return try log.fail(ident, .None);
2526
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2403
2527
  boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2404
2528
  if (stats.spe == MAX_STAT_VALUE) {
2405
2529
  boosts.spe -= 1;
2406
2530
  if (showdown) {
2407
- try log.boost(ident, .Speed, 2);
2408
- try log.boost(ident, .Speed, -1);
2531
+ try log.boost(.{ ident, .Speed, 2 });
2532
+ try log.boost(.{ ident, .Speed, -1 });
2409
2533
  }
2410
- return try log.fail(ident, .None);
2534
+ return log.fail(.{ ident, .None });
2411
2535
  }
2412
- var mod = BOOSTS[@intCast(@as(i8, boosts.spe) + 6)];
2536
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2413
2537
  const stat = unmodifiedStats(battle, side).spe;
2414
2538
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2415
- try log.boost(ident, .Speed, 2);
2539
+ try log.boost(.{ ident, .Speed, 2 });
2416
2540
  },
2417
2541
  .SpecialUp1, .SpecialUp2 => {
2418
2542
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2419
- if (boosts.spc == 6) return try log.fail(ident, .None);
2543
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2420
2544
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2421
2545
  boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2422
2546
  if (stats.spc == MAX_STAT_VALUE) {
2423
2547
  boosts.spc -= 1;
2424
2548
  if (showdown) {
2425
- try log.boost(ident, .SpecialAttack, n);
2426
- try log.boost(ident, .SpecialAttack, -1);
2427
- try log.boost(ident, .SpecialDefense, n);
2428
- try log.boost(ident, .SpecialDefense, -1);
2549
+ try log.boost(.{ ident, .SpecialAttack, n });
2550
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2551
+ try log.boost(.{ ident, .SpecialDefense, n });
2552
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2429
2553
  }
2430
- return try log.fail(ident, .None);
2554
+ return log.fail(.{ ident, .None });
2431
2555
  }
2432
- var mod = BOOSTS[@intCast(@as(i8, boosts.spc) + 6)];
2556
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2433
2557
  const stat = unmodifiedStats(battle, side).spc;
2434
2558
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2435
- try log.boost(ident, .SpecialAttack, n);
2436
- try log.boost(ident, .SpecialDefense, n);
2559
+ try log.boost(.{ ident, .SpecialAttack, n });
2560
+ try log.boost(.{ ident, .SpecialDefense, n });
2437
2561
  },
2438
2562
  .EvasionUp1 => {
2439
2563
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2440
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2564
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2441
2565
  boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2442
- try log.boost(ident, .Evasion, 1);
2566
+ try log.boost(.{ ident, .Evasion, 1 });
2443
2567
  },
2444
2568
  else => unreachable,
2445
2569
  }
@@ -2448,17 +2572,20 @@ pub const Effects = struct {
2448
2572
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2449
2573
  }
2450
2574
 
2451
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2575
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2576
+ var log = options.log;
2452
2577
  var foe = battle.foe(player);
2453
2578
  const foe_ident = battle.active(player.foe());
2454
2579
  const secondary = move.effect.isStatDownChance();
2455
2580
 
2456
- if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(foe_ident, .None);
2581
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2457
2582
 
2458
2583
  if (secondary) {
2459
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2460
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2461
- return; // checkHit already checks for Invulnerable
2584
+ const proc = try Rolls.unboost(battle, player, options);
2585
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2586
+ } else {
2587
+ // checkHit already checks for Invulnerable
2588
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2462
2589
  }
2463
2590
 
2464
2591
  var stats = &foe.active.stats;
@@ -2468,82 +2595,82 @@ pub const Effects = struct {
2468
2595
  switch (move.effect) {
2469
2596
  .AttackDown1, .AttackDownChance => {
2470
2597
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2471
- if (boosts.atk == -6) return if (fail) try log.fail(foe_ident, .None);
2598
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2472
2599
  boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2473
2600
  if (stats.atk == 1) {
2474
2601
  boosts.atk += 1;
2475
2602
  if (showdown) {
2476
- try log.boost(foe_ident, .Attack, -1);
2477
- try log.boost(foe_ident, .Attack, 1);
2603
+ try log.boost(.{ foe_ident, .Attack, -1 });
2604
+ try log.boost(.{ foe_ident, .Attack, 1 });
2478
2605
  }
2479
- return try log.fail(foe_ident, .None);
2606
+ return log.fail(.{ foe_ident, .None });
2480
2607
  }
2481
- var mod = BOOSTS[@intCast(@as(i8, boosts.atk) + 6)];
2608
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2482
2609
  const stat = unmodifiedStats(battle, foe).atk;
2483
2610
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2484
- try log.boost(foe_ident, .Attack, -1);
2611
+ try log.boost(.{ foe_ident, .Attack, -1 });
2485
2612
  },
2486
2613
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2487
2614
  assert(boosts.def >= -6 and boosts.def <= 6);
2488
- if (boosts.def == -6) return if (fail) try log.fail(foe_ident, .None);
2615
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2489
2616
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2490
2617
  boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2491
2618
  if (stats.def == 1) {
2492
2619
  boosts.def += 1;
2493
2620
  if (showdown) {
2494
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2495
- try log.boost(foe_ident, .Defense, 1);
2621
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2622
+ try log.boost(.{ foe_ident, .Defense, 1 });
2496
2623
  }
2497
- return try log.fail(foe_ident, .None);
2624
+ return log.fail(.{ foe_ident, .None });
2498
2625
  }
2499
- var mod = BOOSTS[@intCast(@as(i8, boosts.def) + 6)];
2626
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2500
2627
  const stat = unmodifiedStats(battle, foe).def;
2501
2628
  stats.def = @max(1, stat * mod[0] / mod[1]);
2502
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2629
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2503
2630
  },
2504
2631
  .SpeedDown1, .SpeedDownChance => {
2505
2632
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2506
- if (boosts.spe == -6) return if (fail) try log.fail(foe_ident, .None);
2633
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2507
2634
  boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2508
2635
  if (stats.spe == 1) {
2509
2636
  boosts.spe += 1;
2510
2637
  if (showdown) {
2511
- try log.boost(foe_ident, .Speed, -1);
2512
- try log.boost(foe_ident, .Speed, 1);
2638
+ try log.boost(.{ foe_ident, .Speed, -1 });
2639
+ try log.boost(.{ foe_ident, .Speed, 1 });
2513
2640
  }
2514
- return try log.fail(foe_ident, .None);
2641
+ return log.fail(.{ foe_ident, .None });
2515
2642
  }
2516
- var mod = BOOSTS[@intCast(@as(i8, boosts.spe) + 6)];
2643
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2517
2644
  const stat = unmodifiedStats(battle, foe).spe;
2518
2645
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2519
- try log.boost(foe_ident, .Speed, -1);
2646
+ try log.boost(.{ foe_ident, .Speed, -1 });
2520
2647
  assert(boosts.spe >= -6);
2521
2648
  },
2522
2649
  .SpecialDownChance => {
2523
2650
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2524
- if (boosts.spc == -6) return if (fail) try log.fail(foe_ident, .None);
2651
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2525
2652
  boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2526
2653
  if (stats.spc == 1) {
2527
2654
  boosts.spc += 1;
2528
2655
  if (showdown) {
2529
- try log.boost(foe_ident, .SpecialAttack, -1);
2530
- try log.boost(foe_ident, .SpecialAttack, 1);
2531
- try log.boost(foe_ident, .SpecialDefense, -1);
2532
- try log.boost(foe_ident, .SpecialDefense, 1);
2656
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2657
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2658
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2659
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2533
2660
  }
2534
- return try log.fail(foe_ident, .None);
2661
+ return log.fail(.{ foe_ident, .None });
2535
2662
  }
2536
- var mod = BOOSTS[@intCast(@as(i8, boosts.spc) + 6)];
2663
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2537
2664
  const stat = unmodifiedStats(battle, foe).spc;
2538
2665
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2539
- try log.boost(foe_ident, .SpecialAttack, -1);
2540
- try log.boost(foe_ident, .SpecialDefense, -1);
2666
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2667
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2541
2668
  },
2542
2669
  .AccuracyDown1 => {
2543
2670
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2544
- if (boosts.accuracy == -6) return if (fail) try log.fail(foe_ident, .None);
2671
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2545
2672
  boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2546
- try log.boost(foe_ident, .Accuracy, -1);
2673
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2547
2674
  },
2548
2675
  else => unreachable,
2549
2676
  }
@@ -2567,37 +2694,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2567
2694
  }
2568
2695
  }
2569
2696
 
2570
- inline fn isForced(active: ActivePokemon) bool {
2697
+ fn isForced(active: anytype) bool {
2571
2698
  return active.volatiles.Recharging or active.volatiles.Rage or
2572
2699
  active.volatiles.Thrashing or active.volatiles.Charging;
2573
2700
  }
2574
2701
 
2575
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2702
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2703
+ var log = options.log;
2576
2704
  var side = battle.side(who);
2577
2705
  var volatiles = &side.active.volatiles;
2578
2706
  const ident = battle.active(who);
2579
2707
 
2580
- if (volatiles.disabled_move != 0) {
2581
- volatiles.disabled_move = 0;
2582
- volatiles.disabled_duration = 0;
2583
- try log.end(ident, .DisableSilent);
2708
+ if (volatiles.disable_move != 0) {
2709
+ volatiles.disable_move = 0;
2710
+ volatiles.disable_duration = 0;
2711
+ options.chance.observe(.disable, who, .None);
2712
+ try log.end(.{ ident, .DisableSilent });
2584
2713
  }
2585
2714
  if (volatiles.Confusion) {
2586
2715
  // volatiles.confusion is left unchanged
2587
2716
  volatiles.Confusion = false;
2588
- try log.end(ident, .ConfusionSilent);
2717
+ options.chance.observe(.confusion, who, .None);
2718
+ try log.end(.{ ident, .ConfusionSilent });
2589
2719
  }
2590
2720
  if (volatiles.Mist) {
2591
2721
  volatiles.Mist = false;
2592
- try log.end(ident, .Mist);
2722
+ try log.end(.{ ident, .MistSilent });
2593
2723
  }
2594
2724
  if (volatiles.FocusEnergy) {
2595
2725
  volatiles.FocusEnergy = false;
2596
- try log.end(ident, .FocusEnergy);
2726
+ try log.end(.{ ident, .FocusEnergySilent });
2597
2727
  }
2598
2728
  if (volatiles.LeechSeed) {
2599
2729
  volatiles.LeechSeed = false;
2600
- try log.end(ident, .LeechSeed);
2730
+ try log.end(.{ ident, .LeechSeedSilent });
2601
2731
  }
2602
2732
  if (!showdown and volatiles.Toxic) {
2603
2733
  volatiles.Toxic = false;
@@ -2605,152 +2735,373 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2605
2735
  }
2606
2736
  if (volatiles.LightScreen) {
2607
2737
  volatiles.LightScreen = false;
2608
- try log.end(ident, .LightScreen);
2738
+ try log.end(.{ ident, .LightScreenSilent });
2609
2739
  }
2610
2740
  if (volatiles.Reflect) {
2611
2741
  volatiles.Reflect = false;
2612
- try log.end(ident, .Reflect);
2742
+ try log.end(.{ ident, .ReflectSilent });
2613
2743
  }
2614
2744
  if (showdown and volatiles.Toxic) {
2615
2745
  volatiles.Toxic = false;
2616
2746
  // Pokémon Showdown erroneously clears the toxic counter
2617
2747
  volatiles.toxic = 0;
2618
- try log.end(ident, .Toxic);
2748
+ try log.end(.{ ident, .ToxicSilent });
2619
2749
  }
2620
2750
  }
2621
2751
 
2752
+ fn decrement(
2753
+ comptime field: chance.Action.Field,
2754
+ player: Player,
2755
+ options: anytype,
2756
+ n: anytype,
2757
+ ) @TypeOf(n) {
2758
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2759
+ .started, .ended => 0,
2760
+ .continuing => if (n > 1) n - 1 else n,
2761
+ else => unreachable,
2762
+ } else n - 1;
2763
+ }
2764
+
2622
2765
  pub const Rolls = struct {
2623
- inline fn speedTie(battle: anytype) bool {
2624
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2625
- return battle.rng.next() < Gen12.percent(50) + 1;
2626
- }
2766
+ fn speedTie(battle: anytype, options: anytype) !bool {
2767
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2768
+ player == .P1
2769
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2770
+ battle.rng.speedTie()
2771
+ else if (showdown)
2772
+ battle.rng.range(u8, 0, 2) == 0
2773
+ else
2774
+ battle.rng.next() < Gen12.percent(50) + 1;
2775
+
2776
+ try options.chance.speedTie(p1);
2777
+ return p1;
2778
+ }
2779
+
2780
+ fn criticalHit(
2781
+ battle: anytype,
2782
+ player: Player,
2783
+ rate: u8,
2784
+ spurious: bool,
2785
+ options: anytype,
2786
+ ) !bool {
2787
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2788
+ val == .true
2789
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2790
+ battle.rng.criticalHit(player, rate)
2791
+ else if (showdown)
2792
+ battle.rng.chance(u8, rate, 256)
2793
+ else
2794
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2795
+
2796
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2797
+ return crit;
2798
+ }
2799
+
2800
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2801
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2802
+ val
2803
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2804
+ battle.rng.damage(player)
2805
+ else roll: {
2806
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2807
+ while (true) {
2808
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2809
+ if (r >= 217) break :roll r;
2810
+ }
2811
+ };
2627
2812
 
2628
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2629
- if (showdown) return battle.rng.chance(u8, @as(u8, @intCast(chance)), 256);
2630
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2813
+ assert(roll >= 217 and roll <= 255);
2814
+ try options.chance.damage(player, roll);
2815
+ return roll;
2631
2816
  }
2632
2817
 
2633
- inline fn damage(battle: anytype) u8 {
2634
- if (showdown) return battle.rng.range(u8, 217, 256);
2635
- while (true) {
2636
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2637
- if (r >= 217) return r;
2638
- }
2639
- }
2818
+ const uN = if (pkmn.options.miss) u8 else u9;
2819
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2820
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2821
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2822
+ val == .true
2823
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2824
+ battle.rng.hit(player, acc)
2825
+ else if (showdown)
2826
+ battle.rng.chance(uN, acc, 256)
2827
+ else
2828
+ battle.rng.next() < acc;
2640
2829
 
2641
- inline fn hit(battle: anytype, accuracy: u16) bool {
2642
- if (showdown) return battle.rng.chance(u8, @as(u8, @intCast(accuracy)), 256);
2643
- return battle.rng.next() < accuracy;
2830
+ try options.chance.hit(player, ok, acc);
2831
+ return ok;
2644
2832
  }
2645
2833
 
2646
- inline fn confusionDuration(battle: anytype) u3 {
2647
- if (showdown) return @intCast(battle.rng.range(u8, 2, 6));
2648
- return @intCast((battle.rng.next() & 3) + 2);
2649
- }
2834
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2835
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2836
+ val == .true
2837
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2838
+ battle.rng.confused(player)
2839
+ else if (showdown)
2840
+ !battle.rng.chance(u8, 128, 256)
2841
+ else
2842
+ battle.rng.next() >= Gen12.percent(50) + 1;
2650
2843
 
2651
- inline fn confused(battle: anytype) bool {
2652
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2653
- return battle.rng.next() >= Gen12.percent(50) + 1;
2844
+ try options.chance.confused(player, cfz);
2845
+ return cfz;
2654
2846
  }
2655
2847
 
2656
- inline fn paralyzed(battle: anytype) bool {
2657
- if (showdown) return battle.rng.chance(u8, 63, 256);
2658
- return battle.rng.next() < Gen12.percent(25);
2659
- }
2848
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2849
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2850
+ val == .true
2851
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2852
+ battle.rng.paralyzed(player)
2853
+ else if (showdown)
2854
+ battle.rng.chance(u8, 63, 256)
2855
+ else
2856
+ battle.rng.next() < Gen12.percent(25);
2660
2857
 
2661
- inline fn confusionChance(battle: anytype) bool {
2662
- if (showdown) return battle.rng.chance(u8, 25, 256);
2663
- return battle.rng.next() < Gen12.percent(10);
2858
+ try options.chance.paralyzed(player, par);
2859
+ return par;
2664
2860
  }
2665
2861
 
2666
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2667
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2668
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2669
- }
2862
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2863
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2864
+ val == .true
2865
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2866
+ battle.rng.secondaryChance(player, 25)
2867
+ else if (showdown)
2868
+ battle.rng.chance(u8, 25, 256)
2869
+ else
2870
+ battle.rng.next() < Gen12.percent(10);
2670
2871
 
2671
- inline fn poisonChance(battle: anytype, low: bool) bool {
2672
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2673
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2872
+ try options.chance.secondaryChance(player, proc, 25);
2873
+ return proc;
2674
2874
  }
2675
2875
 
2676
- inline fn sleepDuration(battle: anytype) u3 {
2677
- if (showdown) return @intCast(battle.rng.range(u8, 1, 8));
2678
- while (true) {
2679
- const r = battle.rng.next() & 7;
2680
- if (r != 0) return @intCast(r);
2681
- }
2876
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2877
+ const rate: u8 = if (low) 26 else 77;
2878
+
2879
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2880
+ val == .true
2881
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2882
+ battle.rng.secondaryChance(player, rate)
2883
+ else if (showdown)
2884
+ battle.rng.chance(u8, rate, 256)
2885
+ else
2886
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2887
+
2888
+ try options.chance.secondaryChance(player, proc, rate);
2889
+ return proc;
2682
2890
  }
2683
2891
 
2684
- inline fn bideThrashDuration(battle: anytype) u3 {
2685
- if (showdown) return @intCast(battle.rng.range(u4, 2, 4));
2686
- return @intCast((battle.rng.next() & 1) + 2);
2892
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2893
+ const rate: u8 = if (low) 52 else 103;
2894
+
2895
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2896
+ val == .true
2897
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2898
+ battle.rng.secondaryChance(player, rate)
2899
+ else if (showdown)
2900
+ battle.rng.chance(u8, rate, 256)
2901
+ else
2902
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2903
+
2904
+ try options.chance.secondaryChance(player, proc, rate);
2905
+ return proc;
2687
2906
  }
2688
2907
 
2689
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2690
- if (showdown) {
2691
- if (check_pp == 0) {
2692
- var i: usize = moves.len;
2693
- while (i > 0) {
2694
- i -= 1;
2695
- if (moves[i].id != .None) {
2696
- return battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2697
- }
2698
- }
2699
- } else {
2700
- var r = battle.rng.range(u4, 0, check_pp) + 1;
2701
- var i: usize = 0;
2702
- while (i < moves.len and r > 0) : (i += 1) {
2703
- if (moves[i].pp > 0) {
2704
- r -= 1;
2705
- if (r == 0) break;
2706
- }
2707
- }
2708
- return @intCast(i + 1);
2908
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2909
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2910
+ val == .true
2911
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2912
+ battle.rng.secondaryChance(player, 85)
2913
+ else if (showdown)
2914
+ battle.rng.chance(u8, 85, 256)
2915
+ else
2916
+ battle.rng.next() < Gen12.percent(33) + 1;
2917
+
2918
+ try options.chance.secondaryChance(player, proc, 85);
2919
+ return proc;
2920
+ }
2921
+
2922
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2923
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2924
+ val
2925
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2926
+ battle.rng.metronome(player)
2927
+ else if (showdown)
2928
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2929
+ else move: {
2930
+ while (true) {
2931
+ const r = battle.rng.next();
2932
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2933
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2934
+ break :move @enumFromInt(r);
2709
2935
  }
2710
- }
2936
+ };
2711
2937
 
2712
- while (true) {
2713
- const r: u4 = @intCast(battle.rng.next() & 3);
2714
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2715
- }
2938
+ try options.chance.metronome(player, move);
2939
+ return move;
2940
+ }
2941
+
2942
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2943
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2944
+ val - 1
2945
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2946
+ battle.rng.psywave(player)
2947
+ else if (showdown)
2948
+ battle.rng.range(u8, 0, max)
2949
+ else power: {
2950
+ while (true) {
2951
+ const r = battle.rng.next();
2952
+ if (r < max) break :power r;
2953
+ }
2954
+ };
2955
+
2956
+ assert(power < max);
2957
+ try options.chance.psywave(player, power, max);
2958
+ return power;
2716
2959
  }
2717
2960
 
2718
- inline fn disableDuration(battle: anytype) u4 {
2719
- if (showdown) return @intCast(battle.rng.range(u8, 1, 9));
2720
- return @intCast((battle.rng.next() & 7) + 1);
2961
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2962
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2963
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2964
+ else
2965
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2966
+ battle.rng.sleepDuration(player)
2967
+ else if (showdown)
2968
+ battle.rng.range(u3, 1, 8)
2969
+ else duration: {
2970
+ while (true) {
2971
+ const r = battle.rng.next() & 7;
2972
+ if (r != 0) break :duration @intCast(r);
2973
+ }
2974
+ };
2975
+
2976
+ assert(duration >= 1 and duration <= 7);
2977
+ options.chance.duration(player, duration);
2978
+ return duration;
2721
2979
  }
2722
2980
 
2723
- inline fn metronome(battle: anytype) Move {
2724
- if (showdown) {
2725
- const r = battle.rng.range(u8, 0, @intFromEnum(Move.Struggle) - 2);
2726
- const mod = @as(u2, (if (r < @intFromEnum(Move.Metronome) - 1) 1 else 2));
2727
- return @enumFromInt(r + mod);
2728
- }
2729
- while (true) {
2730
- const r = battle.rng.next();
2731
- if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2732
- if (r >= @intFromEnum(Move.Struggle)) continue;
2733
- return @enumFromInt(r);
2734
- }
2981
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2982
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2983
+ if (val >= 1 and val <= 8) val else null
2984
+ else
2985
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2986
+ battle.rng.disableDuration(player)
2987
+ else if (showdown)
2988
+ battle.rng.range(u4, 1, 9)
2989
+ else
2990
+ @intCast((battle.rng.next() & 7) + 1);
2991
+
2992
+ assert(duration >= 1 and duration <= 8);
2993
+ options.chance.duration(player, duration);
2994
+ return duration;
2735
2995
  }
2736
2996
 
2737
- inline fn psywave(battle: anytype, max: u8) u8 {
2738
- if (showdown) return battle.rng.range(u8, 0, max);
2739
- while (true) {
2740
- const r = battle.rng.next();
2741
- if (r < max) return r;
2742
- }
2997
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
2998
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2999
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3000
+ else
3001
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3002
+ battle.rng.confusionDuration(player)
3003
+ else if (showdown)
3004
+ battle.rng.range(u3, 2, 6)
3005
+ else
3006
+ @intCast((battle.rng.next() & 3) + 2);
3007
+
3008
+ assert(duration >= 2 and duration <= 5);
3009
+ options.chance.duration(player, duration);
3010
+ return duration;
2743
3011
  }
2744
3012
 
2745
- inline fn distribution(battle: anytype) u3 {
2746
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2747
- const r = (battle.rng.next() & 3);
2748
- return @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3013
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3014
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3015
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3016
+ else
3017
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3018
+ battle.rng.attackingDuration(player)
3019
+ else if (showdown)
3020
+ battle.rng.range(u3, 2, 4)
3021
+ else
3022
+ @intCast((battle.rng.next() & 1) + 2);
3023
+
3024
+ assert(duration >= 2 and duration <= 3);
3025
+ options.chance.duration(player, duration);
3026
+ return duration;
2749
3027
  }
2750
3028
 
2751
- inline fn unboost(battle: anytype) bool {
2752
- if (showdown) return battle.rng.chance(u8, 85, 256);
2753
- return battle.rng.next() < Gen12.percent(33) + 1;
3029
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3030
+
3031
+ fn distribution(
3032
+ battle: anytype,
3033
+ comptime effect: Move.Effect,
3034
+ player: Player,
3035
+ options: anytype,
3036
+ ) !u3 {
3037
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3038
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3039
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3040
+ else
3041
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3042
+ battle.rng.distribution(player)
3043
+ else if (showdown)
3044
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3045
+ else n: {
3046
+ const r = (battle.rng.next() & 3);
3047
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3048
+ };
3049
+
3050
+ assert(n >= 2 and n <= 5);
3051
+ if (effect == .Binding) {
3052
+ options.chance.duration(player, n);
3053
+ } else {
3054
+ try options.chance.multiHit(player, n);
3055
+ }
3056
+ return n;
3057
+ }
3058
+
3059
+ fn moveSlot(
3060
+ battle: anytype,
3061
+ player: Player,
3062
+ moves: []MoveSlot,
3063
+ check_pp: u4,
3064
+ options: anytype,
3065
+ ) !u4 {
3066
+ // TODO: consider throwing error instead of rerolling?
3067
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3068
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3069
+ val
3070
+ else
3071
+ null
3072
+ else
3073
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3074
+ battle.rng.moveSlot(player, moves, check_pp)
3075
+ else slot: {
3076
+ if (showdown) {
3077
+ if (check_pp == 0) {
3078
+ var i: usize = moves.len;
3079
+ while (i > 0) {
3080
+ i -= 1;
3081
+ if (moves[i].id != .None) {
3082
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3083
+ }
3084
+ }
3085
+ } else {
3086
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3087
+ var i: usize = 0;
3088
+ while (i < moves.len and r > 0) : (i += 1) {
3089
+ if (moves[i].pp > 0) {
3090
+ r -= 1;
3091
+ if (r == 0) break :slot @intCast(i + 1);
3092
+ }
3093
+ }
3094
+ }
3095
+ }
3096
+
3097
+ while (true) {
3098
+ const r: u4 = @intCast(battle.rng.next() & 3);
3099
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3100
+ }
3101
+ };
3102
+
3103
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3104
+ return slot;
2754
3105
  }
2755
3106
  };
2756
3107
 
@@ -2761,11 +3112,11 @@ test "RNG agreement" {
2761
3112
  expected[i] = @intCast(i * 0x1000000);
2762
3113
  }
2763
3114
 
2764
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2765
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2766
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2767
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2768
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3115
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3116
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3117
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3118
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3119
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2769
3120
 
2770
3121
  for (0..expected.len) |i| {
2771
3122
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2801,11 +3152,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2801
3152
  const side = battle.side(player);
2802
3153
  const foe = battle.foe(player);
2803
3154
 
2804
- var active = side.active;
3155
+ const active = &side.active;
2805
3156
  const stored = side.stored();
2806
3157
 
2807
3158
  // While players are not given any input options on the cartridge in these cases,
2808
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3159
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2809
3160
  //
2810
3161
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2811
3162
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2813,7 +3164,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2813
3164
  // passing due to being forced into using a move. Instead of introducing another option
2814
3165
  // we simply repurpose Move with no move slot, even though pedantically this is not
2815
3166
  // strictly correct as the player would not have been presented the option to move or
2816
- // switch at all.
3167
+ // switch at all
2817
3168
  if (isForced(active)) {
2818
3169
  out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2819
3170
  n += 1;
@@ -2832,7 +3183,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2832
3183
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2833
3184
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2834
3185
  // either disables all other moves in the case of limited or requires you to select a
2835
- // move normally if sleeping/frozen/bound.
3186
+ // move normally if sleeping/frozen/bound
2836
3187
  if (!showdown and (limited or foe.active.volatiles.Binding or
2837
3188
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2838
3189
  {
@@ -2845,7 +3196,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2845
3196
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2846
3197
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2847
3198
  // Move will not result in forcing the subsequent use unless the user also had the
2848
- // proc-ed move in their moveset) and disabling all other moves.
3199
+ // proc-ed move in their moveset) and disabling all other moves
2849
3200
  if (limited) {
2850
3201
  assert(showdown);
2851
3202
  assert(side.last_selected_move != .None);
@@ -2855,7 +3206,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2855
3206
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2856
3207
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2857
3208
  const struggle =
2858
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3209
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2859
3210
  const s = if (struggle) 0 else slot;
2860
3211
  out[n] = .{ .type = .Move, .data = s };
2861
3212
  n += 1;
@@ -2870,14 +3221,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2870
3221
  const m = active.moves[slot - 1];
2871
3222
  if (m.id == .None) break;
2872
3223
  if (m.pp == 0) continue;
2873
- if (active.volatiles.disabled_move == slot) continue;
3224
+ if (active.volatiles.disable_move == slot) continue;
2874
3225
  out[n] = .{ .type = .Move, .data = slot };
2875
3226
  n += 1;
2876
3227
  }
2877
3228
  // Struggle (Pokémon Showdown would use 'move 1' here)
2878
3229
  if (n == before) {
2879
3230
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2880
- if (!showdown) {
3231
+ if (!pkmn.options.mod) {
2881
3232
  while (slot <= 4) : (slot += 1) {
2882
3233
  if (active.moves[slot - 1].pp != 0) return n;
2883
3234
  }