@pkmn/engine 0.1.0-dev.af1565df → 0.1.0-dev.b01cb48c

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 (58) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +95 -59
  3. package/build/pkg/addon.js +9 -9
  4. package/build/pkg/addon.js.map +1 -1
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +26 -4
  7. package/build/pkg/data/protocol.json +69 -12
  8. package/build/pkg/data.d.ts +4 -4
  9. package/build/pkg/data.js.map +1 -1
  10. package/build/pkg/gen1.js +15 -18
  11. package/build/pkg/gen1.js.map +1 -1
  12. package/build/pkg/index.d.ts +2 -1
  13. package/build/pkg/index.js.map +1 -1
  14. package/build/pkg/protocol.js +61 -42
  15. package/build/pkg/protocol.js.map +1 -1
  16. package/build/test/display.js +8 -3
  17. package/build/test/display.js.map +1 -1
  18. package/build/tools/debug.js +5 -4
  19. package/build/tools/debug.js.map +1 -1
  20. package/build.zig +148 -126
  21. package/package.json +53 -24
  22. package/src/bin/install-pkmn-engine +35 -22
  23. package/src/lib/common/battle.zig +17 -0
  24. package/src/lib/common/data.zig +19 -31
  25. package/src/lib/common/debug.zig +22 -13
  26. package/src/lib/common/js.zig +118 -0
  27. package/src/lib/common/optional.zig +67 -0
  28. package/src/lib/common/options.zig +11 -0
  29. package/src/lib/common/protocol.zig +906 -367
  30. package/src/lib/common/rational.zig +447 -0
  31. package/src/lib/common/rng.zig +35 -26
  32. package/src/lib/common/util.zig +12 -0
  33. package/src/lib/gen1/calc.zig +831 -0
  34. package/src/lib/gen1/chance.zig +826 -0
  35. package/src/lib/gen1/data/moves.zig +202 -190
  36. package/src/lib/gen1/data/species.zig +5 -5
  37. package/src/lib/gen1/data/types.zig +10 -10
  38. package/src/lib/gen1/data.zig +102 -90
  39. package/src/lib/gen1/helpers.zig +134 -24
  40. package/src/lib/gen1/mechanics.zig +1051 -739
  41. package/src/lib/gen2/calc.zig +143 -0
  42. package/src/lib/gen2/chance.zig +882 -0
  43. package/src/lib/gen2/data/items.zig +14 -20
  44. package/src/lib/gen2/data/moves.zig +664 -570
  45. package/src/lib/gen2/data/species.zig +2 -2
  46. package/src/lib/gen2/data/types.zig +137 -34
  47. package/src/lib/gen2/data.zig +130 -92
  48. package/src/lib/gen2/generated.zig +806 -0
  49. package/src/lib/gen2/helpers.zig +50 -26
  50. package/src/lib/gen2/mechanics.zig +3564 -12
  51. package/src/lib/node.zig +131 -0
  52. package/src/lib/pkmn.zig +79 -5
  53. package/src/lib/wasm.zig +13 -0
  54. package/src/test/display/pkmn.html.tmpl +5 -5
  55. package/src/lib/binding/node.zig +0 -229
  56. package/src/lib/binding/wasm.zig +0 -10
  57. package/src/lib/gen1/README.md +0 -812
  58. 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;
@@ -56,54 +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
67
  var s1 = false;
66
68
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
69
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
70
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
71
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
72
 
73
73
  var p1 = battle.side(.P1);
74
74
  var p2 = battle.side(.P2);
75
75
 
76
- var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
- var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
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
78
 
79
- if (turnOrder(battle, c1, c2) == .P1) {
80
- if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, log)) |r| return r;
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
81
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
82
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
83
  }
84
84
 
85
85
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
86
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
87
 
88
- return endTurn(battle, log);
88
+ return endTurn(battle, options);
89
89
  }
90
90
 
91
- fn start(battle: anytype, log: anytype) !Result {
91
+ fn start(battle: anytype, options: anytype) !Result {
92
92
  const p1 = battle.side(.P1);
93
93
  const p2 = battle.side(.P2);
94
94
 
95
- var p1_slot = findFirstAlive(p1);
95
+ const p1_slot = findFirstAlive(p1);
96
96
  assert(!showdown or p1_slot == 1);
97
97
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
98
98
 
99
- var p2_slot = findFirstAlive(p2);
99
+ const p2_slot = findFirstAlive(p2);
100
100
  assert(!showdown or p2_slot == 1);
101
101
  if (p2_slot == 0) return Result.Win;
102
102
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- 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);
105
105
 
106
- return endTurn(battle, log);
106
+ return endTurn(battle, options);
107
107
  }
108
108
 
109
109
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +117,6 @@ fn selectMove(
117
117
  choice: Choice,
118
118
  foe_choice: Choice,
119
119
  skip_turn: *bool,
120
- from: *?Move,
121
120
  ) ?Result {
122
121
  if (choice.type == .Pass) return null;
123
122
 
@@ -126,7 +125,7 @@ fn selectMove(
126
125
  const stored = side.stored();
127
126
 
128
127
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
128
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
129
 
131
130
  // pre-battle menu
132
131
  if (volatiles.Recharging) {
@@ -134,7 +133,6 @@ fn selectMove(
134
133
  return null;
135
134
  }
136
135
  if (volatiles.Rage) {
137
- from.* = side.last_used_move;
138
136
  if (showdown) {
139
137
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
140
138
  saveMove(battle, player, null);
@@ -144,7 +142,6 @@ fn selectMove(
144
142
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
145
143
  if (!showdown) volatiles.Flinch = false;
146
144
  if (volatiles.Thrashing or volatiles.Charging) {
147
- from.* = side.last_selected_move;
148
145
  if (showdown) {
149
146
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
147
  saveMove(battle, player, null);
@@ -165,25 +162,19 @@ fn selectMove(
165
162
  return null;
166
163
  }
167
164
  if (volatiles.Binding) {
168
- from.* = side.last_used_move;
169
165
  if (showdown) {
170
- if (foe_choice.type == .Switch) from.* = null;
171
166
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
172
167
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
173
168
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
174
169
  // set the selected move will not actually be used, it will just be reported as having
175
170
  // been used (this differs from how Pokémon Showdown works, but its impossible to
176
- // replicate the incorrect behavior with the correct mechanisms).
171
+ // replicate the incorrect behavior with the correct mechanisms)
177
172
  saveMove(battle, player, choice);
178
173
  } else {
179
174
  assert(choice.data == 0);
180
175
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
181
176
  if (foe_choice.type == .Switch) {
182
- const slot = if (player == .P1)
183
- battle.last_moves.p1_index
184
- else
185
- battle.last_moves.p2_index;
186
- const last = side.active.move(@intCast(u4, slot));
177
+ const last = side.active.move(battle.lastMove(player).index);
187
178
  if (last.id == .Metronome) side.last_selected_move = last.id;
188
179
  if (last.id == .MirrorMove) return Result.Error;
189
180
  }
@@ -207,16 +198,13 @@ fn selectMove(
207
198
  if (choice.data == 0) {
208
199
  const struggle = ok: {
209
200
  for (side.active.moves, 0..) |move, i| {
210
- 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;
211
202
  }
212
203
  break :ok true;
213
204
  };
214
-
215
205
  assert(struggle);
216
- saveMove(battle, player, choice);
217
- } else {
218
- saveMove(battle, player, choice);
219
206
  }
207
+ saveMove(battle, player, choice);
220
208
 
221
209
  return null;
222
210
  }
@@ -229,23 +217,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
229
217
  if (c.data == 0) {
230
218
  side.last_selected_move = .Struggle;
231
219
  } else {
232
- assert(showdown or side.active.volatiles.disabled_move != c.data);
220
+ assert(showdown or side.active.volatiles.disable_move != c.data);
233
221
  const move = side.active.move(c.data);
234
222
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
235
223
  // sometimes required...), but a 0 PP move can be used automatically
236
224
  assert(showdown or move.pp != 0);
237
225
 
238
226
  side.last_selected_move = move.id;
239
- if (player == .P1) {
240
- battle.last_moves.p1_index = @intCast(u3, c.data);
241
- } else {
242
- battle.last_moves.p2_index = @intCast(u3, c.data);
243
- }
227
+ battle.lastMove(player).index = @intCast(c.data);
244
228
  }
245
229
  }
246
230
  }
247
231
 
248
- 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 {
249
233
  var side = battle.side(player);
250
234
  var foe = battle.foe(player);
251
235
  var active = &side.active;
@@ -258,11 +242,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
258
242
  side.order[0] = side.order[slot - 1];
259
243
  side.order[slot - 1] = out;
260
244
 
261
- if (player == .P1) {
262
- battle.last_moves.p1_index = 1;
263
- } else {
264
- battle.last_moves.p2_index = 1;
265
- }
245
+ battle.lastMove(player).index = 1;
266
246
 
267
247
  side.last_used_move = .None;
268
248
  foe.last_used_move = .None;
@@ -278,17 +258,17 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
278
258
 
279
259
  foe.active.volatiles.Binding = false;
280
260
 
281
- try log.switched(battle.active(player), incoming);
261
+ try options.log.switched(.{ battle.active(player), incoming });
282
262
 
283
263
  if (showdown and incoming.status == Status.TOX) {
284
264
  incoming.status = Status.init(.PSN);
285
265
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
286
266
  // rather not clutter up turnOrder just for this (incorrect) log message
287
- try log.status(battle.active(player), incoming.status, .Silent);
267
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
288
268
  }
289
269
  }
290
270
 
291
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
271
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
292
272
  assert(c1.type != .Pass or c2.type != .Pass);
293
273
 
294
274
  if (c1.type == .Pass) return .P2;
@@ -322,7 +302,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
322
302
  battle.rng.advance(1);
323
303
  }
324
304
 
325
- const p1 = Rolls.speedTie(battle);
305
+ const p1 = try Rolls.speedTie(battle, options);
326
306
  if (!showdown) return if (p1) .P1 else .P2;
327
307
 
328
308
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -347,13 +327,11 @@ fn doTurn(
347
327
  player_choice: Choice,
348
328
  player_rewrap: bool,
349
329
  player_skip: bool,
350
- player_from: ?Move,
351
330
  foe_player: Player,
352
331
  foe_choice: Choice,
353
332
  foe_rewrap: bool,
354
333
  foe_skip: bool,
355
- foe_from: ?Move,
356
- log: anytype,
334
+ options: anytype,
357
335
  ) !?Result {
358
336
  assert(player_choice.type != .Pass);
359
337
 
@@ -365,36 +343,37 @@ fn doTurn(
365
343
  player_choice,
366
344
  player_rewrap,
367
345
  player_skip,
368
- player_from,
369
346
  &residual,
370
- log,
347
+ options,
371
348
  )) |r| return r;
372
349
  if (!replace) {
373
350
  if (player_choice.type != .Switch) {
374
- if (try checkFaint(battle, foe_player, log)) |r| return r;
351
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
375
352
  }
376
- if (residual) try handleResidual(battle, player, log);
377
- if (try checkFaint(battle, player, log)) |r| return r;
353
+ if (residual) try handleResidual(battle, player, options);
354
+ if (try checkFaint(battle, player, false, options)) |r| return r;
378
355
  } else if (foe_choice.type == .Pass) return null;
379
356
 
357
+ options.chance.clearPending();
358
+
380
359
  residual = true;
381
360
  replace = battle.side(foe_player).stored().hp == 0;
382
- if (try executeMove(
361
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
362
+ if (if (calc) null else try executeMove(
383
363
  battle,
384
364
  foe_player,
385
365
  foe_choice,
386
366
  foe_rewrap,
387
367
  foe_skip,
388
- foe_from,
389
368
  &residual,
390
- log,
369
+ options,
391
370
  )) |r| return r;
392
371
  if (!replace) {
393
- if (foe_choice.type != .Switch) {
394
- if (try checkFaint(battle, player, log)) |r| return r;
372
+ if (!calc and foe_choice.type != .Switch) {
373
+ if (try checkFaint(battle, player, true, options)) |r| return r;
395
374
  }
396
- if (residual) try handleResidual(battle, foe_player, log);
397
- if (try checkFaint(battle, foe_player, log)) |r| return r;
375
+ if (residual) try handleResidual(battle, foe_player, options);
376
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
398
377
  }
399
378
 
400
379
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -413,14 +392,13 @@ fn executeMove(
413
392
  choice: Choice,
414
393
  rewrap: bool,
415
394
  skip: bool,
416
- from: ?Move,
417
395
  residual: *bool,
418
- log: anytype,
396
+ options: anytype,
419
397
  ) !?Result {
420
398
  var side = battle.side(player);
421
399
 
422
400
  if (choice.type == .Switch) {
423
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
401
+ try switchIn(battle, player, choice.data, false, options);
424
402
  return null;
425
403
  }
426
404
 
@@ -430,13 +408,13 @@ fn executeMove(
430
408
  if (side.last_selected_move == .SKIP_TURN) {
431
409
  assert(!showdown);
432
410
  if (battle.foe(player).active.volatiles.Binding) {
433
- try log.cant(battle.active(player), .Bound);
411
+ try options.log.cant(.{ battle.active(player), .Bound });
434
412
  }
435
413
  return null;
436
414
  }
437
415
 
438
416
  assert(choice.type == .Move);
439
- var mslot = @intCast(u4, choice.data);
417
+ var mslot: u4 = @intCast(choice.data);
440
418
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
441
419
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
442
420
  var auto = showdown and side.last_selected_move != .None;
@@ -445,17 +423,16 @@ fn executeMove(
445
423
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
446
424
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
447
425
  assert(!showdown);
448
- mslot = @intCast(u4, if (player == .P1)
449
- battle.last_moves.p1_index
450
- else
451
- battle.last_moves.p2_index);
426
+ mslot = @intCast(battle.lastMove(player).index);
452
427
  const stored = side.stored();
453
428
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
454
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
455
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
429
+ auto = isForced(&side.active) or
430
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
431
+ side.last_selected_move == .HyperBeam or
432
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
456
433
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
457
434
  // thawed, in which case we will desync unless the last_selected_move happened to be at
458
- // index 1 and the current Pokémon has the same move in its first slot.
435
+ // index 1 and the current Pokémon has the same move in its first slot
459
436
  if (!auto) {
460
437
  // side.active.moves(slot) is safe to check even though the slot in question might not
461
438
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -469,15 +446,12 @@ fn executeMove(
469
446
  } else if (showdown and side.active.volatiles.Charging) {
470
447
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
471
448
  assert(mslot == 1);
472
- mslot = @intCast(u4, if (player == .P1)
473
- battle.last_moves.p1_index
474
- else
475
- battle.last_moves.p2_index);
449
+ mslot = @intCast(battle.lastMove(player).index);
476
450
  }
477
451
 
478
452
  var skip_can = false;
479
453
  var skip_pp = false;
480
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
454
+ switch (try beforeMove(battle, player, skip, residual, options)) {
481
455
  .done => return null,
482
456
  .skip_can => skip_can = true,
483
457
  .skip_pp => skip_pp = true,
@@ -485,11 +459,11 @@ fn executeMove(
485
459
  .err => return @as(?Result, Result.Error),
486
460
  }
487
461
 
488
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
489
- return null;
490
- }
462
+ const can = skip_can or
463
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
464
+ if (!can) return null;
491
465
 
492
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
466
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
493
467
  }
494
468
 
495
469
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -498,10 +472,10 @@ fn beforeMove(
498
472
  battle: anytype,
499
473
  player: Player,
500
474
  skip: bool,
501
- from: ?Move,
502
475
  residual: *bool,
503
- log: anytype,
476
+ options: anytype,
504
477
  ) !BeforeMove {
478
+ var log = options.log;
505
479
  var side = battle.side(player);
506
480
  const foe = battle.foe(player);
507
481
  var active = &side.active;
@@ -510,27 +484,39 @@ fn beforeMove(
510
484
  var volatiles = &active.volatiles;
511
485
 
512
486
  if (Status.is(stored.status, .SLP)) {
513
- const status = stored.status;
487
+ const before = stored.status;
514
488
  // Even if the EXT bit is set this will still correctly modify the sleep duration
515
- stored.status -= 1;
516
- if (Status.duration(stored.status) == 0) {
517
- try log.curestatus(ident, status, .Message);
489
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
490
+ .started, .ended => stored.status = 0,
491
+ .continuing => if (Status.duration(stored.status) > 1) {
492
+ stored.status -= 1;
493
+ },
494
+ else => unreachable,
495
+ } else {
496
+ stored.status -= 1;
497
+ }
498
+
499
+ const duration = Status.duration(stored.status);
500
+ options.chance.observe(.sleep, player, observation(duration));
501
+
502
+ if (duration == 0) {
503
+ try log.curestatus(.{ ident, before, .Message });
518
504
  stored.status = 0; // clears EXT if present
519
505
  } else {
520
- try log.cant(ident, .Sleep);
506
+ try log.cant(.{ ident, .Sleep });
521
507
  }
522
508
  side.last_used_move = .None;
523
509
  return .done;
524
510
  }
525
511
 
526
512
  if (Status.is(stored.status, .FRZ)) {
527
- try log.cant(ident, .Freeze);
513
+ try log.cant(.{ ident, .Freeze });
528
514
  side.last_used_move = .None;
529
515
  return .done;
530
516
  }
531
517
 
532
518
  if (skip or foe.active.volatiles.Binding) {
533
- try log.cant(ident, .Bound);
519
+ try log.cant(.{ ident, .Bound });
534
520
  return .done;
535
521
  }
536
522
 
@@ -538,25 +524,28 @@ fn beforeMove(
538
524
  // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
539
525
  // Pokémon can sometimes flinch multiple times from the same original hit
540
526
  if (!showdown) volatiles.Flinch = false;
541
- try log.cant(ident, .Flinch);
527
+ try log.cant(.{ ident, .Flinch });
542
528
  return .done;
543
529
  }
544
530
 
545
531
  if (volatiles.Recharging) {
546
532
  volatiles.Recharging = false;
547
- try log.cant(ident, .Recharge);
533
+ try log.cant(.{ ident, .Recharge });
548
534
  return .done;
549
535
  }
550
536
 
551
- if (volatiles.disabled_duration > 0) {
552
- volatiles.disabled_duration -= 1;
553
- if (volatiles.disabled_duration == 0) {
554
- volatiles.disabled_move = 0;
555
- try log.end(ident, .Disable);
537
+ if (volatiles.disable_duration > 0) {
538
+ volatiles.disable_duration =
539
+ decrement(.disable, player, options, volatiles.disable_duration);
540
+ options.chance.observe(.disable, player, observation(volatiles.disable_duration));
541
+
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
556
545
  }
557
546
  }
558
547
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
559
- if (showdown and try disabled(side, ident, log)) return .done;
548
+ if (showdown and try disabled(side, ident, options)) return .done;
560
549
 
561
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
562
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -567,15 +556,27 @@ fn beforeMove(
567
556
 
568
557
  if (volatiles.Confusion) {
569
558
  assert(volatiles.confusion > 0);
559
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
560
+ .started => volatiles.confusion -= 1,
561
+ .continuing => if (volatiles.confusion > 1) {
562
+ volatiles.confusion -= 1;
563
+ },
564
+ .ended => volatiles.confusion = 0,
565
+ .overwritten => {},
566
+ else => unreachable,
567
+ } else {
568
+ volatiles.confusion -= 1;
569
+ }
570
+
571
+ options.chance.observe(.confusion, player, observation(volatiles.confusion));
570
572
 
571
- volatiles.confusion -= 1;
572
573
  if (volatiles.confusion == 0) {
573
574
  volatiles.Confusion = false;
574
- try log.end(ident, .Confusion);
575
+ try log.end(.{ ident, .Confusion });
575
576
  } else {
576
- try log.activate(ident, .Confusion);
577
+ try log.activate(.{ ident, .Confusion });
577
578
 
578
- if (Rolls.confused(battle)) {
579
+ if (try Rolls.confused(battle, player, options)) {
579
580
  assert(!volatiles.MultiHit);
580
581
  if (!volatiles.Rage) volatiles.state = 0;
581
582
  volatiles.Bide = false;
@@ -585,6 +586,10 @@ fn beforeMove(
585
586
  volatiles.Charging = false;
586
587
  volatiles.Binding = false;
587
588
  volatiles.Invulnerable = false;
589
+
590
+ options.chance.observe(.bide, player, .None);
591
+ options.chance.observe(.thrashing, player, .None);
592
+ options.chance.observe(.binding, player, .None);
588
593
  {
589
594
  // This feels (and is) disgusting but the cartridge literally just overwrites
590
595
  // the opponent's defense with the user's defense and resets it after. As a
@@ -604,7 +609,7 @@ fn beforeMove(
604
609
 
605
610
  const uncapped = battle.last_damage;
606
611
  // Skipping adjustDamage / randomizeDamage / checkHit
607
- _ = try applyDamage(battle, player, target, .Confusion, log);
612
+ _ = try applyDamage(battle, player, target, .Confusion, options);
608
613
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
609
614
  if (showdown) battle.last_damage = uncapped;
610
615
 
@@ -613,16 +618,21 @@ fn beforeMove(
613
618
  }
614
619
  }
615
620
 
616
- if (!showdown and try disabled(side, ident, log)) return .done;
621
+ if (!showdown and try disabled(side, ident, options)) return .done;
617
622
 
618
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
623
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
619
624
  if (!volatiles.Rage) volatiles.state = 0;
620
625
  volatiles.Bide = false;
621
626
  volatiles.Thrashing = false;
622
627
  volatiles.Charging = false;
623
628
  volatiles.Binding = false;
629
+
630
+ options.chance.observe(.bide, player, .None);
631
+ options.chance.observe(.thrashing, player, .None);
632
+ options.chance.observe(.binding, player, .None);
633
+
624
634
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
625
- try log.cant(ident, .Paralysis);
635
+ try log.cant(.{ ident, .Paralysis });
626
636
  return .done;
627
637
  }
628
638
 
@@ -638,73 +648,82 @@ fn beforeMove(
638
648
  volatiles.state +%= battle.last_damage;
639
649
  }
640
650
 
641
- assert(volatiles.attacks > 0);
651
+ volatiles.attacks = decrement(.bide, player, options, volatiles.attacks);
652
+ options.chance.observe(.bide, player, observation(volatiles.attacks));
642
653
 
643
- volatiles.attacks -= 1;
644
654
  if (volatiles.attacks != 0) {
645
- try log.activate(ident, .Bide);
655
+ try log.activate(.{ ident, .Bide });
646
656
  return .done;
647
657
  }
648
658
 
649
659
  volatiles.Bide = false;
650
- try log.end(ident, .Bide);
660
+ try log.end(.{ ident, .Bide });
651
661
 
652
662
  battle.last_damage = volatiles.state *% 2;
653
663
  volatiles.state = 0;
654
664
 
655
665
  if (battle.last_damage == 0) {
656
- try log.fail(ident, .None);
666
+ try log.fail(.{ ident, .None });
657
667
  return .done;
658
668
  }
659
669
 
660
670
  const sub = showdown and foe.active.volatiles.Substitute;
661
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
662
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
671
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
672
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
663
673
 
664
674
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
665
675
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
666
676
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
667
677
  if (showdown) {
668
678
  residual.* = false;
669
- try handleResidual(battle, player, log);
679
+ try handleResidual(battle, player, options);
670
680
  }
671
681
 
672
682
  return .done;
673
683
  }
674
684
 
675
685
  if (volatiles.Thrashing) {
676
- assert(volatiles.attacks > 0);
677
- assert(from != null);
678
- volatiles.attacks -= 1;
679
- if (!showdown and handleThrashing(battle, active)) {
680
- try log.start(battle.active(player), .ConfusionSilent);
681
- }
682
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
683
- if (showdown) {
684
- // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
685
- // used in useMove and doesn't have the notion of skipping canMove semantics
686
- side.last_used_move = side.last_selected_move;
687
- if (handleThrashing(battle, active)) {
688
- try log.start(battle.active(player), .ConfusionSilent);
689
- }
686
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
687
+
688
+ volatiles.attacks = decrement(.thrashing, player, options, volatiles.attacks);
689
+ options.chance.observe(.thrashing, player, observation(volatiles.attacks));
690
+
691
+ if (volatiles.attacks == 0) {
692
+ const overwritten = volatiles.Confusion;
693
+
694
+ volatiles.Thrashing = false;
695
+ volatiles.Confusion = true;
696
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
697
+
698
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
699
+ // ended (the engine's protocol is always from the omniscient perspective and clients
700
+ // can be expected to recognize this pattern and pass the information only to the
701
+ // correct player)
702
+ try log.start(.{ battle.active(player), .ConfusionSilent });
703
+ options.chance.observe(
704
+ .confusion,
705
+ player,
706
+ if (overwritten) .overwritten else .started,
707
+ );
690
708
  }
709
+
710
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
711
+ // used in useMove and doesn't have the notion of skipping canMove semantics
712
+ if (showdown) side.last_used_move = side.last_selected_move;
713
+
691
714
  return .skip_can;
692
715
  }
693
716
 
694
717
  if (volatiles.Binding) {
695
- assert(volatiles.attacks > 0);
696
- volatiles.attacks -= 1;
697
- try log.move(
698
- battle.active(player),
699
- side.last_selected_move,
700
- battle.active(player.foe()),
701
- side.last_selected_move,
702
- );
718
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
719
+ options.chance.observe(.binding, player, observation(volatiles.attacks));
720
+
721
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
703
722
  if (showdown or battle.last_damage != 0) {
704
723
  const sub = showdown and foe.active.volatiles.Substitute;
705
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
724
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
706
725
  if (battle.foe(player).stored().hp > 0 and !sub) {
707
- try buildRage(battle, player.foe(), log);
726
+ try buildRage(battle, player.foe(), options);
708
727
  }
709
728
  }
710
729
  return .done;
@@ -719,53 +738,41 @@ fn canMove(
719
738
  mslot: u4,
720
739
  auto: bool,
721
740
  skip_pp: bool,
722
- from: ?Move,
741
+ from: Move,
723
742
  residual: *bool,
724
- log: anytype,
743
+ options: anytype,
725
744
  ) !bool {
726
745
  var side = battle.side(player);
727
746
  const player_ident = battle.active(player);
728
747
  const move = Move.get(side.last_selected_move);
729
748
 
730
- const foe_last = battle.foe(player).last_used_move;
731
- const special = from != null and (from.? == .Metronome and
732
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
733
-
734
- var skip = skip_pp;
735
749
  if (side.active.volatiles.Charging) {
736
750
  side.active.volatiles.Charging = false;
737
751
  side.active.volatiles.Invulnerable = false;
738
752
  } else if (move.effect == .Charge) {
739
- try log.move(player_ident, side.last_selected_move, .{}, from);
753
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
754
  setCounterable(battle, player, side, move);
741
- try Effects.charge(battle, player, log);
755
+ try Effects.charge(battle, player, options);
742
756
  return false;
743
757
  }
744
758
 
745
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
746
- if (!skip) decrementPP(side, mslot, auto);
759
+ side.last_used_move = side.last_selected_move;
760
+ if (!skip_pp) decrementPP(side, mslot, auto);
747
761
 
748
762
  const target = if (move.target == .Self) player else player.foe();
749
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
750
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
751
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
752
- // meaning sometimes we lose this information. from is still set because it not being null is
753
- // relevant for control flow, but we don't have anything useful to put in the log. This is
754
- // regrettable, but this information is more "nice to have" than required
755
- const f = if (from != null and from.? == .None) null else from;
756
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
763
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
757
764
  setCounterable(battle, player, side, move);
758
765
 
759
766
  if (move.effect.onBegin()) {
760
- try onBegin(battle, player, move, mslot, residual, log);
767
+ try onBegin(battle, player, move, mslot, residual, options);
761
768
  return false;
762
769
  }
763
770
 
764
771
  if (move.effect == .Thrashing) {
765
- Effects.thrashing(battle, player);
772
+ Effects.thrashing(battle, player, options);
766
773
  } else if (!showdown and move.effect == .Binding) {
767
774
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
768
- Effects.binding(battle, player, false);
775
+ try Effects.binding(battle, player, false, options);
769
776
  }
770
777
 
771
778
  return true;
@@ -779,11 +786,7 @@ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data)
779
786
  // as the desync results from actually having two separate battle states that subtly disagree
780
787
  const counterable = side.last_selected_move != .Counter and move.bp > 0 and
781
788
  (move.type == .Normal or move.type == .Fighting);
782
- if (player == .P1) {
783
- battle.last_moves.p1_counterable = @boolToInt(counterable);
784
- } else {
785
- battle.last_moves.p2_counterable = @boolToInt(counterable);
786
- }
789
+ battle.lastMove(player).counterable = @intFromBool(counterable);
787
790
  }
788
791
 
789
792
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
@@ -795,12 +798,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
795
798
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
796
799
  if (volatiles.Bide) return;
797
800
 
798
- assert(active.move(mslot).pp > 0 or auto);
799
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
801
+ var move_slot = active.move(mslot);
802
+ assert(move_slot.pp > 0 or auto);
803
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
800
804
  if (volatiles.Transform) return;
801
805
 
802
- assert(side.stored().move(mslot).pp > 0 or auto);
803
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
806
+ move_slot = side.stored().move(mslot);
807
+ assert(move_slot.pp > 0 or auto);
808
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
804
809
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
805
810
  }
806
811
 
@@ -808,12 +813,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
808
813
  var active = &side.active;
809
814
  const volatiles = &active.volatiles;
810
815
 
811
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
816
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
812
817
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
813
818
  if (showdown and volatiles.Transform) return;
814
819
 
815
820
  assert(mslot > 0 and mslot <= 4);
816
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
821
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
817
822
  }
818
823
 
819
824
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -824,8 +829,9 @@ fn doMove(
824
829
  rewrap: bool,
825
830
  auto: bool,
826
831
  residual: *bool,
827
- log: anytype,
832
+ options: anytype,
828
833
  ) !?Result {
834
+ var log = options.log;
829
835
  var side = battle.side(player);
830
836
  const foe = battle.foe(player);
831
837
 
@@ -840,23 +846,27 @@ fn doMove(
840
846
  var hits: u4 = 1;
841
847
  var effectiveness = Effectiveness.neutral;
842
848
 
849
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
850
+ if (showdown and !counter) battle.last_damage = 0;
851
+
843
852
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
844
853
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
845
- return specialDamage(battle, player, move, log);
854
+ return specialDamage(battle, player, move, options);
846
855
  }
847
856
 
848
857
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
849
858
  // calling moveHit early covers most of that but we also need to check type immunity first
850
859
  var miss = showdown and miss: {
851
860
  immune = move.target != .Self and !status and !counter and
852
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
853
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
861
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
862
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
854
863
  if (immune and move.effect != .Binding) break :miss true;
855
864
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
856
865
  battle.last_damage = 0;
857
866
  break :miss true;
858
867
  }
859
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
868
+ break :miss (move.target != .Self and
869
+ !try moveHit(battle, player, move, &immune, &mist, options));
860
870
  };
861
871
  assert(!immune or miss or (showdown and move.effect == .Binding));
862
872
 
@@ -864,16 +874,16 @@ fn doMove(
864
874
  const skip = status or immune;
865
875
  if ((!showdown or (!skip or counter)) and !miss) blk: {
866
876
  if (showdown and move.effect.isMulti()) {
867
- Effects.multiHit(battle, player, move);
877
+ try Effects.multiHit(battle, player, move, options);
868
878
  hits = side.active.volatiles.attacks;
869
879
  late = false;
870
880
  }
871
881
 
872
882
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
873
883
  const check = !showdown or (!counter and move.effect != .OHKO);
874
- if (check) crit = checkCriticalHit(battle, player, move);
884
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
875
885
 
876
- if (counter) return counterDamage(battle, player, move, log);
886
+ if (counter) return counterDamage(battle, player, move, options);
877
887
 
878
888
  battle.last_damage = 0;
879
889
 
@@ -895,17 +905,15 @@ fn doMove(
895
905
  effectiveness = adjustDamage(battle, player);
896
906
  immune = effectiveness == 0;
897
907
  }
898
- randomizeDamage(battle);
908
+ try randomizeDamage(battle, player, options);
899
909
  }
900
910
  }
901
911
 
902
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
903
- if (showdown and skip) battle.last_damage = 0;
904
-
912
+ const zero = battle.last_damage == 0;
905
913
  miss = if (showdown or skip)
906
914
  miss
907
915
  else
908
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
916
+ (!try moveHit(battle, player, move, &immune, &mist, options) or zero);
909
917
 
910
918
  assert(showdown or miss or battle.last_damage > 0 or skip);
911
919
  assert((!showdown and miss) or !(ohko and immune));
@@ -913,11 +921,11 @@ fn doMove(
913
921
 
914
922
  if (!showdown or !miss) {
915
923
  if (move.effect == .MirrorMove) {
916
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
924
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
917
925
  } else if (move.effect == .Metronome) {
918
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
926
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
919
927
  } else if (move.effect.onEnd()) {
920
- try onEnd(battle, player, move, log);
928
+ try onEnd(battle, player, move, options);
921
929
  return null;
922
930
  }
923
931
  }
@@ -929,36 +937,52 @@ fn doMove(
929
937
  ohko = (!showdown or (!immune and !invulnerable)) and
930
938
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
931
939
  if (ohko) {
932
- try log.immune(foe_ident, .OHKO);
940
+ try log.immune(.{ foe_ident, .OHKO });
933
941
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
934
- try log.immune(foe_ident, .None);
942
+ try log.immune(.{ foe_ident, .None });
943
+ if (!showdown and move.effect == .Binding) {
944
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and then
945
+ // simply clears it later on if the move happens to miss in moveHit. However,
946
+ // moveHit can return true and we'll still end up in the outer miss handling block
947
+ // because attacking into an immune Pokemon does zero damage (considered missing)
948
+ assert(zero);
949
+ // Thus we still need to actually save the hit result (but not the crit roll). Using
950
+ // .miss for this commit would accomplish what we want, but is somewhat misleading
951
+ // as its entirely possible the move actually did hit (and the target is now
952
+ // trapped) so we use the .binding value instead which is effectively identical,
953
+ // just doesn't claim to know about the actual results of the hit roll)
954
+ try options.chance.commit(player, .binding);
955
+ }
935
956
  } else if (mist) {
936
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
937
- try log.fail(foe_ident, .None);
957
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
958
+ try log.fail(.{ foe_ident, .None });
938
959
  } else {
939
- try log.lastmiss();
940
- try log.miss(battle.active(player));
960
+ if (!showdown and !zero) try options.chance.commit(player, .miss);
961
+ try log.lastmiss(.{});
962
+ try log.miss(.{battle.active(player)});
941
963
  }
942
964
  if (move.effect == .JumpKick) {
943
965
  // Recoil is supposed to be damage/8 but damage will always be 0 here
944
- assert(battle.last_damage == 0);
966
+ assert(showdown or battle.last_damage == 0);
945
967
  battle.last_damage = 1;
946
- _ = try applyDamage(battle, player, player.foe(), .None, log);
968
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
947
969
  if (showdown and side.stored().hp == 0) residual.* = false;
948
970
  } else if (move.effect == .Explode) {
949
971
  try Effects.explode(battle, player);
950
- try buildRage(battle, player.foe(), log);
972
+ try buildRage(battle, player.foe(), options);
951
973
  } else if (showdown and move.effect == .Disable) {
952
- try buildRage(battle, player.foe(), log);
974
+ try buildRage(battle, player.foe(), options);
953
975
  }
954
976
  return null;
977
+ } else if (!showdown) {
978
+ try options.chance.commit(player, .hit);
955
979
  }
956
980
 
957
981
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
958
982
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
959
- // it up above before damage calculation).
983
+ // it up above before damage calculation)
960
984
  if (!showdown and move.effect.isMulti()) {
961
- Effects.multiHit(battle, player, move);
985
+ try Effects.multiHit(battle, player, move, options);
962
986
  hits = side.active.volatiles.attacks;
963
987
  }
964
988
 
@@ -969,18 +993,20 @@ fn doMove(
969
993
  var hit: u4 = 0;
970
994
  while (hit < hits) {
971
995
  if (hit == 0) {
972
- if (crit) try log.crit(battle.active(player.foe()));
996
+ if (crit) try log.crit(.{battle.active(player.foe())});
973
997
  if (effectiveness > Effectiveness.neutral) {
974
- try log.supereffective(battle.active(player.foe()));
998
+ try log.supereffective(.{battle.active(player.foe())});
975
999
  } else if (effectiveness < Effectiveness.neutral) {
976
- try log.resisted(battle.active(player.foe()));
1000
+ try log.resisted(.{battle.active(player.foe())});
977
1001
  }
978
1002
  }
979
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
980
- if (hit == 0 and ohko) try log.ohko();
1003
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1004
+ if (hit == 0 and ohko) try log.ohko(.{});
981
1005
  hit += 1;
982
1006
  if (foe.stored().hp == 0) break;
983
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
1007
+ if (!late and (!sub or move.effect == .Explode)) {
1008
+ try buildRage(battle, player.foe(), options);
1009
+ }
984
1010
  // If the substitute breaks during a multi-hit attack, the attack ends
985
1011
  if (nullified) break;
986
1012
  }
@@ -990,22 +1016,22 @@ fn doMove(
990
1016
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
991
1017
  side.active.volatiles.attacks = 0;
992
1018
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
993
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1019
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
994
1020
  }
995
- try log.hitcount(battle.active(player.foe()), hit);
1021
+ try log.hitcount(.{ battle.active(player.foe()), hit });
996
1022
  } else if (showdown) {
997
1023
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
998
1024
  if (move.effect == .Binding) {
999
- Effects.binding(battle, player, rewrap);
1025
+ try Effects.binding(battle, player, rewrap, options);
1000
1026
  if (immune) {
1001
1027
  battle.last_damage = 0;
1002
1028
  assert(foe.stored().hp > 0);
1003
1029
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1004
1030
  if (sub) {
1005
- try log.activate(battle.active(player.foe()), .Substitute);
1031
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1006
1032
  } else {
1007
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1008
- try buildRage(battle, player.foe(), log);
1033
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1034
+ try buildRage(battle, player.foe(), options);
1009
1035
  }
1010
1036
  return null;
1011
1037
  }
@@ -1013,18 +1039,18 @@ fn doMove(
1013
1039
  }
1014
1040
 
1015
1041
  // Substitute being broken nullifies the move's effect completely so even
1016
- // if an effect was intended to "always happen" it will still get skipped.
1042
+ // if an effect was intended to "always happen" it will still get skipped
1017
1043
  if (nullified) return null;
1018
1044
 
1019
1045
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
1020
1046
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
1021
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
1022
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1047
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1048
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
1023
1049
 
1024
1050
  if (foe.stored().hp == 0) return null;
1025
1051
 
1026
1052
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1027
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1053
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1028
1054
 
1029
1055
  if (!move.effect.isSpecial()) {
1030
1056
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1033,31 +1059,33 @@ fn doMove(
1033
1059
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
1034
1060
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
1035
1061
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1036
- // puts the |-status| message before |-hitcount| instead of after.
1062
+ // puts the |-status| message before |-hitcount| instead of after
1037
1063
  if (move.effect == .Twineedle) {
1038
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1064
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1039
1065
  } else if (move.effect == .Disable) {
1040
- const result = try Effects.disable(battle, player, move, log);
1041
- if (showdown) try buildRage(battle, player.foe(), log);
1066
+ const result = try Effects.disable(battle, player, move, options);
1067
+ if (showdown) try buildRage(battle, player.foe(), options);
1042
1068
  return result;
1043
1069
  } else {
1044
- try moveEffect(battle, player, move, log);
1070
+ try moveEffect(battle, player, move, options);
1045
1071
  }
1046
1072
  }
1047
1073
 
1048
1074
  return null;
1049
1075
  }
1050
1076
 
1051
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1077
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1052
1078
  const side = battle.side(player);
1053
1079
 
1054
1080
  // Base speed is used for the critical hit calculation, even when Transform-ed
1055
- var chance = @as(u16, Species.chance(side.stored().species));
1056
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
1057
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
1058
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1059
-
1060
- return Rolls.criticalHit(battle, chance);
1081
+ var rate: u16 = Species.chance(side.stored().species);
1082
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1083
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1084
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1085
+
1086
+ const spurious =
1087
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1088
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
1061
1089
  }
1062
1090
 
1063
1091
  fn calcDamage(
@@ -1109,9 +1137,9 @@ fn calcDamage(
1109
1137
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1110
1138
  }
1111
1139
 
1112
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1140
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1113
1141
 
1114
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1142
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1115
1143
 
1116
1144
  if (def == 0) return false;
1117
1145
 
@@ -1123,7 +1151,7 @@ fn calcDamage(
1123
1151
  d = @min(997, d);
1124
1152
  d += 2;
1125
1153
 
1126
- battle.last_damage = @intCast(u16, d);
1154
+ battle.last_damage = @intCast(d);
1127
1155
 
1128
1156
  return true;
1129
1157
  }
@@ -1137,9 +1165,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1137
1165
  var d = battle.last_damage;
1138
1166
  if (side.active.types.includes(move.type)) d +%= d / 2;
1139
1167
 
1140
- const neutral = @enumToInt(Effectiveness.Neutral);
1141
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1142
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1168
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1169
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1170
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1143
1171
 
1144
1172
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1145
1173
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1159,17 +1187,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1159
1187
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1160
1188
  }
1161
1189
 
1162
- fn randomizeDamage(battle: anytype) void {
1190
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1163
1191
  if (battle.last_damage <= 1) return;
1164
- const random = Rolls.damage(battle);
1165
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1192
+ const random = try Rolls.damage(battle, player, options);
1193
+ options.calc.base(player.foe(), battle.last_damage);
1194
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1195
+ options.calc.final(player.foe(), battle.last_damage);
1166
1196
  }
1167
1197
 
1168
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1198
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1169
1199
  const side = battle.side(player);
1170
1200
  const foe = battle.foe(player);
1171
1201
 
1172
- if (!try checkHit(battle, player, move, log)) return null;
1202
+ if (!try checkHit(battle, player, move, options)) return null;
1173
1203
 
1174
1204
  battle.last_damage = switch (side.last_selected_move) {
1175
1205
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1178,10 +1208,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1178
1208
  .DragonRage => 40,
1179
1209
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1180
1210
  .Psywave => power: {
1181
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1211
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1182
1212
  // GLITCH: Psywave infinite glitch loop
1183
1213
  if (!showdown and max <= 1) return Result.Error;
1184
- break :power Rolls.psywave(battle, max);
1214
+ break :power try Rolls.psywave(battle, player, max, options);
1185
1215
  },
1186
1216
  else => unreachable,
1187
1217
  };
@@ -1189,17 +1219,17 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1189
1219
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1190
1220
 
1191
1221
  const sub = showdown and foe.active.volatiles.Substitute;
1192
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1193
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1222
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1223
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1194
1224
 
1195
1225
  return null;
1196
1226
  }
1197
1227
 
1198
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1228
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1199
1229
  const foe = battle.foe(player);
1200
1230
 
1201
1231
  if (battle.last_damage == 0) {
1202
- try log.fail(battle.active(player), .None);
1232
+ try options.log.fail(.{ battle.active(player), .None });
1203
1233
  return null;
1204
1234
  }
1205
1235
 
@@ -1210,36 +1240,32 @@ fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1210
1240
  else
1211
1241
  foe.last_selected_move);
1212
1242
 
1213
- const used = (if (player.foe() == .P1)
1214
- battle.last_moves.p1_counterable
1215
- else
1216
- battle.last_moves.p2_counterable) != 0;
1217
-
1243
+ const used = battle.lastMove(player.foe()).counterable != 0;
1218
1244
  const selected = foe_last_selected_move.bp > 0 and
1219
1245
  foe.last_selected_move != .Counter and
1220
1246
  (foe_last_selected_move.type == .Normal or
1221
1247
  foe_last_selected_move.type == .Fighting);
1222
1248
 
1223
1249
  if (!used and !selected) {
1224
- try log.fail(battle.active(player), .None);
1250
+ try options.log.fail(.{ battle.active(player), .None });
1225
1251
  return null;
1226
1252
  }
1227
1253
 
1228
1254
  if (!used or !selected) {
1229
1255
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1230
1256
  if (!showdown) return Result.Error;
1231
- try log.fail(battle.active(player), .None);
1257
+ try options.log.fail(.{ battle.active(player), .None });
1232
1258
  return null;
1233
1259
  }
1234
1260
 
1235
1261
  battle.last_damage *|= 2;
1236
1262
 
1237
- // Pokémon Showdown calls checkHit before Counter
1238
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1263
+ // Pokémon Showdown calls moveHit before Counter
1264
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
1265
 
1240
1266
  const sub = showdown and foe.active.volatiles.Substitute;
1241
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1242
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1267
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1268
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1243
1269
  return null;
1244
1270
  }
1245
1271
 
@@ -1248,7 +1274,7 @@ fn applyDamage(
1248
1274
  target_player: Player,
1249
1275
  sub_player: Player,
1250
1276
  reason: Damage,
1251
- log: anytype,
1277
+ options: anytype,
1252
1278
  ) !bool {
1253
1279
  assert(showdown or battle.last_damage != 0);
1254
1280
 
@@ -1263,19 +1289,20 @@ fn applyDamage(
1263
1289
  subbed.active.volatiles.substitute = 0;
1264
1290
  subbed.active.volatiles.Substitute = false;
1265
1291
  // battle.last_damage is not updated with the amount of HP the Substitute had
1266
- try log.end(battle.active(sub_player), .Substitute);
1292
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1293
+ options.calc.capped(sub_player);
1267
1294
  return true;
1268
1295
  } else {
1269
1296
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1270
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1271
- try log.activate(battle.active(sub_player), .Substitute);
1297
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1298
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1272
1299
  return false;
1273
1300
  }
1274
1301
  }
1275
1302
 
1276
1303
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1277
1304
  target.stored().hp -= battle.last_damage;
1278
- try log.damage(battle.active(target_player), target.stored(), reason);
1305
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1279
1306
  return false;
1280
1307
  }
1281
1308
 
@@ -1286,22 +1313,24 @@ fn mirrorMove(
1286
1313
  rewrap: bool,
1287
1314
  auto: bool,
1288
1315
  residual: *bool,
1289
- log: anytype,
1290
- ) !?Result {
1316
+ options: anytype,
1317
+ ) anyerror!?Result {
1291
1318
  var side = battle.side(player);
1292
1319
  const foe = battle.foe(player);
1293
1320
 
1294
1321
  side.last_selected_move = foe.last_used_move;
1295
1322
 
1296
1323
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1297
- try log.fail(battle.active(player), .None);
1324
+ try options.log.fail(.{ battle.active(player), .None });
1298
1325
  return null;
1299
1326
  } else if (!showdown or foe.last_used_move != .Struggle) {
1300
1327
  incrementPP(side, mslot);
1301
1328
  }
1302
1329
 
1303
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1304
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1330
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1331
+ return null;
1332
+ }
1333
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1305
1334
  }
1306
1335
 
1307
1336
  fn metronome(
@@ -1311,35 +1340,51 @@ fn metronome(
1311
1340
  rewrap: bool,
1312
1341
  auto: bool,
1313
1342
  residual: *bool,
1314
- log: anytype,
1315
- ) !?Result {
1343
+ options: anytype,
1344
+ ) anyerror!?Result {
1316
1345
  var side = battle.side(player);
1317
1346
 
1318
- side.last_selected_move = Rolls.metronome(battle);
1347
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1319
1348
  incrementPP(side, mslot);
1320
1349
 
1321
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1322
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1350
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1351
+ return null;
1352
+ }
1353
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1323
1354
  }
1324
1355
 
1325
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1356
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1326
1357
  var immune = false;
1327
1358
  var mist = false;
1328
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1359
+
1360
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1361
+ if (!showdown) try options.chance.commit(player, .hit);
1362
+ return true;
1363
+ }
1364
+
1329
1365
  assert(!immune);
1330
1366
  if (mist) {
1331
1367
  assert(!showdown);
1332
1368
  const foe_ident = battle.active(player.foe());
1333
- try log.activate(foe_ident, .Mist);
1334
- try log.fail(foe_ident, .None);
1369
+ try options.log.activate(.{ foe_ident, .Mist });
1370
+ try options.log.fail(.{ foe_ident, .None });
1335
1371
  } else {
1336
- try log.lastmiss();
1337
- try log.miss(battle.active(player));
1372
+ try options.log.lastmiss(.{});
1373
+ try options.log.miss(.{battle.active(player)});
1338
1374
  }
1375
+
1376
+ if (!showdown) try options.chance.commit(player, .miss);
1339
1377
  return false;
1340
1378
  }
1341
1379
 
1342
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1380
+ fn moveHit(
1381
+ battle: anytype,
1382
+ player: Player,
1383
+ move: Move.Data,
1384
+ immune: *bool,
1385
+ mist: *bool,
1386
+ options: anytype,
1387
+ ) !bool {
1343
1388
  var side = battle.side(player);
1344
1389
  const foe = battle.foe(player);
1345
1390
 
@@ -1378,10 +1423,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1378
1423
  const overwritten = overwrite and state > 0;
1379
1424
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1380
1425
 
1381
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1382
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1426
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1427
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1383
1428
  accuracy = accuracy * boost[0] / boost[1];
1384
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1429
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1385
1430
  accuracy = accuracy * boost[0] / boost[1];
1386
1431
  accuracy = @min(255, @max(1, accuracy));
1387
1432
 
@@ -1390,7 +1435,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1390
1435
  if (overwrite) side.active.volatiles.state = accuracy;
1391
1436
 
1392
1437
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1393
- break :miss !Rolls.hit(battle, accuracy);
1438
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1394
1439
  };
1395
1440
 
1396
1441
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1400,7 +1445,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1400
1445
  }
1401
1446
 
1402
1447
  if (!miss) return true;
1403
- battle.last_damage = 0;
1448
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1404
1449
  side.active.volatiles.Binding = false;
1405
1450
  return false;
1406
1451
  }
@@ -1408,8 +1453,9 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1408
1453
  fn checkFaint(
1409
1454
  battle: anytype,
1410
1455
  player: Player,
1411
- log: anytype,
1412
- ) @TypeOf(log).Error!?Result {
1456
+ cap: bool,
1457
+ options: anytype,
1458
+ ) @TypeOf(options.log).Error!?Result {
1413
1459
  const side = battle.side(player);
1414
1460
  if (side.stored().hp > 0) return null;
1415
1461
 
@@ -1417,33 +1463,32 @@ fn checkFaint(
1417
1463
  const foe_fainted = foe.stored().hp == 0;
1418
1464
 
1419
1465
  const player_out = findFirstAlive(side) == 0;
1420
- const foe_out = findFirstAlive(foe) == 0;
1421
- const tie = player_out and foe_out;
1422
- const more = tie or player_out or foe_out;
1466
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1467
+ const more = player_out or foe_out;
1423
1468
 
1424
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1425
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1469
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1470
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1426
1471
 
1427
1472
  assert(!side.active.volatiles.MultiHit);
1428
1473
  assert(!foe.active.volatiles.MultiHit);
1429
1474
 
1430
- if (tie) {
1431
- try log.tie();
1475
+ if (player_out and foe_out) {
1476
+ try options.log.tie(.{});
1432
1477
  return Result.Tie;
1433
1478
  } else if (player_out) {
1434
- try log.win(player.foe());
1479
+ try options.log.win(.{player.foe()});
1435
1480
  return if (player == .P1) Result.Lose else Result.Win;
1436
1481
  } else if (foe_out) {
1437
- try log.win(player);
1482
+ try options.log.win(.{player});
1438
1483
  return if (player == .P1) Result.Win else Result.Lose;
1439
1484
  }
1440
1485
 
1441
1486
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1442
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1443
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1487
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1488
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1444
1489
  }
1445
1490
 
1446
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1491
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1447
1492
  var side = battle.side(player);
1448
1493
  var foe = battle.foe(player);
1449
1494
  assert(side.stored().hp == 0);
@@ -1476,32 +1521,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1476
1521
  side.stored().stats.spe;
1477
1522
  }
1478
1523
 
1479
- try log.faint(battle.active(player), done);
1524
+ try options.log.faint(.{ battle.active(player), done });
1525
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1526
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1527
+ if (cap) options.calc.capped(player);
1480
1528
  return null;
1481
1529
  }
1482
1530
 
1483
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1531
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1484
1532
  var side = battle.side(player);
1485
1533
  var stored = side.stored();
1486
1534
  const ident = battle.active(player);
1487
1535
  var volatiles = &side.active.volatiles;
1488
1536
 
1489
1537
  const brn = Status.is(stored.status, .BRN);
1490
- if (brn or Status.is(stored.status, .PSN)) blk: {
1538
+ if (brn or Status.is(stored.status, .PSN)) {
1491
1539
  var damage = @max(stored.stats.hp / 16, 1);
1492
-
1493
1540
  if (volatiles.Toxic) {
1494
1541
  volatiles.toxic += 1;
1495
1542
  damage *= volatiles.toxic;
1496
1543
  }
1544
+ damage = @min(damage, stored.hp);
1497
1545
 
1498
- const amount = @min(damage, stored.hp);
1499
- if (showdown and amount == 0) break :blk;
1500
-
1501
- stored.hp -= amount;
1502
-
1503
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1504
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1546
+ if (!showdown or damage > 0) {
1547
+ stored.hp -= damage;
1548
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1549
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1550
+ }
1505
1551
  }
1506
1552
 
1507
1553
  if (volatiles.LeechSeed) {
@@ -1525,43 +1571,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1525
1571
  const amount = @min(damage, stored.hp);
1526
1572
  stored.hp -= amount;
1527
1573
 
1528
- // As above, Pokémon Showdown uses damageOf but its not relevant
1529
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1574
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1575
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1530
1576
 
1531
1577
  const before = foe_stored.hp;
1532
1578
  // Uncapped damage is added back to the foe
1533
1579
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1534
1580
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1535
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1581
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1536
1582
  }
1537
1583
  }
1538
1584
 
1539
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1585
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1540
1586
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1541
1587
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1542
1588
 
1543
1589
  battle.turn += 1;
1544
1590
 
1545
- if (showdown and options.ebc and checkEBC(battle)) {
1546
- try log.tie();
1591
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1592
+ try options.log.tie(.{});
1547
1593
  return Result.Tie;
1548
1594
  }
1549
1595
 
1550
1596
  if (showdown and battle.turn >= 1000) {
1551
- try log.tie();
1597
+ try options.log.tie(.{});
1552
1598
  return Result.Tie;
1553
1599
  } else if (battle.turn >= 65535) {
1554
1600
  return Result.Error;
1555
1601
  }
1556
1602
 
1557
- try log.turn(battle.turn);
1603
+ try options.log.turn(.{battle.turn});
1558
1604
 
1559
1605
  return Result.Default;
1560
1606
  }
1561
1607
 
1562
1608
  fn checkEBC(battle: anytype) bool {
1563
1609
  for (battle.sides, 0..) |side, i| {
1564
- const foe = battle.sides[~@intCast(u1, i)];
1610
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1565
1611
 
1566
1612
  var foe_all_ghosts = true;
1567
1613
  var foe_all_transform = true;
@@ -1613,10 +1659,10 @@ fn checkEBC(battle: anytype) bool {
1613
1659
  return false;
1614
1660
  }
1615
1661
 
1616
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1617
- if (side.active.volatiles.disabled_move != 0) {
1662
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1663
+ if (side.active.volatiles.disable_move != 0) {
1618
1664
  // A Pokémon that transforms after being disabled may end up with less move slots
1619
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1665
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1620
1666
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1621
1667
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1622
1668
  m
@@ -1624,127 +1670,115 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1624
1670
  side.last_selected_move;
1625
1671
  if (m != .None and m == last) {
1626
1672
  side.active.volatiles.Charging = false;
1627
- try log.disabled(ident, last);
1673
+ try options.log.cant(.{ ident, .Disable, last });
1628
1674
  return true;
1629
1675
  }
1630
1676
  }
1631
1677
  return false;
1632
1678
  }
1633
1679
 
1634
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1680
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1635
1681
  const side = battle.side(who);
1636
1682
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1637
- try Effects.boost(battle, who, Move.get(.Rage), log);
1683
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1638
1684
  }
1639
1685
  }
1640
1686
 
1641
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1642
- var volatiles = &active.volatiles;
1643
- assert(volatiles.Thrashing);
1644
- if (volatiles.attacks > 0) return false;
1645
-
1646
- volatiles.Thrashing = false;
1647
- volatiles.Confusion = true;
1648
- volatiles.confusion = Rolls.confusionDuration(battle);
1649
- return true;
1650
- }
1651
-
1652
- inline fn onBegin(
1687
+ fn onBegin(
1653
1688
  battle: anytype,
1654
1689
  player: Player,
1655
1690
  move: Move.Data,
1656
1691
  mslot: u8,
1657
1692
  residual: *bool,
1658
- log: anytype,
1693
+ options: anytype,
1659
1694
  ) !void {
1660
- assert(move.effect.onBegin());
1661
1695
  return switch (move.effect) {
1662
- .Confusion => Effects.confusion(battle, player, move, log),
1663
- .Conversion => Effects.conversion(battle, player, log),
1664
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1665
- .Haze => Effects.haze(battle, player, log),
1666
- .Heal => Effects.heal(battle, player, log),
1667
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1668
- .LightScreen => Effects.lightScreen(battle, player, log),
1669
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1670
- .Mist => Effects.mist(battle, player, log),
1671
- .Paralyze => Effects.paralyze(battle, player, move, log),
1672
- .Poison => Effects.poison(battle, player, move, log),
1673
- .Reflect => Effects.reflect(battle, player, log),
1674
- .Splash => Effects.splash(battle, player, log),
1675
- .Substitute => Effects.substitute(battle, player, residual, log),
1676
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1677
- .Transform => Effects.transform(battle, player, log),
1696
+ .Confusion => Effects.confusion(battle, player, move, options),
1697
+ .Conversion => Effects.conversion(battle, player, options),
1698
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1699
+ .Haze => Effects.haze(battle, player, options),
1700
+ .Heal => Effects.heal(battle, player, options),
1701
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1702
+ .LightScreen => Effects.lightScreen(battle, player, options),
1703
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1704
+ .Mist => Effects.mist(battle, player, options),
1705
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1706
+ .Poison => Effects.poison(battle, player, move, options),
1707
+ .Reflect => Effects.reflect(battle, player, options),
1708
+ .Splash => Effects.splash(battle, player, options),
1709
+ .Substitute => Effects.substitute(battle, player, residual, options),
1710
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1711
+ .Transform => Effects.transform(battle, player, options),
1678
1712
  else => unreachable,
1679
1713
  };
1680
1714
  }
1681
1715
 
1682
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1683
- assert(move.effect.onEnd());
1716
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1684
1717
  return switch (move.effect) {
1685
- .Bide => Effects.bide(battle, player, log),
1718
+ .Bide => Effects.bide(battle, player, options),
1686
1719
  // zig fmt: off
1687
1720
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1688
1721
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1689
- Effects.boost(battle, player, move, log),
1722
+ Effects.boost(battle, player, move, options),
1690
1723
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1691
- Effects.unboost(battle, player, move, log),
1724
+ Effects.unboost(battle, player, move, options),
1692
1725
  // zig fmt: on
1693
- .Sleep => Effects.sleep(battle, player, move, log),
1726
+ .Sleep => Effects.sleep(battle, player, move, options),
1694
1727
  else => unreachable,
1695
1728
  };
1696
1729
  }
1697
1730
 
1698
- inline fn alwaysHappens(
1731
+ fn alwaysHappens(
1699
1732
  battle: anytype,
1700
1733
  player: Player,
1701
1734
  move: Move.Data,
1702
1735
  residual: *bool,
1703
- log: anytype,
1736
+ options: anytype,
1704
1737
  ) !void {
1705
- assert(move.effect.alwaysHappens());
1706
1738
  return switch (move.effect) {
1707
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1739
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1708
1740
  .Explode => Effects.explode(battle, player),
1709
- .PayDay => Effects.payDay(battle, player, log),
1741
+ .PayDay => Effects.payDay(battle, player, options),
1710
1742
  .Rage => Effects.rage(battle, player),
1711
- .Recoil => Effects.recoil(battle, player, residual, log),
1743
+ .Recoil => Effects.recoil(battle, player, residual, options),
1712
1744
  .JumpKick, .Binding => {},
1713
1745
  else => unreachable,
1714
1746
  };
1715
1747
  }
1716
1748
 
1717
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1749
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1718
1750
  return switch (move.effect) {
1719
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1720
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1721
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1722
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1723
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1751
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1752
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1753
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1754
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1755
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1724
1756
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1725
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1726
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1757
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1758
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1727
1759
  // zig fmt: off
1728
1760
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1729
- Effects.unboost(battle, player, move, log),
1761
+ Effects.unboost(battle, player, move, options),
1730
1762
  // zig fmt: on
1731
1763
  else => {},
1732
1764
  };
1733
1765
  }
1734
1766
 
1735
1767
  pub const Effects = struct {
1736
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1768
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1737
1769
  var side = battle.side(player);
1738
1770
 
1739
1771
  side.active.volatiles.Bide = true;
1740
1772
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1773
+
1741
1774
  side.active.volatiles.state = 0;
1742
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1775
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1776
+ options.chance.observe(.bide, player, .started);
1743
1777
 
1744
- try log.start(battle.active(player), .Bide);
1778
+ try options.log.start(.{ battle.active(player), .Bide });
1745
1779
  }
1746
1780
 
1747
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1781
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1748
1782
  var foe = battle.foe(player);
1749
1783
  var foe_stored = foe.stored();
1750
1784
 
@@ -1755,83 +1789,90 @@ pub const Effects = struct {
1755
1789
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1756
1790
  if (Status.is(foe_stored.status, .FRZ)) {
1757
1791
  assert(move.type == .Fire);
1758
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1792
+ try options.log.curestatus(.{
1793
+ battle.active(player.foe()),
1794
+ foe_stored.status,
1795
+ .Message,
1796
+ });
1759
1797
  foe_stored.status = 0;
1760
1798
  }
1761
1799
  return;
1762
1800
  }
1763
1801
 
1764
1802
  if (foe.active.types.includes(move.type)) return;
1765
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1803
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1804
+ return;
1805
+ }
1766
1806
 
1767
1807
  foe_stored.status = Status.init(.BRN);
1768
1808
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1769
1809
 
1770
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1810
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1771
1811
  }
1772
1812
 
1773
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1813
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1774
1814
  var side = battle.side(player);
1775
1815
  var volatiles = &side.active.volatiles;
1776
1816
 
1777
1817
  volatiles.Charging = true;
1778
1818
  const move = side.last_selected_move;
1779
1819
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1780
- try log.laststill();
1781
- try log.prepare(battle.active(player), move);
1820
+ try options.log.laststill(.{});
1821
+ try options.log.prepare(.{ battle.active(player), move });
1782
1822
  }
1783
1823
 
1784
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1824
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1785
1825
  var foe = battle.foe(player);
1786
1826
  const sub = foe.active.volatiles.Substitute;
1787
1827
 
1788
1828
  if (move.effect == .ConfusionChance) {
1789
- if (!Rolls.confusionChance(battle)) return;
1829
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1790
1830
  } else {
1791
1831
  if (showdown) {
1792
- if (!try checkHit(battle, player, move, log)) {
1793
- return;
1794
- } else if (sub) {
1795
- return log.fail(battle.active(player.foe()), .None);
1796
- }
1832
+ if (!try checkHit(battle, player, move, options)) return;
1833
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1797
1834
  } else {
1798
- if (sub) {
1799
- return log.fail(battle.active(player.foe()), .None);
1800
- } else if (!try checkHit(battle, player, move, log)) {
1801
- return;
1802
- }
1835
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1836
+ if (!try checkHit(battle, player, move, options)) return;
1803
1837
  }
1804
1838
  }
1805
1839
 
1806
1840
  if (foe.active.volatiles.Confusion) return;
1807
1841
  foe.active.volatiles.Confusion = true;
1808
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1809
1842
 
1810
- try log.start(battle.active(player.foe()), .Confusion);
1843
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1844
+ options.chance.observe(.confusion, player.foe(), .started);
1845
+
1846
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1811
1847
  }
1812
1848
 
1813
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1849
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1814
1850
  const foe = battle.foe(player);
1815
1851
 
1816
1852
  if (foe.active.volatiles.Invulnerable) {
1817
- try log.lastmiss();
1818
- return log.miss(battle.active(player));
1853
+ try options.log.lastmiss(.{});
1854
+ return options.log.miss(.{battle.active(player)});
1819
1855
  }
1820
1856
 
1821
1857
  battle.side(player).active.types = foe.active.types;
1822
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1858
+ return options.log.start(.{
1859
+ battle.active(player),
1860
+ .TypeChange,
1861
+ foe.active.types,
1862
+ battle.active(player.foe()),
1863
+ });
1823
1864
  }
1824
1865
 
1825
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1866
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1826
1867
  var foe = battle.foe(player);
1827
1868
  var volatiles = &foe.active.volatiles;
1828
1869
  const foe_ident = battle.active(player.foe());
1829
1870
 
1830
1871
  // Pokémon Showdown handles hit/miss earlier in doMove
1831
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1872
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1832
1873
 
1833
- if (volatiles.disabled_move != 0) {
1834
- try log.fail(foe_ident, .None);
1874
+ if (volatiles.disable_move != 0) {
1875
+ try options.log.fail(.{ foe_ident, .None });
1835
1876
  return null;
1836
1877
  }
1837
1878
 
@@ -1847,7 +1888,7 @@ pub const Effects = struct {
1847
1888
  // Technically this is still considered simply a "miss" on the cartridge,
1848
1889
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1849
1890
  if (n == 0) {
1850
- try log.fail(foe_ident, .None);
1891
+ try options.log.fail(.{ foe_ident, .None });
1851
1892
  return null;
1852
1893
  } else if (err) {
1853
1894
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1855,16 +1896,19 @@ pub const Effects = struct {
1855
1896
  return Result.Error;
1856
1897
  }
1857
1898
 
1858
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1859
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1899
+ volatiles.disable_move =
1900
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1901
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1902
+ options.chance.observe(.disable, player.foe(), .started);
1860
1903
 
1861
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1904
+ const id = foe.active.move(volatiles.disable_move).id;
1905
+ try options.log.start(.{ foe_ident, .Disable, id });
1862
1906
  return null;
1863
1907
  }
1864
1908
 
1865
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1866
- var side = battle.side(player);
1867
- var stored = side.stored();
1909
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1910
+ var stored = battle.side(player).stored();
1911
+ const ident = battle.active(player);
1868
1912
 
1869
1913
  if (battle.last_damage == 0) {
1870
1914
  assert(showdown);
@@ -1877,7 +1921,7 @@ pub const Effects = struct {
1877
1921
  if (stored.hp == stored.stats.hp) return;
1878
1922
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1879
1923
 
1880
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1924
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1881
1925
  }
1882
1926
 
1883
1927
  fn explode(battle: anytype, player: Player) !void {
@@ -1891,26 +1935,28 @@ pub const Effects = struct {
1891
1935
  side.active.volatiles.LeechSeed = false;
1892
1936
  }
1893
1937
 
1894
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1938
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1895
1939
  var volatiles = &battle.foe(player).active.volatiles;
1896
1940
 
1897
1941
  if (volatiles.Substitute) return;
1898
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1942
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1943
+ return;
1944
+ }
1899
1945
 
1900
1946
  volatiles.Flinch = true;
1901
1947
  volatiles.Recharging = false;
1902
1948
  }
1903
1949
 
1904
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1950
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1905
1951
  var side = battle.side(player);
1906
1952
 
1907
1953
  if (side.active.volatiles.FocusEnergy) return;
1908
1954
  side.active.volatiles.FocusEnergy = true;
1909
1955
 
1910
- try log.start(battle.active(player), .FocusEnergy);
1956
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1911
1957
  }
1912
1958
 
1913
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1959
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1914
1960
  var foe = battle.foe(player);
1915
1961
  var foe_stored = foe.stored();
1916
1962
  const foe_ident = battle.active(player.foe());
@@ -1922,21 +1968,22 @@ pub const Effects = struct {
1922
1968
  }
1923
1969
 
1924
1970
  if (foe.active.types.includes(move.type)) return;
1925
- if (!Rolls.secondaryChance(battle, true)) return;
1971
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1926
1972
  // Freeze Clause Mod
1927
1973
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1928
1974
 
1929
1975
  foe_stored.status = Status.init(.FRZ);
1930
1976
  // GLITCH: Hyper Beam recharging status is not cleared
1931
1977
 
1932
- try log.status(foe_ident, foe_stored.status, .None);
1978
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1933
1979
  }
1934
1980
 
1935
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1981
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1982
+ var log = options.log;
1936
1983
  var side = battle.side(player);
1937
1984
  var foe = battle.foe(player);
1938
1985
 
1939
- var side_stored = side.stored();
1986
+ const side_stored = side.stored();
1940
1987
  var foe_stored = foe.stored();
1941
1988
 
1942
1989
  const player_ident = battle.active(player);
@@ -1948,96 +1995,101 @@ pub const Effects = struct {
1948
1995
  side.active.stats = side_stored.stats;
1949
1996
  foe.active.stats = foe_stored.stats;
1950
1997
 
1951
- try log.activate(player_ident, .Haze);
1952
- try log.clearallboost();
1998
+ try log.activate(.{ player_ident, .Haze });
1999
+ try log.clearallboost(.{});
1953
2000
 
1954
2001
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1955
2002
  if (showdown) {
1956
2003
  for (&battle.sides, 0..) |*s, i| {
1957
- const p = @intToEnum(Player, i);
2004
+ const p: Player = @enumFromInt(i);
1958
2005
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1959
2006
  if (p != player and Status.any(s.stored().status)) {
1960
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2007
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1961
2008
  s.stored().status = 0;
2009
+ options.chance.observe(.sleep, p, .None);
1962
2010
  } else if (showdown and s.stored().status == Status.TOX) {
1963
2011
  s.stored().status = Status.init(.PSN);
1964
- try log.status(battle.active(p), s.stored().status, .None);
2012
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1965
2013
  }
1966
- try clearVolatiles(battle, p, log);
2014
+ try clearVolatiles(battle, p, options);
1967
2015
  }
1968
2016
  } else {
1969
2017
  if (Status.any(foe_stored.status)) {
1970
2018
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1971
2019
  foe.last_selected_move = .SKIP_TURN;
2020
+ options.chance.observe(.sleep, player.foe(), .None);
1972
2021
  }
1973
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2022
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1974
2023
  foe_stored.status = 0;
1975
2024
  }
1976
- try clearVolatiles(battle, player, log);
1977
- try clearVolatiles(battle, player.foe(), log);
2025
+ try clearVolatiles(battle, player, options);
2026
+ try clearVolatiles(battle, player.foe(), options);
1978
2027
  }
1979
2028
  }
1980
2029
 
1981
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2030
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1982
2031
  var side = battle.side(player);
1983
2032
  var stored = side.stored();
1984
2033
  const ident = battle.active(player);
1985
2034
 
1986
2035
  // GLITCH: HP recovery move failure glitches
1987
2036
  const delta = stored.stats.hp - stored.hp;
1988
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2037
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2038
+ return options.log.fail(.{ ident, .None });
2039
+ }
1989
2040
 
1990
2041
  const rest = side.last_selected_move == .Rest;
1991
2042
  if (rest) {
1992
2043
  // Adding the sleep status runs the sleep condition handler to roll duration
1993
2044
  if (showdown) battle.rng.advance(1);
1994
2045
  stored.status = Status.slf(2);
1995
- try log.statusFrom(ident, stored.status, Move.Rest);
2046
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1996
2047
  stored.hp = stored.stats.hp;
1997
2048
  } else {
1998
2049
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1999
2050
  }
2000
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2051
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
2001
2052
  }
2002
2053
 
2003
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2054
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
2004
2055
  battle.side(player).active.volatiles.Recharging = true;
2005
- try log.mustrecharge(battle.active(player));
2056
+ try options.log.mustrecharge(.{battle.active(player)});
2006
2057
  }
2007
2058
 
2008
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2059
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2009
2060
  var foe = battle.foe(player);
2010
2061
 
2011
2062
  if (showdown) {
2012
2063
  // Invulnerability trumps type immunity on Pokémon Showdown
2013
2064
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
2014
- return log.immune(battle.active(player.foe()), .None);
2065
+ return options.log.immune(.{ battle.active(player.foe()), .None });
2015
2066
  }
2016
- if (!try checkHit(battle, player, move, log)) return;
2067
+ if (!try checkHit(battle, player, move, options)) return;
2017
2068
  if (foe.active.volatiles.LeechSeed) return;
2018
2069
  } else {
2019
- if (!try checkHit(battle, player, move, log)) return;
2070
+ if (!try checkHit(battle, player, move, options)) return;
2020
2071
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
2021
- try log.lastmiss();
2022
- return log.miss(battle.active(player));
2072
+ try options.log.lastmiss(.{});
2073
+ return options.log.miss(.{battle.active(player)});
2023
2074
  }
2024
2075
  }
2025
2076
 
2026
2077
  foe.active.volatiles.LeechSeed = true;
2027
2078
 
2028
- try log.start(battle.active(player.foe()), .LeechSeed);
2079
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
2029
2080
  }
2030
2081
 
2031
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2082
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
2032
2083
  var side = battle.side(player);
2084
+ const ident = battle.active(player);
2033
2085
 
2034
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2086
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2035
2087
  side.active.volatiles.LightScreen = true;
2036
2088
 
2037
- try log.start(battle.active(player), .LightScreen);
2089
+ try options.log.start(.{ ident, .LightScreen });
2038
2090
  }
2039
2091
 
2040
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2092
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2041
2093
  var side = battle.side(player);
2042
2094
  var foe = battle.foe(player);
2043
2095
 
@@ -2053,7 +2105,7 @@ pub const Effects = struct {
2053
2105
  const has_mimic = has_mimic: {
2054
2106
  for (side.active.moves, 0..) |m, i| {
2055
2107
  if (m.id == .Mimic) {
2056
- oslot = @intCast(u8, i + 1);
2108
+ oslot = @intCast(i + 1);
2057
2109
  break :has_mimic true;
2058
2110
  }
2059
2111
  }
@@ -2061,38 +2113,41 @@ pub const Effects = struct {
2061
2113
  };
2062
2114
  if (!has_mimic) {
2063
2115
  // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2064
- if (!try checkHit(battle, player, move, log)) return;
2065
- return try log.fail(battle.active(player.foe()), .None);
2116
+ if (!try checkHit(battle, player, move, options)) return;
2117
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2066
2118
  }
2067
2119
  }
2068
- if (!try checkHit(battle, player, move, log)) return;
2120
+ if (!try checkHit(battle, player, move, options)) return;
2069
2121
 
2070
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2122
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2071
2123
  side.active.move(oslot).id = foe.active.move(rslot).id;
2072
2124
 
2073
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2125
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2074
2126
  }
2075
2127
 
2076
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2128
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2077
2129
  var side = battle.side(player);
2078
2130
 
2079
2131
  if (side.active.volatiles.Mist) return;
2080
2132
  side.active.volatiles.Mist = true;
2081
2133
 
2082
- try log.start(battle.active(player), .Mist);
2134
+ try options.log.start(.{ battle.active(player), .Mist });
2083
2135
  }
2084
2136
 
2085
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2137
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2086
2138
  var side = battle.side(player);
2087
2139
 
2088
2140
  assert(!side.active.volatiles.MultiHit);
2089
2141
  side.active.volatiles.MultiHit = true;
2090
2142
 
2091
- side.active.volatiles.attacks =
2092
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2143
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2144
+ try Rolls.distribution(battle, .MultiHit, player, options)
2145
+ else
2146
+ 2;
2093
2147
  }
2094
2148
 
2095
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2149
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2150
+ var log = options.log;
2096
2151
  var foe = battle.foe(player);
2097
2152
  var foe_stored = foe.stored();
2098
2153
  const foe_ident = battle.active(player.foe());
@@ -2102,27 +2157,28 @@ pub const Effects = struct {
2102
2157
 
2103
2158
  if (showdown) {
2104
2159
  // Invulnerability trumps type immunity on Pokémon Showdown
2105
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2106
- if (!try checkHit(battle, player, move, log)) return;
2160
+ if (immune and !foe.active.volatiles.Invulnerable) {
2161
+ return log.immune(.{ foe_ident, .None });
2162
+ } else if (!try checkHit(battle, player, move, options)) return;
2107
2163
  }
2108
2164
  if (Status.any(foe_stored.status)) {
2109
- return log.fail(
2165
+ return log.fail(.{
2110
2166
  foe_ident,
2111
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2112
- );
2167
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2168
+ });
2113
2169
  }
2114
2170
  if (!showdown) {
2115
- if (immune) return log.immune(foe_ident, .None);
2116
- if (!try checkHit(battle, player, move, log)) return;
2171
+ if (immune) return log.immune(.{ foe_ident, .None });
2172
+ if (!try checkHit(battle, player, move, options)) return;
2117
2173
  }
2118
2174
 
2119
2175
  foe_stored.status = Status.init(.PAR);
2120
2176
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2121
2177
 
2122
- try log.status(foe_ident, foe_stored.status, .None);
2178
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2123
2179
  }
2124
2180
 
2125
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2181
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2126
2182
  var foe = battle.foe(player);
2127
2183
  var foe_stored = foe.stored();
2128
2184
 
@@ -2134,50 +2190,59 @@ pub const Effects = struct {
2134
2190
 
2135
2191
  // Body Slam can't paralyze a Normal type Pokémon
2136
2192
  if (foe.active.types.includes(move.type)) return;
2137
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2193
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2194
+ return;
2195
+ }
2138
2196
 
2139
2197
  foe_stored.status = Status.init(.PAR);
2140
2198
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2141
2199
 
2142
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2200
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2143
2201
  }
2144
2202
 
2145
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2146
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2203
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2204
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2205
+ try options.log.fieldactivate(.{});
2206
+ }
2147
2207
  }
2148
2208
 
2149
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2209
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2210
+ var log = options.log;
2150
2211
  var foe = battle.foe(player);
2151
2212
  var foe_stored = foe.stored();
2152
2213
  const foe_ident = battle.active(player.foe());
2153
2214
  const toxic = battle.side(player).last_selected_move == .Toxic;
2154
2215
 
2155
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2216
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2156
2217
  return;
2157
2218
  } else if (foe.active.volatiles.Substitute) {
2158
2219
  if (move.effect != .Poison) return;
2159
- return log.fail(foe_ident, .None);
2220
+ return log.fail(.{ foe_ident, .None });
2160
2221
  } else if (Status.any(foe_stored.status)) {
2161
2222
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2162
2223
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2163
2224
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2164
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2225
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2165
2226
  if (!showdown)
2166
- .Poison
2227
+ Fail.Poison
2167
2228
  else if (toxic == (foe_stored.status == Status.TOX))
2168
- if (toxic) .Toxic else .Poison
2229
+ if (toxic) Fail.Toxic else Fail.Poison
2169
2230
  else
2170
- .None
2231
+ Fail.None
2171
2232
  else
2172
- .None);
2233
+ Fail.None });
2173
2234
  } else if (foe.active.types.includes(.Poison)) {
2174
2235
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2175
- return log.immune(foe_ident, .None);
2236
+ return log.immune(.{ foe_ident, .None });
2176
2237
  }
2177
2238
 
2178
2239
  if (move.effect == .Poison) {
2179
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2180
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2240
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2241
+ } else {
2242
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2243
+ return;
2244
+ }
2245
+ }
2181
2246
 
2182
2247
  foe_stored.status = Status.init(.PSN);
2183
2248
  if (toxic) {
@@ -2186,7 +2251,7 @@ pub const Effects = struct {
2186
2251
  foe.active.volatiles.toxic = 0;
2187
2252
  }
2188
2253
 
2189
- try log.status(foe_ident, foe_stored.status, .None);
2254
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2190
2255
  }
2191
2256
 
2192
2257
  fn rage(battle: anytype, player: Player) !void {
@@ -2195,28 +2260,37 @@ pub const Effects = struct {
2195
2260
  volatiles.Rage = true;
2196
2261
  }
2197
2262
 
2198
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2263
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2199
2264
  var side = battle.side(player);
2200
2265
  var stored = side.stored();
2201
2266
 
2202
- const damage = @intCast(i16, @max(battle.last_damage /
2267
+ assert(showdown or battle.last_damage > 0);
2268
+ if (showdown and battle.last_damage == 0) return;
2269
+
2270
+ const damage: i16 = @intCast(@max(battle.last_damage /
2203
2271
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2204
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2272
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2205
2273
 
2206
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2274
+ try options.log.damage(.{
2275
+ battle.active(player),
2276
+ stored,
2277
+ .RecoilOf,
2278
+ battle.active(player.foe()),
2279
+ });
2207
2280
  if (showdown and stored.hp == 0) residual.* = false;
2208
2281
  }
2209
2282
 
2210
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2283
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2211
2284
  var side = battle.side(player);
2285
+ const ident = battle.active(player);
2212
2286
 
2213
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2287
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2214
2288
  side.active.volatiles.Reflect = true;
2215
2289
 
2216
- try log.start(battle.active(player), .Reflect);
2290
+ try options.log.start(.{ ident, .Reflect });
2217
2291
  }
2218
2292
 
2219
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2293
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2220
2294
  var foe = battle.foe(player);
2221
2295
  var foe_stored = foe.stored();
2222
2296
  const foe_ident = battle.active(player.foe());
@@ -2227,13 +2301,13 @@ pub const Effects = struct {
2227
2301
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2228
2302
  } else {
2229
2303
  if (Status.any(foe_stored.status)) {
2230
- return log.fail(
2304
+ return options.log.fail(.{
2231
2305
  foe_ident,
2232
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2233
- );
2306
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2307
+ });
2234
2308
  }
2235
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2236
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2309
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2310
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2237
2311
  }
2238
2312
 
2239
2313
  // Sleep Clause Mod
@@ -2244,63 +2318,70 @@ pub const Effects = struct {
2244
2318
  }
2245
2319
  foe.active.volatiles.Recharging = false;
2246
2320
 
2247
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2248
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2321
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2322
+ options.chance.observe(.sleep, player.foe(), .started);
2323
+
2324
+ const last = battle.side(player).last_selected_move;
2325
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2249
2326
  }
2250
2327
 
2251
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2252
- try log.activate(battle.active(player), .Splash);
2328
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2329
+ try options.log.activate(.{ battle.active(player), .Splash });
2253
2330
  }
2254
2331
 
2255
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2332
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2256
2333
  var side = battle.side(player);
2257
2334
  if (side.active.volatiles.Substitute) {
2258
- try log.fail(battle.active(player), .Substitute);
2259
- return;
2335
+ return options.log.fail(.{ battle.active(player), .Substitute });
2260
2336
  }
2261
2337
 
2262
2338
  assert(side.stored().stats.hp <= 1023);
2263
2339
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2264
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2340
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2265
2341
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2266
2342
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2267
2343
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2268
2344
  // avoid having to convert to floating point)
2269
2345
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2270
2346
  if (side.stored().hp < required_hp) {
2271
- try log.fail(battle.active(player), .Weak);
2272
- return;
2347
+ return options.log.fail(.{ battle.active(player), .Weak });
2273
2348
  }
2274
2349
 
2275
2350
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2276
2351
  side.stored().hp -= hp;
2277
2352
  side.active.volatiles.substitute = hp + 1;
2278
2353
  side.active.volatiles.Substitute = true;
2279
- try log.start(battle.active(player), .Substitute);
2354
+ try options.log.start(.{ battle.active(player), .Substitute });
2280
2355
  if (hp > 0) {
2281
- try log.damage(battle.active(player), side.stored(), .None);
2356
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2282
2357
  if (showdown and side.stored().hp == 0) residual.* = false;
2283
2358
  }
2284
2359
  }
2285
2360
 
2286
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2287
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2288
-
2361
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2289
2362
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2290
- _ = try checkHit(battle, player, move, log);
2291
- battle.last_damage = 0;
2363
+ if (showdown) {
2364
+ if (battle.side(player).last_selected_move == .Teleport) return;
2365
+ _ = try checkHit(battle, player, move, options);
2366
+ battle.last_damage = 0;
2367
+ } else {
2368
+ try options.log.fail(.{ battle.active(player), .None });
2369
+ try options.log.laststill(.{});
2370
+ }
2292
2371
  }
2293
2372
 
2294
- fn thrashing(battle: anytype, player: Player) void {
2373
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2295
2374
  var volatiles = &battle.side(player).active.volatiles;
2296
2375
  assert(!volatiles.Thrashing);
2297
2376
  assert(!volatiles.Bide);
2298
2377
 
2299
2378
  volatiles.Thrashing = true;
2300
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2379
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2380
+
2381
+ options.chance.observe(.thrashing, player, .started);
2301
2382
  }
2302
2383
 
2303
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2384
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2304
2385
  var side = battle.side(player);
2305
2386
  const foe = battle.foe(player);
2306
2387
  const foe_ident = battle.active(player.foe());
@@ -2326,10 +2407,10 @@ pub const Effects = struct {
2326
2407
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2327
2408
  }
2328
2409
 
2329
- try log.transform(battle.active(player), foe_ident);
2410
+ try options.log.transform(.{ battle.active(player), foe_ident });
2330
2411
  }
2331
2412
 
2332
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2413
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2333
2414
  var side = battle.side(player);
2334
2415
  var foe = battle.foe(player);
2335
2416
 
@@ -2341,10 +2422,13 @@ pub const Effects = struct {
2341
2422
  foe.active.volatiles.Recharging = false;
2342
2423
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2343
2424
 
2344
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2425
+ side.active.volatiles.attacks =
2426
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2427
+ options.chance.observe(.binding, player, .started);
2345
2428
  }
2346
2429
 
2347
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2430
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2431
+ var log = options.log;
2348
2432
  var side = battle.side(player);
2349
2433
  const ident = battle.active(player);
2350
2434
 
@@ -2354,87 +2438,87 @@ pub const Effects = struct {
2354
2438
  switch (move.effect) {
2355
2439
  .AttackUp1, .AttackUp2, .Rage => {
2356
2440
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2357
- if (boosts.atk == 6) return try log.fail(ident, .None);
2441
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2358
2442
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2359
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2360
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2443
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2444
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2361
2445
  if (stats.atk == MAX_STAT_VALUE) {
2362
2446
  boosts.atk -= 1;
2363
2447
  if (showdown) {
2364
- try log.boost(ident, reason, n);
2365
- try log.boost(ident, Boost.Attack, -1);
2448
+ try log.boost(.{ ident, reason, n });
2449
+ try log.boost(.{ ident, .Attack, -1 });
2366
2450
  if (move.effect == .Rage) return;
2367
2451
  }
2368
- return try log.fail(ident, .None);
2452
+ return log.fail(.{ ident, .None });
2369
2453
  }
2370
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2454
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2371
2455
  const stat = unmodifiedStats(battle, side).atk;
2372
2456
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2373
- try log.boost(ident, reason, n);
2457
+ try log.boost(.{ ident, reason, n });
2374
2458
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2375
2459
  if (showdown and move.effect == .Rage) return;
2376
2460
  },
2377
2461
  .DefenseUp1, .DefenseUp2 => {
2378
2462
  assert(boosts.def >= -6 and boosts.def <= 6);
2379
- if (boosts.def == 6) return try log.fail(ident, .None);
2463
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2380
2464
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2381
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2465
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2382
2466
  if (stats.def == MAX_STAT_VALUE) {
2383
2467
  boosts.def -= 1;
2384
2468
  if (showdown) {
2385
- try log.boost(ident, .Defense, n);
2386
- try log.boost(ident, .Defense, -1);
2469
+ try log.boost(.{ ident, .Defense, n });
2470
+ try log.boost(.{ ident, .Defense, -1 });
2387
2471
  }
2388
- return try log.fail(ident, .None);
2472
+ return log.fail(.{ ident, .None });
2389
2473
  }
2390
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2474
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2391
2475
  const stat = unmodifiedStats(battle, side).def;
2392
2476
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2393
- try log.boost(ident, .Defense, n);
2477
+ try log.boost(.{ ident, .Defense, n });
2394
2478
  },
2395
2479
  .SpeedUp2 => {
2396
2480
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2397
- if (boosts.spe == 6) return try log.fail(ident, .None);
2398
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2481
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2482
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2399
2483
  if (stats.spe == MAX_STAT_VALUE) {
2400
2484
  boosts.spe -= 1;
2401
2485
  if (showdown) {
2402
- try log.boost(ident, .Speed, 2);
2403
- try log.boost(ident, .Speed, -1);
2486
+ try log.boost(.{ ident, .Speed, 2 });
2487
+ try log.boost(.{ ident, .Speed, -1 });
2404
2488
  }
2405
- return try log.fail(ident, .None);
2489
+ return log.fail(.{ ident, .None });
2406
2490
  }
2407
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2491
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2408
2492
  const stat = unmodifiedStats(battle, side).spe;
2409
2493
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2410
- try log.boost(ident, .Speed, 2);
2494
+ try log.boost(.{ ident, .Speed, 2 });
2411
2495
  },
2412
2496
  .SpecialUp1, .SpecialUp2 => {
2413
2497
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2414
- if (boosts.spc == 6) return try log.fail(ident, .None);
2498
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2415
2499
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2416
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2500
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2417
2501
  if (stats.spc == MAX_STAT_VALUE) {
2418
2502
  boosts.spc -= 1;
2419
2503
  if (showdown) {
2420
- try log.boost(ident, .SpecialAttack, n);
2421
- try log.boost(ident, .SpecialAttack, -1);
2422
- try log.boost(ident, .SpecialDefense, n);
2423
- try log.boost(ident, .SpecialDefense, -1);
2504
+ try log.boost(.{ ident, .SpecialAttack, n });
2505
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2506
+ try log.boost(.{ ident, .SpecialDefense, n });
2507
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2424
2508
  }
2425
- return try log.fail(ident, .None);
2509
+ return log.fail(.{ ident, .None });
2426
2510
  }
2427
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2511
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2428
2512
  const stat = unmodifiedStats(battle, side).spc;
2429
2513
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2430
- try log.boost(ident, .SpecialAttack, n);
2431
- try log.boost(ident, .SpecialDefense, n);
2514
+ try log.boost(.{ ident, .SpecialAttack, n });
2515
+ try log.boost(.{ ident, .SpecialDefense, n });
2432
2516
  },
2433
2517
  .EvasionUp1 => {
2434
2518
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2435
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2436
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2437
- try log.boost(ident, .Evasion, 1);
2519
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2520
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2521
+ try log.boost(.{ ident, .Evasion, 1 });
2438
2522
  },
2439
2523
  else => unreachable,
2440
2524
  }
@@ -2443,102 +2527,105 @@ pub const Effects = struct {
2443
2527
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2444
2528
  }
2445
2529
 
2446
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2530
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2531
+ var log = options.log;
2447
2532
  var foe = battle.foe(player);
2448
2533
  const foe_ident = battle.active(player.foe());
2534
+ const secondary = move.effect.isStatDownChance();
2449
2535
 
2450
- if (foe.active.volatiles.Substitute) {
2451
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2452
- }
2536
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2453
2537
 
2454
- if (move.effect.isStatDownChance()) {
2455
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2456
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2457
- return; // checkHit already checks for Invulnerable
2538
+ if (secondary) {
2539
+ const proc = try Rolls.unboost(battle, player, options);
2540
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2541
+ } else {
2542
+ // checkHit already checks for Invulnerable
2543
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2458
2544
  }
2459
2545
 
2460
2546
  var stats = &foe.active.stats;
2461
2547
  var boosts = &foe.active.boosts;
2548
+ const fail = showdown or !secondary;
2462
2549
 
2463
2550
  switch (move.effect) {
2464
2551
  .AttackDown1, .AttackDownChance => {
2465
2552
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2466
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2467
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2553
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2554
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2468
2555
  if (stats.atk == 1) {
2469
2556
  boosts.atk += 1;
2470
2557
  if (showdown) {
2471
- try log.boost(foe_ident, .Attack, -1);
2472
- try log.boost(foe_ident, .Attack, 1);
2558
+ try log.boost(.{ foe_ident, .Attack, -1 });
2559
+ try log.boost(.{ foe_ident, .Attack, 1 });
2473
2560
  }
2474
- return try log.fail(foe_ident, .None);
2561
+ return log.fail(.{ foe_ident, .None });
2475
2562
  }
2476
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2563
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2477
2564
  const stat = unmodifiedStats(battle, foe).atk;
2478
2565
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2479
- try log.boost(foe_ident, .Attack, -1);
2566
+ try log.boost(.{ foe_ident, .Attack, -1 });
2480
2567
  },
2481
2568
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2482
2569
  assert(boosts.def >= -6 and boosts.def <= 6);
2483
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2570
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2484
2571
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2485
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2572
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2486
2573
  if (stats.def == 1) {
2487
2574
  boosts.def += 1;
2488
2575
  if (showdown) {
2489
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2490
- try log.boost(foe_ident, .Defense, 1);
2576
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2577
+ try log.boost(.{ foe_ident, .Defense, 1 });
2491
2578
  }
2492
- return try log.fail(foe_ident, .None);
2579
+ return log.fail(.{ foe_ident, .None });
2493
2580
  }
2494
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2581
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2495
2582
  const stat = unmodifiedStats(battle, foe).def;
2496
2583
  stats.def = @max(1, stat * mod[0] / mod[1]);
2497
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2584
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2498
2585
  },
2499
2586
  .SpeedDown1, .SpeedDownChance => {
2500
2587
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2501
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2502
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2588
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2589
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2503
2590
  if (stats.spe == 1) {
2504
2591
  boosts.spe += 1;
2505
2592
  if (showdown) {
2506
- try log.boost(foe_ident, .Speed, -1);
2507
- try log.boost(foe_ident, .Speed, 1);
2593
+ try log.boost(.{ foe_ident, .Speed, -1 });
2594
+ try log.boost(.{ foe_ident, .Speed, 1 });
2508
2595
  }
2509
- return try log.fail(foe_ident, .None);
2596
+ return log.fail(.{ foe_ident, .None });
2510
2597
  }
2511
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2598
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2512
2599
  const stat = unmodifiedStats(battle, foe).spe;
2513
2600
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2514
- try log.boost(foe_ident, .Speed, -1);
2601
+ try log.boost(.{ foe_ident, .Speed, -1 });
2515
2602
  assert(boosts.spe >= -6);
2516
2603
  },
2517
2604
  .SpecialDownChance => {
2518
2605
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2519
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2520
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2606
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2607
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2521
2608
  if (stats.spc == 1) {
2522
2609
  boosts.spc += 1;
2523
2610
  if (showdown) {
2524
- try log.boost(foe_ident, .SpecialAttack, -1);
2525
- try log.boost(foe_ident, .SpecialAttack, 1);
2526
- try log.boost(foe_ident, .SpecialDefense, -1);
2527
- try log.boost(foe_ident, .SpecialDefense, 1);
2611
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2612
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2613
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2614
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2528
2615
  }
2529
- return try log.fail(foe_ident, .None);
2616
+ return log.fail(.{ foe_ident, .None });
2530
2617
  }
2531
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2618
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2532
2619
  const stat = unmodifiedStats(battle, foe).spc;
2533
2620
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2534
- try log.boost(foe_ident, .SpecialAttack, -1);
2535
- try log.boost(foe_ident, .SpecialDefense, -1);
2621
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2622
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2536
2623
  },
2537
2624
  .AccuracyDown1 => {
2538
2625
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2539
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2540
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2541
- try log.boost(foe_ident, .Accuracy, -1);
2626
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2627
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2628
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2542
2629
  },
2543
2630
  else => unreachable,
2544
2631
  }
@@ -2562,37 +2649,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2562
2649
  }
2563
2650
  }
2564
2651
 
2565
- inline fn isForced(active: ActivePokemon) bool {
2652
+ fn isForced(active: anytype) bool {
2566
2653
  return active.volatiles.Recharging or active.volatiles.Rage or
2567
2654
  active.volatiles.Thrashing or active.volatiles.Charging;
2568
2655
  }
2569
2656
 
2570
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2657
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2658
+ var log = options.log;
2571
2659
  var side = battle.side(who);
2572
2660
  var volatiles = &side.active.volatiles;
2573
2661
  const ident = battle.active(who);
2574
2662
 
2575
- if (volatiles.disabled_move != 0) {
2576
- volatiles.disabled_move = 0;
2577
- volatiles.disabled_duration = 0;
2578
- try log.end(ident, .DisableSilent);
2663
+ if (volatiles.disable_move != 0) {
2664
+ volatiles.disable_move = 0;
2665
+ volatiles.disable_duration = 0;
2666
+ options.chance.observe(.disable, who, .None);
2667
+ try log.end(.{ ident, .DisableSilent });
2579
2668
  }
2580
2669
  if (volatiles.Confusion) {
2581
2670
  // volatiles.confusion is left unchanged
2582
2671
  volatiles.Confusion = false;
2583
- try log.end(ident, .ConfusionSilent);
2672
+ options.chance.observe(.confusion, who, .None);
2673
+ try log.end(.{ ident, .ConfusionSilent });
2584
2674
  }
2585
2675
  if (volatiles.Mist) {
2586
2676
  volatiles.Mist = false;
2587
- try log.end(ident, .Mist);
2677
+ try log.end(.{ ident, .MistSilent });
2588
2678
  }
2589
2679
  if (volatiles.FocusEnergy) {
2590
2680
  volatiles.FocusEnergy = false;
2591
- try log.end(ident, .FocusEnergy);
2681
+ try log.end(.{ ident, .FocusEnergySilent });
2592
2682
  }
2593
2683
  if (volatiles.LeechSeed) {
2594
2684
  volatiles.LeechSeed = false;
2595
- try log.end(ident, .LeechSeed);
2685
+ try log.end(.{ ident, .LeechSeedSilent });
2596
2686
  }
2597
2687
  if (!showdown and volatiles.Toxic) {
2598
2688
  volatiles.Toxic = false;
@@ -2600,152 +2690,374 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2600
2690
  }
2601
2691
  if (volatiles.LightScreen) {
2602
2692
  volatiles.LightScreen = false;
2603
- try log.end(ident, .LightScreen);
2693
+ try log.end(.{ ident, .LightScreenSilent });
2604
2694
  }
2605
2695
  if (volatiles.Reflect) {
2606
2696
  volatiles.Reflect = false;
2607
- try log.end(ident, .Reflect);
2697
+ try log.end(.{ ident, .ReflectSilent });
2608
2698
  }
2609
2699
  if (showdown and volatiles.Toxic) {
2610
2700
  volatiles.Toxic = false;
2611
2701
  // Pokémon Showdown erroneously clears the toxic counter
2612
2702
  volatiles.toxic = 0;
2613
- try log.end(ident, .Toxic);
2703
+ try log.end(.{ ident, .ToxicSilent });
2614
2704
  }
2615
2705
  }
2616
2706
 
2707
+ fn decrement(
2708
+ comptime field: chance.Action.Field,
2709
+ player: Player,
2710
+ options: anytype,
2711
+ n: anytype,
2712
+ ) @TypeOf(n) {
2713
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2714
+ .started, .ended => 0,
2715
+ .continuing => if (n > 1) n - 1 else n,
2716
+ else => unreachable,
2717
+ } else n - 1;
2718
+ }
2719
+
2720
+ fn observation(n: anytype) optional.Optional(chance.Confusion) {
2721
+ return if (n == 0) .ended else .continuing;
2722
+ }
2723
+
2617
2724
  pub const Rolls = struct {
2618
- inline fn speedTie(battle: anytype) bool {
2619
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2620
- return battle.rng.next() < Gen12.percent(50) + 1;
2621
- }
2725
+ fn speedTie(battle: anytype, options: anytype) !bool {
2726
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2727
+ player == .P1
2728
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2729
+ battle.rng.speedTie()
2730
+ else if (showdown)
2731
+ battle.rng.range(u8, 0, 2) == 0
2732
+ else
2733
+ battle.rng.next() < Gen12.percent(50) + 1;
2734
+
2735
+ try options.chance.speedTie(p1);
2736
+ return p1;
2737
+ }
2738
+
2739
+ fn criticalHit(
2740
+ battle: anytype,
2741
+ player: Player,
2742
+ rate: u8,
2743
+ spurious: bool,
2744
+ options: anytype,
2745
+ ) !bool {
2746
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2747
+ val == .true
2748
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2749
+ battle.rng.criticalHit(player, rate)
2750
+ else if (showdown)
2751
+ battle.rng.chance(u8, rate, 256)
2752
+ else
2753
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2754
+
2755
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2756
+ return crit;
2757
+ }
2758
+
2759
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2760
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2761
+ val
2762
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2763
+ battle.rng.damage(player)
2764
+ else roll: {
2765
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2766
+ while (true) {
2767
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2768
+ if (r >= 217) break :roll r;
2769
+ }
2770
+ };
2622
2771
 
2623
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2624
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2625
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2772
+ assert(roll >= 217 and roll <= 255);
2773
+ try options.chance.damage(player, roll);
2774
+ return roll;
2626
2775
  }
2627
2776
 
2628
- inline fn damage(battle: anytype) u8 {
2629
- if (showdown) return battle.rng.range(u8, 217, 256);
2630
- while (true) {
2631
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2632
- if (r >= 217) return r;
2633
- }
2634
- }
2777
+ const uN = if (pkmn.options.miss) u8 else u9;
2778
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2779
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2780
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2781
+ val == .true
2782
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2783
+ battle.rng.hit(player, acc)
2784
+ else if (showdown)
2785
+ battle.rng.chance(uN, acc, 256)
2786
+ else
2787
+ battle.rng.next() < acc;
2635
2788
 
2636
- inline fn hit(battle: anytype, accuracy: u16) bool {
2637
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2638
- return battle.rng.next() < accuracy;
2789
+ try options.chance.hit(player, ok, acc);
2790
+ return ok;
2639
2791
  }
2640
2792
 
2641
- inline fn confusionDuration(battle: anytype) u3 {
2642
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2643
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2644
- }
2793
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2794
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2795
+ val == .true
2796
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2797
+ battle.rng.confused(player)
2798
+ else if (showdown)
2799
+ !battle.rng.chance(u8, 128, 256)
2800
+ else
2801
+ battle.rng.next() >= Gen12.percent(50) + 1;
2645
2802
 
2646
- inline fn confused(battle: anytype) bool {
2647
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2648
- return battle.rng.next() >= Gen12.percent(50) + 1;
2803
+ try options.chance.confused(player, cfz);
2804
+ return cfz;
2649
2805
  }
2650
2806
 
2651
- inline fn paralyzed(battle: anytype) bool {
2652
- if (showdown) return battle.rng.chance(u8, 63, 256);
2653
- return battle.rng.next() < Gen12.percent(25);
2654
- }
2807
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2808
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2809
+ val == .true
2810
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2811
+ battle.rng.paralyzed(player)
2812
+ else if (showdown)
2813
+ battle.rng.chance(u8, 63, 256)
2814
+ else
2815
+ battle.rng.next() < Gen12.percent(25);
2655
2816
 
2656
- inline fn confusionChance(battle: anytype) bool {
2657
- if (showdown) return battle.rng.chance(u8, 25, 256);
2658
- return battle.rng.next() < Gen12.percent(10);
2817
+ try options.chance.paralyzed(player, par);
2818
+ return par;
2659
2819
  }
2660
2820
 
2661
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2662
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2663
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2664
- }
2821
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2822
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2823
+ val == .true
2824
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2825
+ battle.rng.secondaryChance(player, 25)
2826
+ else if (showdown)
2827
+ battle.rng.chance(u8, 25, 256)
2828
+ else
2829
+ battle.rng.next() < Gen12.percent(10);
2665
2830
 
2666
- inline fn poisonChance(battle: anytype, low: bool) bool {
2667
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2668
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2831
+ try options.chance.secondaryChance(player, proc, 25);
2832
+ return proc;
2669
2833
  }
2670
2834
 
2671
- inline fn sleepDuration(battle: anytype) u3 {
2672
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2673
- while (true) {
2674
- const r = battle.rng.next() & 7;
2675
- if (r != 0) return @intCast(u3, r);
2676
- }
2835
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2836
+ const rate: u8 = if (low) 26 else 77;
2837
+
2838
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2839
+ val == .true
2840
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2841
+ battle.rng.secondaryChance(player, rate)
2842
+ else if (showdown)
2843
+ battle.rng.chance(u8, rate, 256)
2844
+ else
2845
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2846
+
2847
+ try options.chance.secondaryChance(player, proc, rate);
2848
+ return proc;
2677
2849
  }
2678
2850
 
2679
- inline fn bideThrashDuration(battle: anytype) u3 {
2680
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2681
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2851
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2852
+ const rate: u8 = if (low) 52 else 103;
2853
+
2854
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2855
+ val == .true
2856
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2857
+ battle.rng.secondaryChance(player, rate)
2858
+ else if (showdown)
2859
+ battle.rng.chance(u8, rate, 256)
2860
+ else
2861
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2862
+
2863
+ try options.chance.secondaryChance(player, proc, rate);
2864
+ return proc;
2682
2865
  }
2683
2866
 
2684
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2685
- if (showdown) {
2686
- if (check_pp == 0) {
2687
- var i: usize = moves.len;
2688
- while (i > 0) {
2689
- i -= 1;
2690
- if (moves[i].id != .None) {
2691
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2692
- }
2693
- }
2694
- } else {
2695
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2696
- var i: usize = 0;
2697
- while (i < moves.len and r > 0) : (i += 1) {
2698
- if (moves[i].pp > 0) {
2699
- r -= 1;
2700
- if (r == 0) break;
2701
- }
2702
- }
2703
- return @intCast(u4, i + 1);
2867
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2868
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2869
+ val == .true
2870
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2871
+ battle.rng.secondaryChance(player, 85)
2872
+ else if (showdown)
2873
+ battle.rng.chance(u8, 85, 256)
2874
+ else
2875
+ battle.rng.next() < Gen12.percent(33) + 1;
2876
+
2877
+ try options.chance.secondaryChance(player, proc, 85);
2878
+ return proc;
2879
+ }
2880
+
2881
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2882
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2883
+ val
2884
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2885
+ battle.rng.metronome(player)
2886
+ else if (showdown)
2887
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2888
+ else move: {
2889
+ while (true) {
2890
+ const r = battle.rng.next();
2891
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2892
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2893
+ break :move @enumFromInt(r);
2704
2894
  }
2705
- }
2895
+ };
2706
2896
 
2707
- while (true) {
2708
- const r = @intCast(u4, battle.rng.next() & 3);
2709
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2710
- }
2711
- }
2897
+ try options.chance.metronome(player, move);
2898
+ return move;
2899
+ }
2900
+
2901
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2902
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2903
+ val - 1
2904
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2905
+ battle.rng.psywave(player)
2906
+ else if (showdown)
2907
+ battle.rng.range(u8, 0, max)
2908
+ else power: {
2909
+ while (true) {
2910
+ const r = battle.rng.next();
2911
+ if (r < max) break :power r;
2912
+ }
2913
+ };
2712
2914
 
2713
- inline fn disableDuration(battle: anytype) u4 {
2714
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2715
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2716
- }
2915
+ assert(power < max);
2916
+ try options.chance.psywave(player, power, max);
2917
+ return power;
2918
+ }
2919
+
2920
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2921
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2922
+ @intCast(val)
2923
+ else if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2924
+ battle.rng.sleepDuration(player)
2925
+ else if (showdown)
2926
+ battle.rng.range(u3, 1, 8)
2927
+ else duration: {
2928
+ while (true) {
2929
+ const r = battle.rng.next() & 7;
2930
+ if (r != 0) break :duration @intCast(r);
2931
+ }
2932
+ };
2717
2933
 
2718
- inline fn metronome(battle: anytype) Move {
2719
- if (showdown) {
2720
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
2721
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
2722
- return @intToEnum(Move, r + mod);
2723
- }
2724
- while (true) {
2725
- const r = battle.rng.next();
2726
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
2727
- if (r >= @enumToInt(Move.Struggle)) continue;
2728
- return @intToEnum(Move, r);
2729
- }
2934
+ assert(duration >= 1 and duration <= 7);
2935
+ options.chance.duration(player, duration);
2936
+ return duration;
2730
2937
  }
2731
2938
 
2732
- inline fn psywave(battle: anytype, max: u8) u8 {
2733
- if (showdown) return battle.rng.range(u8, 0, max);
2734
- while (true) {
2735
- const r = battle.rng.next();
2736
- if (r < max) return r;
2737
- }
2939
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2940
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2941
+ val
2942
+ else if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2943
+ battle.rng.disableDuration(player)
2944
+ else if (showdown)
2945
+ battle.rng.range(u4, 1, 9)
2946
+ else
2947
+ @intCast((battle.rng.next() & 7) + 1);
2948
+
2949
+ assert(duration >= 1 and duration <= 8);
2950
+ options.chance.duration(player, duration);
2951
+ return duration;
2738
2952
  }
2739
2953
 
2740
- inline fn distribution(battle: anytype) u3 {
2741
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2742
- const r = (battle.rng.next() & 3);
2743
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2954
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
2955
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2956
+ @intCast(val)
2957
+ else if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
2958
+ battle.rng.confusionDuration(player)
2959
+ else if (showdown)
2960
+ battle.rng.range(u3, 2, 6)
2961
+ else
2962
+ @intCast((battle.rng.next() & 3) + 2);
2963
+
2964
+ assert(duration >= 2 and duration <= 5);
2965
+ options.chance.duration(player, duration);
2966
+ return duration;
2744
2967
  }
2745
2968
 
2746
- inline fn unboost(battle: anytype) bool {
2747
- if (showdown) return battle.rng.chance(u8, 85, 256);
2748
- return battle.rng.next() < Gen12.percent(33) + 1;
2969
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2970
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2971
+ @intCast(val)
2972
+ else if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
2973
+ battle.rng.attackingDuration(player)
2974
+ else if (showdown)
2975
+ battle.rng.range(u3, 2, 4)
2976
+ else
2977
+ @intCast((battle.rng.next() & 1) + 2);
2978
+
2979
+ assert(duration >= 2 and duration <= 3);
2980
+ options.chance.duration(player, duration);
2981
+ return duration;
2982
+ }
2983
+
2984
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2985
+
2986
+ fn distribution(
2987
+ battle: anytype,
2988
+ comptime effect: Move.Effect,
2989
+ player: Player,
2990
+ options: anytype,
2991
+ ) !u3 {
2992
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2993
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2994
+ @intCast(val)
2995
+ else if (@hasDecl(@TypeOf(battle.rng), "distribution"))
2996
+ battle.rng.distribution(player)
2997
+ else if (showdown)
2998
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2999
+ else n: {
3000
+ const r = (battle.rng.next() & 3);
3001
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3002
+ };
3003
+
3004
+ assert(n >= 2 and n <= 5);
3005
+ if (effect == .Binding) {
3006
+ options.chance.duration(player, n);
3007
+ } else {
3008
+ try options.chance.multiHit(player, n);
3009
+ }
3010
+ return n;
3011
+ }
3012
+
3013
+ fn moveSlot(
3014
+ battle: anytype,
3015
+ player: Player,
3016
+ moves: []MoveSlot,
3017
+ check_pp: u4,
3018
+ options: anytype,
3019
+ ) !u4 {
3020
+ // TODO: consider throwing error instead of rerolling?
3021
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
3022
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3023
+ val
3024
+ else
3025
+ null
3026
+ else
3027
+ null;
3028
+
3029
+ const slot: u4 = overridden orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3030
+ battle.rng.moveSlot(player, moves, check_pp)
3031
+ else slot: {
3032
+ if (showdown) {
3033
+ if (check_pp == 0) {
3034
+ var i: usize = moves.len;
3035
+ while (i > 0) {
3036
+ i -= 1;
3037
+ if (moves[i].id != .None) {
3038
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3039
+ }
3040
+ }
3041
+ } else {
3042
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3043
+ var i: usize = 0;
3044
+ while (i < moves.len and r > 0) : (i += 1) {
3045
+ if (moves[i].pp > 0) {
3046
+ r -= 1;
3047
+ if (r == 0) break :slot @intCast(i + 1);
3048
+ }
3049
+ }
3050
+ }
3051
+ }
3052
+
3053
+ while (true) {
3054
+ const r: u4 = @intCast(battle.rng.next() & 3);
3055
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3056
+ }
3057
+ };
3058
+
3059
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3060
+ return slot;
2749
3061
  }
2750
3062
  };
2751
3063
 
@@ -2753,14 +3065,14 @@ test "RNG agreement" {
2753
3065
  if (!showdown) return;
2754
3066
  var expected: [256]u32 = undefined;
2755
3067
  for (0..expected.len) |i| {
2756
- expected[i] = @intCast(u32, i * 0x1000000);
3068
+ expected[i] = @intCast(i * 0x1000000);
2757
3069
  }
2758
3070
 
2759
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2760
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2761
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2762
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2763
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3071
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3072
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3073
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3074
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3075
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2764
3076
 
2765
3077
  for (0..expected.len) |i| {
2766
3078
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2796,11 +3108,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2796
3108
  const side = battle.side(player);
2797
3109
  const foe = battle.foe(player);
2798
3110
 
2799
- var active = side.active;
3111
+ const active = &side.active;
2800
3112
  const stored = side.stored();
2801
3113
 
2802
3114
  // While players are not given any input options on the cartridge in these cases,
2803
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3115
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2804
3116
  //
2805
3117
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2806
3118
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2808,9 +3120,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2808
3120
  // passing due to being forced into using a move. Instead of introducing another option
2809
3121
  // we simply repurpose Move with no move slot, even though pedantically this is not
2810
3122
  // strictly correct as the player would not have been presented the option to move or
2811
- // switch at all.
3123
+ // switch at all
2812
3124
  if (isForced(active)) {
2813
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3125
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2814
3126
  n += 1;
2815
3127
  return n;
2816
3128
  }
@@ -2827,7 +3139,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2827
3139
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2828
3140
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2829
3141
  // either disables all other moves in the case of limited or requires you to select a
2830
- // move normally if sleeping/frozen/bound.
3142
+ // move normally if sleeping/frozen/bound
2831
3143
  if (!showdown and (limited or foe.active.volatiles.Binding or
2832
3144
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2833
3145
  {
@@ -2840,7 +3152,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2840
3152
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2841
3153
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2842
3154
  // Move will not result in forcing the subsequent use unless the user also had the
2843
- // proc-ed move in their moveset) and disabling all other moves.
3155
+ // proc-ed move in their moveset) and disabling all other moves
2844
3156
  if (limited) {
2845
3157
  assert(showdown);
2846
3158
  assert(side.last_selected_move != .None);
@@ -2850,7 +3162,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2850
3162
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2851
3163
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2852
3164
  const struggle =
2853
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3165
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2854
3166
  const s = if (struggle) 0 else slot;
2855
3167
  out[n] = .{ .type = .Move, .data = s };
2856
3168
  n += 1;
@@ -2865,7 +3177,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2865
3177
  const m = active.moves[slot - 1];
2866
3178
  if (m.id == .None) break;
2867
3179
  if (m.pp == 0) continue;
2868
- if (active.volatiles.disabled_move == slot) continue;
3180
+ if (active.volatiles.disable_move == slot) continue;
2869
3181
  out[n] = .{ .type = .Move, .data = slot };
2870
3182
  n += 1;
2871
3183
  }