@pkmn/engine 0.1.0-dev.a5a9f4b2 → 0.1.0-dev.a77ab8e2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (62) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +102 -64
  3. package/build/pkg/addon.d.ts +1 -1
  4. package/build/pkg/addon.js +13 -13
  5. package/build/pkg/addon.js.map +1 -1
  6. package/build/pkg/data/ids.json +12 -12
  7. package/build/pkg/data/layout.json +27 -5
  8. package/build/pkg/data/protocol.json +69 -12
  9. package/build/pkg/data.d.ts +4 -4
  10. package/build/pkg/data.js.map +1 -1
  11. package/build/pkg/gen1.d.ts +5 -4
  12. package/build/pkg/gen1.js +48 -32
  13. package/build/pkg/gen1.js.map +1 -1
  14. package/build/pkg/index.d.ts +18 -14
  15. package/build/pkg/index.js.map +1 -1
  16. package/build/pkg/protocol.d.ts +4 -2
  17. package/build/pkg/protocol.js +65 -44
  18. package/build/pkg/protocol.js.map +1 -1
  19. package/build/test/display.js +37 -15
  20. package/build/test/display.js.map +1 -1
  21. package/build/tools/debug.js +5 -4
  22. package/build/tools/debug.js.map +1 -1
  23. package/build.zig +291 -134
  24. package/package.json +58 -25
  25. package/src/bin/install-pkmn-engine +40 -25
  26. package/src/lib/common/array.zig +77 -0
  27. package/src/lib/common/battle.zig +17 -0
  28. package/src/lib/common/data.zig +19 -31
  29. package/src/lib/common/debug.zig +23 -13
  30. package/src/lib/common/js.zig +120 -0
  31. package/src/lib/common/optional.zig +71 -0
  32. package/src/lib/common/options.zig +14 -3
  33. package/src/lib/common/protocol.zig +947 -403
  34. package/src/lib/common/rational.zig +447 -0
  35. package/src/lib/common/rng.zig +31 -22
  36. package/src/lib/common/util.zig +61 -0
  37. package/src/lib/gen1/calc.zig +806 -0
  38. package/src/lib/gen1/chance.zig +1167 -0
  39. package/src/lib/gen1/data/moves.zig +202 -190
  40. package/src/lib/gen1/data/species.zig +5 -5
  41. package/src/lib/gen1/data/types.zig +10 -10
  42. package/src/lib/gen1/data.zig +93 -78
  43. package/src/lib/gen1/helpers.zig +144 -39
  44. package/src/lib/gen1/mechanics.zig +1211 -795
  45. package/src/lib/gen2/calc.zig +161 -0
  46. package/src/lib/gen2/chance.zig +905 -0
  47. package/src/lib/gen2/data/items.zig +14 -20
  48. package/src/lib/gen2/data/moves.zig +664 -570
  49. package/src/lib/gen2/data/species.zig +2 -2
  50. package/src/lib/gen2/data/types.zig +137 -34
  51. package/src/lib/gen2/data.zig +125 -86
  52. package/src/lib/gen2/generated.zig +806 -0
  53. package/src/lib/gen2/helpers.zig +54 -28
  54. package/src/lib/gen2/mechanics.zig +3567 -12
  55. package/src/lib/node.zig +131 -0
  56. package/src/lib/pkmn.zig +85 -9
  57. package/src/lib/wasm.zig +13 -0
  58. package/src/test/display/pkmn.html.tmpl +5 -5
  59. package/src/lib/binding/node.zig +0 -229
  60. package/src/lib/binding/wasm.zig +0 -10
  61. package/src/lib/gen1/README.md +0 -791
  62. package/src/lib/gen2/README.md +0 -309
@@ -1,26 +1,30 @@
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");
7
+ const optional = @import("../common/optional.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
10
 
9
11
  const data = @import("data.zig");
12
+ const chance = @import("chance.zig");
10
13
 
11
14
  const assert = std.debug.assert;
12
15
 
13
16
  const expectEqual = std.testing.expectEqual;
14
17
 
18
+ const showdown = pkmn.options.showdown;
19
+
15
20
  const Choice = common.Choice;
16
21
  const ID = common.ID;
17
22
  const Player = common.Player;
18
23
  const Result = common.Result;
19
24
 
20
- const showdown = options.showdown;
21
-
22
25
  const Boost = protocol.Boost;
23
26
  const Damage = protocol.Damage;
27
+ const Fail = protocol.Fail;
24
28
  const Heal = protocol.Heal;
25
29
 
26
30
  const Gen12 = rng.Gen12;
@@ -56,52 +60,50 @@ const BOOSTS = &[_][2]u8{
56
60
 
57
61
  const MAX_STAT_VALUE = 999;
58
62
 
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 {
63
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
64
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
65
+ if (battle.turn == 0) return start(battle, options);
64
66
 
65
- var f1: ?Move = null;
66
- var f2: ?Move = null;
67
+ var s1 = false;
68
+ var s2 = false;
67
69
 
68
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
69
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
70
-
71
- if (turnOrder(battle, c1, c2) == .P1) {
72
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
73
- } else {
74
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
75
- }
70
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
71
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
76
72
 
77
73
  var p1 = battle.side(.P1);
78
- if (p1.active.volatiles.attacks == 0) {
79
- p1.active.volatiles.Binding = false;
80
- }
81
74
  var p2 = battle.side(.P2);
82
- if (p2.active.volatiles.attacks == 0) {
83
- p2.active.volatiles.Binding = false;
75
+
76
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
+
79
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
80
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
+ } else {
82
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
84
83
  }
85
84
 
86
- return endTurn(battle, log);
85
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
+
88
+ return endTurn(battle, options);
87
89
  }
88
90
 
89
- fn start(battle: anytype, log: anytype) !Result {
91
+ fn start(battle: anytype, options: anytype) !Result {
90
92
  const p1 = battle.side(.P1);
91
93
  const p2 = battle.side(.P2);
92
94
 
93
- var p1_slot = findFirstAlive(p1);
95
+ const p1_slot = findFirstAlive(p1);
94
96
  assert(!showdown or p1_slot == 1);
95
97
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
96
98
 
97
- var p2_slot = findFirstAlive(p2);
99
+ const p2_slot = findFirstAlive(p2);
98
100
  assert(!showdown or p2_slot == 1);
99
101
  if (p2_slot == 0) return Result.Win;
100
102
 
101
- try switchIn(battle, .P1, p1_slot, true, log);
102
- try switchIn(battle, .P2, p2_slot, true, log);
103
+ try switchIn(battle, .P1, p1_slot, true, options);
104
+ try switchIn(battle, .P2, p2_slot, true, options);
103
105
 
104
- return endTurn(battle, log);
106
+ return endTurn(battle, options);
105
107
  }
106
108
 
107
109
  fn findFirstAlive(side: *const Side) u8 {
@@ -114,7 +116,7 @@ fn selectMove(
114
116
  player: Player,
115
117
  choice: Choice,
116
118
  foe_choice: Choice,
117
- from: *?Move,
119
+ skip_turn: *bool,
118
120
  ) ?Result {
119
121
  if (choice.type == .Pass) return null;
120
122
 
@@ -123,20 +125,27 @@ fn selectMove(
123
125
  const stored = side.stored();
124
126
 
125
127
  assert(!isForced(side.active) or
126
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
128
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
127
129
 
128
130
  // pre-battle menu
129
- if (volatiles.Recharging) return null;
131
+ if (volatiles.Recharging) {
132
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
133
+ return null;
134
+ }
130
135
  if (volatiles.Rage) {
131
- from.* = side.last_used_move;
132
- if (showdown) saveMove(battle, player, null);
136
+ if (showdown) {
137
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
138
+ saveMove(battle, player, null);
139
+ }
133
140
  return null;
134
141
  }
135
142
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
136
143
  if (!showdown) volatiles.Flinch = false;
137
144
  if (volatiles.Thrashing or volatiles.Charging) {
138
- from.* = side.last_selected_move;
139
- if (showdown) saveMove(battle, player, null);
145
+ if (showdown) {
146
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
147
+ saveMove(battle, player, null);
148
+ }
140
149
  return null;
141
150
  }
142
151
 
@@ -146,29 +155,26 @@ fn selectMove(
146
155
  // pre-move select
147
156
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
148
157
  assert(showdown or choice.data == 0);
149
- if (showdown) saveMove(battle, player, choice);
158
+ if (showdown) {
159
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
160
+ saveMove(battle, player, choice);
161
+ }
150
162
  return null;
151
163
  }
152
164
  if (volatiles.Binding) {
153
- from.* = side.last_used_move;
154
165
  if (showdown) {
155
- if (foe_choice.type == .Switch) from.* = null;
156
166
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
157
167
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
158
168
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
159
169
  // set the selected move will not actually be used, it will just be reported as having
160
170
  // been used (this differs from how Pokémon Showdown works, but its impossible to
161
- // replicate the incorrect behavior with the correct mechanisms).
171
+ // replicate the incorrect behavior with the correct mechanisms)
162
172
  saveMove(battle, player, choice);
163
173
  } else {
164
174
  assert(choice.data == 0);
165
175
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
166
176
  if (foe_choice.type == .Switch) {
167
- const slot = if (player == .P1)
168
- battle.last_selected_indexes.p1
169
- else
170
- battle.last_selected_indexes.p2;
171
- const last = side.active.move(@intCast(u4, slot));
177
+ const last = side.active.move(battle.lastMove(player).index);
172
178
  if (last.id == .Metronome) side.last_selected_move = last.id;
173
179
  if (last.id == .MirrorMove) return Result.Error;
174
180
  }
@@ -177,6 +183,7 @@ fn selectMove(
177
183
  }
178
184
 
179
185
  if (battle.foe(player).active.volatiles.Binding) {
186
+ skip_turn.* = true;
180
187
  if (showdown) {
181
188
  saveMove(battle, player, choice);
182
189
  } else {
@@ -191,16 +198,13 @@ fn selectMove(
191
198
  if (choice.data == 0) {
192
199
  const struggle = ok: {
193
200
  for (side.active.moves, 0..) |move, i| {
194
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
201
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
195
202
  }
196
203
  break :ok true;
197
204
  };
198
-
199
205
  assert(struggle);
200
- saveMove(battle, player, choice);
201
- } else {
202
- saveMove(battle, player, choice);
203
206
  }
207
+ saveMove(battle, player, choice);
204
208
 
205
209
  return null;
206
210
  }
@@ -213,23 +217,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
213
217
  if (c.data == 0) {
214
218
  side.last_selected_move = .Struggle;
215
219
  } else {
216
- assert(showdown or side.active.volatiles.disabled_move != c.data);
220
+ assert(showdown or side.active.volatiles.disable_move != c.data);
217
221
  const move = side.active.move(c.data);
218
222
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
219
223
  // sometimes required...), but a 0 PP move can be used automatically
220
224
  assert(showdown or move.pp != 0);
221
225
 
222
226
  side.last_selected_move = move.id;
223
- if (player == .P1) {
224
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
225
- } else {
226
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
227
- }
227
+ battle.lastMove(player).index = @intCast(c.data);
228
228
  }
229
229
  }
230
230
  }
231
231
 
232
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
232
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
233
233
  var side = battle.side(player);
234
234
  var foe = battle.foe(player);
235
235
  var active = &side.active;
@@ -242,11 +242,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
242
242
  side.order[0] = side.order[slot - 1];
243
243
  side.order[slot - 1] = out;
244
244
 
245
- if (player == .P1) {
246
- battle.last_selected_indexes.p1 = 1;
247
- } else {
248
- battle.last_selected_indexes.p2 = 1;
249
- }
245
+ battle.lastMove(player).index = 1;
250
246
 
251
247
  side.last_used_move = .None;
252
248
  foe.last_used_move = .None;
@@ -259,20 +255,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
259
255
  active.moves = incoming.moves;
260
256
 
261
257
  statusModify(incoming.status, &active.stats);
258
+ options.chance.switched(player, slot);
262
259
 
263
260
  foe.active.volatiles.Binding = false;
264
261
 
265
- try log.switched(battle.active(player), incoming);
262
+ try options.log.switched(.{ battle.active(player), incoming });
266
263
 
267
264
  if (showdown and incoming.status == Status.TOX) {
268
265
  incoming.status = Status.init(.PSN);
269
266
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
270
267
  // rather not clutter up turnOrder just for this (incorrect) log message
271
- try log.status(battle.active(player), incoming.status, .Silent);
268
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
272
269
  }
273
270
  }
274
271
 
275
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
272
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
276
273
  assert(c1.type != .Pass or c2.type != .Pass);
277
274
 
278
275
  if (c1.type == .Pass) return .P2;
@@ -302,9 +299,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
302
299
  const spe2 = battle.side(.P2).active.stats.spe;
303
300
  if (spe1 == spe2) {
304
301
  // Pokémon Showdown's beforeTurnCallback shenanigans
305
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
302
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
303
+ battle.rng.advance(1);
304
+ }
306
305
 
307
- const p1 = Rolls.speedTie(battle);
306
+ const p1 = try Rolls.speedTie(battle, options);
308
307
  if (!showdown) return if (p1) .P1 else .P2;
309
308
 
310
309
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -327,34 +326,55 @@ fn doTurn(
327
326
  battle: anytype,
328
327
  player: Player,
329
328
  player_choice: Choice,
330
- player_from: ?Move,
329
+ player_rewrap: bool,
330
+ player_skip: bool,
331
331
  foe_player: Player,
332
332
  foe_choice: Choice,
333
- foe_from: ?Move,
334
- log: anytype,
333
+ foe_rewrap: bool,
334
+ foe_skip: bool,
335
+ options: anytype,
335
336
  ) !?Result {
336
337
  assert(player_choice.type != .Pass);
337
338
 
338
339
  var residual = true;
339
340
  var replace = battle.side(player).stored().hp == 0;
340
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
341
+ if (try executeMove(
342
+ battle,
343
+ player,
344
+ player_choice,
345
+ player_rewrap,
346
+ player_skip,
347
+ &residual,
348
+ options,
349
+ )) |r| return r;
341
350
  if (!replace) {
342
351
  if (player_choice.type != .Switch) {
343
- if (try checkFaint(battle, foe_player, log)) |r| return r;
352
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
344
353
  }
345
- if (residual) try handleResidual(battle, player, log);
346
- if (try checkFaint(battle, player, log)) |r| return r;
354
+ if (residual) try handleResidual(battle, player, options);
355
+ if (try checkFaint(battle, player, false, options)) |r| return r;
347
356
  } else if (foe_choice.type == .Pass) return null;
348
357
 
358
+ if (!showdown) options.chance.clearPending();
359
+
349
360
  residual = true;
350
361
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
362
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
363
+ if (if (calc) null else try executeMove(
364
+ battle,
365
+ foe_player,
366
+ foe_choice,
367
+ foe_rewrap,
368
+ foe_skip,
369
+ &residual,
370
+ options,
371
+ )) |r| return r;
352
372
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
373
+ if (!calc and foe_choice.type != .Switch) {
374
+ if (try checkFaint(battle, player, true, options)) |r| return r;
355
375
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
376
+ if (residual) try handleResidual(battle, foe_player, options);
377
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
358
378
  }
359
379
 
360
380
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +391,31 @@ fn executeMove(
371
391
  battle: anytype,
372
392
  player: Player,
373
393
  choice: Choice,
374
- from: ?Move,
394
+ rewrap: bool,
395
+ skip: bool,
375
396
  residual: *bool,
376
- log: anytype,
397
+ options: anytype,
377
398
  ) !?Result {
378
399
  var side = battle.side(player);
379
400
 
380
401
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
402
+ try switchIn(battle, player, choice.data, false, options);
382
403
  return null;
383
404
  }
384
405
 
406
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
407
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
408
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
409
  if (side.last_selected_move == .SKIP_TURN) {
386
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
387
- // Binding instead gets handled in beforeMove after sleep and freeze
388
410
  assert(!showdown);
389
411
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
412
+ try options.log.cant(.{ battle.active(player), .Bound });
391
413
  }
392
414
  return null;
393
415
  }
394
416
 
395
417
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
418
+ var mslot: u4 = @intCast(choice.data);
397
419
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
420
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
421
  var auto = showdown and side.last_selected_move != .None;
@@ -402,17 +424,16 @@ fn executeMove(
402
424
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
425
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
426
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
427
+ mslot = @intCast(battle.lastMove(player).index);
409
428
  const stored = side.stored();
410
429
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
412
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
430
+ auto = isForced(&side.active) or
431
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
432
+ side.last_selected_move == .HyperBeam or
433
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
434
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
435
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
- // index 1 and the current Pokémon has the same move in its first slot.
436
+ // index 1 and the current Pokémon has the same move in its first slot
416
437
  if (!auto) {
417
438
  // side.active.moves(slot) is safe to check even though the slot in question might not
418
439
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -426,15 +447,12 @@ fn executeMove(
426
447
  } else if (showdown and side.active.volatiles.Charging) {
427
448
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
449
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
450
+ mslot = @intCast(battle.lastMove(player).index);
433
451
  }
434
452
 
435
453
  var skip_can = false;
436
454
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, residual, log)) {
455
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
456
  .done => return null,
439
457
  .skip_can => skip_can = true,
440
458
  .skip_pp => skip_pp = true,
@@ -442,11 +460,11 @@ fn executeMove(
442
460
  .err => return @as(?Result, Result.Error),
443
461
  }
444
462
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
446
- return null;
447
- }
463
+ const can = skip_can or
464
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
465
+ if (!can) return null;
448
466
 
449
- return doMove(battle, player, mslot, auto, residual, log);
467
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
450
468
  }
451
469
 
452
470
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -454,10 +472,11 @@ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
454
472
  fn beforeMove(
455
473
  battle: anytype,
456
474
  player: Player,
457
- from: ?Move,
475
+ skip: bool,
458
476
  residual: *bool,
459
- log: anytype,
477
+ options: anytype,
460
478
  ) !BeforeMove {
479
+ var log = options.log;
461
480
  var side = battle.side(player);
462
481
  const foe = battle.foe(player);
463
482
  var active = &side.active;
@@ -466,59 +485,74 @@ fn beforeMove(
466
485
  var volatiles = &active.volatiles;
467
486
 
468
487
  if (Status.is(stored.status, .SLP)) {
469
- const status = stored.status;
488
+ const before = stored.status;
489
+ const slf = Status.is(stored.status, .EXT);
470
490
  // Even if the EXT bit is set this will still correctly modify the sleep duration
471
- stored.status -= 1;
472
- if (Status.duration(stored.status) == 0) {
473
- try log.curestatus(ident, status, .Message);
491
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
492
+ .started, .ended => stored.status = 0,
493
+ .continuing => if (Status.duration(stored.status) > 1) {
494
+ stored.status -= 1;
495
+ },
496
+ else => unreachable,
497
+ } else {
498
+ stored.status -= 1;
499
+ }
500
+
501
+ const duration = Status.duration(stored.status);
502
+ try options.chance.sleep(player, if (slf)
503
+ .None
504
+ else if (duration == 0) .ended else .continuing);
505
+
506
+ if (duration == 0) {
507
+ try log.curestatus(.{ ident, before, .Message });
474
508
  stored.status = 0; // clears EXT if present
475
509
  } else {
476
- try log.cant(ident, .Sleep);
510
+ try log.cant(.{ ident, .Sleep });
477
511
  }
478
512
  side.last_used_move = .None;
479
513
  return .done;
480
514
  }
481
515
 
482
516
  if (Status.is(stored.status, .FRZ)) {
483
- try log.cant(ident, .Freeze);
517
+ try log.cant(.{ ident, .Freeze });
484
518
  side.last_used_move = .None;
485
519
  return .done;
486
520
  }
487
521
 
488
- if (foe.active.volatiles.Binding) {
489
- try log.cant(ident, .Bound);
522
+ if (skip or foe.active.volatiles.Binding) {
523
+ try log.cant(.{ ident, .Bound });
490
524
  return .done;
491
525
  }
492
526
 
493
- if (!showdown and volatiles.Flinch) {
494
- volatiles.Flinch = false;
495
- try log.cant(ident, .Flinch);
527
+ if (volatiles.Flinch) {
528
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
529
+ // Pokémon can sometimes flinch multiple times from the same original hit
530
+ if (!showdown) volatiles.Flinch = false;
531
+ try log.cant(.{ ident, .Flinch });
496
532
  return .done;
497
533
  }
498
534
 
499
535
  if (volatiles.Recharging) {
500
536
  volatiles.Recharging = false;
501
- try log.cant(ident, .Recharge);
537
+ try log.cant(.{ ident, .Recharge });
502
538
  return .done;
503
539
  }
504
540
 
505
- if (volatiles.disabled_duration > 0) {
506
- volatiles.disabled_duration -= 1;
507
- if (volatiles.disabled_duration == 0) {
508
- volatiles.disabled_move = 0;
509
- try log.end(ident, .Disable);
541
+ if (volatiles.disable_duration > 0) {
542
+ volatiles.disable_duration =
543
+ decrement(.disable, player, options, volatiles.disable_duration);
544
+ try options.chance.disable(
545
+ player,
546
+ if (volatiles.disable_duration == 0) .ended else .continuing,
547
+ );
548
+
549
+ if (volatiles.disable_duration == 0) {
550
+ volatiles.disable_move = 0;
551
+ try log.end(.{ ident, .Disable });
510
552
  }
511
553
  }
512
554
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
513
- if (showdown and try disabled(side, ident, log)) return .done;
514
-
515
- // Pokémon Showdown checks for Flinch *after* instead of before... and doesn't clear Flinch
516
- // until its imaginary "residual" phase, meaning Pokémon can sometimes flinch multiple times
517
- // from the same original hit
518
- if (showdown and volatiles.Flinch) {
519
- try log.cant(ident, .Flinch);
520
- return .done;
521
- }
555
+ if (showdown and try disabled(side, ident, options)) return .done;
522
556
 
523
557
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
524
558
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -529,15 +563,27 @@ fn beforeMove(
529
563
 
530
564
  if (volatiles.Confusion) {
531
565
  assert(volatiles.confusion > 0);
566
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
567
+ .started => volatiles.confusion -= 1,
568
+ .continuing => if (volatiles.confusion > 1) {
569
+ volatiles.confusion -= 1;
570
+ },
571
+ .ended => volatiles.confusion = 0,
572
+ .overwritten => {},
573
+ else => unreachable,
574
+ } else {
575
+ volatiles.confusion -= 1;
576
+ }
577
+
578
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
532
579
 
533
- volatiles.confusion -= 1;
534
580
  if (volatiles.confusion == 0) {
535
581
  volatiles.Confusion = false;
536
- try log.end(ident, .Confusion);
582
+ try log.end(.{ ident, .Confusion });
537
583
  } else {
538
- try log.activate(ident, .Confusion);
584
+ try log.activate(.{ ident, .Confusion });
539
585
 
540
- if (Rolls.confused(battle)) {
586
+ if (try Rolls.confused(battle, player, options)) {
541
587
  assert(!volatiles.MultiHit);
542
588
  if (!volatiles.Rage) volatiles.state = 0;
543
589
  volatiles.Bide = false;
@@ -547,6 +593,9 @@ fn beforeMove(
547
593
  volatiles.Charging = false;
548
594
  volatiles.Binding = false;
549
595
  volatiles.Invulnerable = false;
596
+
597
+ options.chance.observe(.attacking, player, .None);
598
+ options.chance.observe(.binding, player, .None);
550
599
  {
551
600
  // This feels (and is) disgusting but the cartridge literally just overwrites
552
601
  // the opponent's defense with the user's defense and resets it after. As a
@@ -554,7 +603,9 @@ fn beforeMove(
554
603
  const def = foe.active.stats.def;
555
604
  foe.active.stats.def = active.stats.def;
556
605
  defer foe.active.stats.def = def;
557
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
606
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
607
+ return .err;
608
+ }
558
609
  }
559
610
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
560
611
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -566,7 +617,7 @@ fn beforeMove(
566
617
 
567
618
  const uncapped = battle.last_damage;
568
619
  // Skipping adjustDamage / randomizeDamage / checkHit
569
- _ = try applyDamage(battle, player, target, .Confusion, log);
620
+ _ = try applyDamage(battle, player, target, .Confusion, options);
570
621
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
571
622
  if (showdown) battle.last_damage = uncapped;
572
623
 
@@ -575,83 +626,108 @@ fn beforeMove(
575
626
  }
576
627
  }
577
628
 
578
- if (!showdown and try disabled(side, ident, log)) return .done;
629
+ if (!showdown and try disabled(side, ident, options)) return .done;
579
630
 
580
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
631
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
581
632
  if (!volatiles.Rage) volatiles.state = 0;
582
633
  volatiles.Bide = false;
583
634
  volatiles.Thrashing = false;
584
635
  volatiles.Charging = false;
585
636
  volatiles.Binding = false;
637
+
638
+ options.chance.observe(.attacking, player, .None);
639
+ options.chance.observe(.binding, player, .None);
640
+
586
641
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
587
- try log.cant(ident, .Paralysis);
642
+ try log.cant(.{ ident, .Paralysis });
588
643
  return .done;
589
644
  }
590
645
 
591
646
  if (volatiles.Bide) {
592
647
  assert(!volatiles.Thrashing and !volatiles.Rage);
593
648
 
594
- volatiles.state +%= battle.last_damage;
649
+ if (showdown) {
650
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
651
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
652
+ // addition because 65535 is sufficient to faint any Pokémon anyway
653
+ volatiles.state +|= battle.last_damage;
654
+ } else {
655
+ volatiles.state +%= battle.last_damage;
656
+ }
595
657
 
596
- assert(volatiles.attacks > 0);
658
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
659
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
597
660
 
598
- volatiles.attacks -= 1;
599
661
  if (volatiles.attacks != 0) {
600
- try log.activate(ident, .Bide);
662
+ try log.activate(.{ ident, .Bide });
601
663
  return .done;
602
664
  }
603
665
 
604
666
  volatiles.Bide = false;
605
- try log.end(ident, .Bide);
667
+ try log.end(.{ ident, .Bide });
606
668
 
607
669
  battle.last_damage = volatiles.state *% 2;
608
670
  volatiles.state = 0;
609
671
 
610
672
  if (battle.last_damage == 0) {
611
- try log.fail(ident, .None);
673
+ try log.fail(.{ ident, .None });
612
674
  return .done;
613
675
  }
614
676
 
615
677
  const sub = showdown and foe.active.volatiles.Substitute;
616
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
617
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
678
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
679
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
618
680
 
619
681
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
620
682
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
621
683
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
622
684
  if (showdown) {
623
685
  residual.* = false;
624
- try handleResidual(battle, player, log);
686
+ try handleResidual(battle, player, options);
625
687
  }
626
688
 
627
689
  return .done;
628
690
  }
629
691
 
630
692
  if (volatiles.Thrashing) {
631
- assert(volatiles.attacks > 0);
632
- assert(from != null);
633
- volatiles.attacks -= 1;
634
- if (!showdown and handleThrashing(battle, active)) {
635
- try log.start(battle.active(player), .ConfusionSilent);
636
- }
637
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
638
- if (showdown and handleThrashing(battle, active)) {
639
- try log.start(battle.active(player), .ConfusionSilent);
693
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
694
+
695
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
696
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
697
+
698
+ if (volatiles.attacks == 0) {
699
+ const overwritten = volatiles.Confusion;
700
+
701
+ volatiles.Thrashing = false;
702
+ volatiles.Confusion = true;
703
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
704
+
705
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
706
+ // ended (the engine's protocol is always from the omniscient perspective and clients
707
+ // can be expected to recognize this pattern and pass the information only to the
708
+ // correct player)
709
+ try log.start(.{ battle.active(player), .ConfusionSilent });
710
+ options.chance.observe(.confusion, player, if (overwritten) .overwritten else .started);
640
711
  }
712
+
713
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
714
+ // used in useMove and doesn't have the notion of skipping canMove semantics
715
+ if (showdown) side.last_used_move = side.last_selected_move;
716
+
641
717
  return .skip_can;
642
718
  }
643
719
 
644
720
  if (volatiles.Binding) {
645
- assert(volatiles.attacks > 0);
646
- volatiles.attacks -= 1;
647
- try log.move(
648
- battle.active(player),
649
- side.last_selected_move,
650
- battle.active(player.foe()),
651
- side.last_selected_move,
652
- );
721
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
722
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
723
+
724
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
653
725
  if (showdown or battle.last_damage != 0) {
654
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
726
+ const sub = showdown and foe.active.volatiles.Substitute;
727
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
728
+ if (battle.foe(player).stored().hp > 0 and !sub) {
729
+ try buildRage(battle, player.foe(), options);
730
+ }
655
731
  }
656
732
  return .done;
657
733
  }
@@ -665,56 +741,57 @@ fn canMove(
665
741
  mslot: u4,
666
742
  auto: bool,
667
743
  skip_pp: bool,
668
- from: ?Move,
744
+ from: Move,
669
745
  residual: *bool,
670
- log: anytype,
746
+ options: anytype,
671
747
  ) !bool {
672
748
  var side = battle.side(player);
673
749
  const player_ident = battle.active(player);
674
750
  const move = Move.get(side.last_selected_move);
675
751
 
676
- const foe_last = battle.foe(player).last_used_move;
677
- const special = from != null and (from.? == .Metronome and
678
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
679
-
680
- var skip = skip_pp;
681
752
  if (side.active.volatiles.Charging) {
682
753
  side.active.volatiles.Charging = false;
683
754
  side.active.volatiles.Invulnerable = false;
684
755
  } else if (move.effect == .Charge) {
685
- try log.move(player_ident, side.last_selected_move, .{}, from);
686
- try Effects.charge(battle, player, log);
756
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
757
+ setCounterable(battle, player, side, move);
758
+ try Effects.charge(battle, player, options);
687
759
  return false;
688
760
  }
689
761
 
690
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
691
- if (!skip) decrementPP(side, mslot, auto);
762
+ side.last_used_move = side.last_selected_move;
763
+ if (!skip_pp) decrementPP(side, mslot, auto);
692
764
 
693
765
  const target = if (move.target == .Self) player else player.foe();
694
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
695
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
696
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
697
- // meaning sometimes we lose this information. from is still set because it not being null is
698
- // relevant for control flow, but we don't have anything useful to put in the log. This is
699
- // regrettable, but this information is more "nice to have" than required
700
- const f = if (from != null and from.? == .None) null else from;
701
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
766
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
767
+ setCounterable(battle, player, side, move);
702
768
 
703
769
  if (move.effect.onBegin()) {
704
- try onBegin(battle, player, move, mslot, residual, log);
770
+ try onBegin(battle, player, move, mslot, residual, options);
705
771
  return false;
706
772
  }
707
773
 
708
774
  if (move.effect == .Thrashing) {
709
- Effects.thrashing(battle, player);
775
+ Effects.thrashing(battle, player, options);
710
776
  } else if (!showdown and move.effect == .Binding) {
711
777
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
712
- Effects.binding(battle, player);
778
+ try Effects.binding(battle, player, false, options);
713
779
  }
714
780
 
715
781
  return true;
716
782
  }
717
783
 
784
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
785
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
786
+ // in cases where an early return happens the data for a players last selected move does not get
787
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
788
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
789
+ // as the desync results from actually having two separate battle states that subtly disagree
790
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
791
+ (move.type == .Normal or move.type == .Fighting);
792
+ battle.lastMove(player).counterable = @intFromBool(counterable);
793
+ }
794
+
718
795
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
719
796
  if (side.last_selected_move == .Struggle) return;
720
797
 
@@ -724,25 +801,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
724
801
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
725
802
  if (volatiles.Bide) return;
726
803
 
727
- assert(active.move(mslot).pp > 0 or auto);
728
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
804
+ var move_slot = active.move(mslot);
805
+ assert(move_slot.pp > 0 or auto);
806
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
729
807
  if (volatiles.Transform) return;
730
808
 
731
- assert(side.stored().move(mslot).pp > 0 or auto);
732
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
809
+ move_slot = side.stored().move(mslot);
810
+ assert(move_slot.pp > 0 or auto);
811
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
733
812
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
734
813
  }
735
814
 
736
- fn incrementPP(side: *Side, mslot: u4) void {
815
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
737
816
  var active = &side.active;
738
817
  const volatiles = &active.volatiles;
739
818
 
740
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
819
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
741
820
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
742
821
  if (showdown and volatiles.Transform) return;
743
822
 
823
+ const n = options.calc.overridden(player, .pp) orelse 1;
824
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
825
+
744
826
  assert(mslot > 0 and mslot <= 4);
745
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
827
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
746
828
  }
747
829
 
748
830
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -750,10 +832,12 @@ fn doMove(
750
832
  battle: anytype,
751
833
  player: Player,
752
834
  mslot: u4,
835
+ rewrap: bool,
753
836
  auto: bool,
754
837
  residual: *bool,
755
- log: anytype,
838
+ options: anytype,
756
839
  ) !?Result {
840
+ var log = options.log;
757
841
  var side = battle.side(player);
758
842
  const foe = battle.foe(player);
759
843
 
@@ -768,40 +852,44 @@ fn doMove(
768
852
  var hits: u4 = 1;
769
853
  var effectiveness = Effectiveness.neutral;
770
854
 
855
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
856
+ if (showdown and !counter) battle.last_damage = 0;
857
+
771
858
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
772
859
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
773
- return specialDamage(battle, player, move, log);
860
+ return specialDamage(battle, player, move, options);
774
861
  }
775
862
 
776
863
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
777
864
  // calling moveHit early covers most of that but we also need to check type immunity first
778
865
  var miss = showdown and miss: {
779
866
  immune = move.target != .Self and !status and !counter and
780
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
781
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
867
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
868
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
782
869
  if (immune and move.effect != .Binding) break :miss true;
783
870
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
784
871
  battle.last_damage = 0;
785
872
  break :miss true;
786
873
  }
787
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
874
+ break :miss (move.target != .Self and
875
+ !try moveHit(battle, player, move, &immune, &mist, options));
788
876
  };
789
877
  assert(!immune or miss or (showdown and move.effect == .Binding));
790
878
 
791
879
  var late = showdown and move.effect != .Explode;
792
880
  const skip = status or immune;
793
- if ((!showdown or (!skip or counter)) and !miss) blk: {
881
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
794
882
  if (showdown and move.effect.isMulti()) {
795
- Effects.multiHit(battle, player, move);
883
+ try Effects.multiHit(battle, player, move, options);
796
884
  hits = side.active.volatiles.attacks;
797
885
  late = false;
798
886
  }
799
887
 
800
888
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
801
889
  const check = !showdown or (!counter and move.effect != .OHKO);
802
- if (check) crit = checkCriticalHit(battle, player, move);
890
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
803
891
 
804
- if (counter) return counterDamage(battle, player, move, log);
892
+ if (counter) return counterDamage(battle, player, move, options);
805
893
 
806
894
  battle.last_damage = 0;
807
895
 
@@ -812,8 +900,9 @@ fn doMove(
812
900
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
813
901
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
814
902
  battle.last_damage = if (ohko) 65535 else 0;
815
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
816
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
903
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
904
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
905
+ if (!showdown) try options.chance.commit(player, .err);
817
906
  return @as(?Result, Result.Error);
818
907
  }
819
908
  if (battle.last_damage == 0) {
@@ -823,17 +912,16 @@ fn doMove(
823
912
  effectiveness = adjustDamage(battle, player);
824
913
  immune = effectiveness == 0;
825
914
  }
826
- randomizeDamage(battle);
915
+ try randomizeDamage(battle, player, options);
827
916
  }
828
917
  }
829
918
 
830
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
831
- if (showdown and skip) battle.last_damage = 0;
832
-
833
- miss = if (showdown or skip)
834
- miss
835
- else
836
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
919
+ var missed: bool = undefined;
920
+ const zero = battle.last_damage == 0;
921
+ if (!showdown and !skip) {
922
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
923
+ miss = missed or zero;
924
+ }
837
925
 
838
926
  assert(showdown or miss or battle.last_damage > 0 or skip);
839
927
  assert((!showdown and miss) or !(ohko and immune));
@@ -841,11 +929,11 @@ fn doMove(
841
929
 
842
930
  if (!showdown or !miss) {
843
931
  if (move.effect == .MirrorMove) {
844
- return mirrorMove(battle, player, mslot, auto, residual, log);
932
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
845
933
  } else if (move.effect == .Metronome) {
846
- return metronome(battle, player, mslot, auto, residual, log);
934
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
847
935
  } else if (move.effect.onEnd()) {
848
- try onEnd(battle, player, move, log);
936
+ try onEnd(battle, player, move, options);
849
937
  return null;
850
938
  }
851
939
  }
@@ -857,36 +945,60 @@ fn doMove(
857
945
  ohko = (!showdown or (!immune and !invulnerable)) and
858
946
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
859
947
  if (ohko) {
860
- try log.immune(foe_ident, .OHKO);
861
- } else if (immune and !invulnerable) {
862
- try log.immune(foe_ident, .None);
948
+ try log.immune(.{ foe_ident, .OHKO });
949
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
950
+ try log.immune(.{ foe_ident, .None });
951
+ if (!showdown) {
952
+ if (move.effect == .Binding) {
953
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
954
+ // then simply clears it later on if the move happens to miss in moveHit.
955
+ // However, moveHit can return true and we'll still end up in the outer miss
956
+ // handling block because attacking into an immune Pokemon does zero damage
957
+ // (considered missing)
958
+ assert(zero);
959
+ // Thus we still need to actually save the hit result (but not the crit roll).
960
+ // Using .miss for this commit would accomplish what we want, but is somewhat
961
+ // misleading as its entirely possible the move actually did hit (and the target
962
+ // is now trapped) so we use the .binding value instead which is effectively
963
+ // identical, just doesn't claim to know about the actual results of the hit
964
+ // roll)
965
+ try options.chance.commit(player, .binding);
966
+ } else {
967
+ // The .glitch option allows for conditionally committing if we are in a
968
+ // division-by-zero freeze alternative timeline scenario
969
+ try options.chance.commit(player, .glitch);
970
+ }
971
+ }
863
972
  } else if (mist) {
864
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
865
- try log.fail(foe_ident, .None);
973
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
974
+ try log.fail(.{ foe_ident, .None });
866
975
  } else {
867
- try log.lastmiss();
868
- try log.miss(battle.active(player));
976
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
977
+ try log.lastmiss(.{});
978
+ try log.miss(.{battle.active(player)});
869
979
  }
870
980
  if (move.effect == .JumpKick) {
871
981
  // Recoil is supposed to be damage/8 but damage will always be 0 here
872
- assert(battle.last_damage == 0);
982
+ assert(showdown or battle.last_damage == 0);
873
983
  battle.last_damage = 1;
874
- _ = try applyDamage(battle, player, player.foe(), .None, log);
984
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
875
985
  if (showdown and side.stored().hp == 0) residual.* = false;
876
986
  } else if (move.effect == .Explode) {
877
987
  try Effects.explode(battle, player);
878
- try buildRage(battle, player.foe(), log);
988
+ try buildRage(battle, player.foe(), options);
879
989
  } else if (showdown and move.effect == .Disable) {
880
- try buildRage(battle, player.foe(), log);
990
+ try buildRage(battle, player.foe(), options);
881
991
  }
882
992
  return null;
993
+ } else if (!showdown) {
994
+ try options.chance.commit(player, .hit);
883
995
  }
884
996
 
885
997
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
886
998
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
887
- // it up above before damage calculation).
999
+ // it up above before damage calculation)
888
1000
  if (!showdown and move.effect.isMulti()) {
889
- Effects.multiHit(battle, player, move);
1001
+ try Effects.multiHit(battle, player, move, options);
890
1002
  hits = side.active.volatiles.attacks;
891
1003
  }
892
1004
 
@@ -897,18 +1009,20 @@ fn doMove(
897
1009
  var hit: u4 = 0;
898
1010
  while (hit < hits) {
899
1011
  if (hit == 0) {
900
- if (crit) try log.crit(battle.active(player.foe()));
1012
+ if (crit) try log.crit(.{battle.active(player.foe())});
901
1013
  if (effectiveness > Effectiveness.neutral) {
902
- try log.supereffective(battle.active(player.foe()));
1014
+ try log.supereffective(.{battle.active(player.foe())});
903
1015
  } else if (effectiveness < Effectiveness.neutral) {
904
- try log.resisted(battle.active(player.foe()));
1016
+ try log.resisted(.{battle.active(player.foe())});
905
1017
  }
906
1018
  }
907
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
908
- if (hit == 0 and ohko) try log.ohko();
1019
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1020
+ if (hit == 0 and ohko) try log.ohko(.{});
909
1021
  hit += 1;
910
1022
  if (foe.stored().hp == 0) break;
911
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
1023
+ if (!late and (!sub or move.effect == .Explode)) {
1024
+ try buildRage(battle, player.foe(), options);
1025
+ }
912
1026
  // If the substitute breaks during a multi-hit attack, the attack ends
913
1027
  if (nullified) break;
914
1028
  }
@@ -918,35 +1032,41 @@ fn doMove(
918
1032
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
919
1033
  side.active.volatiles.attacks = 0;
920
1034
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
921
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1035
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
922
1036
  }
923
- try log.hitcount(battle.active(player.foe()), hit);
1037
+ try log.hitcount(.{ battle.active(player.foe()), hit });
924
1038
  } else if (showdown) {
925
1039
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
926
1040
  if (move.effect == .Binding) {
927
- Effects.binding(battle, player);
1041
+ try Effects.binding(battle, player, rewrap, options);
928
1042
  if (immune) {
929
1043
  battle.last_damage = 0;
1044
+ assert(foe.stored().hp > 0);
930
1045
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
931
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1046
+ if (sub) {
1047
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1048
+ } else {
1049
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1050
+ try buildRage(battle, player.foe(), options);
1051
+ }
932
1052
  return null;
933
1053
  }
934
1054
  }
935
1055
  }
936
1056
 
937
1057
  // Substitute being broken nullifies the move's effect completely so even
938
- // if an effect was intended to "always happen" it will still get skipped.
1058
+ // if an effect was intended to "always happen" it will still get skipped
939
1059
  if (nullified) return null;
940
1060
 
941
1061
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
942
1062
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
943
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
944
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1063
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1064
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
945
1065
 
946
1066
  if (foe.stored().hp == 0) return null;
947
1067
 
948
1068
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
949
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1069
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
950
1070
 
951
1071
  if (!move.effect.isSpecial()) {
952
1072
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -955,31 +1075,33 @@ fn doMove(
955
1075
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
956
1076
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
957
1077
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
958
- // puts the |-status| message before |-hitcount| instead of after.
1078
+ // puts the |-status| message before |-hitcount| instead of after
959
1079
  if (move.effect == .Twineedle) {
960
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1080
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
961
1081
  } else if (move.effect == .Disable) {
962
- const result = try Effects.disable(battle, player, move, log);
963
- if (showdown) try buildRage(battle, player.foe(), log);
1082
+ const result = try Effects.disable(battle, player, move, options);
1083
+ if (showdown) try buildRage(battle, player.foe(), options);
964
1084
  return result;
965
1085
  } else {
966
- try moveEffect(battle, player, move, log);
1086
+ try moveEffect(battle, player, move, options);
967
1087
  }
968
1088
  }
969
1089
 
970
1090
  return null;
971
1091
  }
972
1092
 
973
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1093
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
974
1094
  const side = battle.side(player);
975
1095
 
976
1096
  // Base speed is used for the critical hit calculation, even when Transform-ed
977
- var chance = @as(u16, Species.chance(side.stored().species));
978
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
979
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
980
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
981
-
982
- return Rolls.criticalHit(battle, chance);
1097
+ var rate: u16 = Species.chance(side.stored().species);
1098
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1099
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1100
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1101
+
1102
+ const spurious =
1103
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1104
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
983
1105
  }
984
1106
 
985
1107
  fn calcDamage(
@@ -988,6 +1110,7 @@ fn calcDamage(
988
1110
  target_player: Player,
989
1111
  m: ?Move.Data,
990
1112
  crit: bool,
1113
+ options: anytype,
991
1114
  ) bool {
992
1115
  // Confusion (indicated when m == null) just needs a 40 BP physical move
993
1116
  const cfz = m == null;
@@ -999,28 +1122,8 @@ fn calcDamage(
999
1122
 
1000
1123
  const special = move.type.special();
1001
1124
 
1002
- // zig fmt: off
1003
- var atk: u32 =
1004
- if (crit)
1005
- if (special) side.stored().stats.spc
1006
- else side.stored().stats.atk
1007
- else
1008
- if (special) side.active.stats.spc
1009
- else side.active.stats.atk;
1010
- var def: u32 =
1011
- if (crit)
1012
- if (special) target.stored().stats.spc
1013
- else target.stored().stats.def
1014
- else
1015
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1016
- if (special)
1017
- target.active.stats.spc *
1018
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1019
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1020
- else
1021
- target.active.stats.def *
1022
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1023
- // zig fmt: on
1125
+ var atk = attack(side, crit, special);
1126
+ var def = defense(target, crit, special, cfz);
1024
1127
 
1025
1128
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1026
1129
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1031,9 +1134,9 @@ fn calcDamage(
1031
1134
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1032
1135
  }
1033
1136
 
1034
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1137
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1035
1138
 
1036
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1139
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1037
1140
 
1038
1141
  if (def == 0) return false;
1039
1142
 
@@ -1045,11 +1148,41 @@ fn calcDamage(
1045
1148
  d = @min(997, d);
1046
1149
  d += 2;
1047
1150
 
1048
- battle.last_damage = @intCast(u16, d);
1151
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1152
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1153
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1154
+ // that results in counter intuitive probabilities in the common case
1155
+ if (pkmn.options.chance and !showdown) {
1156
+ atk = attack(side, !crit, special);
1157
+ def = defense(target, !crit, special, false);
1158
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1159
+ }
1160
+
1161
+ battle.last_damage = @intCast(d);
1049
1162
 
1050
1163
  return true;
1051
1164
  }
1052
1165
 
1166
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1167
+ return if (crit)
1168
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1169
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1170
+ }
1171
+
1172
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1173
+ return if (crit)
1174
+ if (special) target.stored().stats.spc else target.stored().stats.def
1175
+ else
1176
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1177
+ if (special)
1178
+ target.active.stats.spc *
1179
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1180
+ else
1181
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1182
+ target.active.stats.def *
1183
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1184
+ }
1185
+
1053
1186
  fn adjustDamage(battle: anytype, player: Player) u16 {
1054
1187
  const side = battle.side(player);
1055
1188
  const foe = battle.foe(player);
@@ -1059,9 +1192,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1059
1192
  var d = battle.last_damage;
1060
1193
  if (side.active.types.includes(move.type)) d +%= d / 2;
1061
1194
 
1062
- const neutral = @enumToInt(Effectiveness.Neutral);
1063
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1064
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1195
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1196
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1197
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1065
1198
 
1066
1199
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1067
1200
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1081,17 +1214,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1081
1214
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1082
1215
  }
1083
1216
 
1084
- fn randomizeDamage(battle: anytype) void {
1217
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1085
1218
  if (battle.last_damage <= 1) return;
1086
- const random = Rolls.damage(battle);
1087
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1219
+ const random = try Rolls.damage(battle, player, options);
1220
+ options.calc.base(player.foe(), battle.last_damage);
1221
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1222
+ options.calc.final(player.foe(), battle.last_damage);
1088
1223
  }
1089
1224
 
1090
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1225
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1091
1226
  const side = battle.side(player);
1092
1227
  const foe = battle.foe(player);
1093
1228
 
1094
- if (!try checkHit(battle, player, move, log)) return null;
1229
+ if (!try checkHit(battle, player, move, options)) return null;
1095
1230
 
1096
1231
  battle.last_damage = switch (side.last_selected_move) {
1097
1232
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1100,10 +1235,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1100
1235
  .DragonRage => 40,
1101
1236
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1102
1237
  .Psywave => power: {
1103
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1238
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1104
1239
  // GLITCH: Psywave infinite glitch loop
1105
1240
  if (!showdown and max <= 1) return Result.Error;
1106
- break :power Rolls.psywave(battle, max);
1241
+ break :power try Rolls.psywave(battle, player, max, options);
1107
1242
  },
1108
1243
  else => unreachable,
1109
1244
  };
@@ -1111,57 +1246,53 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1111
1246
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1112
1247
 
1113
1248
  const sub = showdown and foe.active.volatiles.Substitute;
1114
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1115
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1249
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1250
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1116
1251
 
1117
1252
  return null;
1118
1253
  }
1119
1254
 
1120
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1255
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1121
1256
  const foe = battle.foe(player);
1122
1257
 
1123
1258
  if (battle.last_damage == 0) {
1124
- try log.fail(battle.active(player), .None);
1259
+ try options.log.fail(.{ battle.active(player), .None });
1125
1260
  return null;
1126
1261
  }
1127
1262
 
1128
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1129
- const foe_last_used_move =
1130
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1263
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1131
1264
  const foe_last_selected_move =
1132
1265
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1133
- .Counter
1266
+ .Splash
1134
1267
  else
1135
1268
  foe.last_selected_move);
1136
1269
 
1137
- const used = foe_last_used_move.bp > 0 and
1138
- foe.last_used_move != .Counter and
1139
- (foe_last_used_move.type == .Normal or
1140
- foe_last_used_move.type == .Fighting);
1141
-
1270
+ const used = battle.lastMove(player.foe()).counterable != 0;
1142
1271
  const selected = foe_last_selected_move.bp > 0 and
1143
1272
  foe.last_selected_move != .Counter and
1144
1273
  (foe_last_selected_move.type == .Normal or
1145
1274
  foe_last_selected_move.type == .Fighting);
1146
1275
 
1147
1276
  if (!used and !selected) {
1148
- try log.fail(battle.active(player), .None);
1277
+ try options.log.fail(.{ battle.active(player), .None });
1149
1278
  return null;
1150
1279
  }
1151
1280
 
1152
1281
  if (!used or !selected) {
1153
1282
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1154
1283
  if (!showdown) return Result.Error;
1155
- try log.fail(battle.active(player), .None);
1284
+ try options.log.fail(.{ battle.active(player), .None });
1156
1285
  return null;
1157
1286
  }
1158
1287
 
1159
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1288
+ battle.last_damage *|= 2;
1160
1289
 
1161
- // Pokémon Showdown calls checkHit before Counter
1162
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1290
+ // Pokémon Showdown calls moveHit before Counter
1291
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1163
1292
 
1164
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1293
+ const sub = showdown and foe.active.volatiles.Substitute;
1294
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1295
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1165
1296
  return null;
1166
1297
  }
1167
1298
 
@@ -1170,7 +1301,7 @@ fn applyDamage(
1170
1301
  target_player: Player,
1171
1302
  sub_player: Player,
1172
1303
  reason: Damage,
1173
- log: anytype,
1304
+ options: anytype,
1174
1305
  ) !bool {
1175
1306
  assert(showdown or battle.last_damage != 0);
1176
1307
 
@@ -1185,19 +1316,20 @@ fn applyDamage(
1185
1316
  subbed.active.volatiles.substitute = 0;
1186
1317
  subbed.active.volatiles.Substitute = false;
1187
1318
  // battle.last_damage is not updated with the amount of HP the Substitute had
1188
- try log.end(battle.active(sub_player), .Substitute);
1319
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1320
+ options.calc.capped(sub_player);
1189
1321
  return true;
1190
1322
  } else {
1191
1323
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1192
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1193
- try log.activate(battle.active(sub_player), .Substitute);
1324
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1325
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1194
1326
  return false;
1195
1327
  }
1196
1328
  }
1197
1329
 
1198
1330
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1199
1331
  target.stored().hp -= battle.last_damage;
1200
- try log.damage(battle.active(target_player), target.stored(), reason);
1332
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1201
1333
  return false;
1202
1334
  }
1203
1335
 
@@ -1205,61 +1337,81 @@ fn mirrorMove(
1205
1337
  battle: anytype,
1206
1338
  player: Player,
1207
1339
  mslot: u4,
1340
+ rewrap: bool,
1208
1341
  auto: bool,
1209
1342
  residual: *bool,
1210
- log: anytype,
1211
- ) !?Result {
1343
+ options: anytype,
1344
+ ) anyerror!?Result {
1212
1345
  var side = battle.side(player);
1213
1346
  const foe = battle.foe(player);
1214
1347
 
1215
1348
  side.last_selected_move = foe.last_used_move;
1216
1349
 
1217
1350
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1218
- try log.fail(battle.active(player), .None);
1351
+ try options.log.fail(.{ battle.active(player), .None });
1219
1352
  return null;
1353
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1354
+ incrementPP(side, player, mslot, options);
1220
1355
  }
1221
1356
 
1222
- incrementPP(side, mslot);
1223
-
1224
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1225
- return doMove(battle, player, mslot, auto, residual, log);
1357
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1358
+ return null;
1359
+ }
1360
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1226
1361
  }
1227
1362
 
1228
1363
  fn metronome(
1229
1364
  battle: anytype,
1230
1365
  player: Player,
1231
1366
  mslot: u4,
1367
+ rewrap: bool,
1232
1368
  auto: bool,
1233
1369
  residual: *bool,
1234
- log: anytype,
1235
- ) !?Result {
1370
+ options: anytype,
1371
+ ) anyerror!?Result {
1236
1372
  var side = battle.side(player);
1237
1373
 
1238
- side.last_selected_move = Rolls.metronome(battle);
1239
- incrementPP(side, mslot);
1374
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1375
+ incrementPP(side, player, mslot, options);
1240
1376
 
1241
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1242
- return doMove(battle, player, mslot, auto, residual, log);
1377
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1378
+ return null;
1379
+ }
1380
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1243
1381
  }
1244
1382
 
1245
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1383
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1246
1384
  var immune = false;
1247
1385
  var mist = false;
1248
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1386
+
1387
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1388
+ if (!showdown) try options.chance.commit(player, .hit);
1389
+ return true;
1390
+ }
1391
+
1249
1392
  assert(!immune);
1250
1393
  if (mist) {
1251
1394
  assert(!showdown);
1252
1395
  const foe_ident = battle.active(player.foe());
1253
- try log.activate(foe_ident, .Mist);
1254
- try log.fail(foe_ident, .None);
1396
+ try options.log.activate(.{ foe_ident, .Mist });
1397
+ try options.log.fail(.{ foe_ident, .None });
1255
1398
  } else {
1256
- try log.lastmiss();
1257
- try log.miss(battle.active(player));
1399
+ try options.log.lastmiss(.{});
1400
+ try options.log.miss(.{battle.active(player)});
1258
1401
  }
1402
+
1403
+ if (!showdown) try options.chance.commit(player, .miss);
1259
1404
  return false;
1260
1405
  }
1261
1406
 
1262
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1407
+ fn moveHit(
1408
+ battle: anytype,
1409
+ player: Player,
1410
+ move: Move.Data,
1411
+ immune: *bool,
1412
+ mist: *bool,
1413
+ options: anytype,
1414
+ ) !bool {
1263
1415
  var side = battle.side(player);
1264
1416
  const foe = battle.foe(player);
1265
1417
 
@@ -1298,10 +1450,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1298
1450
  const overwritten = overwrite and state > 0;
1299
1451
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1300
1452
 
1301
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1302
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1453
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1454
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1303
1455
  accuracy = accuracy * boost[0] / boost[1];
1304
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1456
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1305
1457
  accuracy = accuracy * boost[0] / boost[1];
1306
1458
  accuracy = @min(255, @max(1, accuracy));
1307
1459
 
@@ -1310,7 +1462,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1310
1462
  if (overwrite) side.active.volatiles.state = accuracy;
1311
1463
 
1312
1464
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1313
- break :miss !Rolls.hit(battle, accuracy);
1465
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1314
1466
  };
1315
1467
 
1316
1468
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1320,16 +1472,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1320
1472
  }
1321
1473
 
1322
1474
  if (!miss) return true;
1323
- battle.last_damage = 0;
1475
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1476
+
1324
1477
  side.active.volatiles.Binding = false;
1478
+ options.chance.observe(.binding, player, .None);
1479
+
1325
1480
  return false;
1326
1481
  }
1327
1482
 
1328
1483
  fn checkFaint(
1329
1484
  battle: anytype,
1330
1485
  player: Player,
1331
- log: anytype,
1332
- ) @TypeOf(log).Error!?Result {
1486
+ cap: bool,
1487
+ options: anytype,
1488
+ ) @TypeOf(options.log).Error!?Result {
1333
1489
  const side = battle.side(player);
1334
1490
  if (side.stored().hp > 0) return null;
1335
1491
 
@@ -1337,33 +1493,32 @@ fn checkFaint(
1337
1493
  const foe_fainted = foe.stored().hp == 0;
1338
1494
 
1339
1495
  const player_out = findFirstAlive(side) == 0;
1340
- const foe_out = findFirstAlive(foe) == 0;
1341
- const tie = player_out and foe_out;
1342
- const more = tie or player_out or foe_out;
1496
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1497
+ const more = player_out or foe_out;
1343
1498
 
1344
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1345
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1499
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1500
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1346
1501
 
1347
1502
  assert(!side.active.volatiles.MultiHit);
1348
1503
  assert(!foe.active.volatiles.MultiHit);
1349
1504
 
1350
- if (tie) {
1351
- try log.tie();
1505
+ if (player_out and foe_out) {
1506
+ try options.log.tie(.{});
1352
1507
  return Result.Tie;
1353
1508
  } else if (player_out) {
1354
- try log.win(player.foe());
1509
+ try options.log.win(.{player.foe()});
1355
1510
  return if (player == .P1) Result.Lose else Result.Win;
1356
1511
  } else if (foe_out) {
1357
- try log.win(player);
1512
+ try options.log.win(.{player});
1358
1513
  return if (player == .P1) Result.Win else Result.Lose;
1359
1514
  }
1360
1515
 
1361
1516
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1362
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1363
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1517
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1518
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1364
1519
  }
1365
1520
 
1366
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1521
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1367
1522
  var side = battle.side(player);
1368
1523
  var foe = battle.foe(player);
1369
1524
  assert(side.stored().hp == 0);
@@ -1396,32 +1551,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1396
1551
  side.stored().stats.spe;
1397
1552
  }
1398
1553
 
1399
- try log.faint(battle.active(player), done);
1554
+ try options.log.faint(.{ battle.active(player), done });
1555
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1556
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1557
+ if (cap) options.calc.capped(player);
1400
1558
  return null;
1401
1559
  }
1402
1560
 
1403
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1561
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1404
1562
  var side = battle.side(player);
1405
1563
  var stored = side.stored();
1406
1564
  const ident = battle.active(player);
1407
1565
  var volatiles = &side.active.volatiles;
1408
1566
 
1409
1567
  const brn = Status.is(stored.status, .BRN);
1410
- if (brn or Status.is(stored.status, .PSN)) blk: {
1568
+ if (brn or Status.is(stored.status, .PSN)) {
1411
1569
  var damage = @max(stored.stats.hp / 16, 1);
1412
-
1413
1570
  if (volatiles.Toxic) {
1414
1571
  volatiles.toxic += 1;
1415
1572
  damage *= volatiles.toxic;
1416
1573
  }
1574
+ damage = @min(damage, stored.hp);
1417
1575
 
1418
- const amount = @min(damage, stored.hp);
1419
- if (showdown and amount == 0) break :blk;
1420
-
1421
- stored.hp -= amount;
1422
-
1423
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1424
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1576
+ if (!showdown or damage > 0) {
1577
+ stored.hp -= damage;
1578
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1579
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1580
+ }
1425
1581
  }
1426
1582
 
1427
1583
  if (volatiles.LeechSeed) {
@@ -1445,47 +1601,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1445
1601
  const amount = @min(damage, stored.hp);
1446
1602
  stored.hp -= amount;
1447
1603
 
1448
- // As above, Pokémon Showdown uses damageOf but its not relevant
1449
- if (amount > 0) {
1450
- try log.damage(ident, stored, .LeechSeed);
1451
- // Pokémon Showdown erroneously updates last damage with uncapped Leech Seed damage
1452
- if (showdown) battle.last_damage = damage;
1453
- }
1604
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1605
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1454
1606
 
1455
1607
  const before = foe_stored.hp;
1456
1608
  // Uncapped damage is added back to the foe
1457
1609
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1458
1610
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1459
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1611
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1460
1612
  }
1461
1613
  }
1462
1614
 
1463
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1615
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1464
1616
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1465
1617
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1466
1618
 
1467
- if (showdown and options.ebc and checkEBC(battle)) {
1468
- try log.tie();
1619
+ battle.turn += 1;
1620
+
1621
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1622
+ try options.log.tie(.{});
1469
1623
  return Result.Tie;
1470
1624
  }
1471
1625
 
1472
- battle.turn += 1;
1473
-
1474
1626
  if (showdown and battle.turn >= 1000) {
1475
- try log.tie();
1627
+ try options.log.tie(.{});
1476
1628
  return Result.Tie;
1477
1629
  } else if (battle.turn >= 65535) {
1478
1630
  return Result.Error;
1479
1631
  }
1480
1632
 
1481
- try log.turn(battle.turn);
1633
+ try options.log.turn(.{battle.turn});
1482
1634
 
1483
1635
  return Result.Default;
1484
1636
  }
1485
1637
 
1486
1638
  fn checkEBC(battle: anytype) bool {
1487
1639
  for (battle.sides, 0..) |side, i| {
1488
- const foe = battle.sides[~@intCast(u1, i)];
1640
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1489
1641
 
1490
1642
  var foe_all_ghosts = true;
1491
1643
  var foe_all_transform = true;
@@ -1537,10 +1689,10 @@ fn checkEBC(battle: anytype) bool {
1537
1689
  return false;
1538
1690
  }
1539
1691
 
1540
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1541
- if (side.active.volatiles.disabled_move != 0) {
1692
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1693
+ if (side.active.volatiles.disable_move != 0) {
1542
1694
  // A Pokémon that transforms after being disabled may end up with less move slots
1543
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1695
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1544
1696
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1545
1697
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1546
1698
  m
@@ -1548,127 +1700,115 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1548
1700
  side.last_selected_move;
1549
1701
  if (m != .None and m == last) {
1550
1702
  side.active.volatiles.Charging = false;
1551
- try log.disabled(ident, last);
1703
+ try options.log.cant(.{ ident, .Disable, last });
1552
1704
  return true;
1553
1705
  }
1554
1706
  }
1555
1707
  return false;
1556
1708
  }
1557
1709
 
1558
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1710
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1559
1711
  const side = battle.side(who);
1560
1712
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1561
- try Effects.boost(battle, who, Move.get(.Rage), log);
1713
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1562
1714
  }
1563
1715
  }
1564
1716
 
1565
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1566
- var volatiles = &active.volatiles;
1567
- assert(volatiles.Thrashing);
1568
- if (volatiles.attacks > 0) return false;
1569
-
1570
- volatiles.Thrashing = false;
1571
- volatiles.Confusion = true;
1572
- volatiles.confusion = Rolls.confusionDuration(battle);
1573
- return true;
1574
- }
1575
-
1576
- inline fn onBegin(
1717
+ fn onBegin(
1577
1718
  battle: anytype,
1578
1719
  player: Player,
1579
1720
  move: Move.Data,
1580
1721
  mslot: u8,
1581
1722
  residual: *bool,
1582
- log: anytype,
1723
+ options: anytype,
1583
1724
  ) !void {
1584
- assert(move.effect.onBegin());
1585
1725
  return switch (move.effect) {
1586
- .Confusion => Effects.confusion(battle, player, move, log),
1587
- .Conversion => Effects.conversion(battle, player, log),
1588
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1589
- .Haze => Effects.haze(battle, player, log),
1590
- .Heal => Effects.heal(battle, player, log),
1591
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1592
- .LightScreen => Effects.lightScreen(battle, player, log),
1593
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1594
- .Mist => Effects.mist(battle, player, log),
1595
- .Paralyze => Effects.paralyze(battle, player, move, log),
1596
- .Poison => Effects.poison(battle, player, move, log),
1597
- .Reflect => Effects.reflect(battle, player, log),
1598
- .Splash => Effects.splash(battle, player, log),
1599
- .Substitute => Effects.substitute(battle, player, residual, log),
1600
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1601
- .Transform => Effects.transform(battle, player, log),
1726
+ .Confusion => Effects.confusion(battle, player, move, options),
1727
+ .Conversion => Effects.conversion(battle, player, options),
1728
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1729
+ .Haze => Effects.haze(battle, player, options),
1730
+ .Heal => Effects.heal(battle, player, options),
1731
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1732
+ .LightScreen => Effects.lightScreen(battle, player, options),
1733
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1734
+ .Mist => Effects.mist(battle, player, options),
1735
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1736
+ .Poison => Effects.poison(battle, player, move, options),
1737
+ .Reflect => Effects.reflect(battle, player, options),
1738
+ .Splash => Effects.splash(battle, player, options),
1739
+ .Substitute => Effects.substitute(battle, player, residual, options),
1740
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1741
+ .Transform => Effects.transform(battle, player, options),
1602
1742
  else => unreachable,
1603
1743
  };
1604
1744
  }
1605
1745
 
1606
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1607
- assert(move.effect.onEnd());
1746
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1608
1747
  return switch (move.effect) {
1609
- .Bide => Effects.bide(battle, player, log),
1748
+ .Bide => Effects.bide(battle, player, options),
1610
1749
  // zig fmt: off
1611
1750
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1612
1751
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1613
- Effects.boost(battle, player, move, log),
1752
+ Effects.boost(battle, player, move, options),
1614
1753
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1615
- Effects.unboost(battle, player, move, log),
1754
+ Effects.unboost(battle, player, move, options),
1616
1755
  // zig fmt: on
1617
- .Sleep => Effects.sleep(battle, player, move, log),
1756
+ .Sleep => Effects.sleep(battle, player, move, options),
1618
1757
  else => unreachable,
1619
1758
  };
1620
1759
  }
1621
1760
 
1622
- inline fn alwaysHappens(
1761
+ fn alwaysHappens(
1623
1762
  battle: anytype,
1624
1763
  player: Player,
1625
1764
  move: Move.Data,
1626
1765
  residual: *bool,
1627
- log: anytype,
1766
+ options: anytype,
1628
1767
  ) !void {
1629
- assert(move.effect.alwaysHappens());
1630
1768
  return switch (move.effect) {
1631
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1769
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1632
1770
  .Explode => Effects.explode(battle, player),
1633
- .PayDay => Effects.payDay(battle, player, log),
1771
+ .PayDay => Effects.payDay(battle, player, options),
1634
1772
  .Rage => Effects.rage(battle, player),
1635
- .Recoil => Effects.recoil(battle, player, residual, log),
1773
+ .Recoil => Effects.recoil(battle, player, residual, options),
1636
1774
  .JumpKick, .Binding => {},
1637
1775
  else => unreachable,
1638
1776
  };
1639
1777
  }
1640
1778
 
1641
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1779
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1642
1780
  return switch (move.effect) {
1643
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1644
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1645
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1646
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1647
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1781
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1782
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1783
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1784
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1785
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1648
1786
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1649
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1650
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1787
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1788
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1651
1789
  // zig fmt: off
1652
1790
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1653
- Effects.unboost(battle, player, move, log),
1791
+ Effects.unboost(battle, player, move, options),
1654
1792
  // zig fmt: on
1655
1793
  else => {},
1656
1794
  };
1657
1795
  }
1658
1796
 
1659
1797
  pub const Effects = struct {
1660
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1798
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1661
1799
  var side = battle.side(player);
1662
1800
 
1663
1801
  side.active.volatiles.Bide = true;
1664
1802
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1803
+
1665
1804
  side.active.volatiles.state = 0;
1666
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1805
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1806
+ options.chance.observe(.attacking, player, .started);
1667
1807
 
1668
- try log.start(battle.active(player), .Bide);
1808
+ try options.log.start(.{ battle.active(player), .Bide });
1669
1809
  }
1670
1810
 
1671
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1811
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1672
1812
  var foe = battle.foe(player);
1673
1813
  var foe_stored = foe.stored();
1674
1814
 
@@ -1679,83 +1819,90 @@ pub const Effects = struct {
1679
1819
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1680
1820
  if (Status.is(foe_stored.status, .FRZ)) {
1681
1821
  assert(move.type == .Fire);
1682
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1822
+ try options.log.curestatus(.{
1823
+ battle.active(player.foe()),
1824
+ foe_stored.status,
1825
+ .Message,
1826
+ });
1683
1827
  foe_stored.status = 0;
1684
1828
  }
1685
1829
  return;
1686
1830
  }
1687
1831
 
1688
1832
  if (foe.active.types.includes(move.type)) return;
1689
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1833
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1834
+ return;
1835
+ }
1690
1836
 
1691
1837
  foe_stored.status = Status.init(.BRN);
1692
1838
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1693
1839
 
1694
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1840
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1695
1841
  }
1696
1842
 
1697
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1843
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1698
1844
  var side = battle.side(player);
1699
1845
  var volatiles = &side.active.volatiles;
1700
1846
 
1701
1847
  volatiles.Charging = true;
1702
1848
  const move = side.last_selected_move;
1703
1849
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1704
- try log.laststill();
1705
- try log.prepare(battle.active(player), move);
1850
+ try options.log.laststill(.{});
1851
+ try options.log.prepare(.{ battle.active(player), move });
1706
1852
  }
1707
1853
 
1708
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1854
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1709
1855
  var foe = battle.foe(player);
1710
1856
  const sub = foe.active.volatiles.Substitute;
1711
1857
 
1712
1858
  if (move.effect == .ConfusionChance) {
1713
- if (!Rolls.confusionChance(battle)) return;
1859
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1714
1860
  } else {
1715
1861
  if (showdown) {
1716
- if (!try checkHit(battle, player, move, log)) {
1717
- return;
1718
- } else if (sub) {
1719
- return log.fail(battle.active(player.foe()), .None);
1720
- }
1862
+ if (!try checkHit(battle, player, move, options)) return;
1863
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1721
1864
  } else {
1722
- if (sub) {
1723
- return log.fail(battle.active(player.foe()), .None);
1724
- } else if (!try checkHit(battle, player, move, log)) {
1725
- return;
1726
- }
1865
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1866
+ if (!try checkHit(battle, player, move, options)) return;
1727
1867
  }
1728
1868
  }
1729
1869
 
1730
1870
  if (foe.active.volatiles.Confusion) return;
1731
1871
  foe.active.volatiles.Confusion = true;
1732
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1733
1872
 
1734
- try log.start(battle.active(player.foe()), .Confusion);
1873
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1874
+ options.chance.observe(.confusion, player.foe(), .started);
1875
+
1876
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1735
1877
  }
1736
1878
 
1737
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1879
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1738
1880
  const foe = battle.foe(player);
1739
1881
 
1740
1882
  if (foe.active.volatiles.Invulnerable) {
1741
- try log.lastmiss();
1742
- return log.miss(battle.active(player));
1883
+ try options.log.lastmiss(.{});
1884
+ return options.log.miss(.{battle.active(player)});
1743
1885
  }
1744
1886
 
1745
1887
  battle.side(player).active.types = foe.active.types;
1746
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1888
+ return options.log.start(.{
1889
+ battle.active(player),
1890
+ .TypeChange,
1891
+ foe.active.types,
1892
+ battle.active(player.foe()),
1893
+ });
1747
1894
  }
1748
1895
 
1749
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1896
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1750
1897
  var foe = battle.foe(player);
1751
1898
  var volatiles = &foe.active.volatiles;
1752
1899
  const foe_ident = battle.active(player.foe());
1753
1900
 
1754
1901
  // Pokémon Showdown handles hit/miss earlier in doMove
1755
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1902
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1756
1903
 
1757
- if (volatiles.disabled_move != 0) {
1758
- try log.fail(foe_ident, .None);
1904
+ if (volatiles.disable_move != 0) {
1905
+ try options.log.fail(.{ foe_ident, .None });
1759
1906
  return null;
1760
1907
  }
1761
1908
 
@@ -1771,7 +1918,7 @@ pub const Effects = struct {
1771
1918
  // Technically this is still considered simply a "miss" on the cartridge,
1772
1919
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1773
1920
  if (n == 0) {
1774
- try log.fail(foe_ident, .None);
1921
+ try options.log.fail(.{ foe_ident, .None });
1775
1922
  return null;
1776
1923
  } else if (err) {
1777
1924
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1779,16 +1926,19 @@ pub const Effects = struct {
1779
1926
  return Result.Error;
1780
1927
  }
1781
1928
 
1782
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1783
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1929
+ volatiles.disable_move =
1930
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1931
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1932
+ options.chance.observe(.disable, player.foe(), .started);
1784
1933
 
1785
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1934
+ const id = foe.active.move(volatiles.disable_move).id;
1935
+ try options.log.start(.{ foe_ident, .Disable, id });
1786
1936
  return null;
1787
1937
  }
1788
1938
 
1789
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1790
- var side = battle.side(player);
1791
- var stored = side.stored();
1939
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1940
+ var stored = battle.side(player).stored();
1941
+ const ident = battle.active(player);
1792
1942
 
1793
1943
  if (battle.last_damage == 0) {
1794
1944
  assert(showdown);
@@ -1801,7 +1951,7 @@ pub const Effects = struct {
1801
1951
  if (stored.hp == stored.stats.hp) return;
1802
1952
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1803
1953
 
1804
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1954
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1805
1955
  }
1806
1956
 
1807
1957
  fn explode(battle: anytype, player: Player) !void {
@@ -1815,26 +1965,28 @@ pub const Effects = struct {
1815
1965
  side.active.volatiles.LeechSeed = false;
1816
1966
  }
1817
1967
 
1818
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1968
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1819
1969
  var volatiles = &battle.foe(player).active.volatiles;
1820
1970
 
1821
1971
  if (volatiles.Substitute) return;
1822
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1972
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1973
+ return;
1974
+ }
1823
1975
 
1824
1976
  volatiles.Flinch = true;
1825
1977
  volatiles.Recharging = false;
1826
1978
  }
1827
1979
 
1828
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1980
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1829
1981
  var side = battle.side(player);
1830
1982
 
1831
1983
  if (side.active.volatiles.FocusEnergy) return;
1832
1984
  side.active.volatiles.FocusEnergy = true;
1833
1985
 
1834
- try log.start(battle.active(player), .FocusEnergy);
1986
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1835
1987
  }
1836
1988
 
1837
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1989
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1838
1990
  var foe = battle.foe(player);
1839
1991
  var foe_stored = foe.stored();
1840
1992
  const foe_ident = battle.active(player.foe());
@@ -1846,21 +1998,22 @@ pub const Effects = struct {
1846
1998
  }
1847
1999
 
1848
2000
  if (foe.active.types.includes(move.type)) return;
1849
- if (!Rolls.secondaryChance(battle, true)) return;
2001
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1850
2002
  // Freeze Clause Mod
1851
2003
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1852
2004
 
1853
2005
  foe_stored.status = Status.init(.FRZ);
1854
2006
  // GLITCH: Hyper Beam recharging status is not cleared
1855
2007
 
1856
- try log.status(foe_ident, foe_stored.status, .None);
2008
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1857
2009
  }
1858
2010
 
1859
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2011
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2012
+ var log = options.log;
1860
2013
  var side = battle.side(player);
1861
2014
  var foe = battle.foe(player);
1862
2015
 
1863
- var side_stored = side.stored();
2016
+ const side_stored = side.stored();
1864
2017
  var foe_stored = foe.stored();
1865
2018
 
1866
2019
  const player_ident = battle.active(player);
@@ -1872,96 +2025,101 @@ pub const Effects = struct {
1872
2025
  side.active.stats = side_stored.stats;
1873
2026
  foe.active.stats = foe_stored.stats;
1874
2027
 
1875
- try log.activate(player_ident, .Haze);
1876
- try log.clearallboost();
2028
+ try log.activate(.{ player_ident, .Haze });
2029
+ try log.clearallboost(.{});
1877
2030
 
1878
2031
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1879
2032
  if (showdown) {
1880
2033
  for (&battle.sides, 0..) |*s, i| {
1881
- const p = @intToEnum(Player, i);
2034
+ const p: Player = @enumFromInt(i);
1882
2035
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1883
2036
  if (p != player and Status.any(s.stored().status)) {
1884
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2037
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1885
2038
  s.stored().status = 0;
2039
+ options.chance.observe(.sleep, p, .None);
1886
2040
  } else if (showdown and s.stored().status == Status.TOX) {
1887
2041
  s.stored().status = Status.init(.PSN);
1888
- try log.status(battle.active(p), s.stored().status, .None);
2042
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1889
2043
  }
1890
- try clearVolatiles(battle, p, log);
2044
+ try clearVolatiles(battle, p, options);
1891
2045
  }
1892
2046
  } else {
1893
2047
  if (Status.any(foe_stored.status)) {
1894
2048
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1895
2049
  foe.last_selected_move = .SKIP_TURN;
2050
+ options.chance.observe(.sleep, player.foe(), .None);
1896
2051
  }
1897
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2052
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1898
2053
  foe_stored.status = 0;
1899
2054
  }
1900
- try clearVolatiles(battle, player, log);
1901
- try clearVolatiles(battle, player.foe(), log);
2055
+ try clearVolatiles(battle, player, options);
2056
+ try clearVolatiles(battle, player.foe(), options);
1902
2057
  }
1903
2058
  }
1904
2059
 
1905
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2060
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1906
2061
  var side = battle.side(player);
1907
2062
  var stored = side.stored();
1908
2063
  const ident = battle.active(player);
1909
2064
 
1910
2065
  // GLITCH: HP recovery move failure glitches
1911
2066
  const delta = stored.stats.hp - stored.hp;
1912
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2067
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2068
+ return options.log.fail(.{ ident, .None });
2069
+ }
1913
2070
 
1914
2071
  const rest = side.last_selected_move == .Rest;
1915
2072
  if (rest) {
1916
2073
  // Adding the sleep status runs the sleep condition handler to roll duration
1917
2074
  if (showdown) battle.rng.advance(1);
1918
2075
  stored.status = Status.slf(2);
1919
- try log.statusFrom(ident, stored.status, Move.Rest);
2076
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1920
2077
  stored.hp = stored.stats.hp;
1921
2078
  } else {
1922
2079
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1923
2080
  }
1924
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2081
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1925
2082
  }
1926
2083
 
1927
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2084
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1928
2085
  battle.side(player).active.volatiles.Recharging = true;
1929
- try log.mustrecharge(battle.active(player));
2086
+ try options.log.mustrecharge(.{battle.active(player)});
1930
2087
  }
1931
2088
 
1932
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2089
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1933
2090
  var foe = battle.foe(player);
1934
2091
 
1935
2092
  if (showdown) {
1936
2093
  // Invulnerability trumps type immunity on Pokémon Showdown
1937
2094
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1938
- return log.immune(battle.active(player.foe()), .None);
2095
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1939
2096
  }
1940
- if (!try checkHit(battle, player, move, log)) return;
2097
+ if (!try checkHit(battle, player, move, options)) return;
1941
2098
  if (foe.active.volatiles.LeechSeed) return;
1942
2099
  } else {
1943
- if (!try checkHit(battle, player, move, log)) return;
2100
+ if (!try checkHit(battle, player, move, options)) return;
1944
2101
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1945
- try log.lastmiss();
1946
- return log.miss(battle.active(player));
2102
+ try options.log.lastmiss(.{});
2103
+ return options.log.miss(.{battle.active(player)});
1947
2104
  }
1948
2105
  }
1949
2106
 
1950
2107
  foe.active.volatiles.LeechSeed = true;
1951
2108
 
1952
- try log.start(battle.active(player.foe()), .LeechSeed);
2109
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1953
2110
  }
1954
2111
 
1955
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2112
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1956
2113
  var side = battle.side(player);
2114
+ const ident = battle.active(player);
1957
2115
 
1958
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2116
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1959
2117
  side.active.volatiles.LightScreen = true;
1960
2118
 
1961
- try log.start(battle.active(player), .LightScreen);
2119
+ try options.log.start(.{ ident, .LightScreen });
1962
2120
  }
1963
2121
 
1964
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2122
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1965
2123
  var side = battle.side(player);
1966
2124
  var foe = battle.foe(player);
1967
2125
 
@@ -1977,46 +2135,49 @@ pub const Effects = struct {
1977
2135
  const has_mimic = has_mimic: {
1978
2136
  for (side.active.moves, 0..) |m, i| {
1979
2137
  if (m.id == .Mimic) {
1980
- oslot = @intCast(u8, i + 1);
2138
+ oslot = @intCast(i + 1);
1981
2139
  break :has_mimic true;
1982
2140
  }
1983
2141
  }
1984
2142
  break :has_mimic false;
1985
2143
  };
1986
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
1987
- // trigger |-miss| instead of |-fail|
1988
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
1989
- return try log.fail(battle.active(player.foe()), .None);
2144
+ if (!has_mimic) {
2145
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2146
+ if (!try checkHit(battle, player, move, options)) return;
2147
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1990
2148
  }
1991
2149
  }
1992
- if (!try checkHit(battle, player, move, log)) return;
2150
+ if (!try checkHit(battle, player, move, options)) return;
1993
2151
 
1994
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2152
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1995
2153
  side.active.move(oslot).id = foe.active.move(rslot).id;
1996
2154
 
1997
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2155
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1998
2156
  }
1999
2157
 
2000
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2158
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2001
2159
  var side = battle.side(player);
2002
2160
 
2003
2161
  if (side.active.volatiles.Mist) return;
2004
2162
  side.active.volatiles.Mist = true;
2005
2163
 
2006
- try log.start(battle.active(player), .Mist);
2164
+ try options.log.start(.{ battle.active(player), .Mist });
2007
2165
  }
2008
2166
 
2009
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2167
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2010
2168
  var side = battle.side(player);
2011
2169
 
2012
2170
  assert(!side.active.volatiles.MultiHit);
2013
2171
  side.active.volatiles.MultiHit = true;
2014
2172
 
2015
- side.active.volatiles.attacks =
2016
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2173
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2174
+ try Rolls.distribution(battle, .MultiHit, player, options)
2175
+ else
2176
+ 2;
2017
2177
  }
2018
2178
 
2019
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2179
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2180
+ var log = options.log;
2020
2181
  var foe = battle.foe(player);
2021
2182
  var foe_stored = foe.stored();
2022
2183
  const foe_ident = battle.active(player.foe());
@@ -2026,27 +2187,28 @@ pub const Effects = struct {
2026
2187
 
2027
2188
  if (showdown) {
2028
2189
  // Invulnerability trumps type immunity on Pokémon Showdown
2029
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2030
- if (!try checkHit(battle, player, move, log)) return;
2190
+ if (immune and !foe.active.volatiles.Invulnerable) {
2191
+ return log.immune(.{ foe_ident, .None });
2192
+ } else if (!try checkHit(battle, player, move, options)) return;
2031
2193
  }
2032
2194
  if (Status.any(foe_stored.status)) {
2033
- return log.fail(
2195
+ return log.fail(.{
2034
2196
  foe_ident,
2035
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2036
- );
2197
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2198
+ });
2037
2199
  }
2038
2200
  if (!showdown) {
2039
- if (immune) return log.immune(foe_ident, .None);
2040
- if (!try checkHit(battle, player, move, log)) return;
2201
+ if (immune) return log.immune(.{ foe_ident, .None });
2202
+ if (!try checkHit(battle, player, move, options)) return;
2041
2203
  }
2042
2204
 
2043
2205
  foe_stored.status = Status.init(.PAR);
2044
2206
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2045
2207
 
2046
- try log.status(foe_ident, foe_stored.status, .None);
2208
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2047
2209
  }
2048
2210
 
2049
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2211
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2050
2212
  var foe = battle.foe(player);
2051
2213
  var foe_stored = foe.stored();
2052
2214
 
@@ -2058,50 +2220,59 @@ pub const Effects = struct {
2058
2220
 
2059
2221
  // Body Slam can't paralyze a Normal type Pokémon
2060
2222
  if (foe.active.types.includes(move.type)) return;
2061
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2223
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2224
+ return;
2225
+ }
2062
2226
 
2063
2227
  foe_stored.status = Status.init(.PAR);
2064
2228
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2065
2229
 
2066
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2230
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2067
2231
  }
2068
2232
 
2069
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2070
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2233
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2234
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2235
+ try options.log.fieldactivate(.{});
2236
+ }
2071
2237
  }
2072
2238
 
2073
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2239
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2240
+ var log = options.log;
2074
2241
  var foe = battle.foe(player);
2075
2242
  var foe_stored = foe.stored();
2076
2243
  const foe_ident = battle.active(player.foe());
2077
2244
  const toxic = battle.side(player).last_selected_move == .Toxic;
2078
2245
 
2079
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2246
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2080
2247
  return;
2081
2248
  } else if (foe.active.volatiles.Substitute) {
2082
2249
  if (move.effect != .Poison) return;
2083
- return log.fail(foe_ident, .None);
2250
+ return log.fail(.{ foe_ident, .None });
2084
2251
  } else if (Status.any(foe_stored.status)) {
2085
2252
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2086
2253
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2087
2254
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2088
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2255
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2089
2256
  if (!showdown)
2090
- .Poison
2257
+ Fail.Poison
2091
2258
  else if (toxic == (foe_stored.status == Status.TOX))
2092
- if (toxic) .Toxic else .Poison
2259
+ if (toxic) Fail.Toxic else Fail.Poison
2093
2260
  else
2094
- .None
2261
+ Fail.None
2095
2262
  else
2096
- .None);
2263
+ Fail.None });
2097
2264
  } else if (foe.active.types.includes(.Poison)) {
2098
2265
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2099
- return log.immune(foe_ident, .None);
2266
+ return log.immune(.{ foe_ident, .None });
2100
2267
  }
2101
2268
 
2102
2269
  if (move.effect == .Poison) {
2103
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2104
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2270
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2271
+ } else {
2272
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2273
+ return;
2274
+ }
2275
+ }
2105
2276
 
2106
2277
  foe_stored.status = Status.init(.PSN);
2107
2278
  if (toxic) {
@@ -2110,7 +2281,7 @@ pub const Effects = struct {
2110
2281
  foe.active.volatiles.toxic = 0;
2111
2282
  }
2112
2283
 
2113
- try log.status(foe_ident, foe_stored.status, .None);
2284
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2114
2285
  }
2115
2286
 
2116
2287
  fn rage(battle: anytype, player: Player) !void {
@@ -2119,28 +2290,37 @@ pub const Effects = struct {
2119
2290
  volatiles.Rage = true;
2120
2291
  }
2121
2292
 
2122
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2293
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2123
2294
  var side = battle.side(player);
2124
2295
  var stored = side.stored();
2125
2296
 
2126
- const damage = @intCast(i16, @max(battle.last_damage /
2297
+ assert(showdown or battle.last_damage > 0);
2298
+ if (showdown and battle.last_damage == 0) return;
2299
+
2300
+ const damage: i16 = @intCast(@max(battle.last_damage /
2127
2301
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2128
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2302
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2129
2303
 
2130
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2304
+ try options.log.damage(.{
2305
+ battle.active(player),
2306
+ stored,
2307
+ .RecoilOf,
2308
+ battle.active(player.foe()),
2309
+ });
2131
2310
  if (showdown and stored.hp == 0) residual.* = false;
2132
2311
  }
2133
2312
 
2134
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2313
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2135
2314
  var side = battle.side(player);
2315
+ const ident = battle.active(player);
2136
2316
 
2137
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2317
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2138
2318
  side.active.volatiles.Reflect = true;
2139
2319
 
2140
- try log.start(battle.active(player), .Reflect);
2320
+ try options.log.start(.{ ident, .Reflect });
2141
2321
  }
2142
2322
 
2143
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2323
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2144
2324
  var foe = battle.foe(player);
2145
2325
  var foe_stored = foe.stored();
2146
2326
  const foe_ident = battle.active(player.foe());
@@ -2151,13 +2331,13 @@ pub const Effects = struct {
2151
2331
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2152
2332
  } else {
2153
2333
  if (Status.any(foe_stored.status)) {
2154
- return log.fail(
2334
+ return options.log.fail(.{
2155
2335
  foe_ident,
2156
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2157
- );
2336
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2337
+ });
2158
2338
  }
2159
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2160
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2339
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2340
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2161
2341
  }
2162
2342
 
2163
2343
  // Sleep Clause Mod
@@ -2168,63 +2348,70 @@ pub const Effects = struct {
2168
2348
  }
2169
2349
  foe.active.volatiles.Recharging = false;
2170
2350
 
2171
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2172
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2351
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2352
+ options.chance.observe(.sleep, player.foe(), .started);
2353
+
2354
+ const last = battle.side(player).last_selected_move;
2355
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2173
2356
  }
2174
2357
 
2175
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2176
- try log.activate(battle.active(player), .Splash);
2358
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2359
+ try options.log.activate(.{ battle.active(player), .Splash });
2177
2360
  }
2178
2361
 
2179
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2362
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2180
2363
  var side = battle.side(player);
2181
2364
  if (side.active.volatiles.Substitute) {
2182
- try log.fail(battle.active(player), .Substitute);
2183
- return;
2365
+ return options.log.fail(.{ battle.active(player), .Substitute });
2184
2366
  }
2185
2367
 
2186
2368
  assert(side.stored().stats.hp <= 1023);
2187
2369
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2188
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2370
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2189
2371
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2190
2372
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2191
2373
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2192
2374
  // avoid having to convert to floating point)
2193
2375
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2194
2376
  if (side.stored().hp < required_hp) {
2195
- try log.fail(battle.active(player), .Weak);
2196
- return;
2377
+ return options.log.fail(.{ battle.active(player), .Weak });
2197
2378
  }
2198
2379
 
2199
2380
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2200
2381
  side.stored().hp -= hp;
2201
2382
  side.active.volatiles.substitute = hp + 1;
2202
2383
  side.active.volatiles.Substitute = true;
2203
- try log.start(battle.active(player), .Substitute);
2384
+ try options.log.start(.{ battle.active(player), .Substitute });
2204
2385
  if (hp > 0) {
2205
- try log.damage(battle.active(player), side.stored(), .None);
2386
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2206
2387
  if (showdown and side.stored().hp == 0) residual.* = false;
2207
2388
  }
2208
2389
  }
2209
2390
 
2210
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2211
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2212
-
2391
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2213
2392
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2214
- _ = try checkHit(battle, player, move, log);
2215
- battle.last_damage = 0;
2393
+ if (showdown) {
2394
+ if (battle.side(player).last_selected_move == .Teleport) return;
2395
+ _ = try checkHit(battle, player, move, options);
2396
+ battle.last_damage = 0;
2397
+ } else {
2398
+ try options.log.fail(.{ battle.active(player), .None });
2399
+ try options.log.laststill(.{});
2400
+ }
2216
2401
  }
2217
2402
 
2218
- fn thrashing(battle: anytype, player: Player) void {
2403
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2219
2404
  var volatiles = &battle.side(player).active.volatiles;
2220
2405
  assert(!volatiles.Thrashing);
2221
2406
  assert(!volatiles.Bide);
2222
2407
 
2223
2408
  volatiles.Thrashing = true;
2224
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2409
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2410
+
2411
+ options.chance.observe(.attacking, player, .started);
2225
2412
  }
2226
2413
 
2227
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2414
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2228
2415
  var side = battle.side(player);
2229
2416
  const foe = battle.foe(player);
2230
2417
  const foe_ident = battle.active(player.foe());
@@ -2250,10 +2437,10 @@ pub const Effects = struct {
2250
2437
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2251
2438
  }
2252
2439
 
2253
- try log.transform(battle.active(player), foe_ident);
2440
+ try options.log.transform(.{ battle.active(player), foe_ident });
2254
2441
  }
2255
2442
 
2256
- fn binding(battle: anytype, player: Player) void {
2443
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2257
2444
  var side = battle.side(player);
2258
2445
  var foe = battle.foe(player);
2259
2446
 
@@ -2261,12 +2448,17 @@ pub const Effects = struct {
2261
2448
  side.active.volatiles.Binding = true;
2262
2449
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2263
2450
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2264
- if (!showdown) foe.active.volatiles.Recharging = false;
2451
+ if (!showdown) {
2452
+ foe.active.volatiles.Recharging = false;
2453
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2265
2454
 
2266
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2455
+ side.active.volatiles.attacks =
2456
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2457
+ options.chance.observe(.binding, player, .started);
2267
2458
  }
2268
2459
 
2269
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2460
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2461
+ var log = options.log;
2270
2462
  var side = battle.side(player);
2271
2463
  const ident = battle.active(player);
2272
2464
 
@@ -2276,87 +2468,87 @@ pub const Effects = struct {
2276
2468
  switch (move.effect) {
2277
2469
  .AttackUp1, .AttackUp2, .Rage => {
2278
2470
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2279
- if (boosts.atk == 6) return try log.fail(ident, .None);
2471
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2280
2472
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2281
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2282
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2473
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2474
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2283
2475
  if (stats.atk == MAX_STAT_VALUE) {
2284
2476
  boosts.atk -= 1;
2285
2477
  if (showdown) {
2286
- try log.boost(ident, reason, n);
2287
- try log.boost(ident, Boost.Attack, -1);
2478
+ try log.boost(.{ ident, reason, n });
2479
+ try log.boost(.{ ident, .Attack, -1 });
2288
2480
  if (move.effect == .Rage) return;
2289
2481
  }
2290
- return try log.fail(ident, .None);
2482
+ return log.fail(.{ ident, .None });
2291
2483
  }
2292
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2484
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2293
2485
  const stat = unmodifiedStats(battle, side).atk;
2294
2486
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2295
- try log.boost(ident, reason, n);
2487
+ try log.boost(.{ ident, reason, n });
2296
2488
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2297
2489
  if (showdown and move.effect == .Rage) return;
2298
2490
  },
2299
2491
  .DefenseUp1, .DefenseUp2 => {
2300
2492
  assert(boosts.def >= -6 and boosts.def <= 6);
2301
- if (boosts.def == 6) return try log.fail(ident, .None);
2493
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2302
2494
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2303
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2495
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2304
2496
  if (stats.def == MAX_STAT_VALUE) {
2305
2497
  boosts.def -= 1;
2306
2498
  if (showdown) {
2307
- try log.boost(ident, .Defense, n);
2308
- try log.boost(ident, .Defense, -1);
2499
+ try log.boost(.{ ident, .Defense, n });
2500
+ try log.boost(.{ ident, .Defense, -1 });
2309
2501
  }
2310
- return try log.fail(ident, .None);
2502
+ return log.fail(.{ ident, .None });
2311
2503
  }
2312
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2504
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2313
2505
  const stat = unmodifiedStats(battle, side).def;
2314
2506
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2315
- try log.boost(ident, .Defense, n);
2507
+ try log.boost(.{ ident, .Defense, n });
2316
2508
  },
2317
2509
  .SpeedUp2 => {
2318
2510
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2319
- if (boosts.spe == 6) return try log.fail(ident, .None);
2320
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2511
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2512
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2321
2513
  if (stats.spe == MAX_STAT_VALUE) {
2322
2514
  boosts.spe -= 1;
2323
2515
  if (showdown) {
2324
- try log.boost(ident, .Speed, 2);
2325
- try log.boost(ident, .Speed, -1);
2516
+ try log.boost(.{ ident, .Speed, 2 });
2517
+ try log.boost(.{ ident, .Speed, -1 });
2326
2518
  }
2327
- return try log.fail(ident, .None);
2519
+ return log.fail(.{ ident, .None });
2328
2520
  }
2329
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2521
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2330
2522
  const stat = unmodifiedStats(battle, side).spe;
2331
2523
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2332
- try log.boost(ident, .Speed, 2);
2524
+ try log.boost(.{ ident, .Speed, 2 });
2333
2525
  },
2334
2526
  .SpecialUp1, .SpecialUp2 => {
2335
2527
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2336
- if (boosts.spc == 6) return try log.fail(ident, .None);
2528
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2337
2529
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2338
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2530
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2339
2531
  if (stats.spc == MAX_STAT_VALUE) {
2340
2532
  boosts.spc -= 1;
2341
2533
  if (showdown) {
2342
- try log.boost(ident, .SpecialAttack, n);
2343
- try log.boost(ident, .SpecialAttack, -1);
2344
- try log.boost(ident, .SpecialDefense, n);
2345
- try log.boost(ident, .SpecialDefense, -1);
2534
+ try log.boost(.{ ident, .SpecialAttack, n });
2535
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2536
+ try log.boost(.{ ident, .SpecialDefense, n });
2537
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2346
2538
  }
2347
- return try log.fail(ident, .None);
2539
+ return log.fail(.{ ident, .None });
2348
2540
  }
2349
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2541
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2350
2542
  const stat = unmodifiedStats(battle, side).spc;
2351
2543
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2352
- try log.boost(ident, .SpecialAttack, n);
2353
- try log.boost(ident, .SpecialDefense, n);
2544
+ try log.boost(.{ ident, .SpecialAttack, n });
2545
+ try log.boost(.{ ident, .SpecialDefense, n });
2354
2546
  },
2355
2547
  .EvasionUp1 => {
2356
2548
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2357
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2358
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2359
- try log.boost(ident, .Evasion, 1);
2549
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2550
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2551
+ try log.boost(.{ ident, .Evasion, 1 });
2360
2552
  },
2361
2553
  else => unreachable,
2362
2554
  }
@@ -2365,102 +2557,105 @@ pub const Effects = struct {
2365
2557
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2366
2558
  }
2367
2559
 
2368
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2560
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2561
+ var log = options.log;
2369
2562
  var foe = battle.foe(player);
2370
2563
  const foe_ident = battle.active(player.foe());
2564
+ const secondary = move.effect.isStatDownChance();
2371
2565
 
2372
- if (foe.active.volatiles.Substitute) {
2373
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2374
- }
2566
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2375
2567
 
2376
- if (move.effect.isStatDownChance()) {
2377
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2378
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2379
- return; // checkHit already checks for Invulnerable
2568
+ if (secondary) {
2569
+ const proc = try Rolls.unboost(battle, player, options);
2570
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2571
+ } else {
2572
+ // checkHit already checks for Invulnerable
2573
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2380
2574
  }
2381
2575
 
2382
2576
  var stats = &foe.active.stats;
2383
2577
  var boosts = &foe.active.boosts;
2578
+ const fail = showdown or !secondary;
2384
2579
 
2385
2580
  switch (move.effect) {
2386
2581
  .AttackDown1, .AttackDownChance => {
2387
2582
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2388
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2389
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2583
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2584
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2390
2585
  if (stats.atk == 1) {
2391
2586
  boosts.atk += 1;
2392
2587
  if (showdown) {
2393
- try log.boost(foe_ident, .Attack, -1);
2394
- try log.boost(foe_ident, .Attack, 1);
2588
+ try log.boost(.{ foe_ident, .Attack, -1 });
2589
+ try log.boost(.{ foe_ident, .Attack, 1 });
2395
2590
  }
2396
- return try log.fail(foe_ident, .None);
2591
+ return log.fail(.{ foe_ident, .None });
2397
2592
  }
2398
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2593
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2399
2594
  const stat = unmodifiedStats(battle, foe).atk;
2400
2595
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2401
- try log.boost(foe_ident, .Attack, -1);
2596
+ try log.boost(.{ foe_ident, .Attack, -1 });
2402
2597
  },
2403
2598
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2404
2599
  assert(boosts.def >= -6 and boosts.def <= 6);
2405
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2600
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2406
2601
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2407
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2602
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2408
2603
  if (stats.def == 1) {
2409
2604
  boosts.def += 1;
2410
2605
  if (showdown) {
2411
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2412
- try log.boost(foe_ident, .Defense, 1);
2606
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2607
+ try log.boost(.{ foe_ident, .Defense, 1 });
2413
2608
  }
2414
- return try log.fail(foe_ident, .None);
2609
+ return log.fail(.{ foe_ident, .None });
2415
2610
  }
2416
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2611
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2417
2612
  const stat = unmodifiedStats(battle, foe).def;
2418
2613
  stats.def = @max(1, stat * mod[0] / mod[1]);
2419
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2614
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2420
2615
  },
2421
2616
  .SpeedDown1, .SpeedDownChance => {
2422
2617
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2423
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2424
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2618
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2619
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2425
2620
  if (stats.spe == 1) {
2426
2621
  boosts.spe += 1;
2427
2622
  if (showdown) {
2428
- try log.boost(foe_ident, .Speed, -1);
2429
- try log.boost(foe_ident, .Speed, 1);
2623
+ try log.boost(.{ foe_ident, .Speed, -1 });
2624
+ try log.boost(.{ foe_ident, .Speed, 1 });
2430
2625
  }
2431
- return try log.fail(foe_ident, .None);
2626
+ return log.fail(.{ foe_ident, .None });
2432
2627
  }
2433
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2628
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2434
2629
  const stat = unmodifiedStats(battle, foe).spe;
2435
2630
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2436
- try log.boost(foe_ident, .Speed, -1);
2631
+ try log.boost(.{ foe_ident, .Speed, -1 });
2437
2632
  assert(boosts.spe >= -6);
2438
2633
  },
2439
2634
  .SpecialDownChance => {
2440
2635
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2441
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2442
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2636
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2637
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2443
2638
  if (stats.spc == 1) {
2444
2639
  boosts.spc += 1;
2445
2640
  if (showdown) {
2446
- try log.boost(foe_ident, .SpecialAttack, -1);
2447
- try log.boost(foe_ident, .SpecialAttack, 1);
2448
- try log.boost(foe_ident, .SpecialDefense, -1);
2449
- try log.boost(foe_ident, .SpecialDefense, 1);
2641
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2642
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2643
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2644
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2450
2645
  }
2451
- return try log.fail(foe_ident, .None);
2646
+ return log.fail(.{ foe_ident, .None });
2452
2647
  }
2453
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2648
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2454
2649
  const stat = unmodifiedStats(battle, foe).spc;
2455
2650
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2456
- try log.boost(foe_ident, .SpecialAttack, -1);
2457
- try log.boost(foe_ident, .SpecialDefense, -1);
2651
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2652
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2458
2653
  },
2459
2654
  .AccuracyDown1 => {
2460
2655
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2461
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2462
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2463
- try log.boost(foe_ident, .Accuracy, -1);
2656
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2657
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2658
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2464
2659
  },
2465
2660
  else => unreachable,
2466
2661
  }
@@ -2484,37 +2679,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2484
2679
  }
2485
2680
  }
2486
2681
 
2487
- inline fn isForced(active: ActivePokemon) bool {
2682
+ fn isForced(active: anytype) bool {
2488
2683
  return active.volatiles.Recharging or active.volatiles.Rage or
2489
2684
  active.volatiles.Thrashing or active.volatiles.Charging;
2490
2685
  }
2491
2686
 
2492
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2687
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2688
+ var log = options.log;
2493
2689
  var side = battle.side(who);
2494
2690
  var volatiles = &side.active.volatiles;
2495
2691
  const ident = battle.active(who);
2496
2692
 
2497
- if (volatiles.disabled_move != 0) {
2498
- volatiles.disabled_move = 0;
2499
- volatiles.disabled_duration = 0;
2500
- try log.end(ident, .DisableSilent);
2693
+ if (volatiles.disable_move != 0) {
2694
+ volatiles.disable_move = 0;
2695
+ volatiles.disable_duration = 0;
2696
+ options.chance.observe(.disable, who, .None);
2697
+ try log.end(.{ ident, .DisableSilent });
2501
2698
  }
2502
2699
  if (volatiles.Confusion) {
2503
2700
  // volatiles.confusion is left unchanged
2504
2701
  volatiles.Confusion = false;
2505
- try log.end(ident, .ConfusionSilent);
2702
+ options.chance.observe(.confusion, who, .None);
2703
+ try log.end(.{ ident, .ConfusionSilent });
2506
2704
  }
2507
2705
  if (volatiles.Mist) {
2508
2706
  volatiles.Mist = false;
2509
- try log.end(ident, .Mist);
2707
+ try log.end(.{ ident, .MistSilent });
2510
2708
  }
2511
2709
  if (volatiles.FocusEnergy) {
2512
2710
  volatiles.FocusEnergy = false;
2513
- try log.end(ident, .FocusEnergy);
2711
+ try log.end(.{ ident, .FocusEnergySilent });
2514
2712
  }
2515
2713
  if (volatiles.LeechSeed) {
2516
2714
  volatiles.LeechSeed = false;
2517
- try log.end(ident, .LeechSeed);
2715
+ try log.end(.{ ident, .LeechSeedSilent });
2518
2716
  }
2519
2717
  if (!showdown and volatiles.Toxic) {
2520
2718
  volatiles.Toxic = false;
@@ -2522,152 +2720,370 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2522
2720
  }
2523
2721
  if (volatiles.LightScreen) {
2524
2722
  volatiles.LightScreen = false;
2525
- try log.end(ident, .LightScreen);
2723
+ try log.end(.{ ident, .LightScreenSilent });
2526
2724
  }
2527
2725
  if (volatiles.Reflect) {
2528
2726
  volatiles.Reflect = false;
2529
- try log.end(ident, .Reflect);
2727
+ try log.end(.{ ident, .ReflectSilent });
2530
2728
  }
2531
2729
  if (showdown and volatiles.Toxic) {
2532
2730
  volatiles.Toxic = false;
2533
2731
  // Pokémon Showdown erroneously clears the toxic counter
2534
2732
  volatiles.toxic = 0;
2535
- try log.end(ident, .Toxic);
2733
+ try log.end(.{ ident, .ToxicSilent });
2536
2734
  }
2537
2735
  }
2538
2736
 
2737
+ fn decrement(
2738
+ comptime field: chance.Action.Field,
2739
+ player: Player,
2740
+ options: anytype,
2741
+ n: anytype,
2742
+ ) @TypeOf(n) {
2743
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2744
+ .started, .ended => 0,
2745
+ .continuing => if (n > 1) n - 1 else n,
2746
+ else => unreachable,
2747
+ } else n - 1;
2748
+ }
2749
+
2539
2750
  pub const Rolls = struct {
2540
- inline fn speedTie(battle: anytype) bool {
2541
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2542
- return battle.rng.next() < Gen12.percent(50) + 1;
2543
- }
2751
+ fn speedTie(battle: anytype, options: anytype) !bool {
2752
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2753
+ player == .P1
2754
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2755
+ battle.rng.speedTie()
2756
+ else if (showdown)
2757
+ battle.rng.range(u8, 0, 2) == 0
2758
+ else
2759
+ battle.rng.next() < Gen12.percent(50) + 1;
2760
+
2761
+ try options.chance.speedTie(p1);
2762
+ return p1;
2763
+ }
2764
+
2765
+ fn criticalHit(
2766
+ battle: anytype,
2767
+ player: Player,
2768
+ rate: u8,
2769
+ spurious: bool,
2770
+ options: anytype,
2771
+ ) !bool {
2772
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2773
+ val == .true
2774
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2775
+ battle.rng.criticalHit(player, rate)
2776
+ else if (showdown)
2777
+ battle.rng.chance(u8, rate, 256)
2778
+ else
2779
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2780
+
2781
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2782
+ return crit;
2783
+ }
2784
+
2785
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2786
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2787
+ val
2788
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2789
+ battle.rng.damage(player)
2790
+ else roll: {
2791
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2792
+ while (true) {
2793
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2794
+ if (r >= 217) break :roll r;
2795
+ }
2796
+ };
2544
2797
 
2545
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2546
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2547
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2798
+ assert(roll >= 217 and roll <= 255);
2799
+ try options.chance.damage(player, roll);
2800
+ return roll;
2548
2801
  }
2549
2802
 
2550
- inline fn damage(battle: anytype) u8 {
2551
- if (showdown) return battle.rng.range(u8, 217, 256);
2552
- while (true) {
2553
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2554
- if (r >= 217) return r;
2555
- }
2556
- }
2803
+ const uN = if (pkmn.options.miss) u8 else u9;
2804
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2805
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2806
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2807
+ val == .true
2808
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2809
+ battle.rng.hit(player, acc)
2810
+ else if (showdown)
2811
+ battle.rng.chance(uN, acc, 256)
2812
+ else
2813
+ battle.rng.next() < acc;
2557
2814
 
2558
- inline fn hit(battle: anytype, accuracy: u16) bool {
2559
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2560
- return battle.rng.next() < accuracy;
2815
+ try options.chance.hit(player, ok, acc);
2816
+ return ok;
2561
2817
  }
2562
2818
 
2563
- inline fn confusionDuration(battle: anytype) u3 {
2564
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2565
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2566
- }
2819
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2820
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2821
+ val == .true
2822
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2823
+ battle.rng.confused(player)
2824
+ else if (showdown)
2825
+ !battle.rng.chance(u8, 128, 256)
2826
+ else
2827
+ battle.rng.next() >= Gen12.percent(50) + 1;
2567
2828
 
2568
- inline fn confused(battle: anytype) bool {
2569
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2570
- return battle.rng.next() >= Gen12.percent(50) + 1;
2829
+ try options.chance.confused(player, cfz);
2830
+ return cfz;
2571
2831
  }
2572
2832
 
2573
- inline fn paralyzed(battle: anytype) bool {
2574
- if (showdown) return battle.rng.chance(u8, 63, 256);
2575
- return battle.rng.next() < Gen12.percent(25);
2576
- }
2833
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2834
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2835
+ val == .true
2836
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2837
+ battle.rng.paralyzed(player)
2838
+ else if (showdown)
2839
+ battle.rng.chance(u8, 63, 256)
2840
+ else
2841
+ battle.rng.next() < Gen12.percent(25);
2577
2842
 
2578
- inline fn confusionChance(battle: anytype) bool {
2579
- if (showdown) return battle.rng.chance(u8, 25, 256);
2580
- return battle.rng.next() < Gen12.percent(10);
2843
+ try options.chance.paralyzed(player, par);
2844
+ return par;
2581
2845
  }
2582
2846
 
2583
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2584
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2585
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2586
- }
2847
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2848
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2849
+ val == .true
2850
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2851
+ battle.rng.secondaryChance(player, 25)
2852
+ else if (showdown)
2853
+ battle.rng.chance(u8, 25, 256)
2854
+ else
2855
+ battle.rng.next() < Gen12.percent(10);
2587
2856
 
2588
- inline fn poisonChance(battle: anytype, low: bool) bool {
2589
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2590
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2857
+ try options.chance.secondaryChance(player, proc, 25);
2858
+ return proc;
2591
2859
  }
2592
2860
 
2593
- inline fn sleepDuration(battle: anytype) u3 {
2594
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2595
- while (true) {
2596
- const r = battle.rng.next() & 7;
2597
- if (r != 0) return @intCast(u3, r);
2598
- }
2861
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2862
+ const rate: u8 = if (low) 26 else 77;
2863
+
2864
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2865
+ val == .true
2866
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2867
+ battle.rng.secondaryChance(player, rate)
2868
+ else if (showdown)
2869
+ battle.rng.chance(u8, rate, 256)
2870
+ else
2871
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2872
+
2873
+ try options.chance.secondaryChance(player, proc, rate);
2874
+ return proc;
2599
2875
  }
2600
2876
 
2601
- inline fn bideThrashDuration(battle: anytype) u3 {
2602
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2603
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2877
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2878
+ const rate: u8 = if (low) 52 else 103;
2879
+
2880
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2881
+ val == .true
2882
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2883
+ battle.rng.secondaryChance(player, rate)
2884
+ else if (showdown)
2885
+ battle.rng.chance(u8, rate, 256)
2886
+ else
2887
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2888
+
2889
+ try options.chance.secondaryChance(player, proc, rate);
2890
+ return proc;
2604
2891
  }
2605
2892
 
2606
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2607
- if (showdown) {
2608
- if (check_pp == 0) {
2609
- var i: usize = moves.len;
2610
- while (i > 0) {
2611
- i -= 1;
2612
- if (moves[i].id != .None) {
2613
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2614
- }
2615
- }
2616
- } else {
2617
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2618
- var i: usize = 0;
2619
- while (i < moves.len and r > 0) : (i += 1) {
2620
- if (moves[i].pp > 0) {
2621
- r -= 1;
2622
- if (r == 0) break;
2623
- }
2624
- }
2625
- return @intCast(u4, i + 1);
2893
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2894
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2895
+ val == .true
2896
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2897
+ battle.rng.secondaryChance(player, 85)
2898
+ else if (showdown)
2899
+ battle.rng.chance(u8, 85, 256)
2900
+ else
2901
+ battle.rng.next() < Gen12.percent(33) + 1;
2902
+
2903
+ try options.chance.secondaryChance(player, proc, 85);
2904
+ return proc;
2905
+ }
2906
+
2907
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2908
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2909
+ val
2910
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2911
+ battle.rng.metronome(player)
2912
+ else if (showdown)
2913
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2914
+ else move: {
2915
+ while (true) {
2916
+ const r = battle.rng.next();
2917
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2918
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2919
+ break :move @enumFromInt(r);
2626
2920
  }
2627
- }
2921
+ };
2628
2922
 
2629
- while (true) {
2630
- const r = @intCast(u4, battle.rng.next() & 3);
2631
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2632
- }
2633
- }
2923
+ try options.chance.metronome(player, move);
2924
+ return move;
2925
+ }
2926
+
2927
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2928
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2929
+ val - 1
2930
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2931
+ battle.rng.psywave(player)
2932
+ else if (showdown)
2933
+ battle.rng.range(u8, 0, max)
2934
+ else power: {
2935
+ while (true) {
2936
+ const r = battle.rng.next();
2937
+ if (r < max) break :power r;
2938
+ }
2939
+ };
2634
2940
 
2635
- inline fn disableDuration(battle: anytype) u4 {
2636
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2637
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2638
- }
2941
+ assert(power < max);
2942
+ try options.chance.psywave(player, power, max);
2943
+ return power;
2944
+ }
2945
+
2946
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2947
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2948
+ @intCast(val)
2949
+ else if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2950
+ battle.rng.sleepDuration(player)
2951
+ else if (showdown)
2952
+ battle.rng.range(u3, 1, 8)
2953
+ else duration: {
2954
+ while (true) {
2955
+ const r = battle.rng.next() & 7;
2956
+ if (r != 0) break :duration @intCast(r);
2957
+ }
2958
+ };
2639
2959
 
2640
- inline fn metronome(battle: anytype) Move {
2641
- if (showdown) {
2642
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
2643
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
2644
- return @intToEnum(Move, r + mod);
2645
- }
2646
- while (true) {
2647
- const r = battle.rng.next();
2648
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
2649
- if (r >= @enumToInt(Move.Struggle)) continue;
2650
- return @intToEnum(Move, r);
2651
- }
2960
+ assert(duration >= 1 and duration <= 7);
2961
+ options.chance.duration(player, duration);
2962
+ return duration;
2652
2963
  }
2653
2964
 
2654
- inline fn psywave(battle: anytype, max: u8) u8 {
2655
- if (showdown) return battle.rng.range(u8, 0, max);
2656
- while (true) {
2657
- const r = battle.rng.next();
2658
- if (r < max) return r;
2659
- }
2965
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2966
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2967
+ val
2968
+ else if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2969
+ battle.rng.disableDuration(player)
2970
+ else if (showdown)
2971
+ battle.rng.range(u4, 1, 9)
2972
+ else
2973
+ @intCast((battle.rng.next() & 7) + 1);
2974
+
2975
+ assert(duration >= 1 and duration <= 8);
2976
+ options.chance.duration(player, duration);
2977
+ return duration;
2660
2978
  }
2661
2979
 
2662
- inline fn distribution(battle: anytype) u3 {
2663
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2664
- const r = (battle.rng.next() & 3);
2665
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2980
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
2981
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2982
+ @intCast(val)
2983
+ else if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
2984
+ battle.rng.confusionDuration(player)
2985
+ else if (showdown)
2986
+ battle.rng.range(u3, 2, 6)
2987
+ else
2988
+ @intCast((battle.rng.next() & 3) + 2);
2989
+
2990
+ assert(duration >= 2 and duration <= 5);
2991
+ options.chance.duration(player, duration);
2992
+ return duration;
2666
2993
  }
2667
2994
 
2668
- inline fn unboost(battle: anytype) bool {
2669
- if (showdown) return battle.rng.chance(u8, 85, 256);
2670
- return battle.rng.next() < Gen12.percent(33) + 1;
2995
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2996
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2997
+ @intCast(val)
2998
+ else if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
2999
+ battle.rng.attackingDuration(player)
3000
+ else if (showdown)
3001
+ battle.rng.range(u3, 2, 4)
3002
+ else
3003
+ @intCast((battle.rng.next() & 1) + 2);
3004
+
3005
+ assert(duration >= 2 and duration <= 3);
3006
+ options.chance.duration(player, duration);
3007
+ return duration;
3008
+ }
3009
+
3010
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3011
+
3012
+ fn distribution(
3013
+ battle: anytype,
3014
+ comptime effect: Move.Effect,
3015
+ player: Player,
3016
+ options: anytype,
3017
+ ) !u3 {
3018
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3019
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
3020
+ @intCast(val)
3021
+ else if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3022
+ battle.rng.distribution(player)
3023
+ else if (showdown)
3024
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3025
+ else n: {
3026
+ const r = (battle.rng.next() & 3);
3027
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3028
+ };
3029
+
3030
+ assert(n >= 2 and n <= 5);
3031
+ if (effect == .Binding) {
3032
+ options.chance.duration(player, n);
3033
+ } else {
3034
+ try options.chance.multiHit(player, n);
3035
+ }
3036
+ return n;
3037
+ }
3038
+
3039
+ fn moveSlot(
3040
+ battle: anytype,
3041
+ player: Player,
3042
+ moves: []MoveSlot,
3043
+ check_pp: u4,
3044
+ options: anytype,
3045
+ ) !u4 {
3046
+ // TODO: consider throwing error instead of rerolling?
3047
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
3048
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3049
+ val
3050
+ else
3051
+ null
3052
+ else
3053
+ null;
3054
+
3055
+ const slot: u4 = overridden orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3056
+ battle.rng.moveSlot(player, moves, check_pp)
3057
+ else slot: {
3058
+ if (showdown) {
3059
+ if (check_pp == 0) {
3060
+ var i: usize = moves.len;
3061
+ while (i > 0) {
3062
+ i -= 1;
3063
+ if (moves[i].id != .None) {
3064
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3065
+ }
3066
+ }
3067
+ } else {
3068
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3069
+ var i: usize = 0;
3070
+ while (i < moves.len and r > 0) : (i += 1) {
3071
+ if (moves[i].pp > 0) {
3072
+ r -= 1;
3073
+ if (r == 0) break :slot @intCast(i + 1);
3074
+ }
3075
+ }
3076
+ }
3077
+ }
3078
+
3079
+ while (true) {
3080
+ const r: u4 = @intCast(battle.rng.next() & 3);
3081
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3082
+ }
3083
+ };
3084
+
3085
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3086
+ return slot;
2671
3087
  }
2672
3088
  };
2673
3089
 
@@ -2675,14 +3091,14 @@ test "RNG agreement" {
2675
3091
  if (!showdown) return;
2676
3092
  var expected: [256]u32 = undefined;
2677
3093
  for (0..expected.len) |i| {
2678
- expected[i] = @intCast(u32, i * 0x1000000);
3094
+ expected[i] = @intCast(i * 0x1000000);
2679
3095
  }
2680
3096
 
2681
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2682
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2683
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2684
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2685
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3097
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3098
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3099
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3100
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3101
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2686
3102
 
2687
3103
  for (0..expected.len) |i| {
2688
3104
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2718,11 +3134,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2718
3134
  const side = battle.side(player);
2719
3135
  const foe = battle.foe(player);
2720
3136
 
2721
- var active = side.active;
3137
+ const active = &side.active;
2722
3138
  const stored = side.stored();
2723
3139
 
2724
3140
  // While players are not given any input options on the cartridge in these cases,
2725
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3141
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2726
3142
  //
2727
3143
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2728
3144
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2730,9 +3146,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2730
3146
  // passing due to being forced into using a move. Instead of introducing another option
2731
3147
  // we simply repurpose Move with no move slot, even though pedantically this is not
2732
3148
  // strictly correct as the player would not have been presented the option to move or
2733
- // switch at all.
3149
+ // switch at all
2734
3150
  if (isForced(active)) {
2735
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3151
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2736
3152
  n += 1;
2737
3153
  return n;
2738
3154
  }
@@ -2749,7 +3165,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2749
3165
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2750
3166
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2751
3167
  // either disables all other moves in the case of limited or requires you to select a
2752
- // move normally if sleeping/frozen/bound.
3168
+ // move normally if sleeping/frozen/bound
2753
3169
  if (!showdown and (limited or foe.active.volatiles.Binding or
2754
3170
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2755
3171
  {
@@ -2762,7 +3178,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2762
3178
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2763
3179
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2764
3180
  // Move will not result in forcing the subsequent use unless the user also had the
2765
- // proc-ed move in their moveset) and disabling all other moves.
3181
+ // proc-ed move in their moveset) and disabling all other moves
2766
3182
  if (limited) {
2767
3183
  assert(showdown);
2768
3184
  assert(side.last_selected_move != .None);
@@ -2772,7 +3188,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2772
3188
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2773
3189
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2774
3190
  const struggle =
2775
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3191
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2776
3192
  const s = if (struggle) 0 else slot;
2777
3193
  out[n] = .{ .type = .Move, .data = s };
2778
3194
  n += 1;
@@ -2787,7 +3203,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2787
3203
  const m = active.moves[slot - 1];
2788
3204
  if (m.id == .None) break;
2789
3205
  if (m.pp == 0) continue;
2790
- if (active.volatiles.disabled_move == slot) continue;
3206
+ if (active.volatiles.disable_move == slot) continue;
2791
3207
  out[n] = .{ .type = .Move, .data = slot };
2792
3208
  n += 1;
2793
3209
  }