@pkmn/engine 0.1.0-dev.8b83af6b → 0.1.0-dev.8cf7e679

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 (83) 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 +44 -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 +97 -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 +44 -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 +13 -17
  21. package/build/pkg/gen1.js +21 -28
  22. package/build/pkg/gen1.js.map +1 -1
  23. package/build/pkg/index.d.ts +40 -91
  24. package/build/pkg/index.js +6 -63
  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 +36 -69
  30. package/build/tools/debug.js.map +1 -1
  31. package/build/tools/display/debug.jsx +141 -0
  32. package/build/tools/display/debug.jsx.map +1 -0
  33. package/build/tools/display/index.js +141 -0
  34. package/build/tools/display/index.js.map +1 -0
  35. package/build/tools/display/ui.jsx +349 -0
  36. package/build/tools/display/ui.jsx.map +1 -0
  37. package/build/tools/display/util.js +18 -0
  38. package/build/tools/display/util.js.map +1 -0
  39. package/build.zig +332 -132
  40. package/package.json +66 -121
  41. package/src/bin/install-pkmn-engine +40 -25
  42. package/src/bin/pkmn-debug +1 -1
  43. package/src/lib/common/array.zig +77 -0
  44. package/src/lib/common/battle.zig +17 -0
  45. package/src/lib/common/data.zig +12 -24
  46. package/src/lib/common/debug.zig +58 -18
  47. package/src/lib/common/js.zig +120 -0
  48. package/src/lib/common/optional.zig +71 -0
  49. package/src/lib/common/options.zig +15 -0
  50. package/src/lib/common/protocol.zig +851 -327
  51. package/src/lib/common/rational.zig +449 -0
  52. package/src/lib/common/rng.zig +26 -19
  53. package/src/lib/common/util.zig +61 -0
  54. package/src/lib/gen1/calc.zig +953 -0
  55. package/src/lib/gen1/chance.zig +1185 -0
  56. package/src/lib/gen1/data/moves.zig +193 -183
  57. package/src/lib/gen1/data/species.zig +4 -6
  58. package/src/lib/gen1/data/types.zig +8 -9
  59. package/src/lib/gen1/data.zig +79 -73
  60. package/src/lib/gen1/helpers.zig +130 -30
  61. package/src/lib/gen1/mechanics.zig +1137 -779
  62. package/src/lib/gen2/calc.zig +153 -0
  63. package/src/lib/gen2/chance.zig +902 -0
  64. package/src/lib/gen2/data/items.zig +13 -21
  65. package/src/lib/gen2/data/moves.zig +664 -572
  66. package/src/lib/gen2/data/species.zig +2 -4
  67. package/src/lib/gen2/data/types.zig +135 -33
  68. package/src/lib/gen2/data.zig +121 -87
  69. package/src/lib/gen2/generated.zig +801 -0
  70. package/src/lib/gen2/helpers.zig +54 -39
  71. package/src/lib/gen2/mechanics.zig +3582 -30
  72. package/src/lib/node.zig +129 -0
  73. package/src/lib/pkmn.zig +85 -5
  74. package/src/lib/wasm.zig +48 -0
  75. package/src/tools/display/dom.ts +96 -0
  76. package/src/tools/display/ui.css +354 -0
  77. package/build/test/display.js +0 -400
  78. package/build/test/display.js.map +0 -1
  79. package/src/lib/binding/node.zig +0 -226
  80. package/src/lib/binding/wasm.zig +0 -10
  81. package/src/lib/gen1/README.md +0 -814
  82. package/src/lib/gen2/README.md +0 -309
  83. 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(battle.lastMove(player).index).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
@@ -592,7 +614,9 @@ 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
621
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
598
622
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -604,7 +628,7 @@ fn beforeMove(
604
628
 
605
629
  const uncapped = battle.last_damage;
606
630
  // Skipping adjustDamage / randomizeDamage / checkHit
607
- _ = try applyDamage(battle, player, target, .Confusion, log);
631
+ _ = try applyDamage(battle, player, target, .Confusion, options);
608
632
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
609
633
  if (showdown) battle.last_damage = uncapped;
610
634
 
@@ -613,16 +637,20 @@ fn beforeMove(
613
637
  }
614
638
  }
615
639
 
616
- if (!showdown and try disabled(side, ident, log)) return .done;
640
+ if (!showdown and try disabled(side, ident, options)) return .done;
617
641
 
618
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
642
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
619
643
  if (!volatiles.Rage) volatiles.state = 0;
620
644
  volatiles.Bide = false;
621
645
  volatiles.Thrashing = false;
622
646
  volatiles.Charging = false;
623
647
  volatiles.Binding = false;
648
+
649
+ options.chance.observe(.attacking, player, .None);
650
+ options.chance.observe(.binding, player, .None);
651
+
624
652
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
625
- try log.cant(ident, .Paralysis);
653
+ try log.cant(.{ ident, .Paralysis });
626
654
  return .done;
627
655
  }
628
656
 
@@ -638,73 +666,82 @@ fn beforeMove(
638
666
  volatiles.state +%= battle.last_damage;
639
667
  }
640
668
 
641
- assert(volatiles.attacks > 0);
669
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
670
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
642
671
 
643
- volatiles.attacks -= 1;
644
672
  if (volatiles.attacks != 0) {
645
- try log.activate(ident, .Bide);
673
+ try log.activate(.{ ident, .Bide });
646
674
  return .done;
647
675
  }
648
676
 
649
677
  volatiles.Bide = false;
650
- try log.end(ident, .Bide);
678
+ try log.end(.{ ident, .Bide });
651
679
 
652
680
  battle.last_damage = volatiles.state *% 2;
653
681
  volatiles.state = 0;
654
682
 
655
683
  if (battle.last_damage == 0) {
656
- try log.fail(ident, .None);
684
+ try log.fail(.{ ident, .None });
657
685
  return .done;
658
686
  }
659
687
 
660
688
  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);
689
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
690
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
663
691
 
664
692
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
665
693
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
666
694
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
667
695
  if (showdown) {
668
696
  residual.* = false;
669
- try handleResidual(battle, player, log);
697
+ try handleResidual(battle, player, options);
670
698
  }
671
699
 
672
700
  return .done;
673
701
  }
674
702
 
675
703
  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
- }
704
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
705
+
706
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
707
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
708
+
709
+ if (volatiles.attacks == 0) {
710
+ const overwritten = volatiles.Confusion;
711
+
712
+ volatiles.Thrashing = false;
713
+ volatiles.Confusion = true;
714
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
715
+
716
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
717
+ // ended (the engine's protocol is always from the omniscient perspective and clients
718
+ // can be expected to recognize this pattern and pass the information only to the
719
+ // correct player)
720
+ try log.start(.{ battle.active(player), .ConfusionSilent });
721
+ options.chance.observe(.confusion, player, if (overwritten)
722
+ if (pkmn.options.overwrite) .overwritten else .continuing
723
+ else
724
+ .started);
725
+ if (!overwritten) options.calc.confusion(player);
690
726
  }
727
+
728
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
729
+ // used in useMove and doesn't have the notion of skipping canMove semantics
730
+ if (showdown) side.last_used_move = side.last_selected_move;
731
+
691
732
  return .skip_can;
692
733
  }
693
734
 
694
735
  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
- );
736
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
737
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
738
+
739
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
703
740
  if (showdown or battle.last_damage != 0) {
704
741
  const sub = showdown and foe.active.volatiles.Substitute;
705
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
742
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
706
743
  if (battle.foe(player).stored().hp > 0 and !sub) {
707
- try buildRage(battle, player.foe(), log);
744
+ try buildRage(battle, player.foe(), options);
708
745
  }
709
746
  }
710
747
  return .done;
@@ -719,53 +756,46 @@ fn canMove(
719
756
  mslot: u4,
720
757
  auto: bool,
721
758
  skip_pp: bool,
722
- from: ?Move,
759
+ from: Move,
723
760
  residual: *bool,
724
- log: anytype,
761
+ options: anytype,
725
762
  ) !bool {
726
763
  var side = battle.side(player);
727
764
  const player_ident = battle.active(player);
728
765
  const move = Move.get(side.last_selected_move);
729
766
 
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
767
  if (side.active.volatiles.Charging) {
736
768
  side.active.volatiles.Charging = false;
737
769
  side.active.volatiles.Invulnerable = false;
738
770
  } else if (move.effect == .Charge) {
739
- try log.move(player_ident, side.last_selected_move, .{}, from);
771
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
772
  setCounterable(battle, player, side, move);
741
- try Effects.charge(battle, player, log);
773
+ try Effects.charge(battle, player, options);
742
774
  return false;
743
775
  }
744
776
 
745
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
746
- if (!skip) decrementPP(side, mslot, auto);
777
+ side.last_used_move = side.last_selected_move;
778
+ if (!skip_pp) decrementPP(side, mslot, auto);
747
779
 
748
780
  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);
781
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
757
782
  setCounterable(battle, player, side, move);
758
783
 
759
784
  if (move.effect.onBegin()) {
760
- try onBegin(battle, player, move, mslot, residual, log);
785
+ try onBegin(battle, player, move, mslot, residual, options);
761
786
  return false;
762
787
  }
763
788
 
764
789
  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);
790
+ Effects.thrashing(battle, player, options);
791
+ } else if (move.effect == .Binding) {
792
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
793
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
794
+ if (showdown) {
795
+ battle.foe(player).active.volatiles.Recharging = false;
796
+ } else {
797
+ try Effects.binding(battle, player, false, options);
798
+ }
769
799
  }
770
800
 
771
801
  return true;
@@ -779,11 +809,7 @@ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data)
779
809
  // as the desync results from actually having two separate battle states that subtly disagree
780
810
  const counterable = side.last_selected_move != .Counter and move.bp > 0 and
781
811
  (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
- }
812
+ battle.lastMove(player).counterable = @intFromBool(counterable);
787
813
  }
788
814
 
789
815
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
@@ -795,16 +821,18 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
795
821
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
796
822
  if (volatiles.Bide) return;
797
823
 
798
- assert(active.move(mslot).pp > 0 or auto);
799
- active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) -% 1;
824
+ var move_slot = active.move(mslot);
825
+ assert(move_slot.pp > 0 or auto);
826
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
800
827
  if (volatiles.Transform) return;
801
828
 
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;
829
+ move_slot = side.stored().move(mslot);
830
+ assert(move_slot.pp > 0 or auto);
831
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
804
832
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
805
833
  }
806
834
 
807
- fn incrementPP(side: *Side, mslot: u4) void {
835
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
808
836
  var active = &side.active;
809
837
  const volatiles = &active.volatiles;
810
838
 
@@ -812,8 +840,11 @@ fn incrementPP(side: *Side, mslot: u4) void {
812
840
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
813
841
  if (showdown and volatiles.Transform) return;
814
842
 
843
+ const n = options.calc.overridden(player, .pp) orelse 1;
844
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
845
+
815
846
  assert(mslot > 0 and mslot <= 4);
816
- side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
847
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
817
848
  }
818
849
 
819
850
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -824,8 +855,9 @@ fn doMove(
824
855
  rewrap: bool,
825
856
  auto: bool,
826
857
  residual: *bool,
827
- log: anytype,
858
+ options: anytype,
828
859
  ) !?Result {
860
+ var log = options.log;
829
861
  var side = battle.side(player);
830
862
  const foe = battle.foe(player);
831
863
 
@@ -840,9 +872,12 @@ fn doMove(
840
872
  var hits: u4 = 1;
841
873
  var effectiveness = Effectiveness.neutral;
842
874
 
875
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
876
+ if (showdown and !counter) battle.last_damage = 0;
877
+
843
878
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
844
879
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
845
- return specialDamage(battle, player, move, log);
880
+ return specialDamage(battle, player, move, options);
846
881
  }
847
882
 
848
883
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
@@ -856,24 +891,25 @@ fn doMove(
856
891
  battle.last_damage = 0;
857
892
  break :miss true;
858
893
  }
859
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
894
+ break :miss (move.target != .Self and
895
+ !try moveHit(battle, player, move, &immune, &mist, options));
860
896
  };
861
897
  assert(!immune or miss or (showdown and move.effect == .Binding));
862
898
 
863
899
  var late = showdown and move.effect != .Explode;
864
900
  const skip = status or immune;
865
- if ((!showdown or (!skip or counter)) and !miss) blk: {
901
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
866
902
  if (showdown and move.effect.isMulti()) {
867
- Effects.multiHit(battle, player, move);
903
+ try Effects.multiHit(battle, player, move, options);
868
904
  hits = side.active.volatiles.attacks;
869
905
  late = false;
870
906
  }
871
907
 
872
908
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
873
909
  const check = !showdown or (!counter and move.effect != .OHKO);
874
- if (check) crit = checkCriticalHit(battle, player, move);
910
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
875
911
 
876
- if (counter) return counterDamage(battle, player, move, log);
912
+ if (counter) return counterDamage(battle, player, move, options);
877
913
 
878
914
  battle.last_damage = 0;
879
915
 
@@ -884,8 +920,9 @@ fn doMove(
884
920
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
885
921
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
886
922
  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)) {
923
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
924
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
925
+ if (!showdown) try options.chance.commit(player, .err);
889
926
  return @as(?Result, Result.Error);
890
927
  }
891
928
  if (battle.last_damage == 0) {
@@ -895,17 +932,16 @@ fn doMove(
895
932
  effectiveness = adjustDamage(battle, player);
896
933
  immune = effectiveness == 0;
897
934
  }
898
- randomizeDamage(battle);
935
+ try randomizeDamage(battle, player, options);
899
936
  }
900
937
  }
901
938
 
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);
939
+ var missed: bool = undefined;
940
+ const zero = battle.last_damage == 0;
941
+ if (!showdown and !skip) {
942
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
943
+ miss = missed or zero;
944
+ }
909
945
 
910
946
  assert(showdown or miss or battle.last_damage > 0 or skip);
911
947
  assert((!showdown and miss) or !(ohko and immune));
@@ -913,11 +949,11 @@ fn doMove(
913
949
 
914
950
  if (!showdown or !miss) {
915
951
  if (move.effect == .MirrorMove) {
916
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
952
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
917
953
  } else if (move.effect == .Metronome) {
918
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
954
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
919
955
  } else if (move.effect.onEnd()) {
920
- try onEnd(battle, player, move, log);
956
+ try onEnd(battle, player, move, options);
921
957
  return null;
922
958
  }
923
959
  }
@@ -929,36 +965,60 @@ fn doMove(
929
965
  ohko = (!showdown or (!immune and !invulnerable)) and
930
966
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
931
967
  if (ohko) {
932
- try log.immune(foe_ident, .OHKO);
968
+ try log.immune(.{ foe_ident, .OHKO });
933
969
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
934
- try log.immune(foe_ident, .None);
970
+ try log.immune(.{ foe_ident, .None });
971
+ if (!showdown) {
972
+ if (move.effect == .Binding) {
973
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
974
+ // then simply clears it later on if the move happens to miss in moveHit.
975
+ // However, moveHit can return true and we'll still end up in the outer miss
976
+ // handling block because attacking into an immune Pokemon does zero damage
977
+ // (considered missing)
978
+ assert(zero);
979
+ // Thus we still need to actually save the hit result (but not the crit roll).
980
+ // Using .miss for this commit would accomplish what we want, but is somewhat
981
+ // misleading as its entirely possible the move actually did hit (and the target
982
+ // is now trapped) so we use the .binding value instead which is effectively
983
+ // identical, just doesn't claim to know about the actual results of the hit
984
+ // roll)
985
+ try options.chance.commit(player, .binding);
986
+ } else {
987
+ // The .glitch option allows for conditionally committing if we are in a
988
+ // division-by-zero freeze alternative timeline scenario
989
+ try options.chance.commit(player, .glitch);
990
+ }
991
+ }
935
992
  } else if (mist) {
936
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
937
- try log.fail(foe_ident, .None);
993
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
994
+ try log.fail(.{ foe_ident, .None });
938
995
  } else {
939
- try log.lastmiss();
940
- try log.miss(battle.active(player));
996
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
997
+ try log.lastmiss(.{});
998
+ try log.miss(.{battle.active(player)});
941
999
  }
942
1000
  if (move.effect == .JumpKick) {
943
1001
  // Recoil is supposed to be damage/8 but damage will always be 0 here
944
1002
  assert(showdown or battle.last_damage == 0);
945
1003
  battle.last_damage = 1;
946
- _ = try applyDamage(battle, player, player.foe(), .None, log);
1004
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
947
1005
  if (showdown and side.stored().hp == 0) residual.* = false;
948
1006
  } else if (move.effect == .Explode) {
949
1007
  try Effects.explode(battle, player);
950
- try buildRage(battle, player.foe(), log);
1008
+ try buildRage(battle, player.foe(), options);
951
1009
  } else if (showdown and move.effect == .Disable) {
952
- try buildRage(battle, player.foe(), log);
1010
+ try buildRage(battle, player.foe(), options);
953
1011
  }
954
1012
  return null;
1013
+ } else if (!showdown) {
1014
+ try options.chance.commit(player, .hit);
955
1015
  }
956
1016
 
957
1017
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
958
1018
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
959
- // it up above before damage calculation).
1019
+ // it up above before damage calculation)
960
1020
  if (!showdown and move.effect.isMulti()) {
961
- Effects.multiHit(battle, player, move);
1021
+ try Effects.multiHit(battle, player, move, options);
962
1022
  hits = side.active.volatiles.attacks;
963
1023
  }
964
1024
 
@@ -969,18 +1029,20 @@ fn doMove(
969
1029
  var hit: u4 = 0;
970
1030
  while (hit < hits) {
971
1031
  if (hit == 0) {
972
- if (crit) try log.crit(battle.active(player.foe()));
1032
+ if (crit) try log.crit(.{battle.active(player.foe())});
973
1033
  if (effectiveness > Effectiveness.neutral) {
974
- try log.supereffective(battle.active(player.foe()));
1034
+ try log.supereffective(.{battle.active(player.foe())});
975
1035
  } else if (effectiveness < Effectiveness.neutral) {
976
- try log.resisted(battle.active(player.foe()));
1036
+ try log.resisted(.{battle.active(player.foe())});
977
1037
  }
978
1038
  }
979
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
980
- if (hit == 0 and ohko) try log.ohko();
1039
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1040
+ if (hit == 0 and ohko) try log.ohko(.{});
981
1041
  hit += 1;
982
1042
  if (foe.stored().hp == 0) break;
983
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
1043
+ if (!late and (!sub or move.effect == .Explode)) {
1044
+ try buildRage(battle, player.foe(), options);
1045
+ }
984
1046
  // If the substitute breaks during a multi-hit attack, the attack ends
985
1047
  if (nullified) break;
986
1048
  }
@@ -990,41 +1052,39 @@ fn doMove(
990
1052
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
991
1053
  side.active.volatiles.attacks = 0;
992
1054
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
993
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1055
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
994
1056
  }
995
- try log.hitcount(battle.active(player.foe()), hit);
996
- } else if (showdown) {
1057
+ try log.hitcount(.{ battle.active(player.foe()), hit });
1058
+ } else if (showdown and move.effect == .Binding) {
997
1059
  // 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;
1060
+ try Effects.binding(battle, player, rewrap, options);
1061
+ if (immune) {
1062
+ battle.last_damage = 0;
1063
+ assert(foe.stored().hp > 0);
1064
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1065
+ if (sub) {
1066
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1067
+ } else {
1068
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1069
+ try buildRage(battle, player.foe(), options);
1011
1070
  }
1071
+ return null;
1012
1072
  }
1013
1073
  }
1014
1074
 
1015
1075
  // 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.
1076
+ // if an effect was intended to "always happen" it will still get skipped
1017
1077
  if (nullified) return null;
1018
1078
 
1019
1079
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
1020
1080
  // 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);
1081
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1082
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
1023
1083
 
1024
1084
  if (foe.stored().hp == 0) return null;
1025
1085
 
1026
1086
  // 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);
1087
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1028
1088
 
1029
1089
  if (!move.effect.isSpecial()) {
1030
1090
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1033,31 +1093,33 @@ fn doMove(
1033
1093
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
1034
1094
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
1035
1095
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1036
- // puts the |-status| message before |-hitcount| instead of after.
1096
+ // puts the |-status| message before |-hitcount| instead of after
1037
1097
  if (move.effect == .Twineedle) {
1038
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1098
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1039
1099
  } else if (move.effect == .Disable) {
1040
- const result = try Effects.disable(battle, player, move, log);
1041
- if (showdown) try buildRage(battle, player.foe(), log);
1100
+ const result = try Effects.disable(battle, player, move, options);
1101
+ if (showdown) try buildRage(battle, player.foe(), options);
1042
1102
  return result;
1043
1103
  } else {
1044
- try moveEffect(battle, player, move, log);
1104
+ try moveEffect(battle, player, move, options);
1045
1105
  }
1046
1106
  }
1047
1107
 
1048
1108
  return null;
1049
1109
  }
1050
1110
 
1051
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1111
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1052
1112
  const side = battle.side(player);
1053
1113
 
1054
1114
  // 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);
1115
+ var rate: u16 = Species.chance(side.stored().species);
1116
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1117
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1118
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1119
+
1120
+ const spurious =
1121
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1122
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
1061
1123
  }
1062
1124
 
1063
1125
  fn calcDamage(
@@ -1066,6 +1128,7 @@ fn calcDamage(
1066
1128
  target_player: Player,
1067
1129
  m: ?Move.Data,
1068
1130
  crit: bool,
1131
+ options: anytype,
1069
1132
  ) bool {
1070
1133
  // Confusion (indicated when m == null) just needs a 40 BP physical move
1071
1134
  const cfz = m == null;
@@ -1077,28 +1140,8 @@ fn calcDamage(
1077
1140
 
1078
1141
  const special = move.type.special();
1079
1142
 
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
1143
+ var atk = attack(side, crit, special);
1144
+ var def = defense(target, crit, special, cfz);
1102
1145
 
1103
1146
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1104
1147
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1106,12 +1149,12 @@ fn calcDamage(
1106
1149
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1107
1150
  atk = @max((atk / 4) & 255, 1);
1108
1151
  // 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);
1152
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1110
1153
  }
1111
1154
 
1112
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1155
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1113
1156
 
1114
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1157
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1115
1158
 
1116
1159
  if (def == 0) return false;
1117
1160
 
@@ -1123,11 +1166,41 @@ fn calcDamage(
1123
1166
  d = @min(997, d);
1124
1167
  d += 2;
1125
1168
 
1169
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1170
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1171
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1172
+ // that results in counter intuitive probabilities in the common case
1173
+ if (pkmn.options.chance and !pkmn.options.mod) {
1174
+ atk = attack(side, !crit, special);
1175
+ def = defense(target, !crit, special, false);
1176
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1177
+ }
1178
+
1126
1179
  battle.last_damage = @intCast(d);
1127
1180
 
1128
1181
  return true;
1129
1182
  }
1130
1183
 
1184
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1185
+ return if (crit)
1186
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1187
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1188
+ }
1189
+
1190
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1191
+ return if (crit)
1192
+ if (special) target.stored().stats.spc else target.stored().stats.def
1193
+ else
1194
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1195
+ if (special)
1196
+ target.active.stats.spc *
1197
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1198
+ else
1199
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1200
+ target.active.stats.def *
1201
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1202
+ }
1203
+
1131
1204
  fn adjustDamage(battle: anytype, player: Player) u16 {
1132
1205
  const side = battle.side(player);
1133
1206
  const foe = battle.foe(player);
@@ -1159,17 +1232,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1159
1232
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1160
1233
  }
1161
1234
 
1162
- fn randomizeDamage(battle: anytype) void {
1235
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1163
1236
  if (battle.last_damage <= 1) return;
1164
- const random = Rolls.damage(battle);
1237
+ const random = try Rolls.damage(battle, player, options);
1238
+ options.calc.base(player.foe(), battle.last_damage);
1165
1239
  battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1240
+ options.calc.final(player.foe(), battle.last_damage);
1166
1241
  }
1167
1242
 
1168
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1243
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1169
1244
  const side = battle.side(player);
1170
1245
  const foe = battle.foe(player);
1171
1246
 
1172
- if (!try checkHit(battle, player, move, log)) return null;
1247
+ if (!try checkHit(battle, player, move, options)) return null;
1173
1248
 
1174
1249
  battle.last_damage = switch (side.last_selected_move) {
1175
1250
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1180,26 +1255,26 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1180
1255
  .Psywave => power: {
1181
1256
  const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1182
1257
  // GLITCH: Psywave infinite glitch loop
1183
- if (!showdown and max <= 1) return Result.Error;
1184
- break :power Rolls.psywave(battle, max);
1258
+ if (!pkmn.options.mod and max <= 1) return Result.Error;
1259
+ break :power try Rolls.psywave(battle, player, max, options);
1185
1260
  },
1186
1261
  else => unreachable,
1187
1262
  };
1188
1263
 
1189
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1264
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else Result.Error;
1190
1265
 
1191
1266
  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);
1267
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1268
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1194
1269
 
1195
1270
  return null;
1196
1271
  }
1197
1272
 
1198
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1273
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1199
1274
  const foe = battle.foe(player);
1200
1275
 
1201
1276
  if (battle.last_damage == 0) {
1202
- try log.fail(battle.active(player), .None);
1277
+ try options.log.fail(.{ battle.active(player), .None });
1203
1278
  return null;
1204
1279
  }
1205
1280
 
@@ -1210,36 +1285,36 @@ fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1210
1285
  else
1211
1286
  foe.last_selected_move);
1212
1287
 
1213
- const used = (if (player.foe() == .P1)
1214
- battle.last_moves.p1_counterable
1215
- else
1216
- battle.last_moves.p2_counterable) != 0;
1217
-
1288
+ const used = battle.lastMove(player.foe()).counterable != 0;
1218
1289
  const selected = foe_last_selected_move.bp > 0 and
1219
1290
  foe.last_selected_move != .Counter and
1220
1291
  (foe_last_selected_move.type == .Normal or
1221
1292
  foe_last_selected_move.type == .Fighting);
1222
1293
 
1223
1294
  if (!used and !selected) {
1224
- try log.fail(battle.active(player), .None);
1295
+ try options.log.fail(.{ battle.active(player), .None });
1225
1296
  return null;
1226
1297
  }
1227
1298
 
1228
1299
  if (!used or !selected) {
1229
1300
  // 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);
1301
+ if (!pkmn.options.mod) return Result.Error;
1302
+ try options.log.fail(.{ battle.active(player), .None });
1232
1303
  return null;
1233
1304
  }
1234
1305
 
1235
- battle.last_damage *|= 2;
1306
+ // NOTE: llvm/llvm-project#58557
1307
+ battle.last_damage = if (comptime builtin.target.isWasm())
1308
+ @max(battle.last_damage *% 2, std.math.maxInt(u16))
1309
+ else
1310
+ battle.last_damage *| 2;
1236
1311
 
1237
- // Pokémon Showdown calls checkHit before Counter
1238
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1312
+ // Pokémon Showdown calls moveHit before Counter
1313
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
1314
 
1240
1315
  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);
1316
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1317
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1243
1318
  return null;
1244
1319
  }
1245
1320
 
@@ -1248,7 +1323,7 @@ fn applyDamage(
1248
1323
  target_player: Player,
1249
1324
  sub_player: Player,
1250
1325
  reason: Damage,
1251
- log: anytype,
1326
+ options: anytype,
1252
1327
  ) !bool {
1253
1328
  assert(showdown or battle.last_damage != 0);
1254
1329
 
@@ -1263,19 +1338,20 @@ fn applyDamage(
1263
1338
  subbed.active.volatiles.substitute = 0;
1264
1339
  subbed.active.volatiles.Substitute = false;
1265
1340
  // battle.last_damage is not updated with the amount of HP the Substitute had
1266
- try log.end(battle.active(sub_player), .Substitute);
1341
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1342
+ if (reason != .Confusion) options.calc.capped(sub_player);
1267
1343
  return true;
1268
1344
  } else {
1269
1345
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1270
1346
  subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1271
- try log.activate(battle.active(sub_player), .Substitute);
1347
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1272
1348
  return false;
1273
1349
  }
1274
1350
  }
1275
1351
 
1276
1352
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1277
1353
  target.stored().hp -= battle.last_damage;
1278
- try log.damage(battle.active(target_player), target.stored(), reason);
1354
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1279
1355
  return false;
1280
1356
  }
1281
1357
 
@@ -1286,22 +1362,24 @@ fn mirrorMove(
1286
1362
  rewrap: bool,
1287
1363
  auto: bool,
1288
1364
  residual: *bool,
1289
- log: anytype,
1290
- ) !?Result {
1365
+ options: anytype,
1366
+ ) anyerror!?Result {
1291
1367
  var side = battle.side(player);
1292
1368
  const foe = battle.foe(player);
1293
1369
 
1294
1370
  side.last_selected_move = foe.last_used_move;
1295
1371
 
1296
1372
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1297
- try log.fail(battle.active(player), .None);
1373
+ try options.log.fail(.{ battle.active(player), .None });
1298
1374
  return null;
1299
1375
  } else if (!showdown or foe.last_used_move != .Struggle) {
1300
- incrementPP(side, mslot);
1376
+ incrementPP(side, player, mslot, options);
1301
1377
  }
1302
1378
 
1303
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1304
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1379
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1380
+ return null;
1381
+ }
1382
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1305
1383
  }
1306
1384
 
1307
1385
  fn metronome(
@@ -1311,35 +1389,51 @@ fn metronome(
1311
1389
  rewrap: bool,
1312
1390
  auto: bool,
1313
1391
  residual: *bool,
1314
- log: anytype,
1315
- ) !?Result {
1392
+ options: anytype,
1393
+ ) anyerror!?Result {
1316
1394
  var side = battle.side(player);
1317
1395
 
1318
- side.last_selected_move = Rolls.metronome(battle);
1319
- incrementPP(side, mslot);
1396
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1397
+ incrementPP(side, player, mslot, options);
1320
1398
 
1321
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1322
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1399
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1400
+ return null;
1401
+ }
1402
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1323
1403
  }
1324
1404
 
1325
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1405
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1326
1406
  var immune = false;
1327
1407
  var mist = false;
1328
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1408
+
1409
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1410
+ if (!showdown) try options.chance.commit(player, .hit);
1411
+ return true;
1412
+ }
1413
+
1329
1414
  assert(!immune);
1330
1415
  if (mist) {
1331
1416
  assert(!showdown);
1332
1417
  const foe_ident = battle.active(player.foe());
1333
- try log.activate(foe_ident, .Mist);
1334
- try log.fail(foe_ident, .None);
1418
+ try options.log.activate(.{ foe_ident, .Mist });
1419
+ try options.log.fail(.{ foe_ident, .None });
1335
1420
  } else {
1336
- try log.lastmiss();
1337
- try log.miss(battle.active(player));
1421
+ try options.log.lastmiss(.{});
1422
+ try options.log.miss(.{battle.active(player)});
1338
1423
  }
1424
+
1425
+ if (!showdown) try options.chance.commit(player, .miss);
1339
1426
  return false;
1340
1427
  }
1341
1428
 
1342
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1429
+ fn moveHit(
1430
+ battle: anytype,
1431
+ player: Player,
1432
+ move: Move.Data,
1433
+ immune: *bool,
1434
+ mist: *bool,
1435
+ options: anytype,
1436
+ ) !bool {
1343
1437
  var side = battle.side(player);
1344
1438
  const foe = battle.foe(player);
1345
1439
 
@@ -1378,10 +1472,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1378
1472
  const overwritten = overwrite and state > 0;
1379
1473
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1380
1474
 
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)];
1475
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1476
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1383
1477
  accuracy = accuracy * boost[0] / boost[1];
1384
- boost = BOOSTS[@intCast(@as(i8, -foe.active.boosts.evasion) + 6)];
1478
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1385
1479
  accuracy = accuracy * boost[0] / boost[1];
1386
1480
  accuracy = @min(255, @max(1, accuracy));
1387
1481
 
@@ -1390,7 +1484,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1390
1484
  if (overwrite) side.active.volatiles.state = accuracy;
1391
1485
 
1392
1486
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1393
- break :miss !Rolls.hit(battle, accuracy);
1487
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1394
1488
  };
1395
1489
 
1396
1490
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1401,15 +1495,19 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1401
1495
 
1402
1496
  if (!miss) return true;
1403
1497
  if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1498
+
1404
1499
  side.active.volatiles.Binding = false;
1500
+ options.chance.observe(.binding, player, .None);
1501
+
1405
1502
  return false;
1406
1503
  }
1407
1504
 
1408
1505
  fn checkFaint(
1409
1506
  battle: anytype,
1410
1507
  player: Player,
1411
- log: anytype,
1412
- ) @TypeOf(log).Error!?Result {
1508
+ cap: bool,
1509
+ options: anytype,
1510
+ ) @TypeOf(options.log).Error!?Result {
1413
1511
  const side = battle.side(player);
1414
1512
  if (side.stored().hp > 0) return null;
1415
1513
 
@@ -1417,33 +1515,32 @@ fn checkFaint(
1417
1515
  const foe_fainted = foe.stored().hp == 0;
1418
1516
 
1419
1517
  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;
1518
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1519
+ const more = player_out or foe_out;
1423
1520
 
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;
1521
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1522
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1426
1523
 
1427
1524
  assert(!side.active.volatiles.MultiHit);
1428
1525
  assert(!foe.active.volatiles.MultiHit);
1429
1526
 
1430
- if (tie) {
1431
- try log.tie();
1527
+ if (player_out and foe_out) {
1528
+ try options.log.tie(.{});
1432
1529
  return Result.Tie;
1433
1530
  } else if (player_out) {
1434
- try log.win(player.foe());
1531
+ try options.log.win(.{player.foe()});
1435
1532
  return if (player == .P1) Result.Lose else Result.Win;
1436
1533
  } else if (foe_out) {
1437
- try log.win(player);
1534
+ try options.log.win(.{player});
1438
1535
  return if (player == .P1) Result.Win else Result.Lose;
1439
1536
  }
1440
1537
 
1441
1538
  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 };
1539
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1540
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1444
1541
  }
1445
1542
 
1446
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1543
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1447
1544
  var side = battle.side(player);
1448
1545
  var foe = battle.foe(player);
1449
1546
  assert(side.stored().hp == 0);
@@ -1452,7 +1549,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1452
1549
  assert(!foe_volatiles.MultiHit);
1453
1550
  if (foe_volatiles.Bide) {
1454
1551
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1455
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1552
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1456
1553
  if (foe_volatiles.state != 0) return Result.Error;
1457
1554
  }
1458
1555
 
@@ -1476,32 +1573,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1476
1573
  side.stored().stats.spe;
1477
1574
  }
1478
1575
 
1479
- try log.faint(battle.active(player), done);
1576
+ try options.log.faint(.{ battle.active(player), done });
1577
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1578
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1579
+ if (cap) options.calc.capped(player);
1480
1580
  return null;
1481
1581
  }
1482
1582
 
1483
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1583
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1484
1584
  var side = battle.side(player);
1485
1585
  var stored = side.stored();
1486
1586
  const ident = battle.active(player);
1487
1587
  var volatiles = &side.active.volatiles;
1488
1588
 
1489
1589
  const brn = Status.is(stored.status, .BRN);
1490
- if (brn or Status.is(stored.status, .PSN)) blk: {
1590
+ if (brn or Status.is(stored.status, .PSN)) {
1491
1591
  var damage = @max(stored.stats.hp / 16, 1);
1492
-
1493
1592
  if (volatiles.Toxic) {
1494
1593
  volatiles.toxic += 1;
1495
1594
  damage *= volatiles.toxic;
1496
1595
  }
1596
+ damage = @min(damage, stored.hp);
1497
1597
 
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);
1598
+ if (!showdown or damage > 0) {
1599
+ stored.hp -= damage;
1600
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1601
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1602
+ }
1505
1603
  }
1506
1604
 
1507
1605
  if (volatiles.LeechSeed) {
@@ -1525,36 +1623,36 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1525
1623
  const amount = @min(damage, stored.hp);
1526
1624
  stored.hp -= amount;
1527
1625
 
1528
- // As above, Pokémon Showdown uses damageOf but its not relevant
1529
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1626
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1627
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1530
1628
 
1531
1629
  const before = foe_stored.hp;
1532
1630
  // Uncapped damage is added back to the foe
1533
1631
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1534
1632
  // 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);
1633
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1536
1634
  }
1537
1635
  }
1538
1636
 
1539
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1637
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1540
1638
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1541
1639
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1542
1640
 
1543
1641
  battle.turn += 1;
1544
1642
 
1545
- if (showdown and options.ebc and checkEBC(battle)) {
1546
- try log.tie();
1643
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1644
+ try options.log.tie(.{});
1547
1645
  return Result.Tie;
1548
1646
  }
1549
1647
 
1550
- if (showdown and battle.turn >= 1000) {
1551
- try log.tie();
1648
+ if (pkmn.options.mod and battle.turn >= 1000) {
1649
+ try options.log.tie(.{});
1552
1650
  return Result.Tie;
1553
1651
  } else if (battle.turn >= 65535) {
1554
1652
  return Result.Error;
1555
1653
  }
1556
1654
 
1557
- try log.turn(battle.turn);
1655
+ try options.log.turn(.{battle.turn});
1558
1656
 
1559
1657
  return Result.Default;
1560
1658
  }
@@ -1613,10 +1711,10 @@ fn checkEBC(battle: anytype) bool {
1613
1711
  return false;
1614
1712
  }
1615
1713
 
1616
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1617
- if (side.active.volatiles.disabled_move != 0) {
1714
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1715
+ if (side.active.volatiles.disable_move != 0) {
1618
1716
  // 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;
1717
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1620
1718
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1621
1719
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1622
1720
  m
@@ -1624,127 +1722,115 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1624
1722
  side.last_selected_move;
1625
1723
  if (m != .None and m == last) {
1626
1724
  side.active.volatiles.Charging = false;
1627
- try log.disabled(ident, last);
1725
+ try options.log.cant(.{ ident, .Disable, last });
1628
1726
  return true;
1629
1727
  }
1630
1728
  }
1631
1729
  return false;
1632
1730
  }
1633
1731
 
1634
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1732
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1635
1733
  const side = battle.side(who);
1636
1734
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1637
- try Effects.boost(battle, who, Move.get(.Rage), log);
1735
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1638
1736
  }
1639
1737
  }
1640
1738
 
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(
1739
+ fn onBegin(
1653
1740
  battle: anytype,
1654
1741
  player: Player,
1655
1742
  move: Move.Data,
1656
1743
  mslot: u8,
1657
1744
  residual: *bool,
1658
- log: anytype,
1745
+ options: anytype,
1659
1746
  ) !void {
1660
- assert(move.effect.onBegin());
1661
1747
  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),
1748
+ .Confusion => Effects.confusion(battle, player, move, options),
1749
+ .Conversion => Effects.conversion(battle, player, options),
1750
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1751
+ .Haze => Effects.haze(battle, player, options),
1752
+ .Heal => Effects.heal(battle, player, options),
1753
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1754
+ .LightScreen => Effects.lightScreen(battle, player, options),
1755
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1756
+ .Mist => Effects.mist(battle, player, options),
1757
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1758
+ .Poison => Effects.poison(battle, player, move, options),
1759
+ .Reflect => Effects.reflect(battle, player, options),
1760
+ .Splash => Effects.splash(battle, player, options),
1761
+ .Substitute => Effects.substitute(battle, player, residual, options),
1762
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1763
+ .Transform => Effects.transform(battle, player, options),
1678
1764
  else => unreachable,
1679
1765
  };
1680
1766
  }
1681
1767
 
1682
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1683
- assert(move.effect.onEnd());
1768
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1684
1769
  return switch (move.effect) {
1685
- .Bide => Effects.bide(battle, player, log),
1770
+ .Bide => Effects.bide(battle, player, options),
1686
1771
  // zig fmt: off
1687
1772
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1688
1773
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1689
- Effects.boost(battle, player, move, log),
1774
+ Effects.boost(battle, player, move, options),
1690
1775
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1691
- Effects.unboost(battle, player, move, log),
1776
+ Effects.unboost(battle, player, move, options),
1692
1777
  // zig fmt: on
1693
- .Sleep => Effects.sleep(battle, player, move, log),
1778
+ .Sleep => Effects.sleep(battle, player, move, options),
1694
1779
  else => unreachable,
1695
1780
  };
1696
1781
  }
1697
1782
 
1698
- inline fn alwaysHappens(
1783
+ fn alwaysHappens(
1699
1784
  battle: anytype,
1700
1785
  player: Player,
1701
1786
  move: Move.Data,
1702
1787
  residual: *bool,
1703
- log: anytype,
1788
+ options: anytype,
1704
1789
  ) !void {
1705
- assert(move.effect.alwaysHappens());
1706
1790
  return switch (move.effect) {
1707
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1791
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1708
1792
  .Explode => Effects.explode(battle, player),
1709
- .PayDay => Effects.payDay(battle, player, log),
1793
+ .PayDay => Effects.payDay(battle, player, options),
1710
1794
  .Rage => Effects.rage(battle, player),
1711
- .Recoil => Effects.recoil(battle, player, residual, log),
1795
+ .Recoil => Effects.recoil(battle, player, residual, options),
1712
1796
  .JumpKick, .Binding => {},
1713
1797
  else => unreachable,
1714
1798
  };
1715
1799
  }
1716
1800
 
1717
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1801
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1718
1802
  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),
1803
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1804
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1805
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1806
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1807
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1724
1808
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1725
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1726
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1809
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1810
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1727
1811
  // zig fmt: off
1728
1812
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1729
- Effects.unboost(battle, player, move, log),
1813
+ Effects.unboost(battle, player, move, options),
1730
1814
  // zig fmt: on
1731
1815
  else => {},
1732
1816
  };
1733
1817
  }
1734
1818
 
1735
1819
  pub const Effects = struct {
1736
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1820
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1737
1821
  var side = battle.side(player);
1738
1822
 
1739
1823
  side.active.volatiles.Bide = true;
1740
1824
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1825
+
1741
1826
  side.active.volatiles.state = 0;
1742
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1827
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1828
+ options.chance.observe(.attacking, player, .started);
1743
1829
 
1744
- try log.start(battle.active(player), .Bide);
1830
+ try options.log.start(.{ battle.active(player), .Bide });
1745
1831
  }
1746
1832
 
1747
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1833
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1748
1834
  var foe = battle.foe(player);
1749
1835
  var foe_stored = foe.stored();
1750
1836
 
@@ -1755,83 +1841,91 @@ pub const Effects = struct {
1755
1841
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1756
1842
  if (Status.is(foe_stored.status, .FRZ)) {
1757
1843
  assert(move.type == .Fire);
1758
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1844
+ try options.log.curestatus(.{
1845
+ battle.active(player.foe()),
1846
+ foe_stored.status,
1847
+ .Message,
1848
+ });
1759
1849
  foe_stored.status = 0;
1760
1850
  }
1761
1851
  return;
1762
1852
  }
1763
1853
 
1764
1854
  if (foe.active.types.includes(move.type)) return;
1765
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1855
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1856
+ return;
1857
+ }
1766
1858
 
1767
1859
  foe_stored.status = Status.init(.BRN);
1768
1860
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1769
1861
 
1770
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1862
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1771
1863
  }
1772
1864
 
1773
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1865
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1774
1866
  var side = battle.side(player);
1775
1867
  var volatiles = &side.active.volatiles;
1776
1868
 
1777
1869
  volatiles.Charging = true;
1778
1870
  const move = side.last_selected_move;
1779
1871
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1780
- try log.laststill();
1781
- try log.prepare(battle.active(player), move);
1872
+ try options.log.laststill(.{});
1873
+ try options.log.prepare(.{ battle.active(player), move });
1782
1874
  }
1783
1875
 
1784
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1876
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1785
1877
  var foe = battle.foe(player);
1786
1878
  const sub = foe.active.volatiles.Substitute;
1787
1879
 
1788
1880
  if (move.effect == .ConfusionChance) {
1789
- if (!Rolls.confusionChance(battle)) return;
1881
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1790
1882
  } else {
1791
1883
  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
- }
1884
+ if (!try checkHit(battle, player, move, options)) return;
1885
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1797
1886
  } 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
- }
1887
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1888
+ if (!try checkHit(battle, player, move, options)) return;
1803
1889
  }
1804
1890
  }
1805
1891
 
1806
1892
  if (foe.active.volatiles.Confusion) return;
1807
1893
  foe.active.volatiles.Confusion = true;
1808
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1809
1894
 
1810
- try log.start(battle.active(player.foe()), .Confusion);
1895
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1896
+ options.chance.observe(.confusion, player.foe(), .started);
1897
+ options.calc.confusion(player.foe());
1898
+
1899
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1811
1900
  }
1812
1901
 
1813
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1902
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1814
1903
  const foe = battle.foe(player);
1815
1904
 
1816
1905
  if (foe.active.volatiles.Invulnerable) {
1817
- try log.lastmiss();
1818
- return log.miss(battle.active(player));
1906
+ try options.log.lastmiss(.{});
1907
+ return options.log.miss(.{battle.active(player)});
1819
1908
  }
1820
1909
 
1821
1910
  battle.side(player).active.types = foe.active.types;
1822
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1911
+ return options.log.start(.{
1912
+ battle.active(player),
1913
+ .TypeChange,
1914
+ foe.active.types,
1915
+ battle.active(player.foe()),
1916
+ });
1823
1917
  }
1824
1918
 
1825
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1919
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1826
1920
  var foe = battle.foe(player);
1827
1921
  var volatiles = &foe.active.volatiles;
1828
1922
  const foe_ident = battle.active(player.foe());
1829
1923
 
1830
1924
  // Pokémon Showdown handles hit/miss earlier in doMove
1831
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1925
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1832
1926
 
1833
- if (volatiles.disabled_move != 0) {
1834
- try log.fail(foe_ident, .None);
1927
+ if (volatiles.disable_move != 0) {
1928
+ try options.log.fail(.{ foe_ident, .None });
1835
1929
  return null;
1836
1930
  }
1837
1931
 
@@ -1846,25 +1940,27 @@ pub const Effects = struct {
1846
1940
 
1847
1941
  // Technically this is still considered simply a "miss" on the cartridge,
1848
1942
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1849
- if (n == 0) {
1850
- try log.fail(foe_ident, .None);
1943
+ if (n == 0 or (pkmn.options.mod and err)) {
1944
+ try options.log.fail(.{ foe_ident, .None });
1851
1945
  return null;
1852
1946
  } else if (err) {
1853
1947
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1854
- assert(!showdown);
1855
1948
  return Result.Error;
1856
1949
  }
1857
1950
 
1858
- volatiles.disabled_move = @intCast(Rolls.moveSlot(battle, &foe.active.moves, n));
1859
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1951
+ volatiles.disable_move =
1952
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1953
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1954
+ options.chance.observe(.disable, player.foe(), .started);
1860
1955
 
1861
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1956
+ const id = foe.active.move(volatiles.disable_move).id;
1957
+ try options.log.start(.{ foe_ident, .Disable, id });
1862
1958
  return null;
1863
1959
  }
1864
1960
 
1865
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1866
- var side = battle.side(player);
1867
- var stored = side.stored();
1961
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1962
+ var stored = battle.side(player).stored();
1963
+ const ident = battle.active(player);
1868
1964
 
1869
1965
  if (battle.last_damage == 0) {
1870
1966
  assert(showdown);
@@ -1877,7 +1973,7 @@ pub const Effects = struct {
1877
1973
  if (stored.hp == stored.stats.hp) return;
1878
1974
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1879
1975
 
1880
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1976
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1881
1977
  }
1882
1978
 
1883
1979
  fn explode(battle: anytype, player: Player) !void {
@@ -1891,26 +1987,28 @@ pub const Effects = struct {
1891
1987
  side.active.volatiles.LeechSeed = false;
1892
1988
  }
1893
1989
 
1894
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1990
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1895
1991
  var volatiles = &battle.foe(player).active.volatiles;
1896
1992
 
1897
1993
  if (volatiles.Substitute) return;
1898
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1994
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1995
+ return;
1996
+ }
1899
1997
 
1900
1998
  volatiles.Flinch = true;
1901
1999
  volatiles.Recharging = false;
1902
2000
  }
1903
2001
 
1904
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
2002
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1905
2003
  var side = battle.side(player);
1906
2004
 
1907
2005
  if (side.active.volatiles.FocusEnergy) return;
1908
2006
  side.active.volatiles.FocusEnergy = true;
1909
2007
 
1910
- try log.start(battle.active(player), .FocusEnergy);
2008
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1911
2009
  }
1912
2010
 
1913
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2011
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1914
2012
  var foe = battle.foe(player);
1915
2013
  var foe_stored = foe.stored();
1916
2014
  const foe_ident = battle.active(player.foe());
@@ -1922,21 +2020,22 @@ pub const Effects = struct {
1922
2020
  }
1923
2021
 
1924
2022
  if (foe.active.types.includes(move.type)) return;
1925
- if (!Rolls.secondaryChance(battle, true)) return;
2023
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1926
2024
  // Freeze Clause Mod
1927
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2025
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1928
2026
 
1929
2027
  foe_stored.status = Status.init(.FRZ);
1930
2028
  // GLITCH: Hyper Beam recharging status is not cleared
1931
2029
 
1932
- try log.status(foe_ident, foe_stored.status, .None);
2030
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1933
2031
  }
1934
2032
 
1935
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2033
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2034
+ var log = options.log;
1936
2035
  var side = battle.side(player);
1937
2036
  var foe = battle.foe(player);
1938
2037
 
1939
- var side_stored = side.stored();
2038
+ const side_stored = side.stored();
1940
2039
  var foe_stored = foe.stored();
1941
2040
 
1942
2041
  const player_ident = battle.active(player);
@@ -1948,8 +2047,8 @@ pub const Effects = struct {
1948
2047
  side.active.stats = side_stored.stats;
1949
2048
  foe.active.stats = foe_stored.stats;
1950
2049
 
1951
- try log.activate(player_ident, .Haze);
1952
- try log.clearallboost();
2050
+ try log.activate(.{ player_ident, .Haze });
2051
+ try log.clearallboost(.{});
1953
2052
 
1954
2053
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1955
2054
  if (showdown) {
@@ -1957,28 +2056,30 @@ pub const Effects = struct {
1957
2056
  const p: Player = @enumFromInt(i);
1958
2057
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1959
2058
  if (p != player and Status.any(s.stored().status)) {
1960
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2059
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1961
2060
  s.stored().status = 0;
2061
+ options.chance.observe(.sleep, p, .None);
1962
2062
  } else if (showdown and s.stored().status == Status.TOX) {
1963
2063
  s.stored().status = Status.init(.PSN);
1964
- try log.status(battle.active(p), s.stored().status, .None);
2064
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1965
2065
  }
1966
- try clearVolatiles(battle, p, log);
2066
+ try clearVolatiles(battle, p, options);
1967
2067
  }
1968
2068
  } else {
1969
2069
  if (Status.any(foe_stored.status)) {
1970
2070
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1971
2071
  foe.last_selected_move = .SKIP_TURN;
2072
+ options.chance.observe(.sleep, player.foe(), .None);
1972
2073
  }
1973
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2074
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1974
2075
  foe_stored.status = 0;
1975
2076
  }
1976
- try clearVolatiles(battle, player, log);
1977
- try clearVolatiles(battle, player.foe(), log);
2077
+ try clearVolatiles(battle, player, options);
2078
+ try clearVolatiles(battle, player.foe(), options);
1978
2079
  }
1979
2080
  }
1980
2081
 
1981
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2082
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1982
2083
  var side = battle.side(player);
1983
2084
  var stored = side.stored();
1984
2085
  const ident = battle.active(player);
@@ -1986,7 +2087,7 @@ pub const Effects = struct {
1986
2087
  // GLITCH: HP recovery move failure glitches
1987
2088
  const delta = stored.stats.hp - stored.hp;
1988
2089
  if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
1989
- return try log.fail(ident, .None);
2090
+ return options.log.fail(.{ ident, .None });
1990
2091
  }
1991
2092
 
1992
2093
  const rest = side.last_selected_move == .Rest;
@@ -1994,52 +2095,53 @@ pub const Effects = struct {
1994
2095
  // Adding the sleep status runs the sleep condition handler to roll duration
1995
2096
  if (showdown) battle.rng.advance(1);
1996
2097
  stored.status = Status.slf(2);
1997
- try log.statusFrom(ident, stored.status, Move.Rest);
2098
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1998
2099
  stored.hp = stored.stats.hp;
1999
2100
  } else {
2000
2101
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
2001
2102
  }
2002
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2103
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
2003
2104
  }
2004
2105
 
2005
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2106
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
2006
2107
  battle.side(player).active.volatiles.Recharging = true;
2007
- try log.mustrecharge(battle.active(player));
2108
+ try options.log.mustrecharge(.{battle.active(player)});
2008
2109
  }
2009
2110
 
2010
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2111
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2011
2112
  var foe = battle.foe(player);
2012
2113
 
2013
2114
  if (showdown) {
2014
2115
  // Invulnerability trumps type immunity on Pokémon Showdown
2015
2116
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
2016
- return log.immune(battle.active(player.foe()), .None);
2117
+ return options.log.immune(.{ battle.active(player.foe()), .None });
2017
2118
  }
2018
- if (!try checkHit(battle, player, move, log)) return;
2119
+ if (!try checkHit(battle, player, move, options)) return;
2019
2120
  if (foe.active.volatiles.LeechSeed) return;
2020
2121
  } else {
2021
- if (!try checkHit(battle, player, move, log)) return;
2122
+ if (!try checkHit(battle, player, move, options)) return;
2022
2123
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
2023
- try log.lastmiss();
2024
- return log.miss(battle.active(player));
2124
+ try options.log.lastmiss(.{});
2125
+ return options.log.miss(.{battle.active(player)});
2025
2126
  }
2026
2127
  }
2027
2128
 
2028
2129
  foe.active.volatiles.LeechSeed = true;
2029
2130
 
2030
- try log.start(battle.active(player.foe()), .LeechSeed);
2131
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
2031
2132
  }
2032
2133
 
2033
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2134
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
2034
2135
  var side = battle.side(player);
2136
+ const ident = battle.active(player);
2035
2137
 
2036
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2138
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2037
2139
  side.active.volatiles.LightScreen = true;
2038
2140
 
2039
- try log.start(battle.active(player), .LightScreen);
2141
+ try options.log.start(.{ ident, .LightScreen });
2040
2142
  }
2041
2143
 
2042
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2144
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2043
2145
  var side = battle.side(player);
2044
2146
  var foe = battle.foe(player);
2045
2147
 
@@ -2063,38 +2165,41 @@ pub const Effects = struct {
2063
2165
  };
2064
2166
  if (!has_mimic) {
2065
2167
  // 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);
2168
+ if (!try checkHit(battle, player, move, options)) return;
2169
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2068
2170
  }
2069
2171
  }
2070
- if (!try checkHit(battle, player, move, log)) return;
2172
+ if (!try checkHit(battle, player, move, options)) return;
2071
2173
 
2072
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2174
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2073
2175
  side.active.move(oslot).id = foe.active.move(rslot).id;
2074
2176
 
2075
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2177
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2076
2178
  }
2077
2179
 
2078
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2180
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2079
2181
  var side = battle.side(player);
2080
2182
 
2081
2183
  if (side.active.volatiles.Mist) return;
2082
2184
  side.active.volatiles.Mist = true;
2083
2185
 
2084
- try log.start(battle.active(player), .Mist);
2186
+ try options.log.start(.{ battle.active(player), .Mist });
2085
2187
  }
2086
2188
 
2087
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2189
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2088
2190
  var side = battle.side(player);
2089
2191
 
2090
2192
  assert(!side.active.volatiles.MultiHit);
2091
2193
  side.active.volatiles.MultiHit = true;
2092
2194
 
2093
- side.active.volatiles.attacks =
2094
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2195
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2196
+ try Rolls.distribution(battle, .MultiHit, player, options)
2197
+ else
2198
+ 2;
2095
2199
  }
2096
2200
 
2097
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2201
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2202
+ var log = options.log;
2098
2203
  var foe = battle.foe(player);
2099
2204
  var foe_stored = foe.stored();
2100
2205
  const foe_ident = battle.active(player.foe());
@@ -2104,27 +2209,28 @@ pub const Effects = struct {
2104
2209
 
2105
2210
  if (showdown) {
2106
2211
  // 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;
2212
+ if (immune and !foe.active.volatiles.Invulnerable) {
2213
+ return log.immune(.{ foe_ident, .None });
2214
+ } else if (!try checkHit(battle, player, move, options)) return;
2109
2215
  }
2110
2216
  if (Status.any(foe_stored.status)) {
2111
- return log.fail(
2217
+ return log.fail(.{
2112
2218
  foe_ident,
2113
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2114
- );
2219
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2220
+ });
2115
2221
  }
2116
2222
  if (!showdown) {
2117
- if (immune) return log.immune(foe_ident, .None);
2118
- if (!try checkHit(battle, player, move, log)) return;
2223
+ if (immune) return log.immune(.{ foe_ident, .None });
2224
+ if (!try checkHit(battle, player, move, options)) return;
2119
2225
  }
2120
2226
 
2121
2227
  foe_stored.status = Status.init(.PAR);
2122
2228
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2123
2229
 
2124
- try log.status(foe_ident, foe_stored.status, .None);
2230
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2125
2231
  }
2126
2232
 
2127
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2233
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2128
2234
  var foe = battle.foe(player);
2129
2235
  var foe_stored = foe.stored();
2130
2236
 
@@ -2136,50 +2242,59 @@ pub const Effects = struct {
2136
2242
 
2137
2243
  // Body Slam can't paralyze a Normal type Pokémon
2138
2244
  if (foe.active.types.includes(move.type)) return;
2139
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2245
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2246
+ return;
2247
+ }
2140
2248
 
2141
2249
  foe_stored.status = Status.init(.PAR);
2142
2250
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2143
2251
 
2144
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2252
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2145
2253
  }
2146
2254
 
2147
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2148
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2255
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2256
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2257
+ try options.log.fieldactivate(.{});
2258
+ }
2149
2259
  }
2150
2260
 
2151
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2261
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2262
+ var log = options.log;
2152
2263
  var foe = battle.foe(player);
2153
2264
  var foe_stored = foe.stored();
2154
2265
  const foe_ident = battle.active(player.foe());
2155
2266
  const toxic = battle.side(player).last_selected_move == .Toxic;
2156
2267
 
2157
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2268
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2158
2269
  return;
2159
2270
  } else if (foe.active.volatiles.Substitute) {
2160
2271
  if (move.effect != .Poison) return;
2161
- return log.fail(foe_ident, .None);
2272
+ return log.fail(.{ foe_ident, .None });
2162
2273
  } else if (Status.any(foe_stored.status)) {
2163
2274
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2164
2275
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2165
2276
  // 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))
2277
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2167
2278
  if (!showdown)
2168
- .Poison
2279
+ Fail.Poison
2169
2280
  else if (toxic == (foe_stored.status == Status.TOX))
2170
- if (toxic) .Toxic else .Poison
2281
+ if (toxic) Fail.Toxic else Fail.Poison
2171
2282
  else
2172
- .None
2283
+ Fail.None
2173
2284
  else
2174
- .None);
2285
+ Fail.None });
2175
2286
  } else if (foe.active.types.includes(.Poison)) {
2176
2287
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2177
- return log.immune(foe_ident, .None);
2288
+ return log.immune(.{ foe_ident, .None });
2178
2289
  }
2179
2290
 
2180
2291
  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;
2292
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2293
+ } else {
2294
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2295
+ return;
2296
+ }
2297
+ }
2183
2298
 
2184
2299
  foe_stored.status = Status.init(.PSN);
2185
2300
  if (toxic) {
@@ -2188,7 +2303,7 @@ pub const Effects = struct {
2188
2303
  foe.active.volatiles.toxic = 0;
2189
2304
  }
2190
2305
 
2191
- try log.status(foe_ident, foe_stored.status, .None);
2306
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2192
2307
  }
2193
2308
 
2194
2309
  fn rage(battle: anytype, player: Player) !void {
@@ -2197,7 +2312,7 @@ pub const Effects = struct {
2197
2312
  volatiles.Rage = true;
2198
2313
  }
2199
2314
 
2200
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2315
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2201
2316
  var side = battle.side(player);
2202
2317
  var stored = side.stored();
2203
2318
 
@@ -2208,20 +2323,26 @@ pub const Effects = struct {
2208
2323
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2209
2324
  stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2210
2325
 
2211
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2326
+ try options.log.damage(.{
2327
+ battle.active(player),
2328
+ stored,
2329
+ .RecoilOf,
2330
+ battle.active(player.foe()),
2331
+ });
2212
2332
  if (showdown and stored.hp == 0) residual.* = false;
2213
2333
  }
2214
2334
 
2215
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2335
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2216
2336
  var side = battle.side(player);
2337
+ const ident = battle.active(player);
2217
2338
 
2218
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2339
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2219
2340
  side.active.volatiles.Reflect = true;
2220
2341
 
2221
- try log.start(battle.active(player), .Reflect);
2342
+ try options.log.start(.{ ident, .Reflect });
2222
2343
  }
2223
2344
 
2224
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2345
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2225
2346
  var foe = battle.foe(player);
2226
2347
  var foe_stored = foe.stored();
2227
2348
  const foe_ident = battle.active(player.foe());
@@ -2232,36 +2353,38 @@ pub const Effects = struct {
2232
2353
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2233
2354
  } else {
2234
2355
  if (Status.any(foe_stored.status)) {
2235
- return log.fail(
2356
+ return options.log.fail(.{
2236
2357
  foe_ident,
2237
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2238
- );
2358
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2359
+ });
2239
2360
  }
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;
2361
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2362
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2242
2363
  }
2243
2364
 
2244
2365
  // Sleep Clause Mod
2245
- if (showdown) {
2366
+ if (pkmn.options.mod) {
2246
2367
  for (foe.pokemon) |p| {
2247
2368
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2248
2369
  }
2249
2370
  }
2250
2371
  foe.active.volatiles.Recharging = false;
2251
2372
 
2252
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2253
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2373
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2374
+ options.chance.observe(.sleep, player.foe(), .started);
2375
+
2376
+ const last = battle.side(player).last_selected_move;
2377
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2254
2378
  }
2255
2379
 
2256
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2257
- try log.activate(battle.active(player), .Splash);
2380
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2381
+ try options.log.activate(.{ battle.active(player), .Splash });
2258
2382
  }
2259
2383
 
2260
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2384
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2261
2385
  var side = battle.side(player);
2262
2386
  if (side.active.volatiles.Substitute) {
2263
- try log.fail(battle.active(player), .Substitute);
2264
- return;
2387
+ return options.log.fail(.{ battle.active(player), .Substitute });
2265
2388
  }
2266
2389
 
2267
2390
  assert(side.stored().stats.hp <= 1023);
@@ -2273,39 +2396,44 @@ pub const Effects = struct {
2273
2396
  // avoid having to convert to floating point)
2274
2397
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2275
2398
  if (side.stored().hp < required_hp) {
2276
- try log.fail(battle.active(player), .Weak);
2277
- return;
2399
+ return options.log.fail(.{ battle.active(player), .Weak });
2278
2400
  }
2279
2401
 
2280
2402
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2281
2403
  side.stored().hp -= hp;
2282
2404
  side.active.volatiles.substitute = hp + 1;
2283
2405
  side.active.volatiles.Substitute = true;
2284
- try log.start(battle.active(player), .Substitute);
2406
+ try options.log.start(.{ battle.active(player), .Substitute });
2285
2407
  if (hp > 0) {
2286
- try log.damage(battle.active(player), side.stored(), .None);
2408
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2287
2409
  if (showdown and side.stored().hp == 0) residual.* = false;
2288
2410
  }
2289
2411
  }
2290
2412
 
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
-
2413
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2294
2414
  // 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;
2415
+ if (showdown) {
2416
+ if (battle.side(player).last_selected_move == .Teleport) return;
2417
+ _ = try checkHit(battle, player, move, options);
2418
+ battle.last_damage = 0;
2419
+ } else {
2420
+ try options.log.fail(.{ battle.active(player), .None });
2421
+ try options.log.laststill(.{});
2422
+ }
2297
2423
  }
2298
2424
 
2299
- fn thrashing(battle: anytype, player: Player) void {
2425
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2300
2426
  var volatiles = &battle.side(player).active.volatiles;
2301
2427
  assert(!volatiles.Thrashing);
2302
2428
  assert(!volatiles.Bide);
2303
2429
 
2304
2430
  volatiles.Thrashing = true;
2305
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2431
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2432
+
2433
+ options.chance.observe(.attacking, player, .started);
2306
2434
  }
2307
2435
 
2308
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2436
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2309
2437
  var side = battle.side(player);
2310
2438
  const foe = battle.foe(player);
2311
2439
  const foe_ident = battle.active(player.foe());
@@ -2331,25 +2459,28 @@ pub const Effects = struct {
2331
2459
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2332
2460
  }
2333
2461
 
2334
- try log.transform(battle.active(player), foe_ident);
2462
+ try options.log.transform(.{ battle.active(player), foe_ident });
2335
2463
  }
2336
2464
 
2337
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2465
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2338
2466
  var side = battle.side(player);
2339
2467
  var foe = battle.foe(player);
2340
2468
 
2341
2469
  if (side.active.volatiles.Binding) return;
2342
2470
  side.active.volatiles.Binding = true;
2343
2471
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2344
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2472
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2345
2473
  if (!showdown) {
2346
2474
  foe.active.volatiles.Recharging = false;
2347
2475
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2348
2476
 
2349
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2477
+ side.active.volatiles.attacks =
2478
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2479
+ options.chance.observe(.binding, player, .started);
2350
2480
  }
2351
2481
 
2352
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2482
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2483
+ var log = options.log;
2353
2484
  var side = battle.side(player);
2354
2485
  const ident = battle.active(player);
2355
2486
 
@@ -2359,87 +2490,87 @@ pub const Effects = struct {
2359
2490
  switch (move.effect) {
2360
2491
  .AttackUp1, .AttackUp2, .Rage => {
2361
2492
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2362
- if (boosts.atk == 6) return try log.fail(ident, .None);
2493
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2363
2494
  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;
2495
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2496
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2366
2497
  if (stats.atk == MAX_STAT_VALUE) {
2367
2498
  boosts.atk -= 1;
2368
2499
  if (showdown) {
2369
- try log.boost(ident, reason, n);
2370
- try log.boost(ident, Boost.Attack, -1);
2500
+ try log.boost(.{ ident, reason, n });
2501
+ try log.boost(.{ ident, .Attack, -1 });
2371
2502
  if (move.effect == .Rage) return;
2372
2503
  }
2373
- return try log.fail(ident, .None);
2504
+ return log.fail(.{ ident, .None });
2374
2505
  }
2375
- var mod = BOOSTS[@intCast(@as(i8, boosts.atk) + 6)];
2506
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2376
2507
  const stat = unmodifiedStats(battle, side).atk;
2377
2508
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2378
- try log.boost(ident, reason, n);
2509
+ try log.boost(.{ ident, reason, n });
2379
2510
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2380
2511
  if (showdown and move.effect == .Rage) return;
2381
2512
  },
2382
2513
  .DefenseUp1, .DefenseUp2 => {
2383
2514
  assert(boosts.def >= -6 and boosts.def <= 6);
2384
- if (boosts.def == 6) return try log.fail(ident, .None);
2515
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2385
2516
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2386
2517
  boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2387
2518
  if (stats.def == MAX_STAT_VALUE) {
2388
2519
  boosts.def -= 1;
2389
2520
  if (showdown) {
2390
- try log.boost(ident, .Defense, n);
2391
- try log.boost(ident, .Defense, -1);
2521
+ try log.boost(.{ ident, .Defense, n });
2522
+ try log.boost(.{ ident, .Defense, -1 });
2392
2523
  }
2393
- return try log.fail(ident, .None);
2524
+ return log.fail(.{ ident, .None });
2394
2525
  }
2395
- var mod = BOOSTS[@intCast(@as(i8, boosts.def) + 6)];
2526
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2396
2527
  const stat = unmodifiedStats(battle, side).def;
2397
2528
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2398
- try log.boost(ident, .Defense, n);
2529
+ try log.boost(.{ ident, .Defense, n });
2399
2530
  },
2400
2531
  .SpeedUp2 => {
2401
2532
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2402
- if (boosts.spe == 6) return try log.fail(ident, .None);
2533
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2403
2534
  boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2404
2535
  if (stats.spe == MAX_STAT_VALUE) {
2405
2536
  boosts.spe -= 1;
2406
2537
  if (showdown) {
2407
- try log.boost(ident, .Speed, 2);
2408
- try log.boost(ident, .Speed, -1);
2538
+ try log.boost(.{ ident, .Speed, 2 });
2539
+ try log.boost(.{ ident, .Speed, -1 });
2409
2540
  }
2410
- return try log.fail(ident, .None);
2541
+ return log.fail(.{ ident, .None });
2411
2542
  }
2412
- var mod = BOOSTS[@intCast(@as(i8, boosts.spe) + 6)];
2543
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2413
2544
  const stat = unmodifiedStats(battle, side).spe;
2414
2545
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2415
- try log.boost(ident, .Speed, 2);
2546
+ try log.boost(.{ ident, .Speed, 2 });
2416
2547
  },
2417
2548
  .SpecialUp1, .SpecialUp2 => {
2418
2549
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2419
- if (boosts.spc == 6) return try log.fail(ident, .None);
2550
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2420
2551
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2421
2552
  boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2422
2553
  if (stats.spc == MAX_STAT_VALUE) {
2423
2554
  boosts.spc -= 1;
2424
2555
  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);
2556
+ try log.boost(.{ ident, .SpecialAttack, n });
2557
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2558
+ try log.boost(.{ ident, .SpecialDefense, n });
2559
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2429
2560
  }
2430
- return try log.fail(ident, .None);
2561
+ return log.fail(.{ ident, .None });
2431
2562
  }
2432
- var mod = BOOSTS[@intCast(@as(i8, boosts.spc) + 6)];
2563
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2433
2564
  const stat = unmodifiedStats(battle, side).spc;
2434
2565
  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);
2566
+ try log.boost(.{ ident, .SpecialAttack, n });
2567
+ try log.boost(.{ ident, .SpecialDefense, n });
2437
2568
  },
2438
2569
  .EvasionUp1 => {
2439
2570
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2440
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2571
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2441
2572
  boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2442
- try log.boost(ident, .Evasion, 1);
2573
+ try log.boost(.{ ident, .Evasion, 1 });
2443
2574
  },
2444
2575
  else => unreachable,
2445
2576
  }
@@ -2448,17 +2579,20 @@ pub const Effects = struct {
2448
2579
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2449
2580
  }
2450
2581
 
2451
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2582
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2583
+ var log = options.log;
2452
2584
  var foe = battle.foe(player);
2453
2585
  const foe_ident = battle.active(player.foe());
2454
2586
  const secondary = move.effect.isStatDownChance();
2455
2587
 
2456
- if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(foe_ident, .None);
2588
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2457
2589
 
2458
2590
  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
2591
+ const proc = try Rolls.unboost(battle, player, options);
2592
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2593
+ } else {
2594
+ // checkHit already checks for Invulnerable
2595
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2462
2596
  }
2463
2597
 
2464
2598
  var stats = &foe.active.stats;
@@ -2468,82 +2602,82 @@ pub const Effects = struct {
2468
2602
  switch (move.effect) {
2469
2603
  .AttackDown1, .AttackDownChance => {
2470
2604
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2471
- if (boosts.atk == -6) return if (fail) try log.fail(foe_ident, .None);
2605
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2472
2606
  boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2473
2607
  if (stats.atk == 1) {
2474
2608
  boosts.atk += 1;
2475
2609
  if (showdown) {
2476
- try log.boost(foe_ident, .Attack, -1);
2477
- try log.boost(foe_ident, .Attack, 1);
2610
+ try log.boost(.{ foe_ident, .Attack, -1 });
2611
+ try log.boost(.{ foe_ident, .Attack, 1 });
2478
2612
  }
2479
- return try log.fail(foe_ident, .None);
2613
+ return log.fail(.{ foe_ident, .None });
2480
2614
  }
2481
- var mod = BOOSTS[@intCast(@as(i8, boosts.atk) + 6)];
2615
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2482
2616
  const stat = unmodifiedStats(battle, foe).atk;
2483
2617
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2484
- try log.boost(foe_ident, .Attack, -1);
2618
+ try log.boost(.{ foe_ident, .Attack, -1 });
2485
2619
  },
2486
2620
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2487
2621
  assert(boosts.def >= -6 and boosts.def <= 6);
2488
- if (boosts.def == -6) return if (fail) try log.fail(foe_ident, .None);
2622
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2489
2623
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2490
2624
  boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2491
2625
  if (stats.def == 1) {
2492
2626
  boosts.def += 1;
2493
2627
  if (showdown) {
2494
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2495
- try log.boost(foe_ident, .Defense, 1);
2628
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2629
+ try log.boost(.{ foe_ident, .Defense, 1 });
2496
2630
  }
2497
- return try log.fail(foe_ident, .None);
2631
+ return log.fail(.{ foe_ident, .None });
2498
2632
  }
2499
- var mod = BOOSTS[@intCast(@as(i8, boosts.def) + 6)];
2633
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2500
2634
  const stat = unmodifiedStats(battle, foe).def;
2501
2635
  stats.def = @max(1, stat * mod[0] / mod[1]);
2502
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2636
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2503
2637
  },
2504
2638
  .SpeedDown1, .SpeedDownChance => {
2505
2639
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2506
- if (boosts.spe == -6) return if (fail) try log.fail(foe_ident, .None);
2640
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2507
2641
  boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2508
2642
  if (stats.spe == 1) {
2509
2643
  boosts.spe += 1;
2510
2644
  if (showdown) {
2511
- try log.boost(foe_ident, .Speed, -1);
2512
- try log.boost(foe_ident, .Speed, 1);
2645
+ try log.boost(.{ foe_ident, .Speed, -1 });
2646
+ try log.boost(.{ foe_ident, .Speed, 1 });
2513
2647
  }
2514
- return try log.fail(foe_ident, .None);
2648
+ return log.fail(.{ foe_ident, .None });
2515
2649
  }
2516
- var mod = BOOSTS[@intCast(@as(i8, boosts.spe) + 6)];
2650
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2517
2651
  const stat = unmodifiedStats(battle, foe).spe;
2518
2652
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2519
- try log.boost(foe_ident, .Speed, -1);
2653
+ try log.boost(.{ foe_ident, .Speed, -1 });
2520
2654
  assert(boosts.spe >= -6);
2521
2655
  },
2522
2656
  .SpecialDownChance => {
2523
2657
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2524
- if (boosts.spc == -6) return if (fail) try log.fail(foe_ident, .None);
2658
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2525
2659
  boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2526
2660
  if (stats.spc == 1) {
2527
2661
  boosts.spc += 1;
2528
2662
  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);
2663
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2664
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2665
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2666
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2533
2667
  }
2534
- return try log.fail(foe_ident, .None);
2668
+ return log.fail(.{ foe_ident, .None });
2535
2669
  }
2536
- var mod = BOOSTS[@intCast(@as(i8, boosts.spc) + 6)];
2670
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2537
2671
  const stat = unmodifiedStats(battle, foe).spc;
2538
2672
  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);
2673
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2674
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2541
2675
  },
2542
2676
  .AccuracyDown1 => {
2543
2677
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2544
- if (boosts.accuracy == -6) return if (fail) try log.fail(foe_ident, .None);
2678
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2545
2679
  boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2546
- try log.boost(foe_ident, .Accuracy, -1);
2680
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2547
2681
  },
2548
2682
  else => unreachable,
2549
2683
  }
@@ -2567,37 +2701,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2567
2701
  }
2568
2702
  }
2569
2703
 
2570
- inline fn isForced(active: ActivePokemon) bool {
2704
+ fn isForced(active: anytype) bool {
2571
2705
  return active.volatiles.Recharging or active.volatiles.Rage or
2572
2706
  active.volatiles.Thrashing or active.volatiles.Charging;
2573
2707
  }
2574
2708
 
2575
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2709
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2710
+ var log = options.log;
2576
2711
  var side = battle.side(who);
2577
2712
  var volatiles = &side.active.volatiles;
2578
2713
  const ident = battle.active(who);
2579
2714
 
2580
- if (volatiles.disabled_move != 0) {
2581
- volatiles.disabled_move = 0;
2582
- volatiles.disabled_duration = 0;
2583
- try log.end(ident, .DisableSilent);
2715
+ if (volatiles.disable_move != 0) {
2716
+ volatiles.disable_move = 0;
2717
+ volatiles.disable_duration = 0;
2718
+ options.chance.observe(.disable, who, .None);
2719
+ try log.end(.{ ident, .DisableSilent });
2584
2720
  }
2585
2721
  if (volatiles.Confusion) {
2586
2722
  // volatiles.confusion is left unchanged
2587
2723
  volatiles.Confusion = false;
2588
- try log.end(ident, .ConfusionSilent);
2724
+ options.chance.observe(.confusion, who, .None);
2725
+ try log.end(.{ ident, .ConfusionSilent });
2589
2726
  }
2590
2727
  if (volatiles.Mist) {
2591
2728
  volatiles.Mist = false;
2592
- try log.end(ident, .Mist);
2729
+ try log.end(.{ ident, .MistSilent });
2593
2730
  }
2594
2731
  if (volatiles.FocusEnergy) {
2595
2732
  volatiles.FocusEnergy = false;
2596
- try log.end(ident, .FocusEnergy);
2733
+ try log.end(.{ ident, .FocusEnergySilent });
2597
2734
  }
2598
2735
  if (volatiles.LeechSeed) {
2599
2736
  volatiles.LeechSeed = false;
2600
- try log.end(ident, .LeechSeed);
2737
+ try log.end(.{ ident, .LeechSeedSilent });
2601
2738
  }
2602
2739
  if (!showdown and volatiles.Toxic) {
2603
2740
  volatiles.Toxic = false;
@@ -2605,152 +2742,373 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2605
2742
  }
2606
2743
  if (volatiles.LightScreen) {
2607
2744
  volatiles.LightScreen = false;
2608
- try log.end(ident, .LightScreen);
2745
+ try log.end(.{ ident, .LightScreenSilent });
2609
2746
  }
2610
2747
  if (volatiles.Reflect) {
2611
2748
  volatiles.Reflect = false;
2612
- try log.end(ident, .Reflect);
2749
+ try log.end(.{ ident, .ReflectSilent });
2613
2750
  }
2614
2751
  if (showdown and volatiles.Toxic) {
2615
2752
  volatiles.Toxic = false;
2616
2753
  // Pokémon Showdown erroneously clears the toxic counter
2617
2754
  volatiles.toxic = 0;
2618
- try log.end(ident, .Toxic);
2755
+ try log.end(.{ ident, .ToxicSilent });
2619
2756
  }
2620
2757
  }
2621
2758
 
2759
+ fn decrement(
2760
+ comptime field: chance.Action.Field,
2761
+ player: Player,
2762
+ options: anytype,
2763
+ n: anytype,
2764
+ ) @TypeOf(n) {
2765
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2766
+ .started, .ended => 0,
2767
+ .continuing => if (n > 1) n - 1 else n,
2768
+ else => unreachable,
2769
+ } else n - 1;
2770
+ }
2771
+
2622
2772
  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
- }
2773
+ fn speedTie(battle: anytype, options: anytype) !bool {
2774
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2775
+ player == .P1
2776
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2777
+ battle.rng.speedTie()
2778
+ else if (showdown)
2779
+ battle.rng.range(u8, 0, 2) == 0
2780
+ else
2781
+ battle.rng.next() < Gen12.percent(50) + 1;
2782
+
2783
+ try options.chance.speedTie(p1);
2784
+ return p1;
2785
+ }
2786
+
2787
+ fn criticalHit(
2788
+ battle: anytype,
2789
+ player: Player,
2790
+ rate: u8,
2791
+ spurious: bool,
2792
+ options: anytype,
2793
+ ) !bool {
2794
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2795
+ val == .true
2796
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2797
+ battle.rng.criticalHit(player, rate)
2798
+ else if (showdown)
2799
+ battle.rng.chance(u8, rate, 256)
2800
+ else
2801
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2802
+
2803
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2804
+ return crit;
2805
+ }
2806
+
2807
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2808
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2809
+ val
2810
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2811
+ battle.rng.damage(player)
2812
+ else roll: {
2813
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2814
+ while (true) {
2815
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2816
+ if (r >= 217) break :roll r;
2817
+ }
2818
+ };
2627
2819
 
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;
2820
+ assert(roll >= 217 and roll <= 255);
2821
+ try options.chance.damage(player, roll);
2822
+ return roll;
2631
2823
  }
2632
2824
 
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
- }
2825
+ const uN = if (pkmn.options.miss) u8 else u9;
2826
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2827
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2828
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2829
+ val == .true
2830
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2831
+ battle.rng.hit(player, acc)
2832
+ else if (showdown)
2833
+ battle.rng.chance(uN, acc, 256)
2834
+ else
2835
+ battle.rng.next() < acc;
2640
2836
 
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;
2837
+ try options.chance.hit(player, ok, acc);
2838
+ return ok;
2644
2839
  }
2645
2840
 
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
- }
2841
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2842
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2843
+ val == .true
2844
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2845
+ battle.rng.confused(player)
2846
+ else if (showdown)
2847
+ !battle.rng.chance(u8, 128, 256)
2848
+ else
2849
+ battle.rng.next() >= Gen12.percent(50) + 1;
2650
2850
 
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;
2851
+ try options.chance.confused(player, cfz);
2852
+ return cfz;
2654
2853
  }
2655
2854
 
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
- }
2855
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2856
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2857
+ val == .true
2858
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2859
+ battle.rng.paralyzed(player)
2860
+ else if (showdown)
2861
+ battle.rng.chance(u8, 63, 256)
2862
+ else
2863
+ battle.rng.next() < Gen12.percent(25);
2660
2864
 
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);
2865
+ try options.chance.paralyzed(player, par);
2866
+ return par;
2664
2867
  }
2665
2868
 
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
- }
2869
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2870
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2871
+ val == .true
2872
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2873
+ battle.rng.secondaryChance(player, 25)
2874
+ else if (showdown)
2875
+ battle.rng.chance(u8, 25, 256)
2876
+ else
2877
+ battle.rng.next() < Gen12.percent(10);
2670
2878
 
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));
2879
+ try options.chance.secondaryChance(player, proc, 25);
2880
+ return proc;
2674
2881
  }
2675
2882
 
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
- }
2883
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2884
+ const rate: u8 = if (low) 26 else 77;
2885
+
2886
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2887
+ val == .true
2888
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2889
+ battle.rng.secondaryChance(player, rate)
2890
+ else if (showdown)
2891
+ battle.rng.chance(u8, rate, 256)
2892
+ else
2893
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2894
+
2895
+ try options.chance.secondaryChance(player, proc, rate);
2896
+ return proc;
2682
2897
  }
2683
2898
 
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);
2899
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2900
+ const rate: u8 = if (low) 52 else 103;
2901
+
2902
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2903
+ val == .true
2904
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2905
+ battle.rng.secondaryChance(player, rate)
2906
+ else if (showdown)
2907
+ battle.rng.chance(u8, rate, 256)
2908
+ else
2909
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2910
+
2911
+ try options.chance.secondaryChance(player, proc, rate);
2912
+ return proc;
2687
2913
  }
2688
2914
 
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);
2915
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2916
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2917
+ val == .true
2918
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2919
+ battle.rng.secondaryChance(player, 85)
2920
+ else if (showdown)
2921
+ battle.rng.chance(u8, 85, 256)
2922
+ else
2923
+ battle.rng.next() < Gen12.percent(33) + 1;
2924
+
2925
+ try options.chance.secondaryChance(player, proc, 85);
2926
+ return proc;
2927
+ }
2928
+
2929
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2930
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2931
+ val
2932
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2933
+ battle.rng.metronome(player)
2934
+ else if (showdown)
2935
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2936
+ else move: {
2937
+ while (true) {
2938
+ const r = battle.rng.next();
2939
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2940
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2941
+ break :move @enumFromInt(r);
2709
2942
  }
2710
- }
2943
+ };
2711
2944
 
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
- }
2945
+ try options.chance.metronome(player, move);
2946
+ return move;
2947
+ }
2948
+
2949
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2950
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2951
+ val - 1
2952
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2953
+ battle.rng.psywave(player)
2954
+ else if (showdown)
2955
+ battle.rng.range(u8, 0, max)
2956
+ else power: {
2957
+ while (true) {
2958
+ const r = battle.rng.next();
2959
+ if (r < max) break :power r;
2960
+ }
2961
+ };
2962
+
2963
+ assert(power < max);
2964
+ try options.chance.psywave(player, power, max);
2965
+ return power;
2716
2966
  }
2717
2967
 
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);
2968
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2969
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2970
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2971
+ else
2972
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2973
+ battle.rng.sleepDuration(player)
2974
+ else if (showdown)
2975
+ battle.rng.range(u3, 1, 8)
2976
+ else duration: {
2977
+ while (true) {
2978
+ const r = battle.rng.next() & 7;
2979
+ if (r != 0) break :duration @intCast(r);
2980
+ }
2981
+ };
2982
+
2983
+ assert(duration >= 1 and duration <= 7);
2984
+ options.chance.duration(player, duration);
2985
+ return duration;
2721
2986
  }
2722
2987
 
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
- }
2988
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2989
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2990
+ if (val >= 1 and val <= 8) val else null
2991
+ else
2992
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2993
+ battle.rng.disableDuration(player)
2994
+ else if (showdown)
2995
+ battle.rng.range(u4, 1, 9)
2996
+ else
2997
+ @intCast((battle.rng.next() & 7) + 1);
2998
+
2999
+ assert(duration >= 1 and duration <= 8);
3000
+ options.chance.duration(player, duration);
3001
+ return duration;
2735
3002
  }
2736
3003
 
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
- }
3004
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
3005
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3006
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3007
+ else
3008
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3009
+ battle.rng.confusionDuration(player)
3010
+ else if (showdown)
3011
+ battle.rng.range(u3, 2, 6)
3012
+ else
3013
+ @intCast((battle.rng.next() & 3) + 2);
3014
+
3015
+ assert(duration >= 2 and duration <= 5);
3016
+ options.chance.duration(player, duration);
3017
+ return duration;
2743
3018
  }
2744
3019
 
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);
3020
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3021
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3022
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3023
+ else
3024
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3025
+ battle.rng.attackingDuration(player)
3026
+ else if (showdown)
3027
+ battle.rng.range(u3, 2, 4)
3028
+ else
3029
+ @intCast((battle.rng.next() & 1) + 2);
3030
+
3031
+ assert(duration >= 2 and duration <= 3);
3032
+ options.chance.duration(player, duration);
3033
+ return duration;
2749
3034
  }
2750
3035
 
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;
3036
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3037
+
3038
+ fn distribution(
3039
+ battle: anytype,
3040
+ comptime effect: Move.Effect,
3041
+ player: Player,
3042
+ options: anytype,
3043
+ ) !u3 {
3044
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3045
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3046
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3047
+ else
3048
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3049
+ battle.rng.distribution(player)
3050
+ else if (showdown)
3051
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3052
+ else n: {
3053
+ const r = (battle.rng.next() & 3);
3054
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3055
+ };
3056
+
3057
+ assert(n >= 2 and n <= 5);
3058
+ if (effect == .Binding) {
3059
+ options.chance.duration(player, n);
3060
+ } else {
3061
+ try options.chance.multiHit(player, n);
3062
+ }
3063
+ return n;
3064
+ }
3065
+
3066
+ fn moveSlot(
3067
+ battle: anytype,
3068
+ player: Player,
3069
+ moves: []MoveSlot,
3070
+ check_pp: u4,
3071
+ options: anytype,
3072
+ ) !u4 {
3073
+ // TODO: consider throwing error instead of rerolling?
3074
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3075
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3076
+ val
3077
+ else
3078
+ null
3079
+ else
3080
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3081
+ battle.rng.moveSlot(player, moves, check_pp)
3082
+ else slot: {
3083
+ if (showdown) {
3084
+ if (check_pp == 0) {
3085
+ var i: usize = moves.len;
3086
+ while (i > 0) {
3087
+ i -= 1;
3088
+ if (moves[i].id != .None) {
3089
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3090
+ }
3091
+ }
3092
+ } else {
3093
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3094
+ var i: usize = 0;
3095
+ while (i < moves.len and r > 0) : (i += 1) {
3096
+ if (moves[i].pp > 0) {
3097
+ r -= 1;
3098
+ if (r == 0) break :slot @intCast(i + 1);
3099
+ }
3100
+ }
3101
+ }
3102
+ }
3103
+
3104
+ while (true) {
3105
+ const r: u4 = @intCast(battle.rng.next() & 3);
3106
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3107
+ }
3108
+ };
3109
+
3110
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3111
+ return slot;
2754
3112
  }
2755
3113
  };
2756
3114
 
@@ -2761,11 +3119,11 @@ test "RNG agreement" {
2761
3119
  expected[i] = @intCast(i * 0x1000000);
2762
3120
  }
2763
3121
 
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 };
3122
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3123
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3124
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3125
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3126
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2769
3127
 
2770
3128
  for (0..expected.len) |i| {
2771
3129
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2801,11 +3159,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2801
3159
  const side = battle.side(player);
2802
3160
  const foe = battle.foe(player);
2803
3161
 
2804
- var active = side.active;
3162
+ const active = &side.active;
2805
3163
  const stored = side.stored();
2806
3164
 
2807
3165
  // 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.
3166
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2809
3167
  //
2810
3168
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2811
3169
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2813,7 +3171,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2813
3171
  // passing due to being forced into using a move. Instead of introducing another option
2814
3172
  // we simply repurpose Move with no move slot, even though pedantically this is not
2815
3173
  // strictly correct as the player would not have been presented the option to move or
2816
- // switch at all.
3174
+ // switch at all
2817
3175
  if (isForced(active)) {
2818
3176
  out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2819
3177
  n += 1;
@@ -2832,7 +3190,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2832
3190
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2833
3191
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2834
3192
  // either disables all other moves in the case of limited or requires you to select a
2835
- // move normally if sleeping/frozen/bound.
3193
+ // move normally if sleeping/frozen/bound
2836
3194
  if (!showdown and (limited or foe.active.volatiles.Binding or
2837
3195
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2838
3196
  {
@@ -2845,7 +3203,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2845
3203
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2846
3204
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2847
3205
  // 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.
3206
+ // proc-ed move in their moveset) and disabling all other moves
2849
3207
  if (limited) {
2850
3208
  assert(showdown);
2851
3209
  assert(side.last_selected_move != .None);
@@ -2855,7 +3213,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2855
3213
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2856
3214
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2857
3215
  const struggle =
2858
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3216
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2859
3217
  const s = if (struggle) 0 else slot;
2860
3218
  out[n] = .{ .type = .Move, .data = s };
2861
3219
  n += 1;
@@ -2870,14 +3228,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2870
3228
  const m = active.moves[slot - 1];
2871
3229
  if (m.id == .None) break;
2872
3230
  if (m.pp == 0) continue;
2873
- if (active.volatiles.disabled_move == slot) continue;
3231
+ if (active.volatiles.disable_move == slot) continue;
2874
3232
  out[n] = .{ .type = .Move, .data = slot };
2875
3233
  n += 1;
2876
3234
  }
2877
3235
  // Struggle (Pokémon Showdown would use 'move 1' here)
2878
3236
  if (n == before) {
2879
3237
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2880
- if (!showdown) {
3238
+ if (!pkmn.options.mod) {
2881
3239
  while (slot <= 4) : (slot += 1) {
2882
3240
  if (active.moves[slot - 1].pp != 0) return n;
2883
3241
  }