@pkmn/engine 0.1.0-dev.af1565df → 0.1.0-dev.b05836cd

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Files changed (50) hide show
  1. package/README.md +58 -47
  2. package/build/pkg/addon.js +3 -2
  3. package/build/pkg/addon.js.map +1 -1
  4. package/build/pkg/data/ids.json +12 -12
  5. package/build/pkg/data/layout.json +26 -4
  6. package/build/pkg/data/protocol.json +69 -12
  7. package/build/pkg/data.d.ts +2 -2
  8. package/build/pkg/gen1.js +15 -18
  9. package/build/pkg/gen1.js.map +1 -1
  10. package/build/pkg/index.js.map +1 -1
  11. package/build/pkg/protocol.js +57 -38
  12. package/build/pkg/protocol.js.map +1 -1
  13. package/build/tools/debug.js +3 -1
  14. package/build/tools/debug.js.map +1 -1
  15. package/build.zig +122 -81
  16. package/package.json +43 -21
  17. package/src/bin/install-pkmn-engine +10 -5
  18. package/src/lib/binding/node.zig +46 -141
  19. package/src/lib/binding/wasm.zig +4 -2
  20. package/src/lib/common/battle.zig +17 -0
  21. package/src/lib/common/data.zig +19 -31
  22. package/src/lib/common/debug.zig +20 -11
  23. package/src/lib/common/js.zig +118 -0
  24. package/src/lib/common/optional.zig +67 -0
  25. package/src/lib/common/options.zig +9 -0
  26. package/src/lib/common/protocol.zig +894 -350
  27. package/src/lib/common/rational.zig +353 -0
  28. package/src/lib/common/rng.zig +24 -15
  29. package/src/lib/common/util.zig +12 -0
  30. package/src/lib/gen1/README.md +286 -204
  31. package/src/lib/gen1/calc.zig +426 -0
  32. package/src/lib/gen1/chance.zig +1060 -0
  33. package/src/lib/gen1/data/moves.zig +202 -190
  34. package/src/lib/gen1/data/species.zig +4 -4
  35. package/src/lib/gen1/data/types.zig +10 -10
  36. package/src/lib/gen1/data.zig +83 -71
  37. package/src/lib/gen1/helpers.zig +573 -17
  38. package/src/lib/gen1/mechanics.zig +934 -692
  39. package/src/lib/gen2/README.md +105 -85
  40. package/src/lib/gen2/calc.zig +143 -0
  41. package/src/lib/gen2/chance.zig +1314 -0
  42. package/src/lib/gen2/data/items.zig +14 -20
  43. package/src/lib/gen2/data/moves.zig +664 -570
  44. package/src/lib/gen2/data/species.zig +2 -2
  45. package/src/lib/gen2/data/types.zig +137 -34
  46. package/src/lib/gen2/data.zig +124 -86
  47. package/src/lib/gen2/generated.zig +808 -0
  48. package/src/lib/gen2/helpers.zig +16 -22
  49. package/src/lib/gen2/mechanics.zig +3510 -12
  50. package/src/lib/pkmn.zig +61 -2
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,15 +13,16 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
25
+ const Fail = protocol.Fail;
24
26
  const Heal = protocol.Heal;
25
27
 
26
28
  const Gen12 = rng.Gen12;
@@ -56,19 +58,15 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
61
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
64
64
 
65
65
  var s1 = false;
66
66
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
67
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
70
 
73
71
  var p1 = battle.side(.P1);
74
72
  var p2 = battle.side(.P2);
@@ -76,19 +74,19 @@ pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
76
74
  var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
75
  var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
76
 
79
- if (turnOrder(battle, c1, c2) == .P1) {
80
- if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, log)) |r| return r;
77
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
78
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
79
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
81
  }
84
82
 
85
83
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
84
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
85
 
88
- return endTurn(battle, log);
86
+ return endTurn(battle, options);
89
87
  }
90
88
 
91
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
92
90
  const p1 = battle.side(.P1);
93
91
  const p2 = battle.side(.P2);
94
92
 
@@ -100,10 +98,10 @@ fn start(battle: anytype, log: anytype) !Result {
100
98
  assert(!showdown or p2_slot == 1);
101
99
  if (p2_slot == 0) return Result.Win;
102
100
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
101
+ try switchIn(battle, .P1, p1_slot, true, options);
102
+ try switchIn(battle, .P2, p2_slot, true, options);
105
103
 
106
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
107
105
  }
108
106
 
109
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +115,6 @@ fn selectMove(
117
115
  choice: Choice,
118
116
  foe_choice: Choice,
119
117
  skip_turn: *bool,
120
- from: *?Move,
121
118
  ) ?Result {
122
119
  if (choice.type == .Pass) return null;
123
120
 
@@ -126,7 +123,7 @@ fn selectMove(
126
123
  const stored = side.stored();
127
124
 
128
125
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
126
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
127
 
131
128
  // pre-battle menu
132
129
  if (volatiles.Recharging) {
@@ -134,7 +131,6 @@ fn selectMove(
134
131
  return null;
135
132
  }
136
133
  if (volatiles.Rage) {
137
- from.* = side.last_used_move;
138
134
  if (showdown) {
139
135
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
140
136
  saveMove(battle, player, null);
@@ -144,7 +140,6 @@ fn selectMove(
144
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
145
141
  if (!showdown) volatiles.Flinch = false;
146
142
  if (volatiles.Thrashing or volatiles.Charging) {
147
- from.* = side.last_selected_move;
148
143
  if (showdown) {
149
144
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
145
  saveMove(battle, player, null);
@@ -165,9 +160,7 @@ fn selectMove(
165
160
  return null;
166
161
  }
167
162
  if (volatiles.Binding) {
168
- from.* = side.last_used_move;
169
163
  if (showdown) {
170
- if (foe_choice.type == .Switch) from.* = null;
171
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
172
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
173
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -179,11 +172,7 @@ fn selectMove(
179
172
  assert(choice.data == 0);
180
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
181
174
  if (foe_choice.type == .Switch) {
182
- const slot = if (player == .P1)
183
- battle.last_moves.p1_index
184
- else
185
- battle.last_moves.p2_index;
186
- const last = side.active.move(@intCast(u4, slot));
175
+ const last = side.active.move(battle.lastMove(player).index);
187
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
188
177
  if (last.id == .MirrorMove) return Result.Error;
189
178
  }
@@ -207,16 +196,13 @@ fn selectMove(
207
196
  if (choice.data == 0) {
208
197
  const struggle = ok: {
209
198
  for (side.active.moves, 0..) |move, i| {
210
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
199
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
211
200
  }
212
201
  break :ok true;
213
202
  };
214
-
215
203
  assert(struggle);
216
- saveMove(battle, player, choice);
217
- } else {
218
- saveMove(battle, player, choice);
219
204
  }
205
+ saveMove(battle, player, choice);
220
206
 
221
207
  return null;
222
208
  }
@@ -229,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
229
215
  if (c.data == 0) {
230
216
  side.last_selected_move = .Struggle;
231
217
  } else {
232
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
233
219
  const move = side.active.move(c.data);
234
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
235
221
  // sometimes required...), but a 0 PP move can be used automatically
236
222
  assert(showdown or move.pp != 0);
237
223
 
238
224
  side.last_selected_move = move.id;
239
- if (player == .P1) {
240
- battle.last_moves.p1_index = @intCast(u3, c.data);
241
- } else {
242
- battle.last_moves.p2_index = @intCast(u3, c.data);
243
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
244
226
  }
245
227
  }
246
228
  }
247
229
 
248
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
230
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
249
231
  var side = battle.side(player);
250
232
  var foe = battle.foe(player);
251
233
  var active = &side.active;
@@ -258,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
258
240
  side.order[0] = side.order[slot - 1];
259
241
  side.order[slot - 1] = out;
260
242
 
261
- if (player == .P1) {
262
- battle.last_moves.p1_index = 1;
263
- } else {
264
- battle.last_moves.p2_index = 1;
265
- }
243
+ battle.lastMove(player).index = 1;
266
244
 
267
245
  side.last_used_move = .None;
268
246
  foe.last_used_move = .None;
@@ -278,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
278
256
 
279
257
  foe.active.volatiles.Binding = false;
280
258
 
281
- try log.switched(battle.active(player), incoming);
259
+ try options.log.switched(.{ battle.active(player), incoming });
260
+ options.chance.switched(player, side.order[0], out);
282
261
 
283
262
  if (showdown and incoming.status == Status.TOX) {
284
263
  incoming.status = Status.init(.PSN);
285
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
286
265
  // rather not clutter up turnOrder just for this (incorrect) log message
287
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
288
267
  }
289
268
  }
290
269
 
291
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
292
271
  assert(c1.type != .Pass or c2.type != .Pass);
293
272
 
294
273
  if (c1.type == .Pass) return .P2;
@@ -322,7 +301,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
322
301
  battle.rng.advance(1);
323
302
  }
324
303
 
325
- const p1 = Rolls.speedTie(battle);
304
+ const p1 = try Rolls.speedTie(battle, options);
326
305
  if (!showdown) return if (p1) .P1 else .P2;
327
306
 
328
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -347,13 +326,11 @@ fn doTurn(
347
326
  player_choice: Choice,
348
327
  player_rewrap: bool,
349
328
  player_skip: bool,
350
- player_from: ?Move,
351
329
  foe_player: Player,
352
330
  foe_choice: Choice,
353
331
  foe_rewrap: bool,
354
332
  foe_skip: bool,
355
- foe_from: ?Move,
356
- log: anytype,
333
+ options: anytype,
357
334
  ) !?Result {
358
335
  assert(player_choice.type != .Pass);
359
336
 
@@ -365,36 +342,37 @@ fn doTurn(
365
342
  player_choice,
366
343
  player_rewrap,
367
344
  player_skip,
368
- player_from,
369
345
  &residual,
370
- log,
346
+ options,
371
347
  )) |r| return r;
372
348
  if (!replace) {
373
349
  if (player_choice.type != .Switch) {
374
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
375
351
  }
376
- if (residual) try handleResidual(battle, player, log);
377
- if (try checkFaint(battle, player, log)) |r| return r;
352
+ if (residual) try handleResidual(battle, player, options);
353
+ if (try checkFaint(battle, player, options)) |r| return r;
378
354
  } else if (foe_choice.type == .Pass) return null;
379
355
 
356
+ options.chance.clearPending();
357
+
380
358
  residual = true;
381
359
  replace = battle.side(foe_player).stored().hp == 0;
382
- if (try executeMove(
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
383
362
  battle,
384
363
  foe_player,
385
364
  foe_choice,
386
365
  foe_rewrap,
387
366
  foe_skip,
388
- foe_from,
389
367
  &residual,
390
- log,
368
+ options,
391
369
  )) |r| return r;
392
370
  if (!replace) {
393
- if (foe_choice.type != .Switch) {
394
- if (try checkFaint(battle, player, log)) |r| return r;
371
+ if (!calc and foe_choice.type != .Switch) {
372
+ if (try checkFaint(battle, player, options)) |r| return r;
395
373
  }
396
- if (residual) try handleResidual(battle, foe_player, log);
397
- if (try checkFaint(battle, foe_player, log)) |r| return r;
374
+ if (residual) try handleResidual(battle, foe_player, options);
375
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
398
376
  }
399
377
 
400
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -413,14 +391,13 @@ fn executeMove(
413
391
  choice: Choice,
414
392
  rewrap: bool,
415
393
  skip: bool,
416
- from: ?Move,
417
394
  residual: *bool,
418
- log: anytype,
395
+ options: anytype,
419
396
  ) !?Result {
420
397
  var side = battle.side(player);
421
398
 
422
399
  if (choice.type == .Switch) {
423
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
424
401
  return null;
425
402
  }
426
403
 
@@ -430,13 +407,13 @@ fn executeMove(
430
407
  if (side.last_selected_move == .SKIP_TURN) {
431
408
  assert(!showdown);
432
409
  if (battle.foe(player).active.volatiles.Binding) {
433
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
434
411
  }
435
412
  return null;
436
413
  }
437
414
 
438
415
  assert(choice.type == .Move);
439
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
440
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
441
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
442
419
  var auto = showdown and side.last_selected_move != .None;
@@ -445,14 +422,13 @@ fn executeMove(
445
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
446
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
447
424
  assert(!showdown);
448
- mslot = @intCast(u4, if (player == .P1)
449
- battle.last_moves.p1_index
450
- else
451
- battle.last_moves.p2_index);
425
+ mslot = @intCast(battle.lastMove(player).index);
452
426
  const stored = side.stored();
453
427
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
454
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
455
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
428
+ auto = isForced(&side.active) or
429
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
430
+ side.last_selected_move == .HyperBeam or
431
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
456
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
457
433
  // thawed, in which case we will desync unless the last_selected_move happened to be at
458
434
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -469,15 +445,12 @@ fn executeMove(
469
445
  } else if (showdown and side.active.volatiles.Charging) {
470
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
471
447
  assert(mslot == 1);
472
- mslot = @intCast(u4, if (player == .P1)
473
- battle.last_moves.p1_index
474
- else
475
- battle.last_moves.p2_index);
448
+ mslot = @intCast(battle.lastMove(player).index);
476
449
  }
477
450
 
478
451
  var skip_can = false;
479
452
  var skip_pp = false;
480
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
481
454
  .done => return null,
482
455
  .skip_can => skip_can = true,
483
456
  .skip_pp => skip_pp = true,
@@ -485,11 +458,11 @@ fn executeMove(
485
458
  .err => return @as(?Result, Result.Error),
486
459
  }
487
460
 
488
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
489
- return null;
490
- }
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
491
464
 
492
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
493
466
  }
494
467
 
495
468
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -498,10 +471,10 @@ fn beforeMove(
498
471
  battle: anytype,
499
472
  player: Player,
500
473
  skip: bool,
501
- from: ?Move,
502
474
  residual: *bool,
503
- log: anytype,
475
+ options: anytype,
504
476
  ) !BeforeMove {
477
+ var log = options.log;
505
478
  var side = battle.side(player);
506
479
  const foe = battle.foe(player);
507
480
  var active = &side.active;
@@ -510,27 +483,37 @@ fn beforeMove(
510
483
  var volatiles = &active.volatiles;
511
484
 
512
485
  if (Status.is(stored.status, .SLP)) {
513
- const status = stored.status;
486
+ const before = stored.status;
514
487
  // Even if the EXT bit is set this will still correctly modify the sleep duration
515
- stored.status -= 1;
516
- if (Status.duration(stored.status) == 0) {
517
- try log.curestatus(ident, status, .Message);
488
+ if (options.calc.modify(player, .sleep)) |extend| {
489
+ if (!extend) stored.status = 0;
490
+ } else {
491
+ stored.status -= 1;
492
+ }
493
+
494
+ const duration = Status.duration(stored.status);
495
+ if (!Status.is(stored.status, .EXT)) {
496
+ try options.chance.sleep(player, duration);
497
+ }
498
+
499
+ if (duration == 0) {
500
+ try log.curestatus(.{ ident, before, .Message });
518
501
  stored.status = 0; // clears EXT if present
519
502
  } else {
520
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
521
504
  }
522
505
  side.last_used_move = .None;
523
506
  return .done;
524
507
  }
525
508
 
526
509
  if (Status.is(stored.status, .FRZ)) {
527
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
528
511
  side.last_used_move = .None;
529
512
  return .done;
530
513
  }
531
514
 
532
515
  if (skip or foe.active.volatiles.Binding) {
533
- try log.cant(ident, .Bound);
516
+ try log.cant(.{ ident, .Bound });
534
517
  return .done;
535
518
  }
536
519
 
@@ -538,25 +521,31 @@ fn beforeMove(
538
521
  // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
539
522
  // Pokémon can sometimes flinch multiple times from the same original hit
540
523
  if (!showdown) volatiles.Flinch = false;
541
- try log.cant(ident, .Flinch);
524
+ try log.cant(.{ ident, .Flinch });
542
525
  return .done;
543
526
  }
544
527
 
545
528
  if (volatiles.Recharging) {
546
529
  volatiles.Recharging = false;
547
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
548
531
  return .done;
549
532
  }
550
533
 
551
- if (volatiles.disabled_duration > 0) {
552
- volatiles.disabled_duration -= 1;
553
- if (volatiles.disabled_duration == 0) {
554
- volatiles.disabled_move = 0;
555
- try log.end(ident, .Disable);
534
+ if (volatiles.disable_duration > 0) {
535
+ if (options.calc.modify(player, .disable)) |extend| {
536
+ if (!extend) volatiles.disable_duration = 0;
537
+ } else {
538
+ volatiles.disable_duration -= 1;
539
+ }
540
+ try options.chance.disable(player, volatiles.disable_duration);
541
+
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
556
545
  }
557
546
  }
558
547
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
559
- if (showdown and try disabled(side, ident, log)) return .done;
548
+ if (showdown and try disabled(side, ident, options)) return .done;
560
549
 
561
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
562
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -568,14 +557,20 @@ fn beforeMove(
568
557
  if (volatiles.Confusion) {
569
558
  assert(volatiles.confusion > 0);
570
559
 
571
- volatiles.confusion -= 1;
560
+ if (options.calc.modify(player, .confusion)) |extend| {
561
+ if (!extend) volatiles.confusion = 0;
562
+ } else {
563
+ volatiles.confusion -= 1;
564
+ }
565
+ try options.chance.confusion(player, volatiles.confusion);
566
+
572
567
  if (volatiles.confusion == 0) {
573
568
  volatiles.Confusion = false;
574
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
575
570
  } else {
576
- try log.activate(ident, .Confusion);
571
+ try log.activate(.{ ident, .Confusion });
577
572
 
578
- if (Rolls.confused(battle)) {
573
+ if (try Rolls.confused(battle, player, options)) {
579
574
  assert(!volatiles.MultiHit);
580
575
  if (!volatiles.Rage) volatiles.state = 0;
581
576
  volatiles.Bide = false;
@@ -585,6 +580,7 @@ fn beforeMove(
585
580
  volatiles.Charging = false;
586
581
  volatiles.Binding = false;
587
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
588
584
  {
589
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
590
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -604,7 +600,7 @@ fn beforeMove(
604
600
 
605
601
  const uncapped = battle.last_damage;
606
602
  // Skipping adjustDamage / randomizeDamage / checkHit
607
- _ = try applyDamage(battle, player, target, .Confusion, log);
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
608
604
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
609
605
  if (showdown) battle.last_damage = uncapped;
610
606
 
@@ -613,16 +609,17 @@ fn beforeMove(
613
609
  }
614
610
  }
615
611
 
616
- if (!showdown and try disabled(side, ident, log)) return .done;
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
617
613
 
618
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
619
615
  if (!volatiles.Rage) volatiles.state = 0;
620
616
  volatiles.Bide = false;
621
617
  volatiles.Thrashing = false;
622
618
  volatiles.Charging = false;
623
619
  volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
624
621
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
625
- try log.cant(ident, .Paralysis);
622
+ try log.cant(.{ ident, .Paralysis });
626
623
  return .done;
627
624
  }
628
625
 
@@ -640,33 +637,39 @@ fn beforeMove(
640
637
 
641
638
  assert(volatiles.attacks > 0);
642
639
 
643
- volatiles.attacks -= 1;
640
+ if (options.calc.modify(player, .attacking)) |extend| {
641
+ if (!extend) volatiles.attacks = 0;
642
+ } else {
643
+ volatiles.attacks -= 1;
644
+ }
645
+ try options.chance.attacking(player, volatiles.attacks);
646
+
644
647
  if (volatiles.attacks != 0) {
645
- try log.activate(ident, .Bide);
648
+ try log.activate(.{ ident, .Bide });
646
649
  return .done;
647
650
  }
648
651
 
649
652
  volatiles.Bide = false;
650
- try log.end(ident, .Bide);
653
+ try log.end(.{ ident, .Bide });
651
654
 
652
655
  battle.last_damage = volatiles.state *% 2;
653
656
  volatiles.state = 0;
654
657
 
655
658
  if (battle.last_damage == 0) {
656
- try log.fail(ident, .None);
659
+ try log.fail(.{ ident, .None });
657
660
  return .done;
658
661
  }
659
662
 
660
663
  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);
664
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
665
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
663
666
 
664
667
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
665
668
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
666
669
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
667
670
  if (showdown) {
668
671
  residual.* = false;
669
- try handleResidual(battle, player, log);
672
+ try handleResidual(battle, player, options);
670
673
  }
671
674
 
672
675
  return .done;
@@ -674,18 +677,24 @@ fn beforeMove(
674
677
 
675
678
  if (volatiles.Thrashing) {
676
679
  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);
680
+
681
+ if (options.calc.modify(player, .attacking)) |extend| {
682
+ if (!extend) volatiles.attacks = 0;
683
+ } else {
684
+ volatiles.attacks -= 1;
681
685
  }
682
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
686
+ try options.chance.attacking(player, volatiles.attacks);
687
+
688
+ if (!showdown and handleThrashing(battle, active, player, options)) {
689
+ try log.start(.{ battle.active(player), .ConfusionSilent });
690
+ }
691
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
683
692
  if (showdown) {
684
693
  // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
685
694
  // used in useMove and doesn't have the notion of skipping canMove semantics
686
695
  side.last_used_move = side.last_selected_move;
687
- if (handleThrashing(battle, active)) {
688
- try log.start(battle.active(player), .ConfusionSilent);
696
+ if (handleThrashing(battle, active, player, options)) {
697
+ try log.start(.{ battle.active(player), .ConfusionSilent });
689
698
  }
690
699
  }
691
700
  return .skip_can;
@@ -693,18 +702,20 @@ fn beforeMove(
693
702
 
694
703
  if (volatiles.Binding) {
695
704
  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
- );
705
+
706
+ if (options.calc.modify(player, .binding)) |extend| {
707
+ if (!extend) volatiles.attacks = 0;
708
+ } else {
709
+ volatiles.attacks -= 1;
710
+ }
711
+ try options.chance.binding(player, volatiles.attacks);
712
+
713
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
703
714
  if (showdown or battle.last_damage != 0) {
704
715
  const sub = showdown and foe.active.volatiles.Substitute;
705
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
716
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
706
717
  if (battle.foe(player).stored().hp > 0 and !sub) {
707
- try buildRage(battle, player.foe(), log);
718
+ try buildRage(battle, player.foe(), options);
708
719
  }
709
720
  }
710
721
  return .done;
@@ -719,53 +730,42 @@ fn canMove(
719
730
  mslot: u4,
720
731
  auto: bool,
721
732
  skip_pp: bool,
722
- from: ?Move,
733
+ from: Move,
723
734
  residual: *bool,
724
- log: anytype,
735
+ options: anytype,
725
736
  ) !bool {
726
737
  var side = battle.side(player);
727
738
  const player_ident = battle.active(player);
728
739
  const move = Move.get(side.last_selected_move);
729
740
 
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
741
  var skip = skip_pp;
735
742
  if (side.active.volatiles.Charging) {
736
743
  side.active.volatiles.Charging = false;
737
744
  side.active.volatiles.Invulnerable = false;
738
745
  } else if (move.effect == .Charge) {
739
- try log.move(player_ident, side.last_selected_move, .{}, from);
746
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
747
  setCounterable(battle, player, side, move);
741
- try Effects.charge(battle, player, log);
748
+ try Effects.charge(battle, player, options);
742
749
  return false;
743
750
  }
744
751
 
745
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
752
+ side.last_used_move = side.last_selected_move;
746
753
  if (!skip) decrementPP(side, mslot, auto);
747
754
 
748
755
  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);
756
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
757
757
  setCounterable(battle, player, side, move);
758
758
 
759
759
  if (move.effect.onBegin()) {
760
- try onBegin(battle, player, move, mslot, residual, log);
760
+ try onBegin(battle, player, move, mslot, residual, options);
761
761
  return false;
762
762
  }
763
763
 
764
764
  if (move.effect == .Thrashing) {
765
- Effects.thrashing(battle, player);
765
+ Effects.thrashing(battle, player, options);
766
766
  } else if (!showdown and move.effect == .Binding) {
767
767
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
768
- Effects.binding(battle, player, false);
768
+ try Effects.binding(battle, player, false, options);
769
769
  }
770
770
 
771
771
  return true;
@@ -779,11 +779,7 @@ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data)
779
779
  // as the desync results from actually having two separate battle states that subtly disagree
780
780
  const counterable = side.last_selected_move != .Counter and move.bp > 0 and
781
781
  (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
- }
782
+ battle.lastMove(player).counterable = @intFromBool(counterable);
787
783
  }
788
784
 
789
785
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
@@ -795,12 +791,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
795
791
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
796
792
  if (volatiles.Bide) return;
797
793
 
798
- assert(active.move(mslot).pp > 0 or auto);
799
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
794
+ var move_slot = active.move(mslot);
795
+ assert(move_slot.pp > 0 or auto);
796
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
800
797
  if (volatiles.Transform) return;
801
798
 
802
- assert(side.stored().move(mslot).pp > 0 or auto);
803
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
799
+ move_slot = side.stored().move(mslot);
800
+ assert(move_slot.pp > 0 or auto);
801
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
804
802
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
805
803
  }
806
804
 
@@ -808,12 +806,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
808
806
  var active = &side.active;
809
807
  const volatiles = &active.volatiles;
810
808
 
811
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
809
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
812
810
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
813
811
  if (showdown and volatiles.Transform) return;
814
812
 
815
813
  assert(mslot > 0 and mslot <= 4);
816
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
814
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
817
815
  }
818
816
 
819
817
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -824,8 +822,9 @@ fn doMove(
824
822
  rewrap: bool,
825
823
  auto: bool,
826
824
  residual: *bool,
827
- log: anytype,
825
+ options: anytype,
828
826
  ) !?Result {
827
+ var log = options.log;
829
828
  var side = battle.side(player);
830
829
  const foe = battle.foe(player);
831
830
 
@@ -840,23 +839,27 @@ fn doMove(
840
839
  var hits: u4 = 1;
841
840
  var effectiveness = Effectiveness.neutral;
842
841
 
842
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
843
+ if (showdown and !counter) battle.last_damage = 0;
844
+
843
845
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
844
846
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
845
- return specialDamage(battle, player, move, log);
847
+ return specialDamage(battle, player, move, options);
846
848
  }
847
849
 
848
850
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
849
851
  // calling moveHit early covers most of that but we also need to check type immunity first
850
852
  var miss = showdown and miss: {
851
853
  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);
854
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
855
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
854
856
  if (immune and move.effect != .Binding) break :miss true;
855
857
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
856
858
  battle.last_damage = 0;
857
859
  break :miss true;
858
860
  }
859
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
861
+ break :miss (move.target != .Self and
862
+ !moveHit(battle, player, move, &immune, &mist, options));
860
863
  };
861
864
  assert(!immune or miss or (showdown and move.effect == .Binding));
862
865
 
@@ -864,16 +867,16 @@ fn doMove(
864
867
  const skip = status or immune;
865
868
  if ((!showdown or (!skip or counter)) and !miss) blk: {
866
869
  if (showdown and move.effect.isMulti()) {
867
- Effects.multiHit(battle, player, move);
870
+ try Effects.multiHit(battle, player, move, options);
868
871
  hits = side.active.volatiles.attacks;
869
872
  late = false;
870
873
  }
871
874
 
872
875
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
873
876
  const check = !showdown or (!counter and move.effect != .OHKO);
874
- if (check) crit = checkCriticalHit(battle, player, move);
877
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
875
878
 
876
- if (counter) return counterDamage(battle, player, move, log);
879
+ if (counter) return counterDamage(battle, player, move, options);
877
880
 
878
881
  battle.last_damage = 0;
879
882
 
@@ -895,17 +898,15 @@ fn doMove(
895
898
  effectiveness = adjustDamage(battle, player);
896
899
  immune = effectiveness == 0;
897
900
  }
898
- randomizeDamage(battle);
901
+ try randomizeDamage(battle, player, options);
899
902
  }
900
903
  }
901
904
 
902
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
903
- if (showdown and skip) battle.last_damage = 0;
904
-
905
+ var zero = battle.last_damage == 0;
905
906
  miss = if (showdown or skip)
906
907
  miss
907
908
  else
908
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
909
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
909
910
 
910
911
  assert(showdown or miss or battle.last_damage > 0 or skip);
911
912
  assert((!showdown and miss) or !(ohko and immune));
@@ -913,11 +914,11 @@ fn doMove(
913
914
 
914
915
  if (!showdown or !miss) {
915
916
  if (move.effect == .MirrorMove) {
916
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
917
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
917
918
  } else if (move.effect == .Metronome) {
918
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
919
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
919
920
  } else if (move.effect.onEnd()) {
920
- try onEnd(battle, player, move, log);
921
+ try onEnd(battle, player, move, options);
921
922
  return null;
922
923
  }
923
924
  }
@@ -929,36 +930,41 @@ fn doMove(
929
930
  ohko = (!showdown or (!immune and !invulnerable)) and
930
931
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
931
932
  if (ohko) {
932
- try log.immune(foe_ident, .OHKO);
933
+ try log.immune(.{ foe_ident, .OHKO });
933
934
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
934
- try log.immune(foe_ident, .None);
935
+ try log.immune(.{ foe_ident, .None });
935
936
  } else if (mist) {
936
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
937
- try log.fail(foe_ident, .None);
937
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
938
+ try log.fail(.{ foe_ident, .None });
938
939
  } else {
939
- try log.lastmiss();
940
- try log.miss(battle.active(player));
940
+ if (showdown or !zero) try options.chance.commit(player, .miss);
941
+ try log.lastmiss(.{});
942
+ try log.miss(.{battle.active(player)});
941
943
  }
942
944
  if (move.effect == .JumpKick) {
943
945
  // Recoil is supposed to be damage/8 but damage will always be 0 here
944
- assert(battle.last_damage == 0);
946
+ assert(showdown or battle.last_damage == 0);
945
947
  battle.last_damage = 1;
946
- _ = try applyDamage(battle, player, player.foe(), .None, log);
948
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
947
949
  if (showdown and side.stored().hp == 0) residual.* = false;
948
950
  } else if (move.effect == .Explode) {
949
951
  try Effects.explode(battle, player);
950
- try buildRage(battle, player.foe(), log);
952
+ try buildRage(battle, player.foe(), options);
951
953
  } else if (showdown and move.effect == .Disable) {
952
- try buildRage(battle, player.foe(), log);
954
+ try buildRage(battle, player.foe(), options);
955
+ } else if (!showdown and immune and move.effect == .Binding) {
956
+ try options.chance.commit(player, .binding);
953
957
  }
954
958
  return null;
959
+ } else {
960
+ try options.chance.commit(player, .hit);
955
961
  }
956
962
 
957
963
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
958
964
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
959
965
  // it up above before damage calculation).
960
966
  if (!showdown and move.effect.isMulti()) {
961
- Effects.multiHit(battle, player, move);
967
+ try Effects.multiHit(battle, player, move, options);
962
968
  hits = side.active.volatiles.attacks;
963
969
  }
964
970
 
@@ -969,18 +975,20 @@ fn doMove(
969
975
  var hit: u4 = 0;
970
976
  while (hit < hits) {
971
977
  if (hit == 0) {
972
- if (crit) try log.crit(battle.active(player.foe()));
978
+ if (crit) try log.crit(.{battle.active(player.foe())});
973
979
  if (effectiveness > Effectiveness.neutral) {
974
- try log.supereffective(battle.active(player.foe()));
980
+ try log.supereffective(.{battle.active(player.foe())});
975
981
  } else if (effectiveness < Effectiveness.neutral) {
976
- try log.resisted(battle.active(player.foe()));
982
+ try log.resisted(.{battle.active(player.foe())});
977
983
  }
978
984
  }
979
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
980
- if (hit == 0 and ohko) try log.ohko();
985
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
986
+ if (hit == 0 and ohko) try log.ohko(.{});
981
987
  hit += 1;
982
988
  if (foe.stored().hp == 0) break;
983
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
989
+ if (!late and (!sub or move.effect == .Explode)) {
990
+ try buildRage(battle, player.foe(), options);
991
+ }
984
992
  // If the substitute breaks during a multi-hit attack, the attack ends
985
993
  if (nullified) break;
986
994
  }
@@ -990,22 +998,22 @@ fn doMove(
990
998
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
991
999
  side.active.volatiles.attacks = 0;
992
1000
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
993
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1001
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
994
1002
  }
995
- try log.hitcount(battle.active(player.foe()), hit);
1003
+ try log.hitcount(.{ battle.active(player.foe()), hit });
996
1004
  } else if (showdown) {
997
1005
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
998
1006
  if (move.effect == .Binding) {
999
- Effects.binding(battle, player, rewrap);
1007
+ try Effects.binding(battle, player, rewrap, options);
1000
1008
  if (immune) {
1001
1009
  battle.last_damage = 0;
1002
1010
  assert(foe.stored().hp > 0);
1003
1011
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1004
1012
  if (sub) {
1005
- try log.activate(battle.active(player.foe()), .Substitute);
1013
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1006
1014
  } else {
1007
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1008
- try buildRage(battle, player.foe(), log);
1015
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1016
+ try buildRage(battle, player.foe(), options);
1009
1017
  }
1010
1018
  return null;
1011
1019
  }
@@ -1019,12 +1027,12 @@ fn doMove(
1019
1027
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
1020
1028
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
1021
1029
  // 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);
1030
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
1023
1031
 
1024
1032
  if (foe.stored().hp == 0) return null;
1025
1033
 
1026
1034
  // 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);
1035
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1028
1036
 
1029
1037
  if (!move.effect.isSpecial()) {
1030
1038
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1035,29 +1043,29 @@ fn doMove(
1035
1043
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1036
1044
  // puts the |-status| message before |-hitcount| instead of after.
1037
1045
  if (move.effect == .Twineedle) {
1038
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1046
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1039
1047
  } else if (move.effect == .Disable) {
1040
- const result = try Effects.disable(battle, player, move, log);
1041
- if (showdown) try buildRage(battle, player.foe(), log);
1048
+ const result = try Effects.disable(battle, player, move, options);
1049
+ if (showdown) try buildRage(battle, player.foe(), options);
1042
1050
  return result;
1043
1051
  } else {
1044
- try moveEffect(battle, player, move, log);
1052
+ try moveEffect(battle, player, move, options);
1045
1053
  }
1046
1054
  }
1047
1055
 
1048
1056
  return null;
1049
1057
  }
1050
1058
 
1051
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1059
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1052
1060
  const side = battle.side(player);
1053
1061
 
1054
1062
  // 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;
1063
+ var rate = @as(u16, Species.chance(side.stored().species));
1064
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1065
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1066
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1059
1067
 
1060
- return Rolls.criticalHit(battle, chance);
1068
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
1061
1069
  }
1062
1070
 
1063
1071
  fn calcDamage(
@@ -1123,7 +1131,7 @@ fn calcDamage(
1123
1131
  d = @min(997, d);
1124
1132
  d += 2;
1125
1133
 
1126
- battle.last_damage = @intCast(u16, d);
1134
+ battle.last_damage = @intCast(d);
1127
1135
 
1128
1136
  return true;
1129
1137
  }
@@ -1137,9 +1145,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1137
1145
  var d = battle.last_damage;
1138
1146
  if (side.active.types.includes(move.type)) d +%= d / 2;
1139
1147
 
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));
1148
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1149
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1150
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1143
1151
 
1144
1152
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1145
1153
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1159,17 +1167,20 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1159
1167
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1160
1168
  }
1161
1169
 
1162
- fn randomizeDamage(battle: anytype) void {
1170
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1163
1171
  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);
1172
+ const random = try Rolls.damage(battle, player, options);
1173
+ options.calc.base(player.foe(), battle.last_damage);
1174
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1175
+ options.calc.final(player.foe(), battle.last_damage);
1166
1176
  }
1167
1177
 
1168
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1178
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1169
1179
  const side = battle.side(player);
1170
1180
  const foe = battle.foe(player);
1171
1181
 
1172
- if (!try checkHit(battle, player, move, log)) return null;
1182
+ if (!try checkHit(battle, player, move, options)) return null;
1183
+ try options.chance.commit(player, .hit);
1173
1184
 
1174
1185
  battle.last_damage = switch (side.last_selected_move) {
1175
1186
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1178,10 +1189,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1178
1189
  .DragonRage => 40,
1179
1190
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1180
1191
  .Psywave => power: {
1181
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1192
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1182
1193
  // GLITCH: Psywave infinite glitch loop
1183
1194
  if (!showdown and max <= 1) return Result.Error;
1184
- break :power Rolls.psywave(battle, max);
1195
+ break :power try Rolls.psywave(battle, player, max, options);
1185
1196
  },
1186
1197
  else => unreachable,
1187
1198
  };
@@ -1189,17 +1200,17 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1189
1200
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1190
1201
 
1191
1202
  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);
1203
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1204
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1194
1205
 
1195
1206
  return null;
1196
1207
  }
1197
1208
 
1198
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1209
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1199
1210
  const foe = battle.foe(player);
1200
1211
 
1201
1212
  if (battle.last_damage == 0) {
1202
- try log.fail(battle.active(player), .None);
1213
+ try options.log.fail(.{ battle.active(player), .None });
1203
1214
  return null;
1204
1215
  }
1205
1216
 
@@ -1210,36 +1221,33 @@ fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1210
1221
  else
1211
1222
  foe.last_selected_move);
1212
1223
 
1213
- const used = (if (player.foe() == .P1)
1214
- battle.last_moves.p1_counterable
1215
- else
1216
- battle.last_moves.p2_counterable) != 0;
1217
-
1224
+ const used = battle.lastMove(player.foe()).counterable != 0;
1218
1225
  const selected = foe_last_selected_move.bp > 0 and
1219
1226
  foe.last_selected_move != .Counter and
1220
1227
  (foe_last_selected_move.type == .Normal or
1221
1228
  foe_last_selected_move.type == .Fighting);
1222
1229
 
1223
1230
  if (!used and !selected) {
1224
- try log.fail(battle.active(player), .None);
1231
+ try options.log.fail(.{ battle.active(player), .None });
1225
1232
  return null;
1226
1233
  }
1227
1234
 
1228
1235
  if (!used or !selected) {
1229
1236
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1230
1237
  if (!showdown) return Result.Error;
1231
- try log.fail(battle.active(player), .None);
1238
+ try options.log.fail(.{ battle.active(player), .None });
1232
1239
  return null;
1233
1240
  }
1234
1241
 
1235
1242
  battle.last_damage *|= 2;
1236
1243
 
1237
1244
  // Pokémon Showdown calls checkHit before Counter
1238
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1245
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1246
+ try options.chance.commit(player, .hit);
1239
1247
 
1240
1248
  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);
1249
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1250
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1243
1251
  return null;
1244
1252
  }
1245
1253
 
@@ -1248,7 +1256,7 @@ fn applyDamage(
1248
1256
  target_player: Player,
1249
1257
  sub_player: Player,
1250
1258
  reason: Damage,
1251
- log: anytype,
1259
+ options: anytype,
1252
1260
  ) !bool {
1253
1261
  assert(showdown or battle.last_damage != 0);
1254
1262
 
@@ -1263,19 +1271,20 @@ fn applyDamage(
1263
1271
  subbed.active.volatiles.substitute = 0;
1264
1272
  subbed.active.volatiles.Substitute = false;
1265
1273
  // battle.last_damage is not updated with the amount of HP the Substitute had
1266
- try log.end(battle.active(sub_player), .Substitute);
1274
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1275
+ options.calc.capped(target_player);
1267
1276
  return true;
1268
1277
  } else {
1269
1278
  // 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);
1279
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1280
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1272
1281
  return false;
1273
1282
  }
1274
1283
  }
1275
1284
 
1276
1285
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1277
1286
  target.stored().hp -= battle.last_damage;
1278
- try log.damage(battle.active(target_player), target.stored(), reason);
1287
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1279
1288
  return false;
1280
1289
  }
1281
1290
 
@@ -1286,22 +1295,24 @@ fn mirrorMove(
1286
1295
  rewrap: bool,
1287
1296
  auto: bool,
1288
1297
  residual: *bool,
1289
- log: anytype,
1290
- ) !?Result {
1298
+ options: anytype,
1299
+ ) anyerror!?Result {
1291
1300
  var side = battle.side(player);
1292
1301
  const foe = battle.foe(player);
1293
1302
 
1294
1303
  side.last_selected_move = foe.last_used_move;
1295
1304
 
1296
1305
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1297
- try log.fail(battle.active(player), .None);
1306
+ try options.log.fail(.{ battle.active(player), .None });
1298
1307
  return null;
1299
1308
  } else if (!showdown or foe.last_used_move != .Struggle) {
1300
1309
  incrementPP(side, mslot);
1301
1310
  }
1302
1311
 
1303
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1304
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1312
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1313
+ return null;
1314
+ }
1315
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1305
1316
  }
1306
1317
 
1307
1318
  fn metronome(
@@ -1311,35 +1322,48 @@ fn metronome(
1311
1322
  rewrap: bool,
1312
1323
  auto: bool,
1313
1324
  residual: *bool,
1314
- log: anytype,
1315
- ) !?Result {
1325
+ options: anytype,
1326
+ ) anyerror!?Result {
1316
1327
  var side = battle.side(player);
1317
1328
 
1318
- side.last_selected_move = Rolls.metronome(battle);
1329
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1319
1330
  incrementPP(side, mslot);
1320
1331
 
1321
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1322
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1332
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1333
+ return null;
1334
+ }
1335
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1323
1336
  }
1324
1337
 
1325
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1338
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1326
1339
  var immune = false;
1327
1340
  var mist = false;
1328
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1341
+
1342
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1343
+
1329
1344
  assert(!immune);
1330
1345
  if (mist) {
1331
1346
  assert(!showdown);
1332
1347
  const foe_ident = battle.active(player.foe());
1333
- try log.activate(foe_ident, .Mist);
1334
- try log.fail(foe_ident, .None);
1348
+ try options.log.activate(.{ foe_ident, .Mist });
1349
+ try options.log.fail(.{ foe_ident, .None });
1335
1350
  } else {
1336
- try log.lastmiss();
1337
- try log.miss(battle.active(player));
1351
+ try options.chance.commit(player, .miss);
1352
+ try options.log.lastmiss(.{});
1353
+ try options.log.miss(.{battle.active(player)});
1338
1354
  }
1355
+
1339
1356
  return false;
1340
1357
  }
1341
1358
 
1342
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1359
+ fn moveHit(
1360
+ battle: anytype,
1361
+ player: Player,
1362
+ move: Move.Data,
1363
+ immune: *bool,
1364
+ mist: *bool,
1365
+ options: anytype,
1366
+ ) bool {
1343
1367
  var side = battle.side(player);
1344
1368
  const foe = battle.foe(player);
1345
1369
 
@@ -1378,10 +1402,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1378
1402
  const overwritten = overwrite and state > 0;
1379
1403
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1380
1404
 
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)];
1405
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1406
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1383
1407
  accuracy = accuracy * boost[0] / boost[1];
1384
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1408
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1385
1409
  accuracy = accuracy * boost[0] / boost[1];
1386
1410
  accuracy = @min(255, @max(1, accuracy));
1387
1411
 
@@ -1390,7 +1414,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1390
1414
  if (overwrite) side.active.volatiles.state = accuracy;
1391
1415
 
1392
1416
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1393
- break :miss !Rolls.hit(battle, accuracy);
1417
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1394
1418
  };
1395
1419
 
1396
1420
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1400,7 +1424,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1400
1424
  }
1401
1425
 
1402
1426
  if (!miss) return true;
1403
- battle.last_damage = 0;
1427
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1404
1428
  side.active.volatiles.Binding = false;
1405
1429
  return false;
1406
1430
  }
@@ -1408,8 +1432,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1408
1432
  fn checkFaint(
1409
1433
  battle: anytype,
1410
1434
  player: Player,
1411
- log: anytype,
1412
- ) @TypeOf(log).Error!?Result {
1435
+ options: anytype,
1436
+ ) @TypeOf(options.log).Error!?Result {
1413
1437
  const side = battle.side(player);
1414
1438
  if (side.stored().hp > 0) return null;
1415
1439
 
@@ -1417,33 +1441,32 @@ fn checkFaint(
1417
1441
  const foe_fainted = foe.stored().hp == 0;
1418
1442
 
1419
1443
  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;
1444
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1445
+ const more = player_out or foe_out;
1423
1446
 
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;
1447
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1448
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1426
1449
 
1427
1450
  assert(!side.active.volatiles.MultiHit);
1428
1451
  assert(!foe.active.volatiles.MultiHit);
1429
1452
 
1430
- if (tie) {
1431
- try log.tie();
1453
+ if (player_out and foe_out) {
1454
+ try options.log.tie(.{});
1432
1455
  return Result.Tie;
1433
1456
  } else if (player_out) {
1434
- try log.win(player.foe());
1457
+ try options.log.win(.{player.foe()});
1435
1458
  return if (player == .P1) Result.Lose else Result.Win;
1436
1459
  } else if (foe_out) {
1437
- try log.win(player);
1460
+ try options.log.win(.{player});
1438
1461
  return if (player == .P1) Result.Win else Result.Lose;
1439
1462
  }
1440
1463
 
1441
1464
  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 };
1465
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1466
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1444
1467
  }
1445
1468
 
1446
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1469
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1447
1470
  var side = battle.side(player);
1448
1471
  var foe = battle.foe(player);
1449
1472
  assert(side.stored().hp == 0);
@@ -1476,32 +1499,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1476
1499
  side.stored().stats.spe;
1477
1500
  }
1478
1501
 
1479
- try log.faint(battle.active(player), done);
1502
+ try options.log.faint(.{ battle.active(player), done });
1503
+ options.calc.capped(player);
1480
1504
  return null;
1481
1505
  }
1482
1506
 
1483
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1507
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1484
1508
  var side = battle.side(player);
1485
1509
  var stored = side.stored();
1486
1510
  const ident = battle.active(player);
1487
1511
  var volatiles = &side.active.volatiles;
1488
1512
 
1489
1513
  const brn = Status.is(stored.status, .BRN);
1490
- if (brn or Status.is(stored.status, .PSN)) blk: {
1514
+ if (brn or Status.is(stored.status, .PSN)) {
1491
1515
  var damage = @max(stored.stats.hp / 16, 1);
1492
-
1493
1516
  if (volatiles.Toxic) {
1494
1517
  volatiles.toxic += 1;
1495
1518
  damage *= volatiles.toxic;
1496
1519
  }
1520
+ damage = @min(damage, stored.hp);
1497
1521
 
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);
1522
+ if (!showdown or damage > 0) {
1523
+ stored.hp -= damage;
1524
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1525
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1526
+ }
1505
1527
  }
1506
1528
 
1507
1529
  if (volatiles.LeechSeed) {
@@ -1525,43 +1547,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1525
1547
  const amount = @min(damage, stored.hp);
1526
1548
  stored.hp -= amount;
1527
1549
 
1528
- // As above, Pokémon Showdown uses damageOf but its not relevant
1529
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1550
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1551
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1530
1552
 
1531
1553
  const before = foe_stored.hp;
1532
1554
  // Uncapped damage is added back to the foe
1533
1555
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1534
1556
  // 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);
1557
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1536
1558
  }
1537
1559
  }
1538
1560
 
1539
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1561
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1540
1562
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1541
1563
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1542
1564
 
1543
1565
  battle.turn += 1;
1544
1566
 
1545
- if (showdown and options.ebc and checkEBC(battle)) {
1546
- try log.tie();
1567
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1568
+ try options.log.tie(.{});
1547
1569
  return Result.Tie;
1548
1570
  }
1549
1571
 
1550
1572
  if (showdown and battle.turn >= 1000) {
1551
- try log.tie();
1573
+ try options.log.tie(.{});
1552
1574
  return Result.Tie;
1553
1575
  } else if (battle.turn >= 65535) {
1554
1576
  return Result.Error;
1555
1577
  }
1556
1578
 
1557
- try log.turn(battle.turn);
1579
+ try options.log.turn(.{battle.turn});
1558
1580
 
1559
1581
  return Result.Default;
1560
1582
  }
1561
1583
 
1562
1584
  fn checkEBC(battle: anytype) bool {
1563
1585
  for (battle.sides, 0..) |side, i| {
1564
- const foe = battle.sides[~@intCast(u1, i)];
1586
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1565
1587
 
1566
1588
  var foe_all_ghosts = true;
1567
1589
  var foe_all_transform = true;
@@ -1613,10 +1635,10 @@ fn checkEBC(battle: anytype) bool {
1613
1635
  return false;
1614
1636
  }
1615
1637
 
1616
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1617
- if (side.active.volatiles.disabled_move != 0) {
1638
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1639
+ if (side.active.volatiles.disable_move != 0) {
1618
1640
  // 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;
1641
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1620
1642
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1621
1643
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1622
1644
  m
@@ -1624,127 +1646,127 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1624
1646
  side.last_selected_move;
1625
1647
  if (m != .None and m == last) {
1626
1648
  side.active.volatiles.Charging = false;
1627
- try log.disabled(ident, last);
1649
+ try options.log.cant(.{ ident, .Disable, last });
1628
1650
  return true;
1629
1651
  }
1630
1652
  }
1631
1653
  return false;
1632
1654
  }
1633
1655
 
1634
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1656
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1635
1657
  const side = battle.side(who);
1636
1658
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1637
- try Effects.boost(battle, who, Move.get(.Rage), log);
1659
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1638
1660
  }
1639
1661
  }
1640
1662
 
1641
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1663
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1642
1664
  var volatiles = &active.volatiles;
1643
1665
  assert(volatiles.Thrashing);
1644
1666
  if (volatiles.attacks > 0) return false;
1645
1667
 
1646
1668
  volatiles.Thrashing = false;
1647
1669
  volatiles.Confusion = true;
1648
- volatiles.confusion = Rolls.confusionDuration(battle);
1670
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1649
1671
  return true;
1650
1672
  }
1651
1673
 
1652
- inline fn onBegin(
1674
+ fn onBegin(
1653
1675
  battle: anytype,
1654
1676
  player: Player,
1655
1677
  move: Move.Data,
1656
1678
  mslot: u8,
1657
1679
  residual: *bool,
1658
- log: anytype,
1680
+ options: anytype,
1659
1681
  ) !void {
1660
1682
  assert(move.effect.onBegin());
1661
1683
  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),
1684
+ .Confusion => Effects.confusion(battle, player, move, options),
1685
+ .Conversion => Effects.conversion(battle, player, options),
1686
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1687
+ .Haze => Effects.haze(battle, player, options),
1688
+ .Heal => Effects.heal(battle, player, options),
1689
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1690
+ .LightScreen => Effects.lightScreen(battle, player, options),
1691
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1692
+ .Mist => Effects.mist(battle, player, options),
1693
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1694
+ .Poison => Effects.poison(battle, player, move, options),
1695
+ .Reflect => Effects.reflect(battle, player, options),
1696
+ .Splash => Effects.splash(battle, player, options),
1697
+ .Substitute => Effects.substitute(battle, player, residual, options),
1698
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1699
+ .Transform => Effects.transform(battle, player, options),
1678
1700
  else => unreachable,
1679
1701
  };
1680
1702
  }
1681
1703
 
1682
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1704
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1683
1705
  assert(move.effect.onEnd());
1684
1706
  return switch (move.effect) {
1685
- .Bide => Effects.bide(battle, player, log),
1707
+ .Bide => Effects.bide(battle, player, options),
1686
1708
  // zig fmt: off
1687
1709
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1688
1710
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1689
- Effects.boost(battle, player, move, log),
1711
+ Effects.boost(battle, player, move, options),
1690
1712
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1691
- Effects.unboost(battle, player, move, log),
1713
+ Effects.unboost(battle, player, move, options),
1692
1714
  // zig fmt: on
1693
- .Sleep => Effects.sleep(battle, player, move, log),
1715
+ .Sleep => Effects.sleep(battle, player, move, options),
1694
1716
  else => unreachable,
1695
1717
  };
1696
1718
  }
1697
1719
 
1698
- inline fn alwaysHappens(
1720
+ fn alwaysHappens(
1699
1721
  battle: anytype,
1700
1722
  player: Player,
1701
1723
  move: Move.Data,
1702
1724
  residual: *bool,
1703
- log: anytype,
1725
+ options: anytype,
1704
1726
  ) !void {
1705
1727
  assert(move.effect.alwaysHappens());
1706
1728
  return switch (move.effect) {
1707
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1729
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1708
1730
  .Explode => Effects.explode(battle, player),
1709
- .PayDay => Effects.payDay(battle, player, log),
1731
+ .PayDay => Effects.payDay(battle, player, options),
1710
1732
  .Rage => Effects.rage(battle, player),
1711
- .Recoil => Effects.recoil(battle, player, residual, log),
1733
+ .Recoil => Effects.recoil(battle, player, residual, options),
1712
1734
  .JumpKick, .Binding => {},
1713
1735
  else => unreachable,
1714
1736
  };
1715
1737
  }
1716
1738
 
1717
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1739
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1718
1740
  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),
1741
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1742
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1743
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1744
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1745
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1724
1746
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1725
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1726
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1747
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1748
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1727
1749
  // zig fmt: off
1728
1750
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1729
- Effects.unboost(battle, player, move, log),
1751
+ Effects.unboost(battle, player, move, options),
1730
1752
  // zig fmt: on
1731
1753
  else => {},
1732
1754
  };
1733
1755
  }
1734
1756
 
1735
1757
  pub const Effects = struct {
1736
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1758
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1737
1759
  var side = battle.side(player);
1738
1760
 
1739
1761
  side.active.volatiles.Bide = true;
1740
1762
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1741
1763
  side.active.volatiles.state = 0;
1742
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1764
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1743
1765
 
1744
- try log.start(battle.active(player), .Bide);
1766
+ try options.log.start(.{ battle.active(player), .Bide });
1745
1767
  }
1746
1768
 
1747
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1769
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1748
1770
  var foe = battle.foe(player);
1749
1771
  var foe_stored = foe.stored();
1750
1772
 
@@ -1755,83 +1777,92 @@ pub const Effects = struct {
1755
1777
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1756
1778
  if (Status.is(foe_stored.status, .FRZ)) {
1757
1779
  assert(move.type == .Fire);
1758
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1780
+ try options.log.curestatus(.{
1781
+ battle.active(player.foe()),
1782
+ foe_stored.status,
1783
+ .Message,
1784
+ });
1759
1785
  foe_stored.status = 0;
1760
1786
  }
1761
1787
  return;
1762
1788
  }
1763
1789
 
1764
1790
  if (foe.active.types.includes(move.type)) return;
1765
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1791
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1792
+ return;
1793
+ }
1766
1794
 
1767
1795
  foe_stored.status = Status.init(.BRN);
1768
1796
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1769
1797
 
1770
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1798
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1771
1799
  }
1772
1800
 
1773
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1801
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1774
1802
  var side = battle.side(player);
1775
1803
  var volatiles = &side.active.volatiles;
1776
1804
 
1777
1805
  volatiles.Charging = true;
1778
1806
  const move = side.last_selected_move;
1779
1807
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1780
- try log.laststill();
1781
- try log.prepare(battle.active(player), move);
1808
+ try options.log.laststill(.{});
1809
+ try options.log.prepare(.{ battle.active(player), move });
1782
1810
  }
1783
1811
 
1784
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1812
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1785
1813
  var foe = battle.foe(player);
1786
1814
  const sub = foe.active.volatiles.Substitute;
1787
1815
 
1788
1816
  if (move.effect == .ConfusionChance) {
1789
- if (!Rolls.confusionChance(battle)) return;
1817
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1790
1818
  } else {
1791
1819
  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
- }
1820
+ if (!try checkHit(battle, player, move, options)) return;
1821
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1797
1822
  } 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
- }
1823
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1824
+ if (!try checkHit(battle, player, move, options)) return;
1803
1825
  }
1826
+ try options.chance.commit(player, .hit);
1804
1827
  }
1805
1828
 
1806
1829
  if (foe.active.volatiles.Confusion) return;
1807
1830
  foe.active.volatiles.Confusion = true;
1808
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1831
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1809
1832
 
1810
- try log.start(battle.active(player.foe()), .Confusion);
1833
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1811
1834
  }
1812
1835
 
1813
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1836
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1814
1837
  const foe = battle.foe(player);
1815
1838
 
1816
1839
  if (foe.active.volatiles.Invulnerable) {
1817
- try log.lastmiss();
1818
- return log.miss(battle.active(player));
1840
+ try options.log.lastmiss(.{});
1841
+ return options.log.miss(.{battle.active(player)});
1819
1842
  }
1820
1843
 
1821
1844
  battle.side(player).active.types = foe.active.types;
1822
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1845
+ return options.log.start(.{
1846
+ battle.active(player),
1847
+ .TypeChange,
1848
+ foe.active.types,
1849
+ battle.active(player.foe()),
1850
+ });
1823
1851
  }
1824
1852
 
1825
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1853
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1826
1854
  var foe = battle.foe(player);
1827
1855
  var volatiles = &foe.active.volatiles;
1828
1856
  const foe_ident = battle.active(player.foe());
1829
1857
 
1830
1858
  // Pokémon Showdown handles hit/miss earlier in doMove
1831
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1859
+ if (!showdown) {
1860
+ if (!try checkHit(battle, player, move, options)) return null;
1861
+ try options.chance.commit(player, .hit);
1862
+ }
1832
1863
 
1833
- if (volatiles.disabled_move != 0) {
1834
- try log.fail(foe_ident, .None);
1864
+ if (volatiles.disable_move != 0) {
1865
+ try options.log.fail(.{ foe_ident, .None });
1835
1866
  return null;
1836
1867
  }
1837
1868
 
@@ -1847,7 +1878,7 @@ pub const Effects = struct {
1847
1878
  // Technically this is still considered simply a "miss" on the cartridge,
1848
1879
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1849
1880
  if (n == 0) {
1850
- try log.fail(foe_ident, .None);
1881
+ try options.log.fail(.{ foe_ident, .None });
1851
1882
  return null;
1852
1883
  } else if (err) {
1853
1884
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1855,16 +1886,18 @@ pub const Effects = struct {
1855
1886
  return Result.Error;
1856
1887
  }
1857
1888
 
1858
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1859
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1889
+ volatiles.disable_move =
1890
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1891
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1860
1892
 
1861
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1893
+ const id = foe.active.move(volatiles.disable_move).id;
1894
+ try options.log.start(.{ foe_ident, .Disable, id });
1862
1895
  return null;
1863
1896
  }
1864
1897
 
1865
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1866
- var side = battle.side(player);
1867
- var stored = side.stored();
1898
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1899
+ var stored = battle.side(player).stored();
1900
+ const ident = battle.active(player);
1868
1901
 
1869
1902
  if (battle.last_damage == 0) {
1870
1903
  assert(showdown);
@@ -1877,7 +1910,7 @@ pub const Effects = struct {
1877
1910
  if (stored.hp == stored.stats.hp) return;
1878
1911
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1879
1912
 
1880
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1913
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1881
1914
  }
1882
1915
 
1883
1916
  fn explode(battle: anytype, player: Player) !void {
@@ -1891,26 +1924,28 @@ pub const Effects = struct {
1891
1924
  side.active.volatiles.LeechSeed = false;
1892
1925
  }
1893
1926
 
1894
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1927
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1895
1928
  var volatiles = &battle.foe(player).active.volatiles;
1896
1929
 
1897
1930
  if (volatiles.Substitute) return;
1898
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1931
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1932
+ return;
1933
+ }
1899
1934
 
1900
1935
  volatiles.Flinch = true;
1901
1936
  volatiles.Recharging = false;
1902
1937
  }
1903
1938
 
1904
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1939
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1905
1940
  var side = battle.side(player);
1906
1941
 
1907
1942
  if (side.active.volatiles.FocusEnergy) return;
1908
1943
  side.active.volatiles.FocusEnergy = true;
1909
1944
 
1910
- try log.start(battle.active(player), .FocusEnergy);
1945
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1911
1946
  }
1912
1947
 
1913
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1948
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1914
1949
  var foe = battle.foe(player);
1915
1950
  var foe_stored = foe.stored();
1916
1951
  const foe_ident = battle.active(player.foe());
@@ -1922,17 +1957,18 @@ pub const Effects = struct {
1922
1957
  }
1923
1958
 
1924
1959
  if (foe.active.types.includes(move.type)) return;
1925
- if (!Rolls.secondaryChance(battle, true)) return;
1960
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1926
1961
  // Freeze Clause Mod
1927
1962
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1928
1963
 
1929
1964
  foe_stored.status = Status.init(.FRZ);
1930
1965
  // GLITCH: Hyper Beam recharging status is not cleared
1931
1966
 
1932
- try log.status(foe_ident, foe_stored.status, .None);
1967
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1933
1968
  }
1934
1969
 
1935
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1970
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1971
+ var log = options.log;
1936
1972
  var side = battle.side(player);
1937
1973
  var foe = battle.foe(player);
1938
1974
 
@@ -1948,96 +1984,100 @@ pub const Effects = struct {
1948
1984
  side.active.stats = side_stored.stats;
1949
1985
  foe.active.stats = foe_stored.stats;
1950
1986
 
1951
- try log.activate(player_ident, .Haze);
1952
- try log.clearallboost();
1987
+ try log.activate(.{ player_ident, .Haze });
1988
+ try log.clearallboost(.{});
1953
1989
 
1954
1990
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1955
1991
  if (showdown) {
1956
1992
  for (&battle.sides, 0..) |*s, i| {
1957
- const p = @intToEnum(Player, i);
1993
+ const p: Player = @enumFromInt(i);
1958
1994
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1959
1995
  if (p != player and Status.any(s.stored().status)) {
1960
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1996
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1961
1997
  s.stored().status = 0;
1962
1998
  } else if (showdown and s.stored().status == Status.TOX) {
1963
1999
  s.stored().status = Status.init(.PSN);
1964
- try log.status(battle.active(p), s.stored().status, .None);
2000
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1965
2001
  }
1966
- try clearVolatiles(battle, p, log);
2002
+ try clearVolatiles(battle, p, p != player, options);
1967
2003
  }
1968
2004
  } else {
1969
2005
  if (Status.any(foe_stored.status)) {
1970
2006
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1971
2007
  foe.last_selected_move = .SKIP_TURN;
1972
2008
  }
1973
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2009
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1974
2010
  foe_stored.status = 0;
1975
2011
  }
1976
- try clearVolatiles(battle, player, log);
1977
- try clearVolatiles(battle, player.foe(), log);
2012
+ try clearVolatiles(battle, player, false, options);
2013
+ try clearVolatiles(battle, player.foe(), true, options);
1978
2014
  }
1979
2015
  }
1980
2016
 
1981
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2017
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1982
2018
  var side = battle.side(player);
1983
2019
  var stored = side.stored();
1984
2020
  const ident = battle.active(player);
1985
2021
 
1986
2022
  // GLITCH: HP recovery move failure glitches
1987
2023
  const delta = stored.stats.hp - stored.hp;
1988
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2024
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2025
+ return options.log.fail(.{ ident, .None });
2026
+ }
1989
2027
 
1990
2028
  const rest = side.last_selected_move == .Rest;
1991
2029
  if (rest) {
1992
2030
  // Adding the sleep status runs the sleep condition handler to roll duration
1993
2031
  if (showdown) battle.rng.advance(1);
1994
2032
  stored.status = Status.slf(2);
1995
- try log.statusFrom(ident, stored.status, Move.Rest);
2033
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1996
2034
  stored.hp = stored.stats.hp;
1997
2035
  } else {
1998
2036
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1999
2037
  }
2000
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2038
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
2001
2039
  }
2002
2040
 
2003
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2041
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
2004
2042
  battle.side(player).active.volatiles.Recharging = true;
2005
- try log.mustrecharge(battle.active(player));
2043
+ try options.log.mustrecharge(.{battle.active(player)});
2006
2044
  }
2007
2045
 
2008
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2046
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2009
2047
  var foe = battle.foe(player);
2010
2048
 
2011
2049
  if (showdown) {
2012
2050
  // Invulnerability trumps type immunity on Pokémon Showdown
2013
2051
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
2014
- return log.immune(battle.active(player.foe()), .None);
2052
+ return options.log.immune(.{ battle.active(player.foe()), .None });
2015
2053
  }
2016
- if (!try checkHit(battle, player, move, log)) return;
2054
+ if (!try checkHit(battle, player, move, options)) return;
2017
2055
  if (foe.active.volatiles.LeechSeed) return;
2018
2056
  } else {
2019
- if (!try checkHit(battle, player, move, log)) return;
2057
+ if (!try checkHit(battle, player, move, options)) return;
2020
2058
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
2021
- try log.lastmiss();
2022
- return log.miss(battle.active(player));
2059
+ try options.log.lastmiss(.{});
2060
+ return options.log.miss(.{battle.active(player)});
2023
2061
  }
2024
2062
  }
2025
2063
 
2064
+ try options.chance.commit(player, .hit);
2026
2065
  foe.active.volatiles.LeechSeed = true;
2027
2066
 
2028
- try log.start(battle.active(player.foe()), .LeechSeed);
2067
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
2029
2068
  }
2030
2069
 
2031
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2070
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
2032
2071
  var side = battle.side(player);
2072
+ const ident = battle.active(player);
2033
2073
 
2034
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2074
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2035
2075
  side.active.volatiles.LightScreen = true;
2036
2076
 
2037
- try log.start(battle.active(player), .LightScreen);
2077
+ try options.log.start(.{ ident, .LightScreen });
2038
2078
  }
2039
2079
 
2040
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2080
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2041
2081
  var side = battle.side(player);
2042
2082
  var foe = battle.foe(player);
2043
2083
 
@@ -2053,7 +2093,7 @@ pub const Effects = struct {
2053
2093
  const has_mimic = has_mimic: {
2054
2094
  for (side.active.moves, 0..) |m, i| {
2055
2095
  if (m.id == .Mimic) {
2056
- oslot = @intCast(u8, i + 1);
2096
+ oslot = @intCast(i + 1);
2057
2097
  break :has_mimic true;
2058
2098
  }
2059
2099
  }
@@ -2061,38 +2101,43 @@ pub const Effects = struct {
2061
2101
  };
2062
2102
  if (!has_mimic) {
2063
2103
  // 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);
2104
+ if (!try checkHit(battle, player, move, options)) return;
2105
+ try options.chance.commit(player, .hit);
2106
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2066
2107
  }
2067
2108
  }
2068
- if (!try checkHit(battle, player, move, log)) return;
2109
+ if (!try checkHit(battle, player, move, options)) return;
2110
+ try options.chance.commit(player, .hit);
2069
2111
 
2070
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2112
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2071
2113
  side.active.move(oslot).id = foe.active.move(rslot).id;
2072
2114
 
2073
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2115
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2074
2116
  }
2075
2117
 
2076
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2118
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2077
2119
  var side = battle.side(player);
2078
2120
 
2079
2121
  if (side.active.volatiles.Mist) return;
2080
2122
  side.active.volatiles.Mist = true;
2081
2123
 
2082
- try log.start(battle.active(player), .Mist);
2124
+ try options.log.start(.{ battle.active(player), .Mist });
2083
2125
  }
2084
2126
 
2085
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2127
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2086
2128
  var side = battle.side(player);
2087
2129
 
2088
2130
  assert(!side.active.volatiles.MultiHit);
2089
2131
  side.active.volatiles.MultiHit = true;
2090
2132
 
2091
- side.active.volatiles.attacks =
2092
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2133
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2134
+ try Rolls.distribution(battle, .MultiHit, player, options)
2135
+ else
2136
+ 2;
2093
2137
  }
2094
2138
 
2095
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2139
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2140
+ var log = options.log;
2096
2141
  var foe = battle.foe(player);
2097
2142
  var foe_stored = foe.stored();
2098
2143
  const foe_ident = battle.active(player.foe());
@@ -2102,27 +2147,29 @@ pub const Effects = struct {
2102
2147
 
2103
2148
  if (showdown) {
2104
2149
  // 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;
2150
+ if (immune and !foe.active.volatiles.Invulnerable) {
2151
+ return log.immune(.{ foe_ident, .None });
2152
+ } else if (!try checkHit(battle, player, move, options)) return;
2107
2153
  }
2108
2154
  if (Status.any(foe_stored.status)) {
2109
- return log.fail(
2155
+ return log.fail(.{
2110
2156
  foe_ident,
2111
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2112
- );
2157
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2158
+ });
2113
2159
  }
2114
2160
  if (!showdown) {
2115
- if (immune) return log.immune(foe_ident, .None);
2116
- if (!try checkHit(battle, player, move, log)) return;
2161
+ if (immune) return log.immune(.{ foe_ident, .None });
2162
+ if (!try checkHit(battle, player, move, options)) return;
2117
2163
  }
2164
+ try options.chance.commit(player, .hit);
2118
2165
 
2119
2166
  foe_stored.status = Status.init(.PAR);
2120
2167
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2121
2168
 
2122
- try log.status(foe_ident, foe_stored.status, .None);
2169
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2123
2170
  }
2124
2171
 
2125
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2172
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2126
2173
  var foe = battle.foe(player);
2127
2174
  var foe_stored = foe.stored();
2128
2175
 
@@ -2134,50 +2181,60 @@ pub const Effects = struct {
2134
2181
 
2135
2182
  // Body Slam can't paralyze a Normal type Pokémon
2136
2183
  if (foe.active.types.includes(move.type)) return;
2137
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2184
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2185
+ return;
2186
+ }
2138
2187
 
2139
2188
  foe_stored.status = Status.init(.PAR);
2140
2189
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2141
2190
 
2142
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2191
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2143
2192
  }
2144
2193
 
2145
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2146
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2194
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2195
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2196
+ try options.log.fieldactivate(.{});
2197
+ }
2147
2198
  }
2148
2199
 
2149
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2200
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2201
+ var log = options.log;
2150
2202
  var foe = battle.foe(player);
2151
2203
  var foe_stored = foe.stored();
2152
2204
  const foe_ident = battle.active(player.foe());
2153
2205
  const toxic = battle.side(player).last_selected_move == .Toxic;
2154
2206
 
2155
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2207
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2156
2208
  return;
2157
2209
  } else if (foe.active.volatiles.Substitute) {
2158
2210
  if (move.effect != .Poison) return;
2159
- return log.fail(foe_ident, .None);
2211
+ return log.fail(.{ foe_ident, .None });
2160
2212
  } else if (Status.any(foe_stored.status)) {
2161
2213
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2162
2214
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2163
2215
  // 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))
2216
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2165
2217
  if (!showdown)
2166
- .Poison
2218
+ Fail.Poison
2167
2219
  else if (toxic == (foe_stored.status == Status.TOX))
2168
- if (toxic) .Toxic else .Poison
2220
+ if (toxic) Fail.Toxic else Fail.Poison
2169
2221
  else
2170
- .None
2222
+ Fail.None
2171
2223
  else
2172
- .None);
2224
+ Fail.None });
2173
2225
  } else if (foe.active.types.includes(.Poison)) {
2174
2226
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2175
- return log.immune(foe_ident, .None);
2227
+ return log.immune(.{ foe_ident, .None });
2176
2228
  }
2177
2229
 
2178
2230
  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;
2231
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2232
+ try options.chance.commit(player, .hit);
2233
+ } else {
2234
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2235
+ return;
2236
+ }
2237
+ }
2181
2238
 
2182
2239
  foe_stored.status = Status.init(.PSN);
2183
2240
  if (toxic) {
@@ -2186,7 +2243,7 @@ pub const Effects = struct {
2186
2243
  foe.active.volatiles.toxic = 0;
2187
2244
  }
2188
2245
 
2189
- try log.status(foe_ident, foe_stored.status, .None);
2246
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2190
2247
  }
2191
2248
 
2192
2249
  fn rage(battle: anytype, player: Player) !void {
@@ -2195,28 +2252,37 @@ pub const Effects = struct {
2195
2252
  volatiles.Rage = true;
2196
2253
  }
2197
2254
 
2198
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2255
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2199
2256
  var side = battle.side(player);
2200
2257
  var stored = side.stored();
2201
2258
 
2202
- const damage = @intCast(i16, @max(battle.last_damage /
2259
+ assert(showdown or battle.last_damage > 0);
2260
+ if (showdown and battle.last_damage == 0) return;
2261
+
2262
+ const damage: i16 = @intCast(@max(battle.last_damage /
2203
2263
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2204
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2264
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2205
2265
 
2206
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2266
+ try options.log.damage(.{
2267
+ battle.active(player),
2268
+ stored,
2269
+ .RecoilOf,
2270
+ battle.active(player.foe()),
2271
+ });
2207
2272
  if (showdown and stored.hp == 0) residual.* = false;
2208
2273
  }
2209
2274
 
2210
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2275
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2211
2276
  var side = battle.side(player);
2277
+ const ident = battle.active(player);
2212
2278
 
2213
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2279
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2214
2280
  side.active.volatiles.Reflect = true;
2215
2281
 
2216
- try log.start(battle.active(player), .Reflect);
2282
+ try options.log.start(.{ ident, .Reflect });
2217
2283
  }
2218
2284
 
2219
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2285
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2220
2286
  var foe = battle.foe(player);
2221
2287
  var foe_stored = foe.stored();
2222
2288
  const foe_ident = battle.active(player.foe());
@@ -2227,13 +2293,14 @@ pub const Effects = struct {
2227
2293
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2228
2294
  } else {
2229
2295
  if (Status.any(foe_stored.status)) {
2230
- return log.fail(
2296
+ return options.log.fail(.{
2231
2297
  foe_ident,
2232
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2233
- );
2298
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2299
+ });
2234
2300
  }
2235
2301
  // 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;
2302
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2303
+ try options.chance.commit(player, .hit);
2237
2304
  }
2238
2305
 
2239
2306
  // Sleep Clause Mod
@@ -2244,63 +2311,68 @@ pub const Effects = struct {
2244
2311
  }
2245
2312
  foe.active.volatiles.Recharging = false;
2246
2313
 
2247
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2248
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2314
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2315
+ const last = battle.side(player).last_selected_move;
2316
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2249
2317
  }
2250
2318
 
2251
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2252
- try log.activate(battle.active(player), .Splash);
2319
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2320
+ try options.log.activate(.{ battle.active(player), .Splash });
2253
2321
  }
2254
2322
 
2255
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2323
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2256
2324
  var side = battle.side(player);
2257
2325
  if (side.active.volatiles.Substitute) {
2258
- try log.fail(battle.active(player), .Substitute);
2259
- return;
2326
+ return options.log.fail(.{ battle.active(player), .Substitute });
2260
2327
  }
2261
2328
 
2262
2329
  assert(side.stored().stats.hp <= 1023);
2263
2330
  // 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);
2331
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2265
2332
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2266
2333
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2267
2334
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2268
2335
  // avoid having to convert to floating point)
2269
2336
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2270
2337
  if (side.stored().hp < required_hp) {
2271
- try log.fail(battle.active(player), .Weak);
2272
- return;
2338
+ return options.log.fail(.{ battle.active(player), .Weak });
2273
2339
  }
2274
2340
 
2275
2341
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2276
2342
  side.stored().hp -= hp;
2277
2343
  side.active.volatiles.substitute = hp + 1;
2278
2344
  side.active.volatiles.Substitute = true;
2279
- try log.start(battle.active(player), .Substitute);
2345
+ try options.log.start(.{ battle.active(player), .Substitute });
2280
2346
  if (hp > 0) {
2281
- try log.damage(battle.active(player), side.stored(), .None);
2347
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2282
2348
  if (showdown and side.stored().hp == 0) residual.* = false;
2283
2349
  }
2284
2350
  }
2285
2351
 
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
-
2352
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2289
2353
  // 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;
2354
+ if (showdown) {
2355
+ if (battle.side(player).last_selected_move == .Teleport) return;
2356
+ if (try checkHit(battle, player, move, options)) {
2357
+ try options.chance.commit(player, .hit);
2358
+ }
2359
+ battle.last_damage = 0;
2360
+ } else {
2361
+ try options.log.fail(.{ battle.active(player), .None });
2362
+ try options.log.laststill(.{});
2363
+ }
2292
2364
  }
2293
2365
 
2294
- fn thrashing(battle: anytype, player: Player) void {
2366
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2295
2367
  var volatiles = &battle.side(player).active.volatiles;
2296
2368
  assert(!volatiles.Thrashing);
2297
2369
  assert(!volatiles.Bide);
2298
2370
 
2299
2371
  volatiles.Thrashing = true;
2300
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2372
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2301
2373
  }
2302
2374
 
2303
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2375
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2304
2376
  var side = battle.side(player);
2305
2377
  const foe = battle.foe(player);
2306
2378
  const foe_ident = battle.active(player.foe());
@@ -2326,10 +2398,10 @@ pub const Effects = struct {
2326
2398
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2327
2399
  }
2328
2400
 
2329
- try log.transform(battle.active(player), foe_ident);
2401
+ try options.log.transform(.{ battle.active(player), foe_ident });
2330
2402
  }
2331
2403
 
2332
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2404
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2333
2405
  var side = battle.side(player);
2334
2406
  var foe = battle.foe(player);
2335
2407
 
@@ -2341,10 +2413,12 @@ pub const Effects = struct {
2341
2413
  foe.active.volatiles.Recharging = false;
2342
2414
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2343
2415
 
2344
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2416
+ side.active.volatiles.attacks =
2417
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2345
2418
  }
2346
2419
 
2347
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2420
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2421
+ var log = options.log;
2348
2422
  var side = battle.side(player);
2349
2423
  const ident = battle.active(player);
2350
2424
 
@@ -2354,87 +2428,87 @@ pub const Effects = struct {
2354
2428
  switch (move.effect) {
2355
2429
  .AttackUp1, .AttackUp2, .Rage => {
2356
2430
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2357
- if (boosts.atk == 6) return try log.fail(ident, .None);
2431
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2358
2432
  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;
2433
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2434
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2361
2435
  if (stats.atk == MAX_STAT_VALUE) {
2362
2436
  boosts.atk -= 1;
2363
2437
  if (showdown) {
2364
- try log.boost(ident, reason, n);
2365
- try log.boost(ident, Boost.Attack, -1);
2438
+ try log.boost(.{ ident, reason, n });
2439
+ try log.boost(.{ ident, .Attack, -1 });
2366
2440
  if (move.effect == .Rage) return;
2367
2441
  }
2368
- return try log.fail(ident, .None);
2442
+ return log.fail(.{ ident, .None });
2369
2443
  }
2370
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2444
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2371
2445
  const stat = unmodifiedStats(battle, side).atk;
2372
2446
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2373
- try log.boost(ident, reason, n);
2447
+ try log.boost(.{ ident, reason, n });
2374
2448
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2375
2449
  if (showdown and move.effect == .Rage) return;
2376
2450
  },
2377
2451
  .DefenseUp1, .DefenseUp2 => {
2378
2452
  assert(boosts.def >= -6 and boosts.def <= 6);
2379
- if (boosts.def == 6) return try log.fail(ident, .None);
2453
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2380
2454
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2381
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2455
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2382
2456
  if (stats.def == MAX_STAT_VALUE) {
2383
2457
  boosts.def -= 1;
2384
2458
  if (showdown) {
2385
- try log.boost(ident, .Defense, n);
2386
- try log.boost(ident, .Defense, -1);
2459
+ try log.boost(.{ ident, .Defense, n });
2460
+ try log.boost(.{ ident, .Defense, -1 });
2387
2461
  }
2388
- return try log.fail(ident, .None);
2462
+ return log.fail(.{ ident, .None });
2389
2463
  }
2390
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2464
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2391
2465
  const stat = unmodifiedStats(battle, side).def;
2392
2466
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2393
- try log.boost(ident, .Defense, n);
2467
+ try log.boost(.{ ident, .Defense, n });
2394
2468
  },
2395
2469
  .SpeedUp2 => {
2396
2470
  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));
2471
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2472
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2399
2473
  if (stats.spe == MAX_STAT_VALUE) {
2400
2474
  boosts.spe -= 1;
2401
2475
  if (showdown) {
2402
- try log.boost(ident, .Speed, 2);
2403
- try log.boost(ident, .Speed, -1);
2476
+ try log.boost(.{ ident, .Speed, 2 });
2477
+ try log.boost(.{ ident, .Speed, -1 });
2404
2478
  }
2405
- return try log.fail(ident, .None);
2479
+ return log.fail(.{ ident, .None });
2406
2480
  }
2407
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2481
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2408
2482
  const stat = unmodifiedStats(battle, side).spe;
2409
2483
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2410
- try log.boost(ident, .Speed, 2);
2484
+ try log.boost(.{ ident, .Speed, 2 });
2411
2485
  },
2412
2486
  .SpecialUp1, .SpecialUp2 => {
2413
2487
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2414
- if (boosts.spc == 6) return try log.fail(ident, .None);
2488
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2415
2489
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2416
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2490
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2417
2491
  if (stats.spc == MAX_STAT_VALUE) {
2418
2492
  boosts.spc -= 1;
2419
2493
  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);
2494
+ try log.boost(.{ ident, .SpecialAttack, n });
2495
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2496
+ try log.boost(.{ ident, .SpecialDefense, n });
2497
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2424
2498
  }
2425
- return try log.fail(ident, .None);
2499
+ return log.fail(.{ ident, .None });
2426
2500
  }
2427
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2501
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2428
2502
  const stat = unmodifiedStats(battle, side).spc;
2429
2503
  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);
2504
+ try log.boost(.{ ident, .SpecialAttack, n });
2505
+ try log.boost(.{ ident, .SpecialDefense, n });
2432
2506
  },
2433
2507
  .EvasionUp1 => {
2434
2508
  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);
2509
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2510
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2511
+ try log.boost(.{ ident, .Evasion, 1 });
2438
2512
  },
2439
2513
  else => unreachable,
2440
2514
  }
@@ -2443,102 +2517,106 @@ pub const Effects = struct {
2443
2517
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2444
2518
  }
2445
2519
 
2446
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2520
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2521
+ var log = options.log;
2447
2522
  var foe = battle.foe(player);
2448
2523
  const foe_ident = battle.active(player.foe());
2524
+ const secondary = move.effect.isStatDownChance();
2449
2525
 
2450
- if (foe.active.volatiles.Substitute) {
2451
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2452
- }
2526
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2453
2527
 
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
2528
+ if (secondary) {
2529
+ const proc = try Rolls.unboost(battle, player, options);
2530
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2531
+ } else {
2532
+ // checkHit already checks for Invulnerable
2533
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2534
+ try options.chance.commit(player, .hit);
2458
2535
  }
2459
2536
 
2460
2537
  var stats = &foe.active.stats;
2461
2538
  var boosts = &foe.active.boosts;
2539
+ const fail = showdown or !secondary;
2462
2540
 
2463
2541
  switch (move.effect) {
2464
2542
  .AttackDown1, .AttackDownChance => {
2465
2543
  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));
2544
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2545
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2468
2546
  if (stats.atk == 1) {
2469
2547
  boosts.atk += 1;
2470
2548
  if (showdown) {
2471
- try log.boost(foe_ident, .Attack, -1);
2472
- try log.boost(foe_ident, .Attack, 1);
2549
+ try log.boost(.{ foe_ident, .Attack, -1 });
2550
+ try log.boost(.{ foe_ident, .Attack, 1 });
2473
2551
  }
2474
- return try log.fail(foe_ident, .None);
2552
+ return log.fail(.{ foe_ident, .None });
2475
2553
  }
2476
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2554
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2477
2555
  const stat = unmodifiedStats(battle, foe).atk;
2478
2556
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2479
- try log.boost(foe_ident, .Attack, -1);
2557
+ try log.boost(.{ foe_ident, .Attack, -1 });
2480
2558
  },
2481
2559
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2482
2560
  assert(boosts.def >= -6 and boosts.def <= 6);
2483
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2561
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2484
2562
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2485
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2563
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2486
2564
  if (stats.def == 1) {
2487
2565
  boosts.def += 1;
2488
2566
  if (showdown) {
2489
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2490
- try log.boost(foe_ident, .Defense, 1);
2567
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2568
+ try log.boost(.{ foe_ident, .Defense, 1 });
2491
2569
  }
2492
- return try log.fail(foe_ident, .None);
2570
+ return log.fail(.{ foe_ident, .None });
2493
2571
  }
2494
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2572
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2495
2573
  const stat = unmodifiedStats(battle, foe).def;
2496
2574
  stats.def = @max(1, stat * mod[0] / mod[1]);
2497
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2575
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2498
2576
  },
2499
2577
  .SpeedDown1, .SpeedDownChance => {
2500
2578
  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));
2579
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2580
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2503
2581
  if (stats.spe == 1) {
2504
2582
  boosts.spe += 1;
2505
2583
  if (showdown) {
2506
- try log.boost(foe_ident, .Speed, -1);
2507
- try log.boost(foe_ident, .Speed, 1);
2584
+ try log.boost(.{ foe_ident, .Speed, -1 });
2585
+ try log.boost(.{ foe_ident, .Speed, 1 });
2508
2586
  }
2509
- return try log.fail(foe_ident, .None);
2587
+ return log.fail(.{ foe_ident, .None });
2510
2588
  }
2511
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2589
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2512
2590
  const stat = unmodifiedStats(battle, foe).spe;
2513
2591
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2514
- try log.boost(foe_ident, .Speed, -1);
2592
+ try log.boost(.{ foe_ident, .Speed, -1 });
2515
2593
  assert(boosts.spe >= -6);
2516
2594
  },
2517
2595
  .SpecialDownChance => {
2518
2596
  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));
2597
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2598
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2521
2599
  if (stats.spc == 1) {
2522
2600
  boosts.spc += 1;
2523
2601
  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);
2602
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2603
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2604
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2605
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2528
2606
  }
2529
- return try log.fail(foe_ident, .None);
2607
+ return log.fail(.{ foe_ident, .None });
2530
2608
  }
2531
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2609
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2532
2610
  const stat = unmodifiedStats(battle, foe).spc;
2533
2611
  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);
2612
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2613
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2536
2614
  },
2537
2615
  .AccuracyDown1 => {
2538
2616
  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);
2617
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2618
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2619
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2542
2620
  },
2543
2621
  else => unreachable,
2544
2622
  }
@@ -2562,37 +2640,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2562
2640
  }
2563
2641
  }
2564
2642
 
2565
- inline fn isForced(active: ActivePokemon) bool {
2643
+ fn isForced(active: anytype) bool {
2566
2644
  return active.volatiles.Recharging or active.volatiles.Rage or
2567
2645
  active.volatiles.Thrashing or active.volatiles.Charging;
2568
2646
  }
2569
2647
 
2570
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2648
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2649
+ var log = options.log;
2571
2650
  var side = battle.side(who);
2572
2651
  var volatiles = &side.active.volatiles;
2573
2652
  const ident = battle.active(who);
2574
2653
 
2575
- if (volatiles.disabled_move != 0) {
2576
- volatiles.disabled_move = 0;
2577
- volatiles.disabled_duration = 0;
2578
- try log.end(ident, .DisableSilent);
2654
+ options.chance.clearDurations(who, clear);
2655
+
2656
+ if (volatiles.disable_move != 0) {
2657
+ volatiles.disable_move = 0;
2658
+ volatiles.disable_duration = 0;
2659
+ try log.end(.{ ident, .DisableSilent });
2579
2660
  }
2580
2661
  if (volatiles.Confusion) {
2581
2662
  // volatiles.confusion is left unchanged
2582
2663
  volatiles.Confusion = false;
2583
- try log.end(ident, .ConfusionSilent);
2664
+ try log.end(.{ ident, .ConfusionSilent });
2584
2665
  }
2585
2666
  if (volatiles.Mist) {
2586
2667
  volatiles.Mist = false;
2587
- try log.end(ident, .Mist);
2668
+ try log.end(.{ ident, .MistSilent });
2588
2669
  }
2589
2670
  if (volatiles.FocusEnergy) {
2590
2671
  volatiles.FocusEnergy = false;
2591
- try log.end(ident, .FocusEnergy);
2672
+ try log.end(.{ ident, .FocusEnergySilent });
2592
2673
  }
2593
2674
  if (volatiles.LeechSeed) {
2594
2675
  volatiles.LeechSeed = false;
2595
- try log.end(ident, .LeechSeed);
2676
+ try log.end(.{ ident, .LeechSeedSilent });
2596
2677
  }
2597
2678
  if (!showdown and volatiles.Toxic) {
2598
2679
  volatiles.Toxic = false;
@@ -2600,152 +2681,313 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2600
2681
  }
2601
2682
  if (volatiles.LightScreen) {
2602
2683
  volatiles.LightScreen = false;
2603
- try log.end(ident, .LightScreen);
2684
+ try log.end(.{ ident, .LightScreenSilent });
2604
2685
  }
2605
2686
  if (volatiles.Reflect) {
2606
2687
  volatiles.Reflect = false;
2607
- try log.end(ident, .Reflect);
2688
+ try log.end(.{ ident, .ReflectSilent });
2608
2689
  }
2609
2690
  if (showdown and volatiles.Toxic) {
2610
2691
  volatiles.Toxic = false;
2611
2692
  // Pokémon Showdown erroneously clears the toxic counter
2612
2693
  volatiles.toxic = 0;
2613
- try log.end(ident, .Toxic);
2694
+ try log.end(.{ ident, .ToxicSilent });
2614
2695
  }
2615
2696
  }
2616
2697
 
2617
2698
  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
- }
2699
+ fn speedTie(battle: anytype, options: anytype) !bool {
2700
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2701
+ player == .P1
2702
+ else if (showdown)
2703
+ battle.rng.range(u8, 0, 2) == 0
2704
+ else
2705
+ battle.rng.next() < Gen12.percent(50) + 1;
2622
2706
 
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;
2707
+ try options.chance.speedTie(p1);
2708
+ return p1;
2626
2709
  }
2627
2710
 
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
- }
2711
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2712
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2713
+ val == .true
2714
+ else if (showdown)
2715
+ battle.rng.chance(u8, rate, 256)
2716
+ else
2717
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2635
2718
 
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;
2719
+ try options.chance.criticalHit(player, crit, rate);
2720
+ return crit;
2639
2721
  }
2640
2722
 
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
- }
2723
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2724
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2725
+ val
2726
+ else roll: {
2727
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2728
+ while (true) {
2729
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2730
+ if (r >= 217) break :roll r;
2731
+ }
2732
+ };
2645
2733
 
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;
2734
+ assert(roll >= 217 and roll <= 255);
2735
+ try options.chance.damage(player, roll);
2736
+ return roll;
2649
2737
  }
2650
2738
 
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);
2739
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2740
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2741
+ val == .true
2742
+ else if (showdown)
2743
+ battle.rng.chance(u8, accuracy, 256)
2744
+ else
2745
+ battle.rng.next() < accuracy;
2746
+
2747
+ options.chance.hit(ok, accuracy);
2748
+ return ok;
2654
2749
  }
2655
2750
 
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);
2751
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2752
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2753
+ val == .true
2754
+ else if (showdown)
2755
+ !battle.rng.chance(u8, 128, 256)
2756
+ else
2757
+ battle.rng.next() >= Gen12.percent(50) + 1;
2758
+
2759
+ try options.chance.confused(player, cfz);
2760
+ return cfz;
2659
2761
  }
2660
2762
 
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));
2763
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2764
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2765
+ val == .true
2766
+ else if (showdown)
2767
+ battle.rng.chance(u8, 63, 256)
2768
+ else
2769
+ battle.rng.next() < Gen12.percent(25);
2770
+
2771
+ try options.chance.paralyzed(player, par);
2772
+ return par;
2664
2773
  }
2665
2774
 
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));
2775
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2776
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2777
+ val == .true
2778
+ else if (showdown)
2779
+ battle.rng.chance(u8, 25, 256)
2780
+ else
2781
+ battle.rng.next() < Gen12.percent(10);
2782
+
2783
+ try options.chance.secondaryChance(player, proc, 25);
2784
+ return proc;
2669
2785
  }
2670
2786
 
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
- }
2787
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2788
+ const rate: u8 = if (low) 26 else 77;
2789
+
2790
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2791
+ val == .true
2792
+ else if (showdown)
2793
+ battle.rng.chance(u8, rate, 256)
2794
+ else
2795
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2796
+
2797
+ try options.chance.secondaryChance(player, proc, rate);
2798
+ return proc;
2677
2799
  }
2678
2800
 
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);
2801
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2802
+ const rate: u8 = if (low) 52 else 103;
2803
+
2804
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2805
+ val == .true
2806
+ else if (showdown)
2807
+ battle.rng.chance(u8, rate, 256)
2808
+ else
2809
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2810
+
2811
+ try options.chance.secondaryChance(player, proc, rate);
2812
+ return proc;
2682
2813
  }
2683
2814
 
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);
2815
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2816
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2817
+ val == .true
2818
+ else if (showdown)
2819
+ battle.rng.chance(u8, 85, 256)
2820
+ else
2821
+ battle.rng.next() < Gen12.percent(33) + 1;
2822
+
2823
+ try options.chance.secondaryChance(player, proc, 85);
2824
+ return proc;
2825
+ }
2826
+
2827
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2828
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2829
+ val
2830
+ else if (showdown)
2831
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2832
+ else move: {
2833
+ while (true) {
2834
+ const r = battle.rng.next();
2835
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2836
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2837
+ break :move @enumFromInt(r);
2704
2838
  }
2705
- }
2839
+ };
2706
2840
 
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
- }
2841
+ try options.chance.metronome(player, move);
2842
+ return move;
2711
2843
  }
2712
2844
 
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);
2845
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2846
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2847
+ val - 1
2848
+ else if (showdown)
2849
+ battle.rng.range(u8, 0, max)
2850
+ else power: {
2851
+ while (true) {
2852
+ const r = battle.rng.next();
2853
+ if (r < max) break :power r;
2854
+ }
2855
+ };
2856
+
2857
+ assert(power < max);
2858
+ try options.chance.psywave(player, power, max);
2859
+ return power;
2716
2860
  }
2717
2861
 
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
- }
2862
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2863
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2864
+ @intCast(val)
2865
+ else if (showdown)
2866
+ battle.rng.range(u3, 1, 8)
2867
+ else duration: {
2868
+ while (true) {
2869
+ const r = battle.rng.next() & 7;
2870
+ if (r != 0) break :duration @intCast(r);
2871
+ }
2872
+ };
2873
+
2874
+ assert(duration >= 1 and duration <= 7);
2875
+ options.chance.duration(.sleep, player, player.foe(), duration);
2876
+ return duration;
2730
2877
  }
2731
2878
 
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
- }
2879
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2880
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2881
+ val
2882
+ else if (showdown)
2883
+ battle.rng.range(u4, 1, 9)
2884
+ else
2885
+ @intCast((battle.rng.next() & 7) + 1);
2886
+
2887
+ assert(duration >= 1 and duration <= 8);
2888
+ options.chance.duration(.disable, player, player.foe(), duration);
2889
+ return duration;
2738
2890
  }
2739
2891
 
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);
2892
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2893
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2894
+ @intCast(val)
2895
+ else if (showdown)
2896
+ battle.rng.range(u3, 2, 6)
2897
+ else
2898
+ @intCast((battle.rng.next() & 3) + 2);
2899
+
2900
+ assert(duration >= 2 and duration <= 5);
2901
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2902
+ return duration;
2744
2903
  }
2745
2904
 
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;
2905
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2906
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2907
+ @intCast(val)
2908
+ else if (showdown)
2909
+ battle.rng.range(u3, 2, 4)
2910
+ else
2911
+ @intCast((battle.rng.next() & 1) + 2);
2912
+
2913
+ assert(duration >= 2 and duration <= 3);
2914
+ options.chance.duration(.attacking, player, player, duration);
2915
+ return duration;
2916
+ }
2917
+
2918
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2919
+
2920
+ fn distribution(
2921
+ battle: anytype,
2922
+ comptime effect: Move.Effect,
2923
+ player: Player,
2924
+ options: anytype,
2925
+ ) !u3 {
2926
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2927
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2928
+ @intCast(val)
2929
+ else if (showdown)
2930
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2931
+ else n: {
2932
+ const r = (battle.rng.next() & 3);
2933
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2934
+ };
2935
+
2936
+ assert(n >= 2 and n <= 5);
2937
+ if (effect == .Binding) {
2938
+ options.chance.duration(.binding, player, player, n);
2939
+ } else {
2940
+ try options.chance.multiHit(player, n);
2941
+ }
2942
+ return n;
2943
+ }
2944
+
2945
+ fn moveSlot(
2946
+ battle: anytype,
2947
+ player: Player,
2948
+ moves: []MoveSlot,
2949
+ check_pp: u4,
2950
+ options: anytype,
2951
+ ) !u4 {
2952
+ // TODO: consider throwing error instead of rerolling?
2953
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2954
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2955
+ val
2956
+ else
2957
+ null
2958
+ else
2959
+ null;
2960
+
2961
+ const slot: u4 = overridden orelse slot: {
2962
+ if (showdown) {
2963
+ if (check_pp == 0) {
2964
+ var i: usize = moves.len;
2965
+ while (i > 0) {
2966
+ i -= 1;
2967
+ if (moves[i].id != .None) {
2968
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2969
+ }
2970
+ }
2971
+ } else {
2972
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2973
+ var i: usize = 0;
2974
+ while (i < moves.len and r > 0) : (i += 1) {
2975
+ if (moves[i].pp > 0) {
2976
+ r -= 1;
2977
+ if (r == 0) break :slot @intCast(i + 1);
2978
+ }
2979
+ }
2980
+ }
2981
+ }
2982
+
2983
+ while (true) {
2984
+ const r: u4 = @intCast(battle.rng.next() & 3);
2985
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2986
+ }
2987
+ };
2988
+
2989
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2990
+ return slot;
2749
2991
  }
2750
2992
  };
2751
2993
 
@@ -2753,14 +2995,14 @@ test "RNG agreement" {
2753
2995
  if (!showdown) return;
2754
2996
  var expected: [256]u32 = undefined;
2755
2997
  for (0..expected.len) |i| {
2756
- expected[i] = @intCast(u32, i * 0x1000000);
2998
+ expected[i] = @intCast(i * 0x1000000);
2757
2999
  }
2758
3000
 
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 };
3001
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3002
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3003
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3004
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3005
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2764
3006
 
2765
3007
  for (0..expected.len) |i| {
2766
3008
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2796,7 +3038,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2796
3038
  const side = battle.side(player);
2797
3039
  const foe = battle.foe(player);
2798
3040
 
2799
- var active = side.active;
3041
+ var active = &side.active;
2800
3042
  const stored = side.stored();
2801
3043
 
2802
3044
  // While players are not given any input options on the cartridge in these cases,
@@ -2810,7 +3052,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2810
3052
  // strictly correct as the player would not have been presented the option to move or
2811
3053
  // switch at all.
2812
3054
  if (isForced(active)) {
2813
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3055
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2814
3056
  n += 1;
2815
3057
  return n;
2816
3058
  }
@@ -2850,7 +3092,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2850
3092
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2851
3093
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2852
3094
  const struggle =
2853
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3095
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2854
3096
  const s = if (struggle) 0 else slot;
2855
3097
  out[n] = .{ .type = .Move, .data = s };
2856
3098
  n += 1;
@@ -2865,7 +3107,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2865
3107
  const m = active.moves[slot - 1];
2866
3108
  if (m.id == .None) break;
2867
3109
  if (m.pp == 0) continue;
2868
- if (active.volatiles.disabled_move == slot) continue;
3110
+ if (active.volatiles.disable_move == slot) continue;
2869
3111
  out[n] = .{ .type = .Move, .data = slot };
2870
3112
  n += 1;
2871
3113
  }