@pkmn/engine 0.1.0-dev.942dbfa4 → 0.1.0-dev.95e81bfe

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Files changed (56) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +85 -51
  3. package/build/pkg/addon.js +3 -2
  4. package/build/pkg/addon.js.map +1 -1
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +26 -4
  7. package/build/pkg/data/protocol.json +69 -12
  8. package/build/pkg/data.d.ts +3 -2
  9. package/build/pkg/data.js.map +1 -1
  10. package/build/pkg/gen1.js +15 -18
  11. package/build/pkg/gen1.js.map +1 -1
  12. package/build/pkg/index.d.ts +2 -1
  13. package/build/pkg/index.js.map +1 -1
  14. package/build/pkg/protocol.js +57 -38
  15. package/build/pkg/protocol.js.map +1 -1
  16. package/build/test/display.js.map +1 -1
  17. package/build/tools/debug.js +3 -1
  18. package/build/tools/debug.js.map +1 -1
  19. package/build.zig +140 -105
  20. package/package.json +54 -25
  21. package/src/bin/install-pkmn-engine +23 -18
  22. package/src/lib/common/battle.zig +17 -0
  23. package/src/lib/common/data.zig +19 -31
  24. package/src/lib/common/debug.zig +20 -11
  25. package/src/lib/common/js.zig +118 -0
  26. package/src/lib/common/optional.zig +67 -0
  27. package/src/lib/common/options.zig +9 -0
  28. package/src/lib/common/protocol.zig +885 -358
  29. package/src/lib/common/rational.zig +357 -0
  30. package/src/lib/common/rng.zig +35 -26
  31. package/src/lib/common/util.zig +12 -0
  32. package/src/lib/gen1/README.md +284 -204
  33. package/src/lib/gen1/calc.zig +426 -0
  34. package/src/lib/gen1/chance.zig +1060 -0
  35. package/src/lib/gen1/data/moves.zig +192 -180
  36. package/src/lib/gen1/data/species.zig +3 -3
  37. package/src/lib/gen1/data/types.zig +8 -8
  38. package/src/lib/gen1/data.zig +89 -79
  39. package/src/lib/gen1/helpers.zig +573 -17
  40. package/src/lib/gen1/mechanics.zig +963 -698
  41. package/src/lib/gen2/README.md +105 -85
  42. package/src/lib/gen2/calc.zig +143 -0
  43. package/src/lib/gen2/chance.zig +1314 -0
  44. package/src/lib/gen2/data/items.zig +13 -19
  45. package/src/lib/gen2/data/moves.zig +663 -569
  46. package/src/lib/gen2/data/species.zig +1 -1
  47. package/src/lib/gen2/data/types.zig +134 -31
  48. package/src/lib/gen2/data.zig +125 -87
  49. package/src/lib/gen2/generated.zig +806 -0
  50. package/src/lib/gen2/helpers.zig +15 -21
  51. package/src/lib/gen2/mechanics.zig +3506 -12
  52. package/src/lib/node.zig +131 -0
  53. package/src/lib/pkmn.zig +84 -2
  54. package/src/lib/wasm.zig +13 -0
  55. package/src/lib/binding/node.zig +0 -229
  56. package/src/lib/binding/wasm.zig +0 -10
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,15 +13,16 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
25
+ const Fail = protocol.Fail;
24
26
  const Heal = protocol.Heal;
25
27
 
26
28
  const Gen12 = rng.Gen12;
@@ -56,54 +58,50 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
61
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
64
64
 
65
65
  var s1 = false;
66
66
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
67
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
70
 
73
71
  var p1 = battle.side(.P1);
74
72
  var p2 = battle.side(.P2);
75
73
 
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;
74
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
75
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
76
 
79
- if (turnOrder(battle, c1, c2) == .P1) {
80
- if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, log)) |r| return r;
77
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
78
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
79
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
81
  }
84
82
 
85
83
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
84
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
85
 
88
- return endTurn(battle, log);
86
+ return endTurn(battle, options);
89
87
  }
90
88
 
91
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
92
90
  const p1 = battle.side(.P1);
93
91
  const p2 = battle.side(.P2);
94
92
 
95
- var p1_slot = findFirstAlive(p1);
93
+ const p1_slot = findFirstAlive(p1);
96
94
  assert(!showdown or p1_slot == 1);
97
95
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
98
96
 
99
- var p2_slot = findFirstAlive(p2);
97
+ const p2_slot = findFirstAlive(p2);
100
98
  assert(!showdown or p2_slot == 1);
101
99
  if (p2_slot == 0) return Result.Win;
102
100
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
101
+ try switchIn(battle, .P1, p1_slot, true, options);
102
+ try switchIn(battle, .P2, p2_slot, true, options);
105
103
 
106
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
107
105
  }
108
106
 
109
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +115,6 @@ fn selectMove(
117
115
  choice: Choice,
118
116
  foe_choice: Choice,
119
117
  skip_turn: *bool,
120
- from: *?Move,
121
118
  ) ?Result {
122
119
  if (choice.type == .Pass) return null;
123
120
 
@@ -134,7 +131,6 @@ fn selectMove(
134
131
  return null;
135
132
  }
136
133
  if (volatiles.Rage) {
137
- from.* = side.last_used_move;
138
134
  if (showdown) {
139
135
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
140
136
  saveMove(battle, player, null);
@@ -144,7 +140,6 @@ fn selectMove(
144
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
145
141
  if (!showdown) volatiles.Flinch = false;
146
142
  if (volatiles.Thrashing or volatiles.Charging) {
147
- from.* = side.last_selected_move;
148
143
  if (showdown) {
149
144
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
145
  saveMove(battle, player, null);
@@ -165,9 +160,7 @@ fn selectMove(
165
160
  return null;
166
161
  }
167
162
  if (volatiles.Binding) {
168
- from.* = side.last_used_move;
169
163
  if (showdown) {
170
- if (foe_choice.type == .Switch) from.* = null;
171
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
172
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
173
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -179,11 +172,7 @@ fn selectMove(
179
172
  assert(choice.data == 0);
180
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
181
174
  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(@intCast(u4, slot));
175
+ const last = side.active.move(battle.lastMove(player).index);
187
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
188
177
  if (last.id == .MirrorMove) return Result.Error;
189
178
  }
@@ -207,16 +196,13 @@ fn selectMove(
207
196
  if (choice.data == 0) {
208
197
  const struggle = ok: {
209
198
  for (side.active.moves, 0..) |move, i| {
210
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
199
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
211
200
  }
212
201
  break :ok true;
213
202
  };
214
-
215
203
  assert(struggle);
216
- saveMove(battle, player, choice);
217
- } else {
218
- saveMove(battle, player, choice);
219
204
  }
205
+ saveMove(battle, player, choice);
220
206
 
221
207
  return null;
222
208
  }
@@ -229,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
229
215
  if (c.data == 0) {
230
216
  side.last_selected_move = .Struggle;
231
217
  } else {
232
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
233
219
  const move = side.active.move(c.data);
234
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
235
221
  // sometimes required...), but a 0 PP move can be used automatically
236
222
  assert(showdown or move.pp != 0);
237
223
 
238
224
  side.last_selected_move = move.id;
239
- if (player == .P1) {
240
- battle.last_moves.p1_index = @intCast(u3, c.data);
241
- } else {
242
- battle.last_moves.p2_index = @intCast(u3, c.data);
243
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
244
226
  }
245
227
  }
246
228
  }
247
229
 
248
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
230
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
249
231
  var side = battle.side(player);
250
232
  var foe = battle.foe(player);
251
233
  var active = &side.active;
@@ -258,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
258
240
  side.order[0] = side.order[slot - 1];
259
241
  side.order[slot - 1] = out;
260
242
 
261
- if (player == .P1) {
262
- battle.last_moves.p1_index = 1;
263
- } else {
264
- battle.last_moves.p2_index = 1;
265
- }
243
+ battle.lastMove(player).index = 1;
266
244
 
267
245
  side.last_used_move = .None;
268
246
  foe.last_used_move = .None;
@@ -278,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
278
256
 
279
257
  foe.active.volatiles.Binding = false;
280
258
 
281
- try log.switched(battle.active(player), incoming);
259
+ try options.log.switched(.{ battle.active(player), incoming });
260
+ options.chance.switched(player, side.order[0], out);
282
261
 
283
262
  if (showdown and incoming.status == Status.TOX) {
284
263
  incoming.status = Status.init(.PSN);
285
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
286
265
  // rather not clutter up turnOrder just for this (incorrect) log message
287
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
288
267
  }
289
268
  }
290
269
 
291
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
292
271
  assert(c1.type != .Pass or c2.type != .Pass);
293
272
 
294
273
  if (c1.type == .Pass) return .P2;
@@ -322,7 +301,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
322
301
  battle.rng.advance(1);
323
302
  }
324
303
 
325
- const p1 = Rolls.speedTie(battle);
304
+ const p1 = try Rolls.speedTie(battle, options);
326
305
  if (!showdown) return if (p1) .P1 else .P2;
327
306
 
328
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -347,13 +326,11 @@ fn doTurn(
347
326
  player_choice: Choice,
348
327
  player_rewrap: bool,
349
328
  player_skip: bool,
350
- player_from: ?Move,
351
329
  foe_player: Player,
352
330
  foe_choice: Choice,
353
331
  foe_rewrap: bool,
354
332
  foe_skip: bool,
355
- foe_from: ?Move,
356
- log: anytype,
333
+ options: anytype,
357
334
  ) !?Result {
358
335
  assert(player_choice.type != .Pass);
359
336
 
@@ -365,36 +342,37 @@ fn doTurn(
365
342
  player_choice,
366
343
  player_rewrap,
367
344
  player_skip,
368
- player_from,
369
345
  &residual,
370
- log,
346
+ options,
371
347
  )) |r| return r;
372
348
  if (!replace) {
373
349
  if (player_choice.type != .Switch) {
374
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
375
351
  }
376
- if (residual) try handleResidual(battle, player, log);
377
- if (try checkFaint(battle, player, log)) |r| return r;
352
+ if (residual) try handleResidual(battle, player, options);
353
+ if (try checkFaint(battle, player, options)) |r| return r;
378
354
  } else if (foe_choice.type == .Pass) return null;
379
355
 
356
+ options.chance.clearPending();
357
+
380
358
  residual = true;
381
359
  replace = battle.side(foe_player).stored().hp == 0;
382
- if (try executeMove(
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
383
362
  battle,
384
363
  foe_player,
385
364
  foe_choice,
386
365
  foe_rewrap,
387
366
  foe_skip,
388
- foe_from,
389
367
  &residual,
390
- log,
368
+ options,
391
369
  )) |r| return r;
392
370
  if (!replace) {
393
- if (foe_choice.type != .Switch) {
394
- if (try checkFaint(battle, player, log)) |r| return r;
371
+ if (!calc and foe_choice.type != .Switch) {
372
+ if (try checkFaint(battle, player, options)) |r| return r;
395
373
  }
396
- if (residual) try handleResidual(battle, foe_player, log);
397
- if (try checkFaint(battle, foe_player, log)) |r| return r;
374
+ if (residual) try handleResidual(battle, foe_player, options);
375
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
398
376
  }
399
377
 
400
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -413,14 +391,13 @@ fn executeMove(
413
391
  choice: Choice,
414
392
  rewrap: bool,
415
393
  skip: bool,
416
- from: ?Move,
417
394
  residual: *bool,
418
- log: anytype,
395
+ options: anytype,
419
396
  ) !?Result {
420
397
  var side = battle.side(player);
421
398
 
422
399
  if (choice.type == .Switch) {
423
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
424
401
  return null;
425
402
  }
426
403
 
@@ -430,13 +407,13 @@ fn executeMove(
430
407
  if (side.last_selected_move == .SKIP_TURN) {
431
408
  assert(!showdown);
432
409
  if (battle.foe(player).active.volatiles.Binding) {
433
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
434
411
  }
435
412
  return null;
436
413
  }
437
414
 
438
415
  assert(choice.type == .Move);
439
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
440
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
441
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
442
419
  var auto = showdown and side.last_selected_move != .None;
@@ -445,14 +422,13 @@ fn executeMove(
445
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
446
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
447
424
  assert(!showdown);
448
- mslot = @intCast(u4, if (player == .P1)
449
- battle.last_moves.p1_index
450
- else
451
- battle.last_moves.p2_index);
425
+ mslot = @intCast(battle.lastMove(player).index);
452
426
  const stored = side.stored();
453
427
  // 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);
428
+ auto = isForced(&side.active) or
429
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
430
+ side.last_selected_move == .HyperBeam or
431
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
456
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
457
433
  // thawed, in which case we will desync unless the last_selected_move happened to be at
458
434
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -469,15 +445,12 @@ fn executeMove(
469
445
  } else if (showdown and side.active.volatiles.Charging) {
470
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
471
447
  assert(mslot == 1);
472
- mslot = @intCast(u4, if (player == .P1)
473
- battle.last_moves.p1_index
474
- else
475
- battle.last_moves.p2_index);
448
+ mslot = @intCast(battle.lastMove(player).index);
476
449
  }
477
450
 
478
451
  var skip_can = false;
479
452
  var skip_pp = false;
480
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
481
454
  .done => return null,
482
455
  .skip_can => skip_can = true,
483
456
  .skip_pp => skip_pp = true,
@@ -485,11 +458,11 @@ fn executeMove(
485
458
  .err => return @as(?Result, Result.Error),
486
459
  }
487
460
 
488
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
489
- return null;
490
- }
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
491
464
 
492
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
493
466
  }
494
467
 
495
468
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -498,10 +471,10 @@ fn beforeMove(
498
471
  battle: anytype,
499
472
  player: Player,
500
473
  skip: bool,
501
- from: ?Move,
502
474
  residual: *bool,
503
- log: anytype,
475
+ options: anytype,
504
476
  ) !BeforeMove {
477
+ var log = options.log;
505
478
  var side = battle.side(player);
506
479
  const foe = battle.foe(player);
507
480
  var active = &side.active;
@@ -510,27 +483,37 @@ fn beforeMove(
510
483
  var volatiles = &active.volatiles;
511
484
 
512
485
  if (Status.is(stored.status, .SLP)) {
513
- const status = stored.status;
486
+ const before = stored.status;
514
487
  // 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);
488
+ if (options.calc.modify(player, .sleep)) |extend| {
489
+ if (!extend) stored.status = 0;
490
+ } else {
491
+ stored.status -= 1;
492
+ }
493
+
494
+ const duration = Status.duration(stored.status);
495
+ if (!Status.is(stored.status, .EXT)) {
496
+ try options.chance.sleep(player, duration);
497
+ }
498
+
499
+ if (duration == 0) {
500
+ try log.curestatus(.{ ident, before, .Message });
518
501
  stored.status = 0; // clears EXT if present
519
502
  } else {
520
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
521
504
  }
522
505
  side.last_used_move = .None;
523
506
  return .done;
524
507
  }
525
508
 
526
509
  if (Status.is(stored.status, .FRZ)) {
527
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
528
511
  side.last_used_move = .None;
529
512
  return .done;
530
513
  }
531
514
 
532
515
  if (skip or foe.active.volatiles.Binding) {
533
- try log.cant(ident, .Bound);
516
+ try log.cant(.{ ident, .Bound });
534
517
  return .done;
535
518
  }
536
519
 
@@ -538,25 +521,31 @@ fn beforeMove(
538
521
  // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
539
522
  // Pokémon can sometimes flinch multiple times from the same original hit
540
523
  if (!showdown) volatiles.Flinch = false;
541
- try log.cant(ident, .Flinch);
524
+ try log.cant(.{ ident, .Flinch });
542
525
  return .done;
543
526
  }
544
527
 
545
528
  if (volatiles.Recharging) {
546
529
  volatiles.Recharging = false;
547
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
548
531
  return .done;
549
532
  }
550
533
 
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);
534
+ if (volatiles.disable_duration > 0) {
535
+ if (options.calc.modify(player, .disable)) |extend| {
536
+ if (!extend) volatiles.disable_duration = 0;
537
+ } else {
538
+ volatiles.disable_duration -= 1;
539
+ }
540
+ try options.chance.disable(player, volatiles.disable_duration);
541
+
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
556
545
  }
557
546
  }
558
547
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
559
- if (showdown and try disabled(side, ident, log)) return .done;
548
+ if (showdown and try disabled(side, ident, options)) return .done;
560
549
 
561
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
562
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -568,14 +557,20 @@ fn beforeMove(
568
557
  if (volatiles.Confusion) {
569
558
  assert(volatiles.confusion > 0);
570
559
 
571
- volatiles.confusion -= 1;
560
+ if (options.calc.modify(player, .confusion)) |extend| {
561
+ if (!extend) volatiles.confusion = 0;
562
+ } else {
563
+ volatiles.confusion -= 1;
564
+ }
565
+ try options.chance.confusion(player, volatiles.confusion);
566
+
572
567
  if (volatiles.confusion == 0) {
573
568
  volatiles.Confusion = false;
574
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
575
570
  } else {
576
- try log.activate(ident, .Confusion);
571
+ try log.activate(.{ ident, .Confusion });
577
572
 
578
- if (Rolls.confused(battle)) {
573
+ if (try Rolls.confused(battle, player, options)) {
579
574
  assert(!volatiles.MultiHit);
580
575
  if (!volatiles.Rage) volatiles.state = 0;
581
576
  volatiles.Bide = false;
@@ -585,6 +580,7 @@ fn beforeMove(
585
580
  volatiles.Charging = false;
586
581
  volatiles.Binding = false;
587
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
588
584
  {
589
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
590
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -604,7 +600,7 @@ fn beforeMove(
604
600
 
605
601
  const uncapped = battle.last_damage;
606
602
  // Skipping adjustDamage / randomizeDamage / checkHit
607
- _ = try applyDamage(battle, player, target, .Confusion, log);
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
608
604
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
609
605
  if (showdown) battle.last_damage = uncapped;
610
606
 
@@ -613,16 +609,17 @@ fn beforeMove(
613
609
  }
614
610
  }
615
611
 
616
- if (!showdown and try disabled(side, ident, log)) return .done;
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
617
613
 
618
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
619
615
  if (!volatiles.Rage) volatiles.state = 0;
620
616
  volatiles.Bide = false;
621
617
  volatiles.Thrashing = false;
622
618
  volatiles.Charging = false;
623
619
  volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
624
621
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
625
- try log.cant(ident, .Paralysis);
622
+ try log.cant(.{ ident, .Paralysis });
626
623
  return .done;
627
624
  }
628
625
 
@@ -638,73 +635,81 @@ fn beforeMove(
638
635
  volatiles.state +%= battle.last_damage;
639
636
  }
640
637
 
641
- assert(volatiles.attacks > 0);
638
+ if (options.calc.modify(player, .attacking)) |extend| {
639
+ if (!extend) volatiles.attacks = 0;
640
+ } else {
641
+ volatiles.attacks -= 1;
642
+ }
643
+ try options.chance.attacking(player, volatiles.attacks);
642
644
 
643
- volatiles.attacks -= 1;
644
645
  if (volatiles.attacks != 0) {
645
- try log.activate(ident, .Bide);
646
+ try log.activate(.{ ident, .Bide });
646
647
  return .done;
647
648
  }
648
649
 
649
650
  volatiles.Bide = false;
650
- try log.end(ident, .Bide);
651
+ try log.end(.{ ident, .Bide });
651
652
 
652
653
  battle.last_damage = volatiles.state *% 2;
653
654
  volatiles.state = 0;
654
655
 
655
656
  if (battle.last_damage == 0) {
656
- try log.fail(ident, .None);
657
+ try log.fail(.{ ident, .None });
657
658
  return .done;
658
659
  }
659
660
 
660
661
  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);
662
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
663
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
663
664
 
664
665
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
665
666
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
666
667
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
667
668
  if (showdown) {
668
669
  residual.* = false;
669
- try handleResidual(battle, player, log);
670
+ try handleResidual(battle, player, options);
670
671
  }
671
672
 
672
673
  return .done;
673
674
  }
674
675
 
675
676
  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);
677
+ if (options.calc.modify(player, .attacking)) |extend| {
678
+ if (!extend) volatiles.attacks = 0;
679
+ } else {
680
+ volatiles.attacks -= 1;
681
+ }
682
+ try options.chance.attacking(player, volatiles.attacks);
683
+
684
+ if (!showdown and handleThrashing(battle, active, player, options)) {
685
+ try log.start(.{ battle.active(player), .ConfusionSilent });
681
686
  }
682
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
687
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
683
688
  if (showdown) {
684
689
  // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
685
690
  // used in useMove and doesn't have the notion of skipping canMove semantics
686
691
  side.last_used_move = side.last_selected_move;
687
- if (handleThrashing(battle, active)) {
688
- try log.start(battle.active(player), .ConfusionSilent);
692
+ if (handleThrashing(battle, active, player, options)) {
693
+ try log.start(.{ battle.active(player), .ConfusionSilent });
689
694
  }
690
695
  }
691
696
  return .skip_can;
692
697
  }
693
698
 
694
699
  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
- );
700
+ if (options.calc.modify(player, .binding)) |extend| {
701
+ if (!extend) volatiles.attacks = 0;
702
+ } else {
703
+ volatiles.attacks -= 1;
704
+ }
705
+ try options.chance.binding(player, volatiles.attacks);
706
+
707
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
703
708
  if (showdown or battle.last_damage != 0) {
704
709
  const sub = showdown and foe.active.volatiles.Substitute;
705
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
710
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
706
711
  if (battle.foe(player).stored().hp > 0 and !sub) {
707
- try buildRage(battle, player.foe(), log);
712
+ try buildRage(battle, player.foe(), options);
708
713
  }
709
714
  }
710
715
  return .done;
@@ -719,53 +724,41 @@ fn canMove(
719
724
  mslot: u4,
720
725
  auto: bool,
721
726
  skip_pp: bool,
722
- from: ?Move,
727
+ from: Move,
723
728
  residual: *bool,
724
- log: anytype,
729
+ options: anytype,
725
730
  ) !bool {
726
731
  var side = battle.side(player);
727
732
  const player_ident = battle.active(player);
728
733
  const move = Move.get(side.last_selected_move);
729
734
 
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
735
  if (side.active.volatiles.Charging) {
736
736
  side.active.volatiles.Charging = false;
737
737
  side.active.volatiles.Invulnerable = false;
738
738
  } else if (move.effect == .Charge) {
739
- try log.move(player_ident, side.last_selected_move, .{}, from);
739
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
740
  setCounterable(battle, player, side, move);
741
- try Effects.charge(battle, player, log);
741
+ try Effects.charge(battle, player, options);
742
742
  return false;
743
743
  }
744
744
 
745
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
746
- if (!skip) decrementPP(side, mslot, auto);
745
+ side.last_used_move = side.last_selected_move;
746
+ if (!skip_pp) decrementPP(side, mslot, auto);
747
747
 
748
748
  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);
749
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
757
750
  setCounterable(battle, player, side, move);
758
751
 
759
752
  if (move.effect.onBegin()) {
760
- try onBegin(battle, player, move, mslot, residual, log);
753
+ try onBegin(battle, player, move, mslot, residual, options);
761
754
  return false;
762
755
  }
763
756
 
764
757
  if (move.effect == .Thrashing) {
765
- Effects.thrashing(battle, player);
758
+ Effects.thrashing(battle, player, options);
766
759
  } else if (!showdown and move.effect == .Binding) {
767
760
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
768
- Effects.binding(battle, player, false);
761
+ try Effects.binding(battle, player, false, options);
769
762
  }
770
763
 
771
764
  return true;
@@ -779,11 +772,7 @@ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data)
779
772
  // as the desync results from actually having two separate battle states that subtly disagree
780
773
  const counterable = side.last_selected_move != .Counter and move.bp > 0 and
781
774
  (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
- }
775
+ battle.lastMove(player).counterable = @intFromBool(counterable);
787
776
  }
788
777
 
789
778
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
@@ -795,12 +784,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
795
784
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
796
785
  if (volatiles.Bide) return;
797
786
 
798
- assert(active.move(mslot).pp > 0 or auto);
799
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
787
+ var move_slot = active.move(mslot);
788
+ assert(move_slot.pp > 0 or auto);
789
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
800
790
  if (volatiles.Transform) return;
801
791
 
802
- assert(side.stored().move(mslot).pp > 0 or auto);
803
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
792
+ move_slot = side.stored().move(mslot);
793
+ assert(move_slot.pp > 0 or auto);
794
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
804
795
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
805
796
  }
806
797
 
@@ -808,12 +799,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
808
799
  var active = &side.active;
809
800
  const volatiles = &active.volatiles;
810
801
 
811
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
802
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
812
803
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
813
804
  if (showdown and volatiles.Transform) return;
814
805
 
815
806
  assert(mslot > 0 and mslot <= 4);
816
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
807
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
817
808
  }
818
809
 
819
810
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -824,8 +815,9 @@ fn doMove(
824
815
  rewrap: bool,
825
816
  auto: bool,
826
817
  residual: *bool,
827
- log: anytype,
818
+ options: anytype,
828
819
  ) !?Result {
820
+ var log = options.log;
829
821
  var side = battle.side(player);
830
822
  const foe = battle.foe(player);
831
823
 
@@ -840,9 +832,12 @@ fn doMove(
840
832
  var hits: u4 = 1;
841
833
  var effectiveness = Effectiveness.neutral;
842
834
 
835
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
836
+ if (showdown and !counter) battle.last_damage = 0;
837
+
843
838
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
844
839
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
845
- return specialDamage(battle, player, move, log);
840
+ return specialDamage(battle, player, move, options);
846
841
  }
847
842
 
848
843
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
@@ -856,7 +851,8 @@ fn doMove(
856
851
  battle.last_damage = 0;
857
852
  break :miss true;
858
853
  }
859
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
854
+ break :miss (move.target != .Self and
855
+ !moveHit(battle, player, move, &immune, &mist, options));
860
856
  };
861
857
  assert(!immune or miss or (showdown and move.effect == .Binding));
862
858
 
@@ -864,16 +860,16 @@ fn doMove(
864
860
  const skip = status or immune;
865
861
  if ((!showdown or (!skip or counter)) and !miss) blk: {
866
862
  if (showdown and move.effect.isMulti()) {
867
- Effects.multiHit(battle, player, move);
863
+ try Effects.multiHit(battle, player, move, options);
868
864
  hits = side.active.volatiles.attacks;
869
865
  late = false;
870
866
  }
871
867
 
872
868
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
873
869
  const check = !showdown or (!counter and move.effect != .OHKO);
874
- if (check) crit = checkCriticalHit(battle, player, move);
870
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
875
871
 
876
- if (counter) return counterDamage(battle, player, move, log);
872
+ if (counter) return counterDamage(battle, player, move, options);
877
873
 
878
874
  battle.last_damage = 0;
879
875
 
@@ -895,17 +891,15 @@ fn doMove(
895
891
  effectiveness = adjustDamage(battle, player);
896
892
  immune = effectiveness == 0;
897
893
  }
898
- randomizeDamage(battle);
894
+ try randomizeDamage(battle, player, options);
899
895
  }
900
896
  }
901
897
 
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
-
898
+ const zero = battle.last_damage == 0;
905
899
  miss = if (showdown or skip)
906
900
  miss
907
901
  else
908
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
902
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
909
903
 
910
904
  assert(showdown or miss or battle.last_damage > 0 or skip);
911
905
  assert((!showdown and miss) or !(ohko and immune));
@@ -913,11 +907,11 @@ fn doMove(
913
907
 
914
908
  if (!showdown or !miss) {
915
909
  if (move.effect == .MirrorMove) {
916
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
910
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
917
911
  } else if (move.effect == .Metronome) {
918
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
912
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
919
913
  } else if (move.effect.onEnd()) {
920
- try onEnd(battle, player, move, log);
914
+ try onEnd(battle, player, move, options);
921
915
  return null;
922
916
  }
923
917
  }
@@ -929,36 +923,41 @@ fn doMove(
929
923
  ohko = (!showdown or (!immune and !invulnerable)) and
930
924
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
931
925
  if (ohko) {
932
- try log.immune(foe_ident, .OHKO);
926
+ try log.immune(.{ foe_ident, .OHKO });
933
927
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
934
- try log.immune(foe_ident, .None);
928
+ try log.immune(.{ foe_ident, .None });
935
929
  } else if (mist) {
936
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
937
- try log.fail(foe_ident, .None);
930
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
931
+ try log.fail(.{ foe_ident, .None });
938
932
  } else {
939
- try log.lastmiss();
940
- try log.miss(battle.active(player));
933
+ if (showdown or !zero) try options.chance.commit(player, .miss);
934
+ try log.lastmiss(.{});
935
+ try log.miss(.{battle.active(player)});
941
936
  }
942
937
  if (move.effect == .JumpKick) {
943
938
  // Recoil is supposed to be damage/8 but damage will always be 0 here
944
939
  assert(showdown or battle.last_damage == 0);
945
940
  battle.last_damage = 1;
946
- _ = try applyDamage(battle, player, player.foe(), .None, log);
941
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
947
942
  if (showdown and side.stored().hp == 0) residual.* = false;
948
943
  } else if (move.effect == .Explode) {
949
944
  try Effects.explode(battle, player);
950
- try buildRage(battle, player.foe(), log);
945
+ try buildRage(battle, player.foe(), options);
951
946
  } else if (showdown and move.effect == .Disable) {
952
- try buildRage(battle, player.foe(), log);
947
+ try buildRage(battle, player.foe(), options);
948
+ } else if (!showdown and immune and move.effect == .Binding) {
949
+ try options.chance.commit(player, .binding);
953
950
  }
954
951
  return null;
952
+ } else {
953
+ try options.chance.commit(player, .hit);
955
954
  }
956
955
 
957
956
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
958
957
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
959
958
  // it up above before damage calculation).
960
959
  if (!showdown and move.effect.isMulti()) {
961
- Effects.multiHit(battle, player, move);
960
+ try Effects.multiHit(battle, player, move, options);
962
961
  hits = side.active.volatiles.attacks;
963
962
  }
964
963
 
@@ -969,18 +968,20 @@ fn doMove(
969
968
  var hit: u4 = 0;
970
969
  while (hit < hits) {
971
970
  if (hit == 0) {
972
- if (crit) try log.crit(battle.active(player.foe()));
971
+ if (crit) try log.crit(.{battle.active(player.foe())});
973
972
  if (effectiveness > Effectiveness.neutral) {
974
- try log.supereffective(battle.active(player.foe()));
973
+ try log.supereffective(.{battle.active(player.foe())});
975
974
  } else if (effectiveness < Effectiveness.neutral) {
976
- try log.resisted(battle.active(player.foe()));
975
+ try log.resisted(.{battle.active(player.foe())});
977
976
  }
978
977
  }
979
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
980
- if (hit == 0 and ohko) try log.ohko();
978
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
979
+ if (hit == 0 and ohko) try log.ohko(.{});
981
980
  hit += 1;
982
981
  if (foe.stored().hp == 0) break;
983
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
982
+ if (!late and (!sub or move.effect == .Explode)) {
983
+ try buildRage(battle, player.foe(), options);
984
+ }
984
985
  // If the substitute breaks during a multi-hit attack, the attack ends
985
986
  if (nullified) break;
986
987
  }
@@ -990,22 +991,22 @@ fn doMove(
990
991
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
991
992
  side.active.volatiles.attacks = 0;
992
993
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
993
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
994
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
994
995
  }
995
- try log.hitcount(battle.active(player.foe()), hit);
996
+ try log.hitcount(.{ battle.active(player.foe()), hit });
996
997
  } else if (showdown) {
997
998
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
998
999
  if (move.effect == .Binding) {
999
- Effects.binding(battle, player, rewrap);
1000
+ try Effects.binding(battle, player, rewrap, options);
1000
1001
  if (immune) {
1001
1002
  battle.last_damage = 0;
1002
1003
  assert(foe.stored().hp > 0);
1003
1004
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1004
1005
  if (sub) {
1005
- try log.activate(battle.active(player.foe()), .Substitute);
1006
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1006
1007
  } else {
1007
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1008
- try buildRage(battle, player.foe(), log);
1008
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1009
+ try buildRage(battle, player.foe(), options);
1009
1010
  }
1010
1011
  return null;
1011
1012
  }
@@ -1019,12 +1020,12 @@ fn doMove(
1019
1020
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
1020
1021
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
1021
1022
  // 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);
1023
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
1023
1024
 
1024
1025
  if (foe.stored().hp == 0) return null;
1025
1026
 
1026
1027
  // 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);
1028
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1028
1029
 
1029
1030
  if (!move.effect.isSpecial()) {
1030
1031
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1035,29 +1036,29 @@ fn doMove(
1035
1036
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1036
1037
  // puts the |-status| message before |-hitcount| instead of after.
1037
1038
  if (move.effect == .Twineedle) {
1038
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1039
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1039
1040
  } else if (move.effect == .Disable) {
1040
- const result = try Effects.disable(battle, player, move, log);
1041
- if (showdown) try buildRage(battle, player.foe(), log);
1041
+ const result = try Effects.disable(battle, player, move, options);
1042
+ if (showdown) try buildRage(battle, player.foe(), options);
1042
1043
  return result;
1043
1044
  } else {
1044
- try moveEffect(battle, player, move, log);
1045
+ try moveEffect(battle, player, move, options);
1045
1046
  }
1046
1047
  }
1047
1048
 
1048
1049
  return null;
1049
1050
  }
1050
1051
 
1051
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1052
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1052
1053
  const side = battle.side(player);
1053
1054
 
1054
1055
  // 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;
1056
+ var rate: u16 = Species.chance(side.stored().species);
1057
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1058
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1059
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1059
1060
 
1060
- return Rolls.criticalHit(battle, chance);
1061
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
1061
1062
  }
1062
1063
 
1063
1064
  fn calcDamage(
@@ -1109,9 +1110,9 @@ fn calcDamage(
1109
1110
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1110
1111
  }
1111
1112
 
1112
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1113
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1113
1114
 
1114
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1115
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1115
1116
 
1116
1117
  if (def == 0) return false;
1117
1118
 
@@ -1123,7 +1124,7 @@ fn calcDamage(
1123
1124
  d = @min(997, d);
1124
1125
  d += 2;
1125
1126
 
1126
- battle.last_damage = @intCast(u16, d);
1127
+ battle.last_damage = @intCast(d);
1127
1128
 
1128
1129
  return true;
1129
1130
  }
@@ -1159,17 +1160,20 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1159
1160
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1160
1161
  }
1161
1162
 
1162
- fn randomizeDamage(battle: anytype) void {
1163
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1163
1164
  if (battle.last_damage <= 1) return;
1164
- const random = Rolls.damage(battle);
1165
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1165
+ const random = try Rolls.damage(battle, player, options);
1166
+ options.calc.base(player.foe(), battle.last_damage);
1167
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1168
+ options.calc.final(player.foe(), battle.last_damage);
1166
1169
  }
1167
1170
 
1168
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1171
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1169
1172
  const side = battle.side(player);
1170
1173
  const foe = battle.foe(player);
1171
1174
 
1172
- if (!try checkHit(battle, player, move, log)) return null;
1175
+ if (!try checkHit(battle, player, move, options)) return null;
1176
+ try options.chance.commit(player, .hit);
1173
1177
 
1174
1178
  battle.last_damage = switch (side.last_selected_move) {
1175
1179
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1178,10 +1182,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1178
1182
  .DragonRage => 40,
1179
1183
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1180
1184
  .Psywave => power: {
1181
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1185
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1182
1186
  // GLITCH: Psywave infinite glitch loop
1183
1187
  if (!showdown and max <= 1) return Result.Error;
1184
- break :power Rolls.psywave(battle, max);
1188
+ break :power try Rolls.psywave(battle, player, max, options);
1185
1189
  },
1186
1190
  else => unreachable,
1187
1191
  };
@@ -1189,17 +1193,17 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1189
1193
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1190
1194
 
1191
1195
  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);
1196
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1197
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1194
1198
 
1195
1199
  return null;
1196
1200
  }
1197
1201
 
1198
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1202
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1199
1203
  const foe = battle.foe(player);
1200
1204
 
1201
1205
  if (battle.last_damage == 0) {
1202
- try log.fail(battle.active(player), .None);
1206
+ try options.log.fail(.{ battle.active(player), .None });
1203
1207
  return null;
1204
1208
  }
1205
1209
 
@@ -1210,36 +1214,33 @@ fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1210
1214
  else
1211
1215
  foe.last_selected_move);
1212
1216
 
1213
- const used = (if (player.foe() == .P1)
1214
- battle.last_moves.p1_counterable
1215
- else
1216
- battle.last_moves.p2_counterable) != 0;
1217
-
1217
+ const used = battle.lastMove(player.foe()).counterable != 0;
1218
1218
  const selected = foe_last_selected_move.bp > 0 and
1219
1219
  foe.last_selected_move != .Counter and
1220
1220
  (foe_last_selected_move.type == .Normal or
1221
1221
  foe_last_selected_move.type == .Fighting);
1222
1222
 
1223
1223
  if (!used and !selected) {
1224
- try log.fail(battle.active(player), .None);
1224
+ try options.log.fail(.{ battle.active(player), .None });
1225
1225
  return null;
1226
1226
  }
1227
1227
 
1228
1228
  if (!used or !selected) {
1229
1229
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1230
1230
  if (!showdown) return Result.Error;
1231
- try log.fail(battle.active(player), .None);
1231
+ try options.log.fail(.{ battle.active(player), .None });
1232
1232
  return null;
1233
1233
  }
1234
1234
 
1235
1235
  battle.last_damage *|= 2;
1236
1236
 
1237
1237
  // Pokémon Showdown calls checkHit before Counter
1238
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1238
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
+ try options.chance.commit(player, .hit);
1239
1240
 
1240
1241
  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);
1242
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1243
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1243
1244
  return null;
1244
1245
  }
1245
1246
 
@@ -1248,7 +1249,7 @@ fn applyDamage(
1248
1249
  target_player: Player,
1249
1250
  sub_player: Player,
1250
1251
  reason: Damage,
1251
- log: anytype,
1252
+ options: anytype,
1252
1253
  ) !bool {
1253
1254
  assert(showdown or battle.last_damage != 0);
1254
1255
 
@@ -1263,19 +1264,20 @@ fn applyDamage(
1263
1264
  subbed.active.volatiles.substitute = 0;
1264
1265
  subbed.active.volatiles.Substitute = false;
1265
1266
  // battle.last_damage is not updated with the amount of HP the Substitute had
1266
- try log.end(battle.active(sub_player), .Substitute);
1267
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1268
+ options.calc.capped(target_player);
1267
1269
  return true;
1268
1270
  } else {
1269
1271
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1270
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1271
- try log.activate(battle.active(sub_player), .Substitute);
1272
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1273
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1272
1274
  return false;
1273
1275
  }
1274
1276
  }
1275
1277
 
1276
1278
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1277
1279
  target.stored().hp -= battle.last_damage;
1278
- try log.damage(battle.active(target_player), target.stored(), reason);
1280
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1279
1281
  return false;
1280
1282
  }
1281
1283
 
@@ -1286,22 +1288,24 @@ fn mirrorMove(
1286
1288
  rewrap: bool,
1287
1289
  auto: bool,
1288
1290
  residual: *bool,
1289
- log: anytype,
1290
- ) !?Result {
1291
+ options: anytype,
1292
+ ) anyerror!?Result {
1291
1293
  var side = battle.side(player);
1292
1294
  const foe = battle.foe(player);
1293
1295
 
1294
1296
  side.last_selected_move = foe.last_used_move;
1295
1297
 
1296
1298
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1297
- try log.fail(battle.active(player), .None);
1299
+ try options.log.fail(.{ battle.active(player), .None });
1298
1300
  return null;
1299
1301
  } else if (!showdown or foe.last_used_move != .Struggle) {
1300
1302
  incrementPP(side, mslot);
1301
1303
  }
1302
1304
 
1303
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1304
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1305
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1306
+ return null;
1307
+ }
1308
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1305
1309
  }
1306
1310
 
1307
1311
  fn metronome(
@@ -1311,35 +1315,48 @@ fn metronome(
1311
1315
  rewrap: bool,
1312
1316
  auto: bool,
1313
1317
  residual: *bool,
1314
- log: anytype,
1315
- ) !?Result {
1318
+ options: anytype,
1319
+ ) anyerror!?Result {
1316
1320
  var side = battle.side(player);
1317
1321
 
1318
- side.last_selected_move = Rolls.metronome(battle);
1322
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1319
1323
  incrementPP(side, mslot);
1320
1324
 
1321
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1322
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1325
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1326
+ return null;
1327
+ }
1328
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1323
1329
  }
1324
1330
 
1325
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1331
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1326
1332
  var immune = false;
1327
1333
  var mist = false;
1328
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1334
+
1335
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1336
+
1329
1337
  assert(!immune);
1330
1338
  if (mist) {
1331
1339
  assert(!showdown);
1332
1340
  const foe_ident = battle.active(player.foe());
1333
- try log.activate(foe_ident, .Mist);
1334
- try log.fail(foe_ident, .None);
1341
+ try options.log.activate(.{ foe_ident, .Mist });
1342
+ try options.log.fail(.{ foe_ident, .None });
1335
1343
  } else {
1336
- try log.lastmiss();
1337
- try log.miss(battle.active(player));
1344
+ try options.chance.commit(player, .miss);
1345
+ try options.log.lastmiss(.{});
1346
+ try options.log.miss(.{battle.active(player)});
1338
1347
  }
1348
+
1339
1349
  return false;
1340
1350
  }
1341
1351
 
1342
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1352
+ fn moveHit(
1353
+ battle: anytype,
1354
+ player: Player,
1355
+ move: Move.Data,
1356
+ immune: *bool,
1357
+ mist: *bool,
1358
+ options: anytype,
1359
+ ) bool {
1343
1360
  var side = battle.side(player);
1344
1361
  const foe = battle.foe(player);
1345
1362
 
@@ -1378,10 +1395,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1378
1395
  const overwritten = overwrite and state > 0;
1379
1396
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1380
1397
 
1381
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1382
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1398
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1399
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1383
1400
  accuracy = accuracy * boost[0] / boost[1];
1384
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1401
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1385
1402
  accuracy = accuracy * boost[0] / boost[1];
1386
1403
  accuracy = @min(255, @max(1, accuracy));
1387
1404
 
@@ -1390,7 +1407,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1390
1407
  if (overwrite) side.active.volatiles.state = accuracy;
1391
1408
 
1392
1409
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1393
- break :miss !Rolls.hit(battle, accuracy);
1410
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1394
1411
  };
1395
1412
 
1396
1413
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1408,8 +1425,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1408
1425
  fn checkFaint(
1409
1426
  battle: anytype,
1410
1427
  player: Player,
1411
- log: anytype,
1412
- ) @TypeOf(log).Error!?Result {
1428
+ options: anytype,
1429
+ ) @TypeOf(options.log).Error!?Result {
1413
1430
  const side = battle.side(player);
1414
1431
  if (side.stored().hp > 0) return null;
1415
1432
 
@@ -1417,33 +1434,32 @@ fn checkFaint(
1417
1434
  const foe_fainted = foe.stored().hp == 0;
1418
1435
 
1419
1436
  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;
1437
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1438
+ const more = player_out or foe_out;
1423
1439
 
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;
1440
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1441
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1426
1442
 
1427
1443
  assert(!side.active.volatiles.MultiHit);
1428
1444
  assert(!foe.active.volatiles.MultiHit);
1429
1445
 
1430
- if (tie) {
1431
- try log.tie();
1446
+ if (player_out and foe_out) {
1447
+ try options.log.tie(.{});
1432
1448
  return Result.Tie;
1433
1449
  } else if (player_out) {
1434
- try log.win(player.foe());
1450
+ try options.log.win(.{player.foe()});
1435
1451
  return if (player == .P1) Result.Lose else Result.Win;
1436
1452
  } else if (foe_out) {
1437
- try log.win(player);
1453
+ try options.log.win(.{player});
1438
1454
  return if (player == .P1) Result.Win else Result.Lose;
1439
1455
  }
1440
1456
 
1441
1457
  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 };
1458
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1459
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1444
1460
  }
1445
1461
 
1446
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1462
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1447
1463
  var side = battle.side(player);
1448
1464
  var foe = battle.foe(player);
1449
1465
  assert(side.stored().hp == 0);
@@ -1476,32 +1492,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1476
1492
  side.stored().stats.spe;
1477
1493
  }
1478
1494
 
1479
- try log.faint(battle.active(player), done);
1495
+ try options.log.faint(.{ battle.active(player), done });
1496
+ options.calc.capped(player);
1480
1497
  return null;
1481
1498
  }
1482
1499
 
1483
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1500
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1484
1501
  var side = battle.side(player);
1485
1502
  var stored = side.stored();
1486
1503
  const ident = battle.active(player);
1487
1504
  var volatiles = &side.active.volatiles;
1488
1505
 
1489
1506
  const brn = Status.is(stored.status, .BRN);
1490
- if (brn or Status.is(stored.status, .PSN)) blk: {
1507
+ if (brn or Status.is(stored.status, .PSN)) {
1491
1508
  var damage = @max(stored.stats.hp / 16, 1);
1492
-
1493
1509
  if (volatiles.Toxic) {
1494
1510
  volatiles.toxic += 1;
1495
1511
  damage *= volatiles.toxic;
1496
1512
  }
1513
+ damage = @min(damage, stored.hp);
1497
1514
 
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);
1515
+ if (!showdown or damage > 0) {
1516
+ stored.hp -= damage;
1517
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1518
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1519
+ }
1505
1520
  }
1506
1521
 
1507
1522
  if (volatiles.LeechSeed) {
@@ -1525,43 +1540,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1525
1540
  const amount = @min(damage, stored.hp);
1526
1541
  stored.hp -= amount;
1527
1542
 
1528
- // As above, Pokémon Showdown uses damageOf but its not relevant
1529
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1543
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1544
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1530
1545
 
1531
1546
  const before = foe_stored.hp;
1532
1547
  // Uncapped damage is added back to the foe
1533
1548
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1534
1549
  // 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);
1550
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1536
1551
  }
1537
1552
  }
1538
1553
 
1539
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1554
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1540
1555
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1541
1556
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1542
1557
 
1543
1558
  battle.turn += 1;
1544
1559
 
1545
- if (showdown and options.ebc and checkEBC(battle)) {
1546
- try log.tie();
1560
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1561
+ try options.log.tie(.{});
1547
1562
  return Result.Tie;
1548
1563
  }
1549
1564
 
1550
1565
  if (showdown and battle.turn >= 1000) {
1551
- try log.tie();
1566
+ try options.log.tie(.{});
1552
1567
  return Result.Tie;
1553
1568
  } else if (battle.turn >= 65535) {
1554
1569
  return Result.Error;
1555
1570
  }
1556
1571
 
1557
- try log.turn(battle.turn);
1572
+ try options.log.turn(.{battle.turn});
1558
1573
 
1559
1574
  return Result.Default;
1560
1575
  }
1561
1576
 
1562
1577
  fn checkEBC(battle: anytype) bool {
1563
1578
  for (battle.sides, 0..) |side, i| {
1564
- const foe = battle.sides[~@intCast(u1, i)];
1579
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1565
1580
 
1566
1581
  var foe_all_ghosts = true;
1567
1582
  var foe_all_transform = true;
@@ -1613,10 +1628,10 @@ fn checkEBC(battle: anytype) bool {
1613
1628
  return false;
1614
1629
  }
1615
1630
 
1616
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1617
- if (side.active.volatiles.disabled_move != 0) {
1631
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1632
+ if (side.active.volatiles.disable_move != 0) {
1618
1633
  // 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;
1634
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1620
1635
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1621
1636
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1622
1637
  m
@@ -1624,127 +1639,124 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1624
1639
  side.last_selected_move;
1625
1640
  if (m != .None and m == last) {
1626
1641
  side.active.volatiles.Charging = false;
1627
- try log.disabled(ident, last);
1642
+ try options.log.cant(.{ ident, .Disable, last });
1628
1643
  return true;
1629
1644
  }
1630
1645
  }
1631
1646
  return false;
1632
1647
  }
1633
1648
 
1634
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1649
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1635
1650
  const side = battle.side(who);
1636
1651
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1637
- try Effects.boost(battle, who, Move.get(.Rage), log);
1652
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1638
1653
  }
1639
1654
  }
1640
1655
 
1641
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1656
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1642
1657
  var volatiles = &active.volatiles;
1643
1658
  assert(volatiles.Thrashing);
1644
1659
  if (volatiles.attacks > 0) return false;
1645
1660
 
1646
1661
  volatiles.Thrashing = false;
1647
1662
  volatiles.Confusion = true;
1648
- volatiles.confusion = Rolls.confusionDuration(battle);
1663
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1649
1664
  return true;
1650
1665
  }
1651
1666
 
1652
- inline fn onBegin(
1667
+ fn onBegin(
1653
1668
  battle: anytype,
1654
1669
  player: Player,
1655
1670
  move: Move.Data,
1656
1671
  mslot: u8,
1657
1672
  residual: *bool,
1658
- log: anytype,
1673
+ options: anytype,
1659
1674
  ) !void {
1660
- assert(move.effect.onBegin());
1661
1675
  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),
1676
+ .Confusion => Effects.confusion(battle, player, move, options),
1677
+ .Conversion => Effects.conversion(battle, player, options),
1678
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1679
+ .Haze => Effects.haze(battle, player, options),
1680
+ .Heal => Effects.heal(battle, player, options),
1681
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1682
+ .LightScreen => Effects.lightScreen(battle, player, options),
1683
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1684
+ .Mist => Effects.mist(battle, player, options),
1685
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1686
+ .Poison => Effects.poison(battle, player, move, options),
1687
+ .Reflect => Effects.reflect(battle, player, options),
1688
+ .Splash => Effects.splash(battle, player, options),
1689
+ .Substitute => Effects.substitute(battle, player, residual, options),
1690
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1691
+ .Transform => Effects.transform(battle, player, options),
1678
1692
  else => unreachable,
1679
1693
  };
1680
1694
  }
1681
1695
 
1682
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1683
- assert(move.effect.onEnd());
1696
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1684
1697
  return switch (move.effect) {
1685
- .Bide => Effects.bide(battle, player, log),
1698
+ .Bide => Effects.bide(battle, player, options),
1686
1699
  // zig fmt: off
1687
1700
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1688
1701
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1689
- Effects.boost(battle, player, move, log),
1702
+ Effects.boost(battle, player, move, options),
1690
1703
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1691
- Effects.unboost(battle, player, move, log),
1704
+ Effects.unboost(battle, player, move, options),
1692
1705
  // zig fmt: on
1693
- .Sleep => Effects.sleep(battle, player, move, log),
1706
+ .Sleep => Effects.sleep(battle, player, move, options),
1694
1707
  else => unreachable,
1695
1708
  };
1696
1709
  }
1697
1710
 
1698
- inline fn alwaysHappens(
1711
+ fn alwaysHappens(
1699
1712
  battle: anytype,
1700
1713
  player: Player,
1701
1714
  move: Move.Data,
1702
1715
  residual: *bool,
1703
- log: anytype,
1716
+ options: anytype,
1704
1717
  ) !void {
1705
- assert(move.effect.alwaysHappens());
1706
1718
  return switch (move.effect) {
1707
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1719
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1708
1720
  .Explode => Effects.explode(battle, player),
1709
- .PayDay => Effects.payDay(battle, player, log),
1721
+ .PayDay => Effects.payDay(battle, player, options),
1710
1722
  .Rage => Effects.rage(battle, player),
1711
- .Recoil => Effects.recoil(battle, player, residual, log),
1723
+ .Recoil => Effects.recoil(battle, player, residual, options),
1712
1724
  .JumpKick, .Binding => {},
1713
1725
  else => unreachable,
1714
1726
  };
1715
1727
  }
1716
1728
 
1717
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1729
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1718
1730
  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),
1731
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1732
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1733
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1734
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1735
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1724
1736
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1725
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1726
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1737
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1738
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1727
1739
  // zig fmt: off
1728
1740
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1729
- Effects.unboost(battle, player, move, log),
1741
+ Effects.unboost(battle, player, move, options),
1730
1742
  // zig fmt: on
1731
1743
  else => {},
1732
1744
  };
1733
1745
  }
1734
1746
 
1735
1747
  pub const Effects = struct {
1736
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1748
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1737
1749
  var side = battle.side(player);
1738
1750
 
1739
1751
  side.active.volatiles.Bide = true;
1740
1752
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1741
1753
  side.active.volatiles.state = 0;
1742
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1754
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1743
1755
 
1744
- try log.start(battle.active(player), .Bide);
1756
+ try options.log.start(.{ battle.active(player), .Bide });
1745
1757
  }
1746
1758
 
1747
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1759
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1748
1760
  var foe = battle.foe(player);
1749
1761
  var foe_stored = foe.stored();
1750
1762
 
@@ -1755,83 +1767,92 @@ pub const Effects = struct {
1755
1767
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1756
1768
  if (Status.is(foe_stored.status, .FRZ)) {
1757
1769
  assert(move.type == .Fire);
1758
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1770
+ try options.log.curestatus(.{
1771
+ battle.active(player.foe()),
1772
+ foe_stored.status,
1773
+ .Message,
1774
+ });
1759
1775
  foe_stored.status = 0;
1760
1776
  }
1761
1777
  return;
1762
1778
  }
1763
1779
 
1764
1780
  if (foe.active.types.includes(move.type)) return;
1765
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1781
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1782
+ return;
1783
+ }
1766
1784
 
1767
1785
  foe_stored.status = Status.init(.BRN);
1768
1786
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1769
1787
 
1770
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1788
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1771
1789
  }
1772
1790
 
1773
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1791
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1774
1792
  var side = battle.side(player);
1775
1793
  var volatiles = &side.active.volatiles;
1776
1794
 
1777
1795
  volatiles.Charging = true;
1778
1796
  const move = side.last_selected_move;
1779
1797
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1780
- try log.laststill();
1781
- try log.prepare(battle.active(player), move);
1798
+ try options.log.laststill(.{});
1799
+ try options.log.prepare(.{ battle.active(player), move });
1782
1800
  }
1783
1801
 
1784
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1802
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1785
1803
  var foe = battle.foe(player);
1786
1804
  const sub = foe.active.volatiles.Substitute;
1787
1805
 
1788
1806
  if (move.effect == .ConfusionChance) {
1789
- if (!Rolls.confusionChance(battle)) return;
1807
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1790
1808
  } else {
1791
1809
  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
- }
1810
+ if (!try checkHit(battle, player, move, options)) return;
1811
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1797
1812
  } 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
- }
1813
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1814
+ if (!try checkHit(battle, player, move, options)) return;
1803
1815
  }
1816
+ try options.chance.commit(player, .hit);
1804
1817
  }
1805
1818
 
1806
1819
  if (foe.active.volatiles.Confusion) return;
1807
1820
  foe.active.volatiles.Confusion = true;
1808
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1821
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1809
1822
 
1810
- try log.start(battle.active(player.foe()), .Confusion);
1823
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1811
1824
  }
1812
1825
 
1813
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1826
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1814
1827
  const foe = battle.foe(player);
1815
1828
 
1816
1829
  if (foe.active.volatiles.Invulnerable) {
1817
- try log.lastmiss();
1818
- return log.miss(battle.active(player));
1830
+ try options.log.lastmiss(.{});
1831
+ return options.log.miss(.{battle.active(player)});
1819
1832
  }
1820
1833
 
1821
1834
  battle.side(player).active.types = foe.active.types;
1822
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1835
+ return options.log.start(.{
1836
+ battle.active(player),
1837
+ .TypeChange,
1838
+ foe.active.types,
1839
+ battle.active(player.foe()),
1840
+ });
1823
1841
  }
1824
1842
 
1825
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1843
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1826
1844
  var foe = battle.foe(player);
1827
1845
  var volatiles = &foe.active.volatiles;
1828
1846
  const foe_ident = battle.active(player.foe());
1829
1847
 
1830
1848
  // Pokémon Showdown handles hit/miss earlier in doMove
1831
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1849
+ if (!showdown) {
1850
+ if (!try checkHit(battle, player, move, options)) return null;
1851
+ try options.chance.commit(player, .hit);
1852
+ }
1832
1853
 
1833
- if (volatiles.disabled_move != 0) {
1834
- try log.fail(foe_ident, .None);
1854
+ if (volatiles.disable_move != 0) {
1855
+ try options.log.fail(.{ foe_ident, .None });
1835
1856
  return null;
1836
1857
  }
1837
1858
 
@@ -1847,7 +1868,7 @@ pub const Effects = struct {
1847
1868
  // Technically this is still considered simply a "miss" on the cartridge,
1848
1869
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1849
1870
  if (n == 0) {
1850
- try log.fail(foe_ident, .None);
1871
+ try options.log.fail(.{ foe_ident, .None });
1851
1872
  return null;
1852
1873
  } else if (err) {
1853
1874
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1855,16 +1876,18 @@ pub const Effects = struct {
1855
1876
  return Result.Error;
1856
1877
  }
1857
1878
 
1858
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1859
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1879
+ volatiles.disable_move =
1880
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1881
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1860
1882
 
1861
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1883
+ const id = foe.active.move(volatiles.disable_move).id;
1884
+ try options.log.start(.{ foe_ident, .Disable, id });
1862
1885
  return null;
1863
1886
  }
1864
1887
 
1865
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1866
- var side = battle.side(player);
1867
- var stored = side.stored();
1888
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1889
+ var stored = battle.side(player).stored();
1890
+ const ident = battle.active(player);
1868
1891
 
1869
1892
  if (battle.last_damage == 0) {
1870
1893
  assert(showdown);
@@ -1877,7 +1900,7 @@ pub const Effects = struct {
1877
1900
  if (stored.hp == stored.stats.hp) return;
1878
1901
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1879
1902
 
1880
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1903
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1881
1904
  }
1882
1905
 
1883
1906
  fn explode(battle: anytype, player: Player) !void {
@@ -1891,26 +1914,28 @@ pub const Effects = struct {
1891
1914
  side.active.volatiles.LeechSeed = false;
1892
1915
  }
1893
1916
 
1894
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1917
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1895
1918
  var volatiles = &battle.foe(player).active.volatiles;
1896
1919
 
1897
1920
  if (volatiles.Substitute) return;
1898
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1921
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1922
+ return;
1923
+ }
1899
1924
 
1900
1925
  volatiles.Flinch = true;
1901
1926
  volatiles.Recharging = false;
1902
1927
  }
1903
1928
 
1904
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1929
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1905
1930
  var side = battle.side(player);
1906
1931
 
1907
1932
  if (side.active.volatiles.FocusEnergy) return;
1908
1933
  side.active.volatiles.FocusEnergy = true;
1909
1934
 
1910
- try log.start(battle.active(player), .FocusEnergy);
1935
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1911
1936
  }
1912
1937
 
1913
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1938
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1914
1939
  var foe = battle.foe(player);
1915
1940
  var foe_stored = foe.stored();
1916
1941
  const foe_ident = battle.active(player.foe());
@@ -1922,21 +1947,22 @@ pub const Effects = struct {
1922
1947
  }
1923
1948
 
1924
1949
  if (foe.active.types.includes(move.type)) return;
1925
- if (!Rolls.secondaryChance(battle, true)) return;
1950
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1926
1951
  // Freeze Clause Mod
1927
1952
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1928
1953
 
1929
1954
  foe_stored.status = Status.init(.FRZ);
1930
1955
  // GLITCH: Hyper Beam recharging status is not cleared
1931
1956
 
1932
- try log.status(foe_ident, foe_stored.status, .None);
1957
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1933
1958
  }
1934
1959
 
1935
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1960
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1961
+ var log = options.log;
1936
1962
  var side = battle.side(player);
1937
1963
  var foe = battle.foe(player);
1938
1964
 
1939
- var side_stored = side.stored();
1965
+ const side_stored = side.stored();
1940
1966
  var foe_stored = foe.stored();
1941
1967
 
1942
1968
  const player_ident = battle.active(player);
@@ -1948,96 +1974,100 @@ pub const Effects = struct {
1948
1974
  side.active.stats = side_stored.stats;
1949
1975
  foe.active.stats = foe_stored.stats;
1950
1976
 
1951
- try log.activate(player_ident, .Haze);
1952
- try log.clearallboost();
1977
+ try log.activate(.{ player_ident, .Haze });
1978
+ try log.clearallboost(.{});
1953
1979
 
1954
1980
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1955
1981
  if (showdown) {
1956
1982
  for (&battle.sides, 0..) |*s, i| {
1957
- const p = @enumFromInt(Player, i);
1983
+ const p: Player = @enumFromInt(i);
1958
1984
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1959
1985
  if (p != player and Status.any(s.stored().status)) {
1960
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1986
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1961
1987
  s.stored().status = 0;
1962
1988
  } else if (showdown and s.stored().status == Status.TOX) {
1963
1989
  s.stored().status = Status.init(.PSN);
1964
- try log.status(battle.active(p), s.stored().status, .None);
1990
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1965
1991
  }
1966
- try clearVolatiles(battle, p, log);
1992
+ try clearVolatiles(battle, p, p != player, options);
1967
1993
  }
1968
1994
  } else {
1969
1995
  if (Status.any(foe_stored.status)) {
1970
1996
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1971
1997
  foe.last_selected_move = .SKIP_TURN;
1972
1998
  }
1973
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1999
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1974
2000
  foe_stored.status = 0;
1975
2001
  }
1976
- try clearVolatiles(battle, player, log);
1977
- try clearVolatiles(battle, player.foe(), log);
2002
+ try clearVolatiles(battle, player, false, options);
2003
+ try clearVolatiles(battle, player.foe(), true, options);
1978
2004
  }
1979
2005
  }
1980
2006
 
1981
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2007
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1982
2008
  var side = battle.side(player);
1983
2009
  var stored = side.stored();
1984
2010
  const ident = battle.active(player);
1985
2011
 
1986
2012
  // GLITCH: HP recovery move failure glitches
1987
2013
  const delta = stored.stats.hp - stored.hp;
1988
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2014
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2015
+ return options.log.fail(.{ ident, .None });
2016
+ }
1989
2017
 
1990
2018
  const rest = side.last_selected_move == .Rest;
1991
2019
  if (rest) {
1992
2020
  // Adding the sleep status runs the sleep condition handler to roll duration
1993
2021
  if (showdown) battle.rng.advance(1);
1994
2022
  stored.status = Status.slf(2);
1995
- try log.statusFrom(ident, stored.status, Move.Rest);
2023
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1996
2024
  stored.hp = stored.stats.hp;
1997
2025
  } else {
1998
2026
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1999
2027
  }
2000
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2028
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
2001
2029
  }
2002
2030
 
2003
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2031
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
2004
2032
  battle.side(player).active.volatiles.Recharging = true;
2005
- try log.mustrecharge(battle.active(player));
2033
+ try options.log.mustrecharge(.{battle.active(player)});
2006
2034
  }
2007
2035
 
2008
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2036
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2009
2037
  var foe = battle.foe(player);
2010
2038
 
2011
2039
  if (showdown) {
2012
2040
  // Invulnerability trumps type immunity on Pokémon Showdown
2013
2041
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
2014
- return log.immune(battle.active(player.foe()), .None);
2042
+ return options.log.immune(.{ battle.active(player.foe()), .None });
2015
2043
  }
2016
- if (!try checkHit(battle, player, move, log)) return;
2044
+ if (!try checkHit(battle, player, move, options)) return;
2017
2045
  if (foe.active.volatiles.LeechSeed) return;
2018
2046
  } else {
2019
- if (!try checkHit(battle, player, move, log)) return;
2047
+ if (!try checkHit(battle, player, move, options)) return;
2020
2048
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
2021
- try log.lastmiss();
2022
- return log.miss(battle.active(player));
2049
+ try options.log.lastmiss(.{});
2050
+ return options.log.miss(.{battle.active(player)});
2023
2051
  }
2024
2052
  }
2025
2053
 
2054
+ try options.chance.commit(player, .hit);
2026
2055
  foe.active.volatiles.LeechSeed = true;
2027
2056
 
2028
- try log.start(battle.active(player.foe()), .LeechSeed);
2057
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
2029
2058
  }
2030
2059
 
2031
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2060
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
2032
2061
  var side = battle.side(player);
2062
+ const ident = battle.active(player);
2033
2063
 
2034
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2064
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2035
2065
  side.active.volatiles.LightScreen = true;
2036
2066
 
2037
- try log.start(battle.active(player), .LightScreen);
2067
+ try options.log.start(.{ ident, .LightScreen });
2038
2068
  }
2039
2069
 
2040
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2070
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2041
2071
  var side = battle.side(player);
2042
2072
  var foe = battle.foe(player);
2043
2073
 
@@ -2053,7 +2083,7 @@ pub const Effects = struct {
2053
2083
  const has_mimic = has_mimic: {
2054
2084
  for (side.active.moves, 0..) |m, i| {
2055
2085
  if (m.id == .Mimic) {
2056
- oslot = @intCast(u8, i + 1);
2086
+ oslot = @intCast(i + 1);
2057
2087
  break :has_mimic true;
2058
2088
  }
2059
2089
  }
@@ -2061,38 +2091,43 @@ pub const Effects = struct {
2061
2091
  };
2062
2092
  if (!has_mimic) {
2063
2093
  // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2064
- if (!try checkHit(battle, player, move, log)) return;
2065
- return try log.fail(battle.active(player.foe()), .None);
2094
+ if (!try checkHit(battle, player, move, options)) return;
2095
+ try options.chance.commit(player, .hit);
2096
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2066
2097
  }
2067
2098
  }
2068
- if (!try checkHit(battle, player, move, log)) return;
2099
+ if (!try checkHit(battle, player, move, options)) return;
2100
+ try options.chance.commit(player, .hit);
2069
2101
 
2070
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2102
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2071
2103
  side.active.move(oslot).id = foe.active.move(rslot).id;
2072
2104
 
2073
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2105
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2074
2106
  }
2075
2107
 
2076
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2108
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2077
2109
  var side = battle.side(player);
2078
2110
 
2079
2111
  if (side.active.volatiles.Mist) return;
2080
2112
  side.active.volatiles.Mist = true;
2081
2113
 
2082
- try log.start(battle.active(player), .Mist);
2114
+ try options.log.start(.{ battle.active(player), .Mist });
2083
2115
  }
2084
2116
 
2085
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2117
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2086
2118
  var side = battle.side(player);
2087
2119
 
2088
2120
  assert(!side.active.volatiles.MultiHit);
2089
2121
  side.active.volatiles.MultiHit = true;
2090
2122
 
2091
- side.active.volatiles.attacks =
2092
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2123
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2124
+ try Rolls.distribution(battle, .MultiHit, player, options)
2125
+ else
2126
+ 2;
2093
2127
  }
2094
2128
 
2095
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2129
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2130
+ var log = options.log;
2096
2131
  var foe = battle.foe(player);
2097
2132
  var foe_stored = foe.stored();
2098
2133
  const foe_ident = battle.active(player.foe());
@@ -2102,27 +2137,29 @@ pub const Effects = struct {
2102
2137
 
2103
2138
  if (showdown) {
2104
2139
  // Invulnerability trumps type immunity on Pokémon Showdown
2105
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2106
- if (!try checkHit(battle, player, move, log)) return;
2140
+ if (immune and !foe.active.volatiles.Invulnerable) {
2141
+ return log.immune(.{ foe_ident, .None });
2142
+ } else if (!try checkHit(battle, player, move, options)) return;
2107
2143
  }
2108
2144
  if (Status.any(foe_stored.status)) {
2109
- return log.fail(
2145
+ return log.fail(.{
2110
2146
  foe_ident,
2111
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2112
- );
2147
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2148
+ });
2113
2149
  }
2114
2150
  if (!showdown) {
2115
- if (immune) return log.immune(foe_ident, .None);
2116
- if (!try checkHit(battle, player, move, log)) return;
2151
+ if (immune) return log.immune(.{ foe_ident, .None });
2152
+ if (!try checkHit(battle, player, move, options)) return;
2117
2153
  }
2154
+ try options.chance.commit(player, .hit);
2118
2155
 
2119
2156
  foe_stored.status = Status.init(.PAR);
2120
2157
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2121
2158
 
2122
- try log.status(foe_ident, foe_stored.status, .None);
2159
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2123
2160
  }
2124
2161
 
2125
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2162
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2126
2163
  var foe = battle.foe(player);
2127
2164
  var foe_stored = foe.stored();
2128
2165
 
@@ -2134,50 +2171,60 @@ pub const Effects = struct {
2134
2171
 
2135
2172
  // Body Slam can't paralyze a Normal type Pokémon
2136
2173
  if (foe.active.types.includes(move.type)) return;
2137
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2174
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2175
+ return;
2176
+ }
2138
2177
 
2139
2178
  foe_stored.status = Status.init(.PAR);
2140
2179
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2141
2180
 
2142
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2181
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2143
2182
  }
2144
2183
 
2145
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2146
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2184
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2185
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2186
+ try options.log.fieldactivate(.{});
2187
+ }
2147
2188
  }
2148
2189
 
2149
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2190
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2191
+ var log = options.log;
2150
2192
  var foe = battle.foe(player);
2151
2193
  var foe_stored = foe.stored();
2152
2194
  const foe_ident = battle.active(player.foe());
2153
2195
  const toxic = battle.side(player).last_selected_move == .Toxic;
2154
2196
 
2155
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2197
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2156
2198
  return;
2157
2199
  } else if (foe.active.volatiles.Substitute) {
2158
2200
  if (move.effect != .Poison) return;
2159
- return log.fail(foe_ident, .None);
2201
+ return log.fail(.{ foe_ident, .None });
2160
2202
  } else if (Status.any(foe_stored.status)) {
2161
2203
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2162
2204
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2163
2205
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2164
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2206
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2165
2207
  if (!showdown)
2166
- .Poison
2208
+ Fail.Poison
2167
2209
  else if (toxic == (foe_stored.status == Status.TOX))
2168
- if (toxic) .Toxic else .Poison
2210
+ if (toxic) Fail.Toxic else Fail.Poison
2169
2211
  else
2170
- .None
2212
+ Fail.None
2171
2213
  else
2172
- .None);
2214
+ Fail.None });
2173
2215
  } else if (foe.active.types.includes(.Poison)) {
2174
2216
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2175
- return log.immune(foe_ident, .None);
2217
+ return log.immune(.{ foe_ident, .None });
2176
2218
  }
2177
2219
 
2178
2220
  if (move.effect == .Poison) {
2179
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2180
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2221
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2222
+ try options.chance.commit(player, .hit);
2223
+ } else {
2224
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2225
+ return;
2226
+ }
2227
+ }
2181
2228
 
2182
2229
  foe_stored.status = Status.init(.PSN);
2183
2230
  if (toxic) {
@@ -2186,7 +2233,7 @@ pub const Effects = struct {
2186
2233
  foe.active.volatiles.toxic = 0;
2187
2234
  }
2188
2235
 
2189
- try log.status(foe_ident, foe_stored.status, .None);
2236
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2190
2237
  }
2191
2238
 
2192
2239
  fn rage(battle: anytype, player: Player) !void {
@@ -2195,31 +2242,37 @@ pub const Effects = struct {
2195
2242
  volatiles.Rage = true;
2196
2243
  }
2197
2244
 
2198
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2245
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2199
2246
  var side = battle.side(player);
2200
2247
  var stored = side.stored();
2201
2248
 
2202
2249
  assert(showdown or battle.last_damage > 0);
2203
2250
  if (showdown and battle.last_damage == 0) return;
2204
2251
 
2205
- const damage = @intCast(i16, @max(battle.last_damage /
2252
+ const damage: i16 = @intCast(@max(battle.last_damage /
2206
2253
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2207
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2254
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2208
2255
 
2209
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2256
+ try options.log.damage(.{
2257
+ battle.active(player),
2258
+ stored,
2259
+ .RecoilOf,
2260
+ battle.active(player.foe()),
2261
+ });
2210
2262
  if (showdown and stored.hp == 0) residual.* = false;
2211
2263
  }
2212
2264
 
2213
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2265
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2214
2266
  var side = battle.side(player);
2267
+ const ident = battle.active(player);
2215
2268
 
2216
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2269
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2217
2270
  side.active.volatiles.Reflect = true;
2218
2271
 
2219
- try log.start(battle.active(player), .Reflect);
2272
+ try options.log.start(.{ ident, .Reflect });
2220
2273
  }
2221
2274
 
2222
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2275
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2223
2276
  var foe = battle.foe(player);
2224
2277
  var foe_stored = foe.stored();
2225
2278
  const foe_ident = battle.active(player.foe());
@@ -2230,13 +2283,14 @@ pub const Effects = struct {
2230
2283
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2231
2284
  } else {
2232
2285
  if (Status.any(foe_stored.status)) {
2233
- return log.fail(
2286
+ return options.log.fail(.{
2234
2287
  foe_ident,
2235
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2236
- );
2288
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2289
+ });
2237
2290
  }
2238
2291
  // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2239
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2292
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2293
+ try options.chance.commit(player, .hit);
2240
2294
  }
2241
2295
 
2242
2296
  // Sleep Clause Mod
@@ -2247,63 +2301,68 @@ pub const Effects = struct {
2247
2301
  }
2248
2302
  foe.active.volatiles.Recharging = false;
2249
2303
 
2250
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2251
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2304
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2305
+ const last = battle.side(player).last_selected_move;
2306
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2252
2307
  }
2253
2308
 
2254
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2255
- try log.activate(battle.active(player), .Splash);
2309
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2310
+ try options.log.activate(.{ battle.active(player), .Splash });
2256
2311
  }
2257
2312
 
2258
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2313
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2259
2314
  var side = battle.side(player);
2260
2315
  if (side.active.volatiles.Substitute) {
2261
- try log.fail(battle.active(player), .Substitute);
2262
- return;
2316
+ return options.log.fail(.{ battle.active(player), .Substitute });
2263
2317
  }
2264
2318
 
2265
2319
  assert(side.stored().stats.hp <= 1023);
2266
2320
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2267
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2321
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2268
2322
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2269
2323
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2270
2324
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2271
2325
  // avoid having to convert to floating point)
2272
2326
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2273
2327
  if (side.stored().hp < required_hp) {
2274
- try log.fail(battle.active(player), .Weak);
2275
- return;
2328
+ return options.log.fail(.{ battle.active(player), .Weak });
2276
2329
  }
2277
2330
 
2278
2331
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2279
2332
  side.stored().hp -= hp;
2280
2333
  side.active.volatiles.substitute = hp + 1;
2281
2334
  side.active.volatiles.Substitute = true;
2282
- try log.start(battle.active(player), .Substitute);
2335
+ try options.log.start(.{ battle.active(player), .Substitute });
2283
2336
  if (hp > 0) {
2284
- try log.damage(battle.active(player), side.stored(), .None);
2337
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2285
2338
  if (showdown and side.stored().hp == 0) residual.* = false;
2286
2339
  }
2287
2340
  }
2288
2341
 
2289
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2290
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2291
-
2342
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2292
2343
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2293
- _ = try checkHit(battle, player, move, log);
2294
- battle.last_damage = 0;
2344
+ if (showdown) {
2345
+ if (battle.side(player).last_selected_move == .Teleport) return;
2346
+ if (try checkHit(battle, player, move, options)) {
2347
+ try options.chance.commit(player, .hit);
2348
+ }
2349
+ battle.last_damage = 0;
2350
+ } else {
2351
+ try options.log.fail(.{ battle.active(player), .None });
2352
+ try options.log.laststill(.{});
2353
+ }
2295
2354
  }
2296
2355
 
2297
- fn thrashing(battle: anytype, player: Player) void {
2356
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2298
2357
  var volatiles = &battle.side(player).active.volatiles;
2299
2358
  assert(!volatiles.Thrashing);
2300
2359
  assert(!volatiles.Bide);
2301
2360
 
2302
2361
  volatiles.Thrashing = true;
2303
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2362
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2304
2363
  }
2305
2364
 
2306
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2365
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2307
2366
  var side = battle.side(player);
2308
2367
  const foe = battle.foe(player);
2309
2368
  const foe_ident = battle.active(player.foe());
@@ -2329,10 +2388,10 @@ pub const Effects = struct {
2329
2388
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2330
2389
  }
2331
2390
 
2332
- try log.transform(battle.active(player), foe_ident);
2391
+ try options.log.transform(.{ battle.active(player), foe_ident });
2333
2392
  }
2334
2393
 
2335
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2394
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2336
2395
  var side = battle.side(player);
2337
2396
  var foe = battle.foe(player);
2338
2397
 
@@ -2344,10 +2403,12 @@ pub const Effects = struct {
2344
2403
  foe.active.volatiles.Recharging = false;
2345
2404
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2346
2405
 
2347
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2406
+ side.active.volatiles.attacks =
2407
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2348
2408
  }
2349
2409
 
2350
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2410
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2411
+ var log = options.log;
2351
2412
  var side = battle.side(player);
2352
2413
  const ident = battle.active(player);
2353
2414
 
@@ -2357,87 +2418,87 @@ pub const Effects = struct {
2357
2418
  switch (move.effect) {
2358
2419
  .AttackUp1, .AttackUp2, .Rage => {
2359
2420
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2360
- if (boosts.atk == 6) return try log.fail(ident, .None);
2421
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2361
2422
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2362
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2363
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2423
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2424
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2364
2425
  if (stats.atk == MAX_STAT_VALUE) {
2365
2426
  boosts.atk -= 1;
2366
2427
  if (showdown) {
2367
- try log.boost(ident, reason, n);
2368
- try log.boost(ident, Boost.Attack, -1);
2428
+ try log.boost(.{ ident, reason, n });
2429
+ try log.boost(.{ ident, .Attack, -1 });
2369
2430
  if (move.effect == .Rage) return;
2370
2431
  }
2371
- return try log.fail(ident, .None);
2432
+ return log.fail(.{ ident, .None });
2372
2433
  }
2373
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2434
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2374
2435
  const stat = unmodifiedStats(battle, side).atk;
2375
2436
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2376
- try log.boost(ident, reason, n);
2437
+ try log.boost(.{ ident, reason, n });
2377
2438
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2378
2439
  if (showdown and move.effect == .Rage) return;
2379
2440
  },
2380
2441
  .DefenseUp1, .DefenseUp2 => {
2381
2442
  assert(boosts.def >= -6 and boosts.def <= 6);
2382
- if (boosts.def == 6) return try log.fail(ident, .None);
2443
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2383
2444
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2384
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2445
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2385
2446
  if (stats.def == MAX_STAT_VALUE) {
2386
2447
  boosts.def -= 1;
2387
2448
  if (showdown) {
2388
- try log.boost(ident, .Defense, n);
2389
- try log.boost(ident, .Defense, -1);
2449
+ try log.boost(.{ ident, .Defense, n });
2450
+ try log.boost(.{ ident, .Defense, -1 });
2390
2451
  }
2391
- return try log.fail(ident, .None);
2452
+ return log.fail(.{ ident, .None });
2392
2453
  }
2393
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2454
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2394
2455
  const stat = unmodifiedStats(battle, side).def;
2395
2456
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2396
- try log.boost(ident, .Defense, n);
2457
+ try log.boost(.{ ident, .Defense, n });
2397
2458
  },
2398
2459
  .SpeedUp2 => {
2399
2460
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2400
- if (boosts.spe == 6) return try log.fail(ident, .None);
2401
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2461
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2462
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2402
2463
  if (stats.spe == MAX_STAT_VALUE) {
2403
2464
  boosts.spe -= 1;
2404
2465
  if (showdown) {
2405
- try log.boost(ident, .Speed, 2);
2406
- try log.boost(ident, .Speed, -1);
2466
+ try log.boost(.{ ident, .Speed, 2 });
2467
+ try log.boost(.{ ident, .Speed, -1 });
2407
2468
  }
2408
- return try log.fail(ident, .None);
2469
+ return log.fail(.{ ident, .None });
2409
2470
  }
2410
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2471
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2411
2472
  const stat = unmodifiedStats(battle, side).spe;
2412
2473
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2413
- try log.boost(ident, .Speed, 2);
2474
+ try log.boost(.{ ident, .Speed, 2 });
2414
2475
  },
2415
2476
  .SpecialUp1, .SpecialUp2 => {
2416
2477
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2417
- if (boosts.spc == 6) return try log.fail(ident, .None);
2478
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2418
2479
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2419
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2480
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2420
2481
  if (stats.spc == MAX_STAT_VALUE) {
2421
2482
  boosts.spc -= 1;
2422
2483
  if (showdown) {
2423
- try log.boost(ident, .SpecialAttack, n);
2424
- try log.boost(ident, .SpecialAttack, -1);
2425
- try log.boost(ident, .SpecialDefense, n);
2426
- try log.boost(ident, .SpecialDefense, -1);
2484
+ try log.boost(.{ ident, .SpecialAttack, n });
2485
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2486
+ try log.boost(.{ ident, .SpecialDefense, n });
2487
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2427
2488
  }
2428
- return try log.fail(ident, .None);
2489
+ return log.fail(.{ ident, .None });
2429
2490
  }
2430
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2491
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2431
2492
  const stat = unmodifiedStats(battle, side).spc;
2432
2493
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2433
- try log.boost(ident, .SpecialAttack, n);
2434
- try log.boost(ident, .SpecialDefense, n);
2494
+ try log.boost(.{ ident, .SpecialAttack, n });
2495
+ try log.boost(.{ ident, .SpecialDefense, n });
2435
2496
  },
2436
2497
  .EvasionUp1 => {
2437
2498
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2438
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2439
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2440
- try log.boost(ident, .Evasion, 1);
2499
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2500
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2501
+ try log.boost(.{ ident, .Evasion, 1 });
2441
2502
  },
2442
2503
  else => unreachable,
2443
2504
  }
@@ -2446,17 +2507,21 @@ pub const Effects = struct {
2446
2507
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2447
2508
  }
2448
2509
 
2449
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2510
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2511
+ var log = options.log;
2450
2512
  var foe = battle.foe(player);
2451
2513
  const foe_ident = battle.active(player.foe());
2452
2514
  const secondary = move.effect.isStatDownChance();
2453
2515
 
2454
- if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(foe_ident, .None);
2516
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2455
2517
 
2456
2518
  if (secondary) {
2457
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2458
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2459
- return; // checkHit already checks for Invulnerable
2519
+ const proc = try Rolls.unboost(battle, player, options);
2520
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2521
+ } else {
2522
+ // checkHit already checks for Invulnerable
2523
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2524
+ try options.chance.commit(player, .hit);
2460
2525
  }
2461
2526
 
2462
2527
  var stats = &foe.active.stats;
@@ -2466,82 +2531,82 @@ pub const Effects = struct {
2466
2531
  switch (move.effect) {
2467
2532
  .AttackDown1, .AttackDownChance => {
2468
2533
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2469
- if (boosts.atk == -6) return if (fail) try log.fail(foe_ident, .None);
2470
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2534
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2535
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2471
2536
  if (stats.atk == 1) {
2472
2537
  boosts.atk += 1;
2473
2538
  if (showdown) {
2474
- try log.boost(foe_ident, .Attack, -1);
2475
- try log.boost(foe_ident, .Attack, 1);
2539
+ try log.boost(.{ foe_ident, .Attack, -1 });
2540
+ try log.boost(.{ foe_ident, .Attack, 1 });
2476
2541
  }
2477
- return try log.fail(foe_ident, .None);
2542
+ return log.fail(.{ foe_ident, .None });
2478
2543
  }
2479
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2544
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2480
2545
  const stat = unmodifiedStats(battle, foe).atk;
2481
2546
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2482
- try log.boost(foe_ident, .Attack, -1);
2547
+ try log.boost(.{ foe_ident, .Attack, -1 });
2483
2548
  },
2484
2549
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2485
2550
  assert(boosts.def >= -6 and boosts.def <= 6);
2486
- if (boosts.def == -6) return if (fail) try log.fail(foe_ident, .None);
2551
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2487
2552
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2488
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2553
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2489
2554
  if (stats.def == 1) {
2490
2555
  boosts.def += 1;
2491
2556
  if (showdown) {
2492
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2493
- try log.boost(foe_ident, .Defense, 1);
2557
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2558
+ try log.boost(.{ foe_ident, .Defense, 1 });
2494
2559
  }
2495
- return try log.fail(foe_ident, .None);
2560
+ return log.fail(.{ foe_ident, .None });
2496
2561
  }
2497
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2562
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2498
2563
  const stat = unmodifiedStats(battle, foe).def;
2499
2564
  stats.def = @max(1, stat * mod[0] / mod[1]);
2500
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2565
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2501
2566
  },
2502
2567
  .SpeedDown1, .SpeedDownChance => {
2503
2568
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2504
- if (boosts.spe == -6) return if (fail) try log.fail(foe_ident, .None);
2505
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2569
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2570
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2506
2571
  if (stats.spe == 1) {
2507
2572
  boosts.spe += 1;
2508
2573
  if (showdown) {
2509
- try log.boost(foe_ident, .Speed, -1);
2510
- try log.boost(foe_ident, .Speed, 1);
2574
+ try log.boost(.{ foe_ident, .Speed, -1 });
2575
+ try log.boost(.{ foe_ident, .Speed, 1 });
2511
2576
  }
2512
- return try log.fail(foe_ident, .None);
2577
+ return log.fail(.{ foe_ident, .None });
2513
2578
  }
2514
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2579
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2515
2580
  const stat = unmodifiedStats(battle, foe).spe;
2516
2581
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2517
- try log.boost(foe_ident, .Speed, -1);
2582
+ try log.boost(.{ foe_ident, .Speed, -1 });
2518
2583
  assert(boosts.spe >= -6);
2519
2584
  },
2520
2585
  .SpecialDownChance => {
2521
2586
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2522
- if (boosts.spc == -6) return if (fail) try log.fail(foe_ident, .None);
2523
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2587
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2588
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2524
2589
  if (stats.spc == 1) {
2525
2590
  boosts.spc += 1;
2526
2591
  if (showdown) {
2527
- try log.boost(foe_ident, .SpecialAttack, -1);
2528
- try log.boost(foe_ident, .SpecialAttack, 1);
2529
- try log.boost(foe_ident, .SpecialDefense, -1);
2530
- try log.boost(foe_ident, .SpecialDefense, 1);
2592
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2593
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2594
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2595
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2531
2596
  }
2532
- return try log.fail(foe_ident, .None);
2597
+ return log.fail(.{ foe_ident, .None });
2533
2598
  }
2534
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2599
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2535
2600
  const stat = unmodifiedStats(battle, foe).spc;
2536
2601
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2537
- try log.boost(foe_ident, .SpecialAttack, -1);
2538
- try log.boost(foe_ident, .SpecialDefense, -1);
2602
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2603
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2539
2604
  },
2540
2605
  .AccuracyDown1 => {
2541
2606
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2542
- if (boosts.accuracy == -6) return if (fail) try log.fail(foe_ident, .None);
2543
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2544
- try log.boost(foe_ident, .Accuracy, -1);
2607
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2608
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2609
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2545
2610
  },
2546
2611
  else => unreachable,
2547
2612
  }
@@ -2565,37 +2630,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2565
2630
  }
2566
2631
  }
2567
2632
 
2568
- inline fn isForced(active: ActivePokemon) bool {
2633
+ fn isForced(active: anytype) bool {
2569
2634
  return active.volatiles.Recharging or active.volatiles.Rage or
2570
2635
  active.volatiles.Thrashing or active.volatiles.Charging;
2571
2636
  }
2572
2637
 
2573
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2638
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2639
+ var log = options.log;
2574
2640
  var side = battle.side(who);
2575
2641
  var volatiles = &side.active.volatiles;
2576
2642
  const ident = battle.active(who);
2577
2643
 
2578
- if (volatiles.disabled_move != 0) {
2579
- volatiles.disabled_move = 0;
2580
- volatiles.disabled_duration = 0;
2581
- try log.end(ident, .DisableSilent);
2644
+ options.chance.clearDurations(who, clear);
2645
+
2646
+ if (volatiles.disable_move != 0) {
2647
+ volatiles.disable_move = 0;
2648
+ volatiles.disable_duration = 0;
2649
+ try log.end(.{ ident, .DisableSilent });
2582
2650
  }
2583
2651
  if (volatiles.Confusion) {
2584
2652
  // volatiles.confusion is left unchanged
2585
2653
  volatiles.Confusion = false;
2586
- try log.end(ident, .ConfusionSilent);
2654
+ try log.end(.{ ident, .ConfusionSilent });
2587
2655
  }
2588
2656
  if (volatiles.Mist) {
2589
2657
  volatiles.Mist = false;
2590
- try log.end(ident, .Mist);
2658
+ try log.end(.{ ident, .MistSilent });
2591
2659
  }
2592
2660
  if (volatiles.FocusEnergy) {
2593
2661
  volatiles.FocusEnergy = false;
2594
- try log.end(ident, .FocusEnergy);
2662
+ try log.end(.{ ident, .FocusEnergySilent });
2595
2663
  }
2596
2664
  if (volatiles.LeechSeed) {
2597
2665
  volatiles.LeechSeed = false;
2598
- try log.end(ident, .LeechSeed);
2666
+ try log.end(.{ ident, .LeechSeedSilent });
2599
2667
  }
2600
2668
  if (!showdown and volatiles.Toxic) {
2601
2669
  volatiles.Toxic = false;
@@ -2603,152 +2671,349 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2603
2671
  }
2604
2672
  if (volatiles.LightScreen) {
2605
2673
  volatiles.LightScreen = false;
2606
- try log.end(ident, .LightScreen);
2674
+ try log.end(.{ ident, .LightScreenSilent });
2607
2675
  }
2608
2676
  if (volatiles.Reflect) {
2609
2677
  volatiles.Reflect = false;
2610
- try log.end(ident, .Reflect);
2678
+ try log.end(.{ ident, .ReflectSilent });
2611
2679
  }
2612
2680
  if (showdown and volatiles.Toxic) {
2613
2681
  volatiles.Toxic = false;
2614
2682
  // Pokémon Showdown erroneously clears the toxic counter
2615
2683
  volatiles.toxic = 0;
2616
- try log.end(ident, .Toxic);
2684
+ try log.end(.{ ident, .ToxicSilent });
2617
2685
  }
2618
2686
  }
2619
2687
 
2620
2688
  pub const Rolls = struct {
2621
- inline fn speedTie(battle: anytype) bool {
2622
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2623
- return battle.rng.next() < Gen12.percent(50) + 1;
2624
- }
2689
+ fn speedTie(battle: anytype, options: anytype) !bool {
2690
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2691
+ player == .P1
2692
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2693
+ battle.rng.speedTie()
2694
+ else if (showdown)
2695
+ battle.rng.range(u8, 0, 2) == 0
2696
+ else
2697
+ battle.rng.next() < Gen12.percent(50) + 1;
2625
2698
 
2626
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2627
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2628
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2699
+ try options.chance.speedTie(p1);
2700
+ return p1;
2629
2701
  }
2630
2702
 
2631
- inline fn damage(battle: anytype) u8 {
2632
- if (showdown) return battle.rng.range(u8, 217, 256);
2633
- while (true) {
2634
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2635
- if (r >= 217) return r;
2636
- }
2637
- }
2703
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2704
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2705
+ val == .true
2706
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2707
+ battle.rng.criticalHit(player, rate)
2708
+ else if (showdown)
2709
+ battle.rng.chance(u8, rate, 256)
2710
+ else
2711
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2712
+
2713
+ try options.chance.criticalHit(player, crit, rate);
2714
+ return crit;
2715
+ }
2716
+
2717
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2718
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2719
+ val
2720
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2721
+ battle.rng.damage(player)
2722
+ else roll: {
2723
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2724
+ while (true) {
2725
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2726
+ if (r >= 217) break :roll r;
2727
+ }
2728
+ };
2638
2729
 
2639
- inline fn hit(battle: anytype, accuracy: u16) bool {
2640
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2641
- return battle.rng.next() < accuracy;
2730
+ assert(roll >= 217 and roll <= 255);
2731
+ try options.chance.damage(player, roll);
2732
+ return roll;
2642
2733
  }
2643
2734
 
2644
- inline fn confusionDuration(battle: anytype) u3 {
2645
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2646
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2647
- }
2735
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2736
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2737
+ val == .true
2738
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2739
+ battle.rng.hit(player, accuracy)
2740
+ else if (showdown)
2741
+ battle.rng.chance(u8, accuracy, 256)
2742
+ else
2743
+ battle.rng.next() < accuracy;
2648
2744
 
2649
- inline fn confused(battle: anytype) bool {
2650
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2651
- return battle.rng.next() >= Gen12.percent(50) + 1;
2745
+ options.chance.hit(ok, accuracy);
2746
+ return ok;
2652
2747
  }
2653
2748
 
2654
- inline fn paralyzed(battle: anytype) bool {
2655
- if (showdown) return battle.rng.chance(u8, 63, 256);
2656
- return battle.rng.next() < Gen12.percent(25);
2657
- }
2749
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2750
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2751
+ val == .true
2752
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2753
+ battle.rng.confused(player)
2754
+ else if (showdown)
2755
+ !battle.rng.chance(u8, 128, 256)
2756
+ else
2757
+ battle.rng.next() >= Gen12.percent(50) + 1;
2658
2758
 
2659
- inline fn confusionChance(battle: anytype) bool {
2660
- if (showdown) return battle.rng.chance(u8, 25, 256);
2661
- return battle.rng.next() < Gen12.percent(10);
2759
+ try options.chance.confused(player, cfz);
2760
+ return cfz;
2662
2761
  }
2663
2762
 
2664
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2665
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2666
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2763
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2764
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2765
+ val == .true
2766
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2767
+ battle.rng.paralyzed(player)
2768
+ else if (showdown)
2769
+ battle.rng.chance(u8, 63, 256)
2770
+ else
2771
+ battle.rng.next() < Gen12.percent(25);
2772
+
2773
+ try options.chance.paralyzed(player, par);
2774
+ return par;
2667
2775
  }
2668
2776
 
2669
- inline fn poisonChance(battle: anytype, low: bool) bool {
2670
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2671
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2777
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2778
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2779
+ val == .true
2780
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2781
+ battle.rng.secondaryChance(player, 25)
2782
+ else if (showdown)
2783
+ battle.rng.chance(u8, 25, 256)
2784
+ else
2785
+ battle.rng.next() < Gen12.percent(10);
2786
+
2787
+ try options.chance.secondaryChance(player, proc, 25);
2788
+ return proc;
2672
2789
  }
2673
2790
 
2674
- inline fn sleepDuration(battle: anytype) u3 {
2675
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2676
- while (true) {
2677
- const r = battle.rng.next() & 7;
2678
- if (r != 0) return @intCast(u3, r);
2679
- }
2791
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2792
+ const rate: u8 = if (low) 26 else 77;
2793
+
2794
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2795
+ val == .true
2796
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2797
+ battle.rng.secondaryChance(player, rate)
2798
+ else if (showdown)
2799
+ battle.rng.chance(u8, rate, 256)
2800
+ else
2801
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2802
+
2803
+ try options.chance.secondaryChance(player, proc, rate);
2804
+ return proc;
2680
2805
  }
2681
2806
 
2682
- inline fn bideThrashDuration(battle: anytype) u3 {
2683
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2684
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2807
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2808
+ const rate: u8 = if (low) 52 else 103;
2809
+
2810
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2811
+ val == .true
2812
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2813
+ battle.rng.secondaryChance(player, rate)
2814
+ else if (showdown)
2815
+ battle.rng.chance(u8, rate, 256)
2816
+ else
2817
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2818
+
2819
+ try options.chance.secondaryChance(player, proc, rate);
2820
+ return proc;
2685
2821
  }
2686
2822
 
2687
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2688
- if (showdown) {
2689
- if (check_pp == 0) {
2690
- var i: usize = moves.len;
2691
- while (i > 0) {
2692
- i -= 1;
2693
- if (moves[i].id != .None) {
2694
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2695
- }
2696
- }
2697
- } else {
2698
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2699
- var i: usize = 0;
2700
- while (i < moves.len and r > 0) : (i += 1) {
2701
- if (moves[i].pp > 0) {
2702
- r -= 1;
2703
- if (r == 0) break;
2704
- }
2705
- }
2706
- return @intCast(u4, i + 1);
2823
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2824
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2825
+ val == .true
2826
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2827
+ battle.rng.secondaryChance(player, 85)
2828
+ else if (showdown)
2829
+ battle.rng.chance(u8, 85, 256)
2830
+ else
2831
+ battle.rng.next() < Gen12.percent(33) + 1;
2832
+
2833
+ try options.chance.secondaryChance(player, proc, 85);
2834
+ return proc;
2835
+ }
2836
+
2837
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2838
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2839
+ val
2840
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2841
+ battle.rng.metronome(player)
2842
+ else if (showdown)
2843
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2844
+ else move: {
2845
+ while (true) {
2846
+ const r = battle.rng.next();
2847
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2848
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2849
+ break :move @enumFromInt(r);
2707
2850
  }
2708
- }
2851
+ };
2709
2852
 
2710
- while (true) {
2711
- const r = @intCast(u4, battle.rng.next() & 3);
2712
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2713
- }
2714
- }
2853
+ try options.chance.metronome(player, move);
2854
+ return move;
2855
+ }
2856
+
2857
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2858
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2859
+ val - 1
2860
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2861
+ battle.rng.psywave(player)
2862
+ else if (showdown)
2863
+ battle.rng.range(u8, 0, max)
2864
+ else power: {
2865
+ while (true) {
2866
+ const r = battle.rng.next();
2867
+ if (r < max) break :power r;
2868
+ }
2869
+ };
2715
2870
 
2716
- inline fn disableDuration(battle: anytype) u4 {
2717
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2718
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2719
- }
2871
+ assert(power < max);
2872
+ try options.chance.psywave(player, power, max);
2873
+ return power;
2874
+ }
2875
+
2876
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2877
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2878
+ @intCast(val)
2879
+ else if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2880
+ battle.rng.sleepDuration(player)
2881
+ else if (showdown)
2882
+ battle.rng.range(u3, 1, 8)
2883
+ else duration: {
2884
+ while (true) {
2885
+ const r = battle.rng.next() & 7;
2886
+ if (r != 0) break :duration @intCast(r);
2887
+ }
2888
+ };
2720
2889
 
2721
- inline fn metronome(battle: anytype) Move {
2722
- if (showdown) {
2723
- const r = battle.rng.range(u8, 0, @intFromEnum(Move.Struggle) - 2);
2724
- const mod = @as(u2, (if (r < @intFromEnum(Move.Metronome) - 1) 1 else 2));
2725
- return @enumFromInt(Move, r + mod);
2726
- }
2727
- while (true) {
2728
- const r = battle.rng.next();
2729
- if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2730
- if (r >= @intFromEnum(Move.Struggle)) continue;
2731
- return @enumFromInt(Move, r);
2732
- }
2890
+ assert(duration >= 1 and duration <= 7);
2891
+ options.chance.duration(.sleep, player, player.foe(), duration);
2892
+ return duration;
2733
2893
  }
2734
2894
 
2735
- inline fn psywave(battle: anytype, max: u8) u8 {
2736
- if (showdown) return battle.rng.range(u8, 0, max);
2737
- while (true) {
2738
- const r = battle.rng.next();
2739
- if (r < max) return r;
2740
- }
2895
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2896
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2897
+ val
2898
+ else if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2899
+ battle.rng.disableDuration(player)
2900
+ else if (showdown)
2901
+ battle.rng.range(u4, 1, 9)
2902
+ else
2903
+ @intCast((battle.rng.next() & 7) + 1);
2904
+
2905
+ assert(duration >= 1 and duration <= 8);
2906
+ options.chance.duration(.disable, player, player.foe(), duration);
2907
+ return duration;
2741
2908
  }
2742
2909
 
2743
- inline fn distribution(battle: anytype) u3 {
2744
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2745
- const r = (battle.rng.next() & 3);
2746
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2910
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2911
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2912
+ @intCast(val)
2913
+ else if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
2914
+ battle.rng.confusionDuration(player, self)
2915
+ else if (showdown)
2916
+ battle.rng.range(u3, 2, 6)
2917
+ else
2918
+ @intCast((battle.rng.next() & 3) + 2);
2919
+
2920
+ assert(duration >= 2 and duration <= 5);
2921
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2922
+ return duration;
2747
2923
  }
2748
2924
 
2749
- inline fn unboost(battle: anytype) bool {
2750
- if (showdown) return battle.rng.chance(u8, 85, 256);
2751
- return battle.rng.next() < Gen12.percent(33) + 1;
2925
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2926
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2927
+ @intCast(val)
2928
+ else if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
2929
+ battle.rng.attackingDuration(player)
2930
+ else if (showdown)
2931
+ battle.rng.range(u3, 2, 4)
2932
+ else
2933
+ @intCast((battle.rng.next() & 1) + 2);
2934
+
2935
+ assert(duration >= 2 and duration <= 3);
2936
+ options.chance.duration(.attacking, player, player, duration);
2937
+ return duration;
2938
+ }
2939
+
2940
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2941
+
2942
+ fn distribution(
2943
+ battle: anytype,
2944
+ comptime effect: Move.Effect,
2945
+ player: Player,
2946
+ options: anytype,
2947
+ ) !u3 {
2948
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2949
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2950
+ @intCast(val)
2951
+ else if (@hasDecl(@TypeOf(battle.rng), "distribution"))
2952
+ battle.rng.distribution(player)
2953
+ else if (showdown)
2954
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2955
+ else n: {
2956
+ const r = (battle.rng.next() & 3);
2957
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2958
+ };
2959
+
2960
+ assert(n >= 2 and n <= 5);
2961
+ if (effect == .Binding) {
2962
+ options.chance.duration(.binding, player, player, n);
2963
+ } else {
2964
+ try options.chance.multiHit(player, n);
2965
+ }
2966
+ return n;
2967
+ }
2968
+
2969
+ fn moveSlot(
2970
+ battle: anytype,
2971
+ player: Player,
2972
+ moves: []MoveSlot,
2973
+ check_pp: u4,
2974
+ options: anytype,
2975
+ ) !u4 {
2976
+ // TODO: consider throwing error instead of rerolling?
2977
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2978
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2979
+ val
2980
+ else
2981
+ null
2982
+ else
2983
+ null;
2984
+
2985
+ const slot: u4 = overridden orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
2986
+ battle.rng.moveSlot(player, moves, check_pp)
2987
+ else slot: {
2988
+ if (showdown) {
2989
+ if (check_pp == 0) {
2990
+ var i: usize = moves.len;
2991
+ while (i > 0) {
2992
+ i -= 1;
2993
+ if (moves[i].id != .None) {
2994
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2995
+ }
2996
+ }
2997
+ } else {
2998
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2999
+ var i: usize = 0;
3000
+ while (i < moves.len and r > 0) : (i += 1) {
3001
+ if (moves[i].pp > 0) {
3002
+ r -= 1;
3003
+ if (r == 0) break :slot @intCast(i + 1);
3004
+ }
3005
+ }
3006
+ }
3007
+ }
3008
+
3009
+ while (true) {
3010
+ const r: u4 = @intCast(battle.rng.next() & 3);
3011
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3012
+ }
3013
+ };
3014
+
3015
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3016
+ return slot;
2752
3017
  }
2753
3018
  };
2754
3019
 
@@ -2756,14 +3021,14 @@ test "RNG agreement" {
2756
3021
  if (!showdown) return;
2757
3022
  var expected: [256]u32 = undefined;
2758
3023
  for (0..expected.len) |i| {
2759
- expected[i] = @intCast(u32, i * 0x1000000);
3024
+ expected[i] = @intCast(i * 0x1000000);
2760
3025
  }
2761
3026
 
2762
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2763
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2764
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2765
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2766
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3027
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3028
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3029
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3030
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3031
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2767
3032
 
2768
3033
  for (0..expected.len) |i| {
2769
3034
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2799,7 +3064,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2799
3064
  const side = battle.side(player);
2800
3065
  const foe = battle.foe(player);
2801
3066
 
2802
- var active = side.active;
3067
+ const active = &side.active;
2803
3068
  const stored = side.stored();
2804
3069
 
2805
3070
  // While players are not given any input options on the cartridge in these cases,
@@ -2853,7 +3118,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2853
3118
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2854
3119
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2855
3120
  const struggle =
2856
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3121
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2857
3122
  const s = if (struggle) 0 else slot;
2858
3123
  out[n] = .{ .type = .Move, .data = s };
2859
3124
  n += 1;
@@ -2868,7 +3133,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2868
3133
  const m = active.moves[slot - 1];
2869
3134
  if (m.id == .None) break;
2870
3135
  if (m.pp == 0) continue;
2871
- if (active.volatiles.disabled_move == slot) continue;
3136
+ if (active.volatiles.disable_move == slot) continue;
2872
3137
  out[n] = .{ .type = .Move, .data = slot };
2873
3138
  n += 1;
2874
3139
  }