@pkmn/engine 0.1.0-dev.b9fb6eab → 0.1.0-dev.bb8e286d

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Files changed (60) hide show
  1. package/README.md +101 -62
  2. package/build/pkg/addon.d.ts +7 -0
  3. package/build/pkg/addon.js +112 -0
  4. package/build/pkg/addon.js.map +1 -0
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +27 -5
  7. package/build/pkg/data/protocol.json +69 -12
  8. package/build/pkg/data.d.ts +4 -4
  9. package/build/pkg/data.js +3 -5
  10. package/build/pkg/data.js.map +1 -1
  11. package/build/pkg/gen1.d.ts +5 -4
  12. package/build/pkg/gen1.js +49 -33
  13. package/build/pkg/gen1.js.map +1 -1
  14. package/build/pkg/index.d.ts +17 -13
  15. package/build/pkg/index.js.map +1 -1
  16. package/build/pkg/protocol.d.ts +4 -2
  17. package/build/pkg/protocol.js +61 -40
  18. package/build/pkg/protocol.js.map +1 -1
  19. package/build/test/display.js +400 -0
  20. package/build/test/display.js.map +1 -0
  21. package/build/tools/debug.js +135 -0
  22. package/build/tools/debug.js.map +1 -0
  23. package/build.zig +130 -94
  24. package/package.json +75 -42
  25. package/src/bin/install-pkmn-engine +11 -6
  26. package/src/bin/pkmn-debug +62 -0
  27. package/src/lib/binding/node.zig +47 -146
  28. package/src/lib/binding/wasm.zig +6 -4
  29. package/src/lib/common/battle.zig +17 -0
  30. package/src/lib/common/data.zig +19 -31
  31. package/src/lib/common/debug.zig +21 -11
  32. package/src/lib/common/js.zig +118 -0
  33. package/src/lib/common/optional.zig +67 -0
  34. package/src/lib/common/options.zig +12 -3
  35. package/src/lib/common/protocol.zig +931 -387
  36. package/src/lib/common/rational.zig +357 -0
  37. package/src/lib/common/rng.zig +24 -15
  38. package/src/lib/common/util.zig +12 -0
  39. package/src/lib/gen1/README.md +295 -181
  40. package/src/lib/gen1/calc.zig +426 -0
  41. package/src/lib/gen1/chance.zig +1060 -0
  42. package/src/lib/gen1/data/moves.zig +202 -190
  43. package/src/lib/gen1/data/species.zig +4 -4
  44. package/src/lib/gen1/data/types.zig +10 -10
  45. package/src/lib/gen1/data.zig +90 -76
  46. package/src/lib/gen1/helpers.zig +577 -32
  47. package/src/lib/gen1/mechanics.zig +1143 -828
  48. package/src/lib/gen2/README.md +105 -85
  49. package/src/lib/gen2/calc.zig +143 -0
  50. package/src/lib/gen2/chance.zig +1314 -0
  51. package/src/lib/gen2/data/items.zig +14 -20
  52. package/src/lib/gen2/data/moves.zig +664 -570
  53. package/src/lib/gen2/data/species.zig +2 -2
  54. package/src/lib/gen2/data/types.zig +137 -34
  55. package/src/lib/gen2/data.zig +128 -90
  56. package/src/lib/gen2/generated.zig +806 -0
  57. package/src/lib/gen2/helpers.zig +16 -22
  58. package/src/lib/gen2/mechanics.zig +3506 -12
  59. package/src/lib/pkmn.zig +68 -9
  60. package/src/test/display/pkmn.html.tmpl +368 -0
@@ -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;
@@ -56,50 +58,50 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
59
- 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 {
60
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
62
64
 
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
65
+ var s1 = false;
66
+ var s2 = false;
65
67
 
66
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
67
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
68
-
69
- if (turnOrder(battle, c1, c2) == .P1) {
70
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
71
- } else {
72
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
73
- }
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
70
 
75
71
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
72
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
73
+
74
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
75
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
76
+
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;
79
+ } else {
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
81
  }
83
82
 
84
- return endTurn(battle, log);
83
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
84
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
85
+
86
+ return endTurn(battle, options);
85
87
  }
86
88
 
87
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
88
90
  const p1 = battle.side(.P1);
89
91
  const p2 = battle.side(.P2);
90
92
 
91
- var p1_slot = findFirstAlive(p1);
93
+ const p1_slot = findFirstAlive(p1);
92
94
  assert(!showdown or p1_slot == 1);
93
95
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
94
96
 
95
- var p2_slot = findFirstAlive(p2);
97
+ const p2_slot = findFirstAlive(p2);
96
98
  assert(!showdown or p2_slot == 1);
97
99
  if (p2_slot == 0) return Result.Win;
98
100
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- 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);
101
103
 
102
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
103
105
  }
104
106
 
105
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +114,7 @@ fn selectMove(
112
114
  player: Player,
113
115
  choice: Choice,
114
116
  foe_choice: Choice,
115
- from: *?Move,
117
+ skip_turn: *bool,
116
118
  ) ?Result {
117
119
  if (choice.type == .Pass) return null;
118
120
 
@@ -121,20 +123,27 @@ fn selectMove(
121
123
  const stored = side.stored();
122
124
 
123
125
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
126
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
127
 
126
128
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
129
+ if (volatiles.Recharging) {
130
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
131
+ return null;
132
+ }
128
133
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
134
+ if (showdown) {
135
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
136
+ saveMove(battle, player, null);
137
+ }
131
138
  return null;
132
139
  }
133
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
141
  if (!showdown) volatiles.Flinch = false;
135
142
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
143
+ if (showdown) {
144
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
145
+ saveMove(battle, player, null);
146
+ }
138
147
  return null;
139
148
  }
140
149
 
@@ -144,13 +153,14 @@ fn selectMove(
144
153
  // pre-move select
145
154
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
155
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
156
+ if (showdown) {
157
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
158
+ saveMove(battle, player, choice);
159
+ }
148
160
  return null;
149
161
  }
150
162
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
163
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -162,11 +172,7 @@ fn selectMove(
162
172
  assert(choice.data == 0);
163
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
174
  if (foe_choice.type == .Switch) {
165
- const slot = if (player == .P1)
166
- battle.last_selected_indexes.p1
167
- else
168
- battle.last_selected_indexes.p2;
169
- const last = side.active.move(@intCast(u4, slot));
175
+ const last = side.active.move(battle.lastMove(player).index);
170
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
177
  if (last.id == .MirrorMove) return Result.Error;
172
178
  }
@@ -175,6 +181,7 @@ fn selectMove(
175
181
  }
176
182
 
177
183
  if (battle.foe(player).active.volatiles.Binding) {
184
+ skip_turn.* = true;
178
185
  if (showdown) {
179
186
  saveMove(battle, player, choice);
180
187
  } else {
@@ -185,19 +192,17 @@ fn selectMove(
185
192
  }
186
193
 
187
194
  // move select
195
+ volatiles.state = 0;
188
196
  if (choice.data == 0) {
189
197
  const struggle = ok: {
190
198
  for (side.active.moves, 0..) |move, i| {
191
- 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;
192
200
  }
193
201
  break :ok true;
194
202
  };
195
-
196
203
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
204
  }
205
+ saveMove(battle, player, choice);
201
206
 
202
207
  return null;
203
208
  }
@@ -210,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
215
  if (c.data == 0) {
211
216
  side.last_selected_move = .Struggle;
212
217
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
219
  const move = side.active.move(c.data);
215
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
221
  // sometimes required...), but a 0 PP move can be used automatically
217
222
  assert(showdown or move.pp != 0);
218
223
 
219
224
  side.last_selected_move = move.id;
220
- if (player == .P1) {
221
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
222
- } else {
223
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
224
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
225
226
  }
226
227
  }
227
228
  }
228
229
 
229
- 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 {
230
231
  var side = battle.side(player);
231
232
  var foe = battle.foe(player);
232
233
  var active = &side.active;
@@ -239,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
240
  side.order[0] = side.order[slot - 1];
240
241
  side.order[slot - 1] = out;
241
242
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
243
+ battle.lastMove(player).index = 1;
247
244
 
248
245
  side.last_used_move = .None;
249
246
  foe.last_used_move = .None;
@@ -259,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
259
256
 
260
257
  foe.active.volatiles.Binding = false;
261
258
 
262
- 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);
263
261
 
264
262
  if (showdown and incoming.status == Status.TOX) {
265
263
  incoming.status = Status.init(.PSN);
266
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
265
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
269
267
  }
270
268
  }
271
269
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
271
  assert(c1.type != .Pass or c2.type != .Pass);
274
272
 
275
273
  if (c1.type == .Pass) return .P2;
@@ -299,13 +297,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
297
  const spe2 = battle.side(.P2).active.stats.spe;
300
298
  if (spe1 == spe2) {
301
299
  // Pokémon Showdown's beforeTurnCallback shenanigans
302
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
303
-
304
- const p1 = if (showdown)
305
- battle.rng.range(u8, 0, 2) == 0
306
- else
307
- battle.rng.next() < Gen12.percent(50) + 1;
300
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
301
+ battle.rng.advance(1);
302
+ }
308
303
 
304
+ const p1 = try Rolls.speedTie(battle, options);
309
305
  if (!showdown) return if (p1) .P1 else .P2;
310
306
 
311
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +311,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
311
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
312
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
313
  // If *both* sides are thrashing it really should be another speed tie, but we've patched
318
- // that out and enforce host ordering of events, so P1 just goes first reqgardless of who
314
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
315
  // won the original coin flip
320
316
  if (t1 and t2) return .P1;
321
317
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,34 +324,55 @@ fn doTurn(
328
324
  battle: anytype,
329
325
  player: Player,
330
326
  player_choice: Choice,
331
- player_from: ?Move,
327
+ player_rewrap: bool,
328
+ player_skip: bool,
332
329
  foe_player: Player,
333
330
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
331
+ foe_rewrap: bool,
332
+ foe_skip: bool,
333
+ options: anytype,
336
334
  ) !?Result {
337
335
  assert(player_choice.type != .Pass);
338
336
 
339
337
  var residual = true;
340
338
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
339
+ if (try executeMove(
340
+ battle,
341
+ player,
342
+ player_choice,
343
+ player_rewrap,
344
+ player_skip,
345
+ &residual,
346
+ options,
347
+ )) |r| return r;
342
348
  if (!replace) {
343
349
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
345
351
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- 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;
348
354
  } else if (foe_choice.type == .Pass) return null;
349
355
 
356
+ options.chance.clearPending();
357
+
350
358
  residual = true;
351
359
  replace = battle.side(foe_player).stored().hp == 0;
352
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
362
+ battle,
363
+ foe_player,
364
+ foe_choice,
365
+ foe_rewrap,
366
+ foe_skip,
367
+ &residual,
368
+ options,
369
+ )) |r| return r;
353
370
  if (!replace) {
354
- if (foe_choice.type != .Switch) {
355
- 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;
356
373
  }
357
- if (residual) try handleResidual(battle, foe_player, log);
358
- 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;
359
376
  }
360
377
 
361
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -372,29 +389,31 @@ fn executeMove(
372
389
  battle: anytype,
373
390
  player: Player,
374
391
  choice: Choice,
375
- from: ?Move,
392
+ rewrap: bool,
393
+ skip: bool,
376
394
  residual: *bool,
377
- log: anytype,
395
+ options: anytype,
378
396
  ) !?Result {
379
397
  var side = battle.side(player);
380
398
 
381
399
  if (choice.type == .Switch) {
382
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
383
401
  return null;
384
402
  }
385
403
 
404
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
405
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
406
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
386
407
  if (side.last_selected_move == .SKIP_TURN) {
387
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
388
- // Binding instead gets handled in beforeMove after sleep and freeze
389
408
  assert(!showdown);
390
409
  if (battle.foe(player).active.volatiles.Binding) {
391
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
392
411
  }
393
412
  return null;
394
413
  }
395
414
 
396
415
  assert(choice.type == .Move);
397
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
398
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
399
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
400
419
  var auto = showdown and side.last_selected_move != .None;
@@ -403,14 +422,13 @@ fn executeMove(
403
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
404
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
405
424
  assert(!showdown);
406
- mslot = @intCast(u4, if (player == .P1)
407
- battle.last_selected_indexes.p1
408
- else
409
- battle.last_selected_indexes.p2);
425
+ mslot = @intCast(battle.lastMove(player).index);
410
426
  const stored = side.stored();
411
427
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
412
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
413
- 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);
414
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
415
433
  // thawed, in which case we will desync unless the last_selected_move happened to be at
416
434
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -427,15 +445,12 @@ fn executeMove(
427
445
  } else if (showdown and side.active.volatiles.Charging) {
428
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
429
447
  assert(mslot == 1);
430
- mslot = @intCast(u4, if (player == .P1)
431
- battle.last_selected_indexes.p1
432
- else
433
- battle.last_selected_indexes.p2);
448
+ mslot = @intCast(battle.lastMove(player).index);
434
449
  }
435
450
 
436
451
  var skip_can = false;
437
452
  var skip_pp = false;
438
- switch (try beforeMove(battle, player, from, residual, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
439
454
  .done => return null,
440
455
  .skip_can => skip_can = true,
441
456
  .skip_pp => skip_pp = true,
@@ -443,22 +458,23 @@ fn executeMove(
443
458
  .err => return @as(?Result, Result.Error),
444
459
  }
445
460
 
446
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
447
- return null;
448
- }
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
449
464
 
450
- return doMove(battle, player, mslot, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
451
466
  }
452
467
 
453
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
468
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
454
469
 
455
470
  fn beforeMove(
456
471
  battle: anytype,
457
472
  player: Player,
458
- from: ?Move,
473
+ skip: bool,
459
474
  residual: *bool,
460
- log: anytype,
475
+ options: anytype,
461
476
  ) !BeforeMove {
477
+ var log = options.log;
462
478
  var side = battle.side(player);
463
479
  const foe = battle.foe(player);
464
480
  var active = &side.active;
@@ -467,58 +483,69 @@ fn beforeMove(
467
483
  var volatiles = &active.volatiles;
468
484
 
469
485
  if (Status.is(stored.status, .SLP)) {
470
- const status = stored.status;
486
+ const before = stored.status;
471
487
  // Even if the EXT bit is set this will still correctly modify the sleep duration
472
- stored.status -= 1;
473
- if (Status.duration(stored.status) == 0) {
474
- 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 });
475
501
  stored.status = 0; // clears EXT if present
476
502
  } else {
477
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
478
504
  }
479
505
  side.last_used_move = .None;
480
506
  return .done;
481
507
  }
482
508
 
483
509
  if (Status.is(stored.status, .FRZ)) {
484
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
485
511
  side.last_used_move = .None;
486
512
  return .done;
487
513
  }
488
514
 
489
- if (foe.active.volatiles.Binding) {
490
- try log.cant(ident, .Bound);
515
+ if (skip or foe.active.volatiles.Binding) {
516
+ try log.cant(.{ ident, .Bound });
491
517
  return .done;
492
518
  }
493
519
 
494
- if (!showdown and volatiles.Flinch) {
495
- volatiles.Flinch = false;
496
- try log.cant(ident, .Flinch);
520
+ if (volatiles.Flinch) {
521
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
522
+ // Pokémon can sometimes flinch multiple times from the same original hit
523
+ if (!showdown) volatiles.Flinch = false;
524
+ try log.cant(.{ ident, .Flinch });
497
525
  return .done;
498
526
  }
499
527
 
500
528
  if (volatiles.Recharging) {
501
529
  volatiles.Recharging = false;
502
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
503
531
  return .done;
504
532
  }
505
533
 
506
- if (volatiles.disabled_duration > 0) {
507
- volatiles.disabled_duration -= 1;
508
- if (volatiles.disabled_duration == 0) {
509
- volatiles.disabled_move = 0;
510
- 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;
511
539
  }
512
- }
513
- // Pokémon Showdown's disable condition has a single onBeforeMove handler
514
- if (showdown and try disabled(side, ident, log)) return .done;
540
+ try options.chance.disable(player, volatiles.disable_duration);
515
541
 
516
- // Pokémon Showdown checks for Flinch *after* instead of before
517
- if (showdown and volatiles.Flinch) {
518
- volatiles.Flinch = false;
519
- try log.cant(ident, .Flinch);
520
- return .done;
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
545
+ }
521
546
  }
547
+ // Pokémon Showdown's disable condition has a single onBeforeMove handler
548
+ if (showdown and try disabled(side, ident, options)) return .done;
522
549
 
523
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
524
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -530,19 +557,20 @@ fn beforeMove(
530
557
  if (volatiles.Confusion) {
531
558
  assert(volatiles.confusion > 0);
532
559
 
533
- 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
+
534
567
  if (volatiles.confusion == 0) {
535
568
  volatiles.Confusion = false;
536
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
537
570
  } else {
538
- try log.activate(ident, .Confusion);
571
+ try log.activate(.{ ident, .Confusion });
539
572
 
540
- const confused = if (showdown)
541
- !battle.rng.chance(u8, 128, 256)
542
- else
543
- battle.rng.next() >= Gen12.percent(50) + 1;
544
-
545
- if (confused) {
573
+ if (try Rolls.confused(battle, player, options)) {
546
574
  assert(!volatiles.MultiHit);
547
575
  if (!volatiles.Rage) volatiles.state = 0;
548
576
  volatiles.Bide = false;
@@ -552,6 +580,7 @@ fn beforeMove(
552
580
  volatiles.Charging = false;
553
581
  volatiles.Binding = false;
554
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
555
584
  {
556
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
557
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -568,97 +597,120 @@ fn beforeMove(
568
597
  player
569
598
  else
570
599
  player.foe();
600
+
601
+ const uncapped = battle.last_damage;
571
602
  // Skipping adjustDamage / randomizeDamage / checkHit
572
- _ = try applyDamage(battle, player, target, .Confusion, log);
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
604
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
605
+ if (showdown) battle.last_damage = uncapped;
573
606
 
574
607
  return .done;
575
608
  }
576
609
  }
577
610
  }
578
611
 
579
- if (!showdown and try disabled(side, ident, log)) return .done;
580
-
581
- if (Status.is(stored.status, .PAR)) {
582
- const paralyzed = if (showdown)
583
- battle.rng.chance(u8, 63, 256)
584
- else
585
- battle.rng.next() < Gen12.percent(25);
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
586
613
 
587
- if (paralyzed) {
588
- if (!volatiles.Rage) volatiles.state = 0;
589
- volatiles.Bide = false;
590
- volatiles.Thrashing = false;
591
- volatiles.Charging = false;
592
- volatiles.Binding = false;
593
- // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
594
- try log.cant(ident, .Paralysis);
595
- return .done;
596
- }
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
615
+ if (!volatiles.Rage) volatiles.state = 0;
616
+ volatiles.Bide = false;
617
+ volatiles.Thrashing = false;
618
+ volatiles.Charging = false;
619
+ volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
621
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
622
+ try log.cant(.{ ident, .Paralysis });
623
+ return .done;
597
624
  }
598
625
 
599
626
  if (volatiles.Bide) {
600
627
  assert(!volatiles.Thrashing and !volatiles.Rage);
601
628
 
602
- volatiles.state +%= battle.last_damage;
629
+ if (showdown) {
630
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
631
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
632
+ // addition because 65535 is sufficient to faint any Pokémon anyway
633
+ volatiles.state +|= battle.last_damage;
634
+ } else {
635
+ volatiles.state +%= battle.last_damage;
636
+ }
603
637
 
604
- assert(volatiles.attacks > 0);
638
+ if (options.calc.modify(player, .attacking)) |extend| {
639
+ if (!extend) volatiles.attacks = 0;
640
+ } else {
641
+ volatiles.attacks -= 1;
642
+ }
643
+ try options.chance.attacking(player, volatiles.attacks);
605
644
 
606
- volatiles.attacks -= 1;
607
645
  if (volatiles.attacks != 0) {
608
- try log.activate(ident, .Bide);
646
+ try log.activate(.{ ident, .Bide });
609
647
  return .done;
610
648
  }
611
649
 
612
650
  volatiles.Bide = false;
613
- try log.end(ident, .Bide);
651
+ try log.end(.{ ident, .Bide });
614
652
 
615
653
  battle.last_damage = volatiles.state *% 2;
616
654
  volatiles.state = 0;
617
655
 
618
656
  if (battle.last_damage == 0) {
619
- try log.fail(ident, .None);
657
+ try log.fail(.{ ident, .None });
620
658
  return .done;
621
659
  }
622
660
 
623
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
624
- if (foe.stored().hp > 0) try buildRage(battle, player.foe(), log);
661
+ const sub = showdown and foe.active.volatiles.Substitute;
662
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
663
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
625
664
 
626
665
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
627
666
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
628
667
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
629
668
  if (showdown) {
630
669
  residual.* = false;
631
- try handleResidual(battle, player, log);
670
+ try handleResidual(battle, player, options);
632
671
  }
633
672
 
634
673
  return .done;
635
674
  }
636
675
 
637
676
  if (volatiles.Thrashing) {
638
- assert(volatiles.attacks > 0);
639
- assert(from != null);
640
- volatiles.attacks -= 1;
641
- if (!showdown and handleThrashing(battle, active)) {
642
- try log.start(battle.active(player), .ConfusionSilent);
677
+ if (options.calc.modify(player, .attacking)) |extend| {
678
+ if (!extend) volatiles.attacks = 0;
679
+ } else {
680
+ volatiles.attacks -= 1;
643
681
  }
644
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
645
- if (showdown and handleThrashing(battle, active)) {
646
- try log.start(battle.active(player), .ConfusionSilent);
682
+ try options.chance.attacking(player, volatiles.attacks);
683
+
684
+ if (!showdown and handleThrashing(battle, active, player, options)) {
685
+ try log.start(.{ battle.active(player), .ConfusionSilent });
686
+ }
687
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
688
+ if (showdown) {
689
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
690
+ // used in useMove and doesn't have the notion of skipping canMove semantics
691
+ side.last_used_move = side.last_selected_move;
692
+ if (handleThrashing(battle, active, player, options)) {
693
+ try log.start(.{ battle.active(player), .ConfusionSilent });
694
+ }
647
695
  }
648
696
  return .skip_can;
649
697
  }
650
698
 
651
699
  if (volatiles.Binding) {
652
- assert(volatiles.attacks > 0);
653
- volatiles.attacks -= 1;
654
- try log.move(
655
- battle.active(player),
656
- side.last_selected_move,
657
- battle.active(player.foe()),
658
- side.last_selected_move,
659
- );
700
+ if (options.calc.modify(player, .binding)) |extend| {
701
+ if (!extend) volatiles.attacks = 0;
702
+ } else {
703
+ volatiles.attacks -= 1;
704
+ }
705
+ try options.chance.binding(player, volatiles.attacks);
706
+
707
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
660
708
  if (showdown or battle.last_damage != 0) {
661
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
709
+ const sub = showdown and foe.active.volatiles.Substitute;
710
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
711
+ if (battle.foe(player).stored().hp > 0 and !sub) {
712
+ try buildRage(battle, player.foe(), options);
713
+ }
662
714
  }
663
715
  return .done;
664
716
  }
@@ -672,56 +724,57 @@ fn canMove(
672
724
  mslot: u4,
673
725
  auto: bool,
674
726
  skip_pp: bool,
675
- from: ?Move,
727
+ from: Move,
676
728
  residual: *bool,
677
- log: anytype,
729
+ options: anytype,
678
730
  ) !bool {
679
731
  var side = battle.side(player);
680
732
  const player_ident = battle.active(player);
681
733
  const move = Move.get(side.last_selected_move);
682
734
 
683
- const foe_last = battle.foe(player).last_used_move;
684
- const special = from != null and (from.? == .Metronome and
685
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
686
-
687
- var skip = skip_pp;
688
735
  if (side.active.volatiles.Charging) {
689
736
  side.active.volatiles.Charging = false;
690
737
  side.active.volatiles.Invulnerable = false;
691
738
  } else if (move.effect == .Charge) {
692
- try log.move(player_ident, side.last_selected_move, .{}, from);
693
- try Effects.charge(battle, player, log);
739
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
+ setCounterable(battle, player, side, move);
741
+ try Effects.charge(battle, player, options);
694
742
  return false;
695
743
  }
696
744
 
697
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
698
- if (!skip) decrementPP(side, mslot, auto);
745
+ side.last_used_move = side.last_selected_move;
746
+ if (!skip_pp) decrementPP(side, mslot, auto);
699
747
 
700
748
  const target = if (move.target == .Self) player else player.foe();
701
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
702
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
703
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
704
- // meaning sometimes we lose this information. from is still set because it not being null is
705
- // relevant for control flow, but we don't have anything useful to put in the log. This is
706
- // regrettable, but this information is more "nice to have" than required
707
- const f = if (from != null and from.? == .None) null else from;
708
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
749
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
750
+ setCounterable(battle, player, side, move);
709
751
 
710
752
  if (move.effect.onBegin()) {
711
- try onBegin(battle, player, move, mslot, residual, log);
753
+ try onBegin(battle, player, move, mslot, residual, options);
712
754
  return false;
713
755
  }
714
756
 
715
757
  if (move.effect == .Thrashing) {
716
- Effects.thrashing(battle, player);
758
+ Effects.thrashing(battle, player, options);
717
759
  } else if (!showdown and move.effect == .Binding) {
718
760
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
719
- Effects.binding(battle, player);
761
+ try Effects.binding(battle, player, false, options);
720
762
  }
721
763
 
722
764
  return true;
723
765
  }
724
766
 
767
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
768
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
769
+ // in cases where an early return happens the data for a players last selected move does not get
770
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
771
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
772
+ // as the desync results from actually having two separate battle states that subtly disagree
773
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
774
+ (move.type == .Normal or move.type == .Fighting);
775
+ battle.lastMove(player).counterable = @intFromBool(counterable);
776
+ }
777
+
725
778
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
726
779
  if (side.last_selected_move == .Struggle) return;
727
780
 
@@ -731,12 +784,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
731
784
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
732
785
  if (volatiles.Bide) return;
733
786
 
734
- assert(active.move(mslot).pp > 0 or auto);
735
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
787
+ var move_slot = active.move(mslot);
788
+ assert(move_slot.pp > 0 or auto);
789
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
736
790
  if (volatiles.Transform) return;
737
791
 
738
- assert(side.stored().move(mslot).pp > 0 or auto);
739
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
792
+ move_slot = side.stored().move(mslot);
793
+ assert(move_slot.pp > 0 or auto);
794
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
740
795
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
741
796
  }
742
797
 
@@ -744,12 +799,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
744
799
  var active = &side.active;
745
800
  const volatiles = &active.volatiles;
746
801
 
747
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
802
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
748
803
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
749
804
  if (showdown and volatiles.Transform) return;
750
805
 
751
806
  assert(mslot > 0 and mslot <= 4);
752
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
807
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
753
808
  }
754
809
 
755
810
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -757,10 +812,12 @@ fn doMove(
757
812
  battle: anytype,
758
813
  player: Player,
759
814
  mslot: u4,
815
+ rewrap: bool,
760
816
  auto: bool,
761
817
  residual: *bool,
762
- log: anytype,
818
+ options: anytype,
763
819
  ) !?Result {
820
+ var log = options.log;
764
821
  var side = battle.side(player);
765
822
  const foe = battle.foe(player);
766
823
 
@@ -775,37 +832,44 @@ fn doMove(
775
832
  var hits: u4 = 1;
776
833
  var effectiveness = Effectiveness.neutral;
777
834
 
835
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
836
+ if (showdown and !counter) battle.last_damage = 0;
837
+
778
838
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
779
839
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
780
- return specialDamage(battle, player, move, log);
840
+ return specialDamage(battle, player, move, options);
781
841
  }
782
842
 
783
843
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
784
844
  // calling moveHit early covers most of that but we also need to check type immunity first
785
845
  var miss = showdown and miss: {
786
846
  immune = move.target != .Self and !status and !counter and
787
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
788
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
847
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
848
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
789
849
  if (immune and move.effect != .Binding) break :miss true;
790
- if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) break :miss true;
791
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
850
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
851
+ battle.last_damage = 0;
852
+ break :miss true;
853
+ }
854
+ break :miss (move.target != .Self and
855
+ !moveHit(battle, player, move, &immune, &mist, options));
792
856
  };
793
857
  assert(!immune or miss or (showdown and move.effect == .Binding));
794
858
 
795
- var late = showdown;
859
+ var late = showdown and move.effect != .Explode;
796
860
  const skip = status or immune;
797
861
  if ((!showdown or (!skip or counter)) and !miss) blk: {
798
862
  if (showdown and move.effect.isMulti()) {
799
- Effects.multiHit(battle, player, move);
863
+ try Effects.multiHit(battle, player, move, options);
800
864
  hits = side.active.volatiles.attacks;
801
865
  late = false;
802
866
  }
803
867
 
804
868
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
805
869
  const check = !showdown or (!counter and move.effect != .OHKO);
806
- if (check) crit = checkCriticalHit(battle, player, move);
870
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
807
871
 
808
- if (counter) return counterDamage(battle, player, move, log);
872
+ if (counter) return counterDamage(battle, player, move, options);
809
873
 
810
874
  battle.last_damage = 0;
811
875
 
@@ -827,17 +891,15 @@ fn doMove(
827
891
  effectiveness = adjustDamage(battle, player);
828
892
  immune = effectiveness == 0;
829
893
  }
830
- randomizeDamage(battle);
894
+ try randomizeDamage(battle, player, options);
831
895
  }
832
896
  }
833
897
 
834
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
835
- if (showdown and skip) battle.last_damage = 0;
836
-
898
+ const zero = battle.last_damage == 0;
837
899
  miss = if (showdown or skip)
838
900
  miss
839
901
  else
840
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
902
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
841
903
 
842
904
  assert(showdown or miss or battle.last_damage > 0 or skip);
843
905
  assert((!showdown and miss) or !(ohko and immune));
@@ -845,11 +907,11 @@ fn doMove(
845
907
 
846
908
  if (!showdown or !miss) {
847
909
  if (move.effect == .MirrorMove) {
848
- return mirrorMove(battle, player, mslot, auto, residual, log);
910
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
849
911
  } else if (move.effect == .Metronome) {
850
- return metronome(battle, player, mslot, auto, residual, log);
912
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
851
913
  } else if (move.effect.onEnd()) {
852
- try onEnd(battle, player, move, log);
914
+ try onEnd(battle, player, move, options);
853
915
  return null;
854
916
  }
855
917
  }
@@ -861,55 +923,65 @@ fn doMove(
861
923
  ohko = (!showdown or (!immune and !invulnerable)) and
862
924
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
863
925
  if (ohko) {
864
- try log.immune(foe_ident, .OHKO);
865
- } else if (immune and !invulnerable) {
866
- try log.immune(foe_ident, .None);
926
+ try log.immune(.{ foe_ident, .OHKO });
927
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
928
+ try log.immune(.{ foe_ident, .None });
867
929
  } else if (mist) {
868
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
869
- try log.fail(foe_ident, .None);
930
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
931
+ try log.fail(.{ foe_ident, .None });
870
932
  } else {
871
- try log.lastmiss();
872
- try log.miss(battle.active(player));
933
+ if (showdown or !zero) try options.chance.commit(player, .miss);
934
+ try log.lastmiss(.{});
935
+ try log.miss(.{battle.active(player)});
873
936
  }
874
937
  if (move.effect == .JumpKick) {
875
938
  // Recoil is supposed to be damage/8 but damage will always be 0 here
876
- assert(battle.last_damage == 0);
939
+ assert(showdown or battle.last_damage == 0);
877
940
  battle.last_damage = 1;
878
- _ = try applyDamage(battle, player, player.foe(), .None, log);
941
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
879
942
  if (showdown and side.stored().hp == 0) residual.* = false;
880
943
  } else if (move.effect == .Explode) {
881
944
  try Effects.explode(battle, player);
882
- try buildRage(battle, player.foe(), log);
945
+ try buildRage(battle, player.foe(), options);
883
946
  } else if (showdown and move.effect == .Disable) {
884
- try buildRage(battle, player.foe(), log);
947
+ try buildRage(battle, player.foe(), options);
948
+ } else if (!showdown and immune and move.effect == .Binding) {
949
+ try options.chance.commit(player, .binding);
885
950
  }
886
951
  return null;
952
+ } else {
953
+ try options.chance.commit(player, .hit);
887
954
  }
888
955
 
889
956
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
890
957
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
891
958
  // it up above before damage calculation).
892
959
  if (!showdown and move.effect.isMulti()) {
893
- Effects.multiHit(battle, player, move);
960
+ try Effects.multiHit(battle, player, move, options);
894
961
  hits = side.active.volatiles.attacks;
895
962
  }
896
963
 
964
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
965
+ const sub = showdown and foe.active.volatiles.Substitute;
966
+
897
967
  var nullified = false;
898
968
  var hit: u4 = 0;
899
969
  while (hit < hits) {
900
970
  if (hit == 0) {
901
- if (crit) try log.crit(battle.active(player.foe()));
971
+ if (crit) try log.crit(.{battle.active(player.foe())});
902
972
  if (effectiveness > Effectiveness.neutral) {
903
- try log.supereffective(battle.active(player.foe()));
973
+ try log.supereffective(.{battle.active(player.foe())});
904
974
  } else if (effectiveness < Effectiveness.neutral) {
905
- try log.resisted(battle.active(player.foe()));
975
+ try log.resisted(.{battle.active(player.foe())});
906
976
  }
907
977
  }
908
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
909
- if (hit == 0 and ohko) try log.ohko();
978
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
979
+ if (hit == 0 and ohko) try log.ohko(.{});
910
980
  hit += 1;
911
981
  if (foe.stored().hp == 0) break;
912
- if (!late) try buildRage(battle, player.foe(), log);
982
+ if (!late and (!sub or move.effect == .Explode)) {
983
+ try buildRage(battle, player.foe(), options);
984
+ }
913
985
  // If the substitute breaks during a multi-hit attack, the attack ends
914
986
  if (nullified) break;
915
987
  }
@@ -919,17 +991,23 @@ fn doMove(
919
991
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
920
992
  side.active.volatiles.attacks = 0;
921
993
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
922
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
994
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
923
995
  }
924
- try log.hitcount(battle.active(player.foe()), hit);
996
+ try log.hitcount(.{ battle.active(player.foe()), hit });
925
997
  } else if (showdown) {
926
998
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
927
999
  if (move.effect == .Binding) {
928
- Effects.binding(battle, player);
1000
+ try Effects.binding(battle, player, rewrap, options);
929
1001
  if (immune) {
930
1002
  battle.last_damage = 0;
1003
+ assert(foe.stored().hp > 0);
931
1004
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
932
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1005
+ if (sub) {
1006
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1007
+ } else {
1008
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1009
+ try buildRage(battle, player.foe(), options);
1010
+ }
933
1011
  return null;
934
1012
  }
935
1013
  }
@@ -942,12 +1020,12 @@ fn doMove(
942
1020
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
943
1021
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
944
1022
  // setup before the loop means we can avoid having to waste time doing no-op handler searches.
945
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1023
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
946
1024
 
947
1025
  if (foe.stored().hp == 0) return null;
948
1026
 
949
- // Pokémon Showdown builds Rage at the wrong time for non-MultiHit moves
950
- if (late and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1027
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1028
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
951
1029
 
952
1030
  if (!move.effect.isSpecial()) {
953
1031
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -958,30 +1036,29 @@ fn doMove(
958
1036
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
959
1037
  // puts the |-status| message before |-hitcount| instead of after.
960
1038
  if (move.effect == .Twineedle) {
961
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1039
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
962
1040
  } else if (move.effect == .Disable) {
963
- const result = try Effects.disable(battle, player, move, log);
964
- if (showdown) try buildRage(battle, player.foe(), log);
1041
+ const result = try Effects.disable(battle, player, move, options);
1042
+ if (showdown) try buildRage(battle, player.foe(), options);
965
1043
  return result;
966
1044
  } else {
967
- try moveEffect(battle, player, move, log);
1045
+ try moveEffect(battle, player, move, options);
968
1046
  }
969
1047
  }
970
1048
 
971
1049
  return null;
972
1050
  }
973
1051
 
974
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1052
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
975
1053
  const side = battle.side(player);
976
1054
 
977
1055
  // Base speed is used for the critical hit calculation, even when Transform-ed
978
- var chance = @as(u16, Species.chance(side.stored().species));
979
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
980
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
981
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1056
+ var rate = @as(u16, Species.chance(side.stored().species));
1057
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1058
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1059
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
982
1060
 
983
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
984
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1061
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
985
1062
  }
986
1063
 
987
1064
  fn calcDamage(
@@ -1047,7 +1124,7 @@ fn calcDamage(
1047
1124
  d = @min(997, d);
1048
1125
  d += 2;
1049
1126
 
1050
- battle.last_damage = @intCast(u16, d);
1127
+ battle.last_damage = @intCast(d);
1051
1128
 
1052
1129
  return true;
1053
1130
  }
@@ -1061,9 +1138,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1061
1138
  var d = battle.last_damage;
1062
1139
  if (side.active.types.includes(move.type)) d +%= d / 2;
1063
1140
 
1064
- const neutral = @enumToInt(Effectiveness.Neutral);
1065
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1066
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1141
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1142
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1143
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1067
1144
 
1068
1145
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1069
1146
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1083,101 +1160,87 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1083
1160
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1084
1161
  }
1085
1162
 
1086
- fn randomizeDamage(battle: anytype) void {
1163
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1087
1164
  if (battle.last_damage <= 1) return;
1088
-
1089
- const random = if (showdown)
1090
- battle.rng.range(u8, 217, 256)
1091
- else loop: {
1092
- while (true) {
1093
- const r = std.math.rotr(u8, battle.rng.next(), 1);
1094
- if (r >= 217) break :loop r;
1095
- }
1096
- };
1097
-
1098
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1165
+ const random = try Rolls.damage(battle, player, options);
1166
+ options.calc.base(player.foe(), battle.last_damage);
1167
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1168
+ options.calc.final(player.foe(), battle.last_damage);
1099
1169
  }
1100
1170
 
1101
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1171
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1102
1172
  const side = battle.side(player);
1173
+ const foe = battle.foe(player);
1103
1174
 
1104
- if (!try checkHit(battle, player, move, log)) return null;
1175
+ if (!try checkHit(battle, player, move, options)) return null;
1176
+ try options.chance.commit(player, .hit);
1105
1177
 
1106
1178
  battle.last_damage = switch (side.last_selected_move) {
1107
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1179
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1108
1180
  .SeismicToss, .NightShade => side.stored().level,
1109
1181
  .SonicBoom => 20,
1110
1182
  .DragonRage => 40,
1111
1183
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1112
1184
  .Psywave => power: {
1113
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1114
- if (showdown) {
1115
- break :power battle.rng.range(u8, 0, max);
1116
- } else {
1117
- // GLITCH: Psywave infinite glitch loop
1118
- if (max <= 1) return Result.Error;
1119
- while (true) {
1120
- const r = battle.rng.next();
1121
- if (r < max) break :power r;
1122
- }
1123
- }
1185
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1186
+ // GLITCH: Psywave infinite glitch loop
1187
+ if (!showdown and max <= 1) return Result.Error;
1188
+ break :power try Rolls.psywave(battle, player, max, options);
1124
1189
  },
1125
1190
  else => unreachable,
1126
1191
  };
1127
1192
 
1128
1193
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1129
1194
 
1130
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1131
- if (battle.foe(player).stored().hp > 0) try buildRage(battle, player.foe(), log);
1195
+ const sub = showdown and foe.active.volatiles.Substitute;
1196
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1197
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1132
1198
 
1133
1199
  return null;
1134
1200
  }
1135
1201
 
1136
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1202
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1137
1203
  const foe = battle.foe(player);
1138
1204
 
1139
1205
  if (battle.last_damage == 0) {
1140
- try log.fail(battle.active(player), .None);
1206
+ try options.log.fail(.{ battle.active(player), .None });
1141
1207
  return null;
1142
1208
  }
1143
1209
 
1144
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1145
- const foe_last_used_move =
1146
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1210
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1147
1211
  const foe_last_selected_move =
1148
1212
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1149
- .Counter
1213
+ .Splash
1150
1214
  else
1151
1215
  foe.last_selected_move);
1152
1216
 
1153
- const used = foe_last_used_move.bp > 0 and
1154
- foe.last_used_move != .Counter and
1155
- (foe_last_used_move.type == .Normal or
1156
- foe_last_used_move.type == .Fighting);
1157
-
1217
+ const used = battle.lastMove(player.foe()).counterable != 0;
1158
1218
  const selected = foe_last_selected_move.bp > 0 and
1159
1219
  foe.last_selected_move != .Counter and
1160
1220
  (foe_last_selected_move.type == .Normal or
1161
1221
  foe_last_selected_move.type == .Fighting);
1162
1222
 
1163
1223
  if (!used and !selected) {
1164
- try log.fail(battle.active(player), .None);
1224
+ try options.log.fail(.{ battle.active(player), .None });
1165
1225
  return null;
1166
1226
  }
1167
1227
 
1168
1228
  if (!used or !selected) {
1169
1229
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1170
1230
  if (!showdown) return Result.Error;
1171
- try log.fail(battle.active(player), .None);
1231
+ try options.log.fail(.{ battle.active(player), .None });
1172
1232
  return null;
1173
1233
  }
1174
1234
 
1175
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1235
+ battle.last_damage *|= 2;
1176
1236
 
1177
1237
  // Pokémon Showdown calls checkHit before Counter
1178
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1238
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
+ try options.chance.commit(player, .hit);
1179
1240
 
1180
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1241
+ const sub = showdown and foe.active.volatiles.Substitute;
1242
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1243
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1181
1244
  return null;
1182
1245
  }
1183
1246
 
@@ -1186,7 +1249,7 @@ fn applyDamage(
1186
1249
  target_player: Player,
1187
1250
  sub_player: Player,
1188
1251
  reason: Damage,
1189
- log: anytype,
1252
+ options: anytype,
1190
1253
  ) !bool {
1191
1254
  assert(showdown or battle.last_damage != 0);
1192
1255
 
@@ -1201,19 +1264,20 @@ fn applyDamage(
1201
1264
  subbed.active.volatiles.substitute = 0;
1202
1265
  subbed.active.volatiles.Substitute = false;
1203
1266
  // battle.last_damage is not updated with the amount of HP the Substitute had
1204
- try log.end(battle.active(sub_player), .Substitute);
1267
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1268
+ options.calc.capped(target_player);
1205
1269
  return true;
1206
1270
  } else {
1207
1271
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1208
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1209
- try log.activate(battle.active(sub_player), .Substitute);
1272
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1273
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1210
1274
  return false;
1211
1275
  }
1212
1276
  }
1213
1277
 
1214
1278
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1215
1279
  target.stored().hp -= battle.last_damage;
1216
- try log.damage(battle.active(target_player), target.stored(), reason);
1280
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1217
1281
  return false;
1218
1282
  }
1219
1283
 
@@ -1221,73 +1285,78 @@ fn mirrorMove(
1221
1285
  battle: anytype,
1222
1286
  player: Player,
1223
1287
  mslot: u4,
1288
+ rewrap: bool,
1224
1289
  auto: bool,
1225
1290
  residual: *bool,
1226
- log: anytype,
1227
- ) !?Result {
1291
+ options: anytype,
1292
+ ) anyerror!?Result {
1228
1293
  var side = battle.side(player);
1229
1294
  const foe = battle.foe(player);
1230
1295
 
1231
1296
  side.last_selected_move = foe.last_used_move;
1232
1297
 
1233
1298
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1234
- try log.fail(battle.active(player), .None);
1299
+ try options.log.fail(.{ battle.active(player), .None });
1235
1300
  return null;
1301
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1302
+ incrementPP(side, mslot);
1236
1303
  }
1237
1304
 
1238
- incrementPP(side, mslot);
1239
-
1240
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1241
- return doMove(battle, player, mslot, auto, residual, log);
1305
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1306
+ return null;
1307
+ }
1308
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1242
1309
  }
1243
1310
 
1244
1311
  fn metronome(
1245
1312
  battle: anytype,
1246
1313
  player: Player,
1247
1314
  mslot: u4,
1315
+ rewrap: bool,
1248
1316
  auto: bool,
1249
1317
  residual: *bool,
1250
- log: anytype,
1251
- ) !?Result {
1318
+ options: anytype,
1319
+ ) anyerror!?Result {
1252
1320
  var side = battle.side(player);
1253
1321
 
1254
- side.last_selected_move = if (showdown) blk: {
1255
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
1256
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
1257
- break :blk @intToEnum(Move, r + mod);
1258
- } else loop: {
1259
- while (true) {
1260
- const r = battle.rng.next();
1261
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
1262
- if (r >= @enumToInt(Move.Struggle)) continue;
1263
- break :loop @intToEnum(Move, r);
1264
- }
1265
- };
1266
-
1322
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1267
1323
  incrementPP(side, mslot);
1268
1324
 
1269
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1270
- return doMove(battle, player, mslot, auto, residual, log);
1325
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1326
+ return null;
1327
+ }
1328
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1271
1329
  }
1272
1330
 
1273
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1331
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1274
1332
  var immune = false;
1275
1333
  var mist = false;
1276
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1334
+
1335
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1336
+
1277
1337
  assert(!immune);
1278
1338
  if (mist) {
1279
1339
  assert(!showdown);
1280
1340
  const foe_ident = battle.active(player.foe());
1281
- try log.activate(foe_ident, .Mist);
1282
- try log.fail(foe_ident, .None);
1341
+ try options.log.activate(.{ foe_ident, .Mist });
1342
+ try options.log.fail(.{ foe_ident, .None });
1283
1343
  } else {
1284
- try log.lastmiss();
1285
- try log.miss(battle.active(player));
1344
+ try options.chance.commit(player, .miss);
1345
+ try options.log.lastmiss(.{});
1346
+ try options.log.miss(.{battle.active(player)});
1286
1347
  }
1348
+
1287
1349
  return false;
1288
1350
  }
1289
1351
 
1290
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1352
+ fn moveHit(
1353
+ battle: anytype,
1354
+ player: Player,
1355
+ move: Move.Data,
1356
+ immune: *bool,
1357
+ mist: *bool,
1358
+ options: anytype,
1359
+ ) bool {
1291
1360
  var side = battle.side(player);
1292
1361
  const foe = battle.foe(player);
1293
1362
 
@@ -1321,23 +1390,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1321
1390
  }
1322
1391
 
1323
1392
  // GLITCH: Thrash / Petal Dance / Rage get their accuracy overwritten on subsequent hits
1324
- var state = &side.active.volatiles.state;
1325
- const overwritten = (move.effect == .Thrashing or move.effect == .Rage) and state.* > 0;
1326
- assert(!overwritten or (0 < state.* and state.* <= 255 and !side.active.volatiles.Bide));
1327
- var accuracy = if (overwritten) state.* else @as(u16, Gen12.percent(move.accuracy));
1328
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1393
+ const state = side.active.volatiles.state;
1394
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1395
+ const overwritten = overwrite and state > 0;
1396
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1397
+
1398
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1399
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1329
1400
  accuracy = accuracy * boost[0] / boost[1];
1330
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1401
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1331
1402
  accuracy = accuracy * boost[0] / boost[1];
1332
1403
  accuracy = @min(255, @max(1, accuracy));
1333
1404
 
1334
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1405
+ // Pokémon Showdown only overwrites if the volatile is present
1406
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1407
+ if (overwrite) side.active.volatiles.state = accuracy;
1335
1408
 
1336
1409
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1337
- break :miss if (showdown)
1338
- !battle.rng.chance(u8, @intCast(u8, accuracy), 256)
1339
- else
1340
- battle.rng.next() >= accuracy;
1410
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1341
1411
  };
1342
1412
 
1343
1413
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1347,7 +1417,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1347
1417
  }
1348
1418
 
1349
1419
  if (!miss) return true;
1350
- battle.last_damage = 0;
1420
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1351
1421
  side.active.volatiles.Binding = false;
1352
1422
  return false;
1353
1423
  }
@@ -1355,8 +1425,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1355
1425
  fn checkFaint(
1356
1426
  battle: anytype,
1357
1427
  player: Player,
1358
- log: anytype,
1359
- ) @TypeOf(log).Error!?Result {
1428
+ options: anytype,
1429
+ ) @TypeOf(options.log).Error!?Result {
1360
1430
  const side = battle.side(player);
1361
1431
  if (side.stored().hp > 0) return null;
1362
1432
 
@@ -1364,33 +1434,32 @@ fn checkFaint(
1364
1434
  const foe_fainted = foe.stored().hp == 0;
1365
1435
 
1366
1436
  const player_out = findFirstAlive(side) == 0;
1367
- const foe_out = findFirstAlive(foe) == 0;
1368
- const tie = player_out and foe_out;
1369
- const more = tie or player_out or foe_out;
1437
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1438
+ const more = player_out or foe_out;
1370
1439
 
1371
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1372
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1440
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1441
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1373
1442
 
1374
1443
  assert(!side.active.volatiles.MultiHit);
1375
1444
  assert(!foe.active.volatiles.MultiHit);
1376
1445
 
1377
- if (tie) {
1378
- try log.tie();
1446
+ if (player_out and foe_out) {
1447
+ try options.log.tie(.{});
1379
1448
  return Result.Tie;
1380
1449
  } else if (player_out) {
1381
- try log.win(player.foe());
1450
+ try options.log.win(.{player.foe()});
1382
1451
  return if (player == .P1) Result.Lose else Result.Win;
1383
1452
  } else if (foe_out) {
1384
- try log.win(player);
1453
+ try options.log.win(.{player});
1385
1454
  return if (player == .P1) Result.Win else Result.Lose;
1386
1455
  }
1387
1456
 
1388
1457
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1389
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1390
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1458
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1459
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1391
1460
  }
1392
1461
 
1393
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1462
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1394
1463
  var side = battle.side(player);
1395
1464
  var foe = battle.foe(player);
1396
1465
  assert(side.stored().hp == 0);
@@ -1423,32 +1492,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1423
1492
  side.stored().stats.spe;
1424
1493
  }
1425
1494
 
1426
- try log.faint(battle.active(player), done);
1495
+ try options.log.faint(.{ battle.active(player), done });
1496
+ options.calc.capped(player);
1427
1497
  return null;
1428
1498
  }
1429
1499
 
1430
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1500
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1431
1501
  var side = battle.side(player);
1432
1502
  var stored = side.stored();
1433
1503
  const ident = battle.active(player);
1434
1504
  var volatiles = &side.active.volatiles;
1435
1505
 
1436
1506
  const brn = Status.is(stored.status, .BRN);
1437
- if (brn or Status.is(stored.status, .PSN)) blk: {
1507
+ if (brn or Status.is(stored.status, .PSN)) {
1438
1508
  var damage = @max(stored.stats.hp / 16, 1);
1439
-
1440
1509
  if (volatiles.Toxic) {
1441
1510
  volatiles.toxic += 1;
1442
1511
  damage *= volatiles.toxic;
1443
1512
  }
1513
+ damage = @min(damage, stored.hp);
1444
1514
 
1445
- const amount = @min(damage, stored.hp);
1446
- if (showdown and amount == 0) break :blk;
1447
-
1448
- stored.hp -= amount;
1449
-
1450
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1451
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1515
+ if (!showdown or damage > 0) {
1516
+ stored.hp -= damage;
1517
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1518
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1519
+ }
1452
1520
  }
1453
1521
 
1454
1522
  if (volatiles.LeechSeed) {
@@ -1469,49 +1537,46 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1469
1537
  damage *= volatiles.toxic;
1470
1538
  }
1471
1539
 
1472
- // Pokémon Showdown erroneously updates last damage with uncapped Leech Seed damage
1473
- if (showdown) battle.last_damage = damage;
1474
-
1475
1540
  const amount = @min(damage, stored.hp);
1476
1541
  stored.hp -= amount;
1477
1542
 
1478
- // As above, Pokémon Showdown uses damageOf but its not relevant
1479
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1543
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1544
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1480
1545
 
1481
1546
  const before = foe_stored.hp;
1482
1547
  // Uncapped damage is added back to the foe
1483
1548
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1484
1549
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1485
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1550
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1486
1551
  }
1487
1552
  }
1488
1553
 
1489
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1554
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1490
1555
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1491
1556
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1492
1557
 
1493
- if (showdown and options.ebc and checkEBC(battle)) {
1494
- try log.tie();
1558
+ battle.turn += 1;
1559
+
1560
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1561
+ try options.log.tie(.{});
1495
1562
  return Result.Tie;
1496
1563
  }
1497
1564
 
1498
- battle.turn += 1;
1499
-
1500
1565
  if (showdown and battle.turn >= 1000) {
1501
- try log.tie();
1566
+ try options.log.tie(.{});
1502
1567
  return Result.Tie;
1503
1568
  } else if (battle.turn >= 65535) {
1504
1569
  return Result.Error;
1505
1570
  }
1506
1571
 
1507
- try log.turn(battle.turn);
1572
+ try options.log.turn(.{battle.turn});
1508
1573
 
1509
1574
  return Result.Default;
1510
1575
  }
1511
1576
 
1512
1577
  fn checkEBC(battle: anytype) bool {
1513
1578
  for (battle.sides, 0..) |side, i| {
1514
- const foe = battle.sides[~@intCast(u1, i)];
1579
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1515
1580
 
1516
1581
  var foe_all_ghosts = true;
1517
1582
  var foe_all_transform = true;
@@ -1563,105 +1628,135 @@ fn checkEBC(battle: anytype) bool {
1563
1628
  return false;
1564
1629
  }
1565
1630
 
1566
- inline fn onBegin(
1631
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1632
+ if (side.active.volatiles.disable_move != 0) {
1633
+ // A Pokémon that transforms after being disabled may end up with less move slots
1634
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1635
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1636
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1637
+ m
1638
+ else
1639
+ side.last_selected_move;
1640
+ if (m != .None and m == last) {
1641
+ side.active.volatiles.Charging = false;
1642
+ try options.log.cant(.{ ident, .Disable, last });
1643
+ return true;
1644
+ }
1645
+ }
1646
+ return false;
1647
+ }
1648
+
1649
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1650
+ const side = battle.side(who);
1651
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1652
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1653
+ }
1654
+ }
1655
+
1656
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1657
+ var volatiles = &active.volatiles;
1658
+ assert(volatiles.Thrashing);
1659
+ if (volatiles.attacks > 0) return false;
1660
+
1661
+ volatiles.Thrashing = false;
1662
+ volatiles.Confusion = true;
1663
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1664
+ return true;
1665
+ }
1666
+
1667
+ fn onBegin(
1567
1668
  battle: anytype,
1568
1669
  player: Player,
1569
1670
  move: Move.Data,
1570
1671
  mslot: u8,
1571
1672
  residual: *bool,
1572
- log: anytype,
1673
+ options: anytype,
1573
1674
  ) !void {
1574
- assert(move.effect.onBegin());
1575
1675
  return switch (move.effect) {
1576
- .Confusion => Effects.confusion(battle, player, move, log),
1577
- .Conversion => Effects.conversion(battle, player, log),
1578
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1579
- .Haze => Effects.haze(battle, player, log),
1580
- .Heal => Effects.heal(battle, player, log),
1581
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1582
- .LightScreen => Effects.lightScreen(battle, player, log),
1583
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1584
- .Mist => Effects.mist(battle, player, log),
1585
- .Paralyze => Effects.paralyze(battle, player, move, log),
1586
- .Poison => Effects.poison(battle, player, move, log),
1587
- .Reflect => Effects.reflect(battle, player, log),
1588
- .Splash => Effects.splash(battle, player, log),
1589
- .Substitute => Effects.substitute(battle, player, residual, log),
1590
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1591
- .Transform => Effects.transform(battle, player, log),
1676
+ .Confusion => Effects.confusion(battle, player, move, options),
1677
+ .Conversion => Effects.conversion(battle, player, options),
1678
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1679
+ .Haze => Effects.haze(battle, player, options),
1680
+ .Heal => Effects.heal(battle, player, options),
1681
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1682
+ .LightScreen => Effects.lightScreen(battle, player, options),
1683
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1684
+ .Mist => Effects.mist(battle, player, options),
1685
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1686
+ .Poison => Effects.poison(battle, player, move, options),
1687
+ .Reflect => Effects.reflect(battle, player, options),
1688
+ .Splash => Effects.splash(battle, player, options),
1689
+ .Substitute => Effects.substitute(battle, player, residual, options),
1690
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1691
+ .Transform => Effects.transform(battle, player, options),
1592
1692
  else => unreachable,
1593
1693
  };
1594
1694
  }
1595
1695
 
1596
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1597
- assert(move.effect.onEnd());
1696
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1598
1697
  return switch (move.effect) {
1599
- .Bide => Effects.bide(battle, player, log),
1698
+ .Bide => Effects.bide(battle, player, options),
1600
1699
  // zig fmt: off
1601
1700
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1602
1701
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1603
- Effects.boost(battle, player, move, log),
1702
+ Effects.boost(battle, player, move, options),
1604
1703
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1605
- Effects.unboost(battle, player, move, log),
1704
+ Effects.unboost(battle, player, move, options),
1606
1705
  // zig fmt: on
1607
- .Sleep => Effects.sleep(battle, player, move, log),
1706
+ .Sleep => Effects.sleep(battle, player, move, options),
1608
1707
  else => unreachable,
1609
1708
  };
1610
1709
  }
1611
1710
 
1612
- inline fn alwaysHappens(
1711
+ fn alwaysHappens(
1613
1712
  battle: anytype,
1614
1713
  player: Player,
1615
1714
  move: Move.Data,
1616
1715
  residual: *bool,
1617
- log: anytype,
1716
+ options: anytype,
1618
1717
  ) !void {
1619
- assert(move.effect.alwaysHappens());
1620
1718
  return switch (move.effect) {
1621
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1719
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1622
1720
  .Explode => Effects.explode(battle, player),
1623
- .PayDay => Effects.payDay(battle, player, log),
1721
+ .PayDay => Effects.payDay(battle, player, options),
1624
1722
  .Rage => Effects.rage(battle, player),
1625
- .Recoil => Effects.recoil(battle, player, residual, log),
1723
+ .Recoil => Effects.recoil(battle, player, residual, options),
1626
1724
  .JumpKick, .Binding => {},
1627
1725
  else => unreachable,
1628
1726
  };
1629
1727
  }
1630
1728
 
1631
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1729
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1632
1730
  return switch (move.effect) {
1633
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1634
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1635
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1636
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1637
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1731
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1732
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1733
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1734
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1735
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1638
1736
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1639
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1640
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1737
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1738
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1641
1739
  // zig fmt: off
1642
1740
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1643
- Effects.unboost(battle, player, move, log),
1741
+ Effects.unboost(battle, player, move, options),
1644
1742
  // zig fmt: on
1645
1743
  else => {},
1646
1744
  };
1647
1745
  }
1648
1746
 
1649
1747
  pub const Effects = struct {
1650
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1748
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1651
1749
  var side = battle.side(player);
1652
1750
 
1653
1751
  side.active.volatiles.Bide = true;
1654
1752
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1655
1753
  side.active.volatiles.state = 0;
1656
- side.active.volatiles.attacks = @intCast(u3, if (showdown)
1657
- battle.rng.range(u4, 2, 4)
1658
- else
1659
- (battle.rng.next() & 1) + 2);
1754
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1660
1755
 
1661
- try log.start(battle.active(player), .Bide);
1756
+ try options.log.start(.{ battle.active(player), .Bide });
1662
1757
  }
1663
1758
 
1664
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1759
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1665
1760
  var foe = battle.foe(player);
1666
1761
  var foe_stored = foe.stored();
1667
1762
 
@@ -1672,96 +1767,92 @@ pub const Effects = struct {
1672
1767
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1673
1768
  if (Status.is(foe_stored.status, .FRZ)) {
1674
1769
  assert(move.type == .Fire);
1675
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1770
+ try options.log.curestatus(.{
1771
+ battle.active(player.foe()),
1772
+ foe_stored.status,
1773
+ .Message,
1774
+ });
1676
1775
  foe_stored.status = 0;
1677
1776
  }
1678
1777
  return;
1679
1778
  }
1680
1779
 
1681
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1682
- battle.rng.chance(u8, @as(u8, if (move.effect == .BurnChance1) 26 else 77), 256)
1683
- else
1684
- battle.rng.next() < 1 + (if (move.effect == .BurnChance1)
1685
- Gen12.percent(10)
1686
- else
1687
- Gen12.percent(30));
1688
- if (!chance) return;
1780
+ if (foe.active.types.includes(move.type)) return;
1781
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1782
+ return;
1783
+ }
1689
1784
 
1690
1785
  foe_stored.status = Status.init(.BRN);
1691
1786
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1692
1787
 
1693
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1788
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1694
1789
  }
1695
1790
 
1696
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1791
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1697
1792
  var side = battle.side(player);
1698
1793
  var volatiles = &side.active.volatiles;
1699
1794
 
1700
1795
  volatiles.Charging = true;
1701
1796
  const move = side.last_selected_move;
1702
1797
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1703
- try log.laststill();
1704
- try log.prepare(battle.active(player), move);
1798
+ try options.log.laststill(.{});
1799
+ try options.log.prepare(.{ battle.active(player), move });
1705
1800
  }
1706
1801
 
1707
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1802
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1708
1803
  var foe = battle.foe(player);
1709
1804
  const sub = foe.active.volatiles.Substitute;
1710
1805
 
1711
1806
  if (move.effect == .ConfusionChance) {
1712
- const chance = if (showdown)
1713
- battle.rng.chance(u8, 25, 256)
1714
- else
1715
- battle.rng.next() < Gen12.percent(10);
1716
- if (!chance) return;
1807
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1717
1808
  } else {
1718
1809
  if (showdown) {
1719
- if (!try checkHit(battle, player, move, log)) {
1720
- return;
1721
- } else if (sub) {
1722
- return log.fail(battle.active(player.foe()), .None);
1723
- }
1810
+ if (!try checkHit(battle, player, move, options)) return;
1811
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1724
1812
  } else {
1725
- if (sub) {
1726
- return log.fail(battle.active(player.foe()), .None);
1727
- } else if (!try checkHit(battle, player, move, log)) {
1728
- return;
1729
- }
1813
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1814
+ if (!try checkHit(battle, player, move, options)) return;
1730
1815
  }
1816
+ try options.chance.commit(player, .hit);
1731
1817
  }
1732
1818
 
1733
1819
  if (foe.active.volatiles.Confusion) return;
1734
1820
  foe.active.volatiles.Confusion = true;
1735
- foe.active.volatiles.confusion = @intCast(u3, if (showdown)
1736
- battle.rng.range(u8, 2, 6)
1737
- else
1738
- (battle.rng.next() & 3) + 2);
1821
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1739
1822
 
1740
- try log.start(battle.active(player.foe()), .Confusion);
1823
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1741
1824
  }
1742
1825
 
1743
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1826
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1744
1827
  const foe = battle.foe(player);
1745
1828
 
1746
1829
  if (foe.active.volatiles.Invulnerable) {
1747
- try log.lastmiss();
1748
- return log.miss(battle.active(player));
1830
+ try options.log.lastmiss(.{});
1831
+ return options.log.miss(.{battle.active(player)});
1749
1832
  }
1750
1833
 
1751
1834
  battle.side(player).active.types = foe.active.types;
1752
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1835
+ return options.log.start(.{
1836
+ battle.active(player),
1837
+ .TypeChange,
1838
+ foe.active.types,
1839
+ battle.active(player.foe()),
1840
+ });
1753
1841
  }
1754
1842
 
1755
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1843
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1756
1844
  var foe = battle.foe(player);
1757
1845
  var volatiles = &foe.active.volatiles;
1758
1846
  const foe_ident = battle.active(player.foe());
1759
1847
 
1760
1848
  // Pokémon Showdown handles hit/miss earlier in doMove
1761
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1849
+ if (!showdown) {
1850
+ if (!try checkHit(battle, player, move, options)) return null;
1851
+ try options.chance.commit(player, .hit);
1852
+ }
1762
1853
 
1763
- if (volatiles.disabled_move != 0) {
1764
- try log.fail(foe_ident, .None);
1854
+ if (volatiles.disable_move != 0) {
1855
+ try options.log.fail(.{ foe_ident, .None });
1765
1856
  return null;
1766
1857
  }
1767
1858
 
@@ -1777,7 +1868,7 @@ pub const Effects = struct {
1777
1868
  // Technically this is still considered simply a "miss" on the cartridge,
1778
1869
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1779
1870
  if (n == 0) {
1780
- try log.fail(foe_ident, .None);
1871
+ try options.log.fail(.{ foe_ident, .None });
1781
1872
  return null;
1782
1873
  } else if (err) {
1783
1874
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1785,23 +1876,22 @@ pub const Effects = struct {
1785
1876
  return Result.Error;
1786
1877
  }
1787
1878
 
1788
- volatiles.disabled_move = @intCast(u3, randomMoveSlot(&battle.rng, &foe.active.moves, n));
1789
- volatiles.disabled_duration = @intCast(u4, if (showdown)
1790
- battle.rng.range(u8, 1, 9)
1791
- else
1792
- (battle.rng.next() & 7) + 1);
1879
+ volatiles.disable_move =
1880
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1881
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1793
1882
 
1794
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1883
+ const id = foe.active.move(volatiles.disable_move).id;
1884
+ try options.log.start(.{ foe_ident, .Disable, id });
1795
1885
  return null;
1796
1886
  }
1797
1887
 
1798
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1799
- var side = battle.side(player);
1800
- var stored = side.stored();
1888
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1889
+ var stored = battle.side(player).stored();
1890
+ const ident = battle.active(player);
1801
1891
 
1802
1892
  if (battle.last_damage == 0) {
1803
1893
  assert(showdown);
1804
- return;
1894
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1805
1895
  }
1806
1896
 
1807
1897
  const drain = @max(battle.last_damage / 2, 1);
@@ -1810,7 +1900,7 @@ pub const Effects = struct {
1810
1900
  if (stored.hp == stored.stats.hp) return;
1811
1901
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1812
1902
 
1813
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1903
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1814
1904
  }
1815
1905
 
1816
1906
  fn explode(battle: anytype, player: Player) !void {
@@ -1824,34 +1914,28 @@ pub const Effects = struct {
1824
1914
  side.active.volatiles.LeechSeed = false;
1825
1915
  }
1826
1916
 
1827
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1917
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1828
1918
  var volatiles = &battle.foe(player).active.volatiles;
1829
1919
 
1830
1920
  if (volatiles.Substitute) return;
1831
-
1832
- const chance = if (showdown)
1833
- battle.rng.chance(u8, @as(u8, if (move.effect == .FlinchChance1) 26 else 77), 256)
1834
- else
1835
- battle.rng.next() < 1 + (if (move.effect == .FlinchChance1)
1836
- Gen12.percent(10)
1837
- else
1838
- Gen12.percent(30));
1839
- if (!chance) return;
1921
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1922
+ return;
1923
+ }
1840
1924
 
1841
1925
  volatiles.Flinch = true;
1842
1926
  volatiles.Recharging = false;
1843
1927
  }
1844
1928
 
1845
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1929
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1846
1930
  var side = battle.side(player);
1847
1931
 
1848
1932
  if (side.active.volatiles.FocusEnergy) return;
1849
1933
  side.active.volatiles.FocusEnergy = true;
1850
1934
 
1851
- try log.start(battle.active(player), .FocusEnergy);
1935
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1852
1936
  }
1853
1937
 
1854
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1938
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1855
1939
  var foe = battle.foe(player);
1856
1940
  var foe_stored = foe.stored();
1857
1941
  const foe_ident = battle.active(player.foe());
@@ -1862,26 +1946,23 @@ pub const Effects = struct {
1862
1946
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1863
1947
  }
1864
1948
 
1865
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1866
- battle.rng.chance(u8, 26, 256)
1867
- else
1868
- battle.rng.next() < 1 + Gen12.percent(10);
1869
- if (!chance) return;
1870
-
1949
+ if (foe.active.types.includes(move.type)) return;
1950
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1871
1951
  // Freeze Clause Mod
1872
1952
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1873
1953
 
1874
1954
  foe_stored.status = Status.init(.FRZ);
1875
1955
  // GLITCH: Hyper Beam recharging status is not cleared
1876
1956
 
1877
- try log.status(foe_ident, foe_stored.status, .None);
1957
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1878
1958
  }
1879
1959
 
1880
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1960
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1961
+ var log = options.log;
1881
1962
  var side = battle.side(player);
1882
1963
  var foe = battle.foe(player);
1883
1964
 
1884
- var side_stored = side.stored();
1965
+ const side_stored = side.stored();
1885
1966
  var foe_stored = foe.stored();
1886
1967
 
1887
1968
  const player_ident = battle.active(player);
@@ -1893,96 +1974,100 @@ pub const Effects = struct {
1893
1974
  side.active.stats = side_stored.stats;
1894
1975
  foe.active.stats = foe_stored.stats;
1895
1976
 
1896
- try log.activate(player_ident, .Haze);
1897
- try log.clearallboost();
1977
+ try log.activate(.{ player_ident, .Haze });
1978
+ try log.clearallboost(.{});
1898
1979
 
1899
1980
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1900
1981
  if (showdown) {
1901
1982
  for (&battle.sides, 0..) |*s, i| {
1902
- const p = @intToEnum(Player, i);
1983
+ const p: Player = @enumFromInt(i);
1903
1984
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1904
1985
  if (p != player and Status.any(s.stored().status)) {
1905
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1986
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1906
1987
  s.stored().status = 0;
1907
1988
  } else if (showdown and s.stored().status == Status.TOX) {
1908
1989
  s.stored().status = Status.init(.PSN);
1909
- try log.status(battle.active(p), s.stored().status, .None);
1990
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1910
1991
  }
1911
- try clearVolatiles(battle, p, log);
1992
+ try clearVolatiles(battle, p, p != player, options);
1912
1993
  }
1913
1994
  } else {
1914
1995
  if (Status.any(foe_stored.status)) {
1915
1996
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1916
1997
  foe.last_selected_move = .SKIP_TURN;
1917
1998
  }
1918
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1999
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1919
2000
  foe_stored.status = 0;
1920
2001
  }
1921
- try clearVolatiles(battle, player, log);
1922
- try clearVolatiles(battle, player.foe(), log);
2002
+ try clearVolatiles(battle, player, false, options);
2003
+ try clearVolatiles(battle, player.foe(), true, options);
1923
2004
  }
1924
2005
  }
1925
2006
 
1926
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2007
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1927
2008
  var side = battle.side(player);
1928
2009
  var stored = side.stored();
1929
2010
  const ident = battle.active(player);
1930
2011
 
1931
2012
  // GLITCH: HP recovery move failure glitches
1932
2013
  const delta = stored.stats.hp - stored.hp;
1933
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2014
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2015
+ return options.log.fail(.{ ident, .None });
2016
+ }
1934
2017
 
1935
2018
  const rest = side.last_selected_move == .Rest;
1936
2019
  if (rest) {
1937
2020
  // Adding the sleep status runs the sleep condition handler to roll duration
1938
2021
  if (showdown) battle.rng.advance(1);
1939
2022
  stored.status = Status.slf(2);
1940
- try log.statusFrom(ident, stored.status, Move.Rest);
2023
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1941
2024
  stored.hp = stored.stats.hp;
1942
2025
  } else {
1943
2026
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1944
2027
  }
1945
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2028
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1946
2029
  }
1947
2030
 
1948
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2031
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1949
2032
  battle.side(player).active.volatiles.Recharging = true;
1950
- try log.mustrecharge(battle.active(player));
2033
+ try options.log.mustrecharge(.{battle.active(player)});
1951
2034
  }
1952
2035
 
1953
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2036
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1954
2037
  var foe = battle.foe(player);
1955
2038
 
1956
2039
  if (showdown) {
1957
2040
  // Invulnerability trumps type immunity on Pokémon Showdown
1958
2041
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1959
- return log.immune(battle.active(player.foe()), .None);
2042
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1960
2043
  }
1961
- if (!try checkHit(battle, player, move, log)) return;
2044
+ if (!try checkHit(battle, player, move, options)) return;
1962
2045
  if (foe.active.volatiles.LeechSeed) return;
1963
2046
  } else {
1964
- if (!try checkHit(battle, player, move, log)) return;
2047
+ if (!try checkHit(battle, player, move, options)) return;
1965
2048
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1966
- try log.lastmiss();
1967
- return log.miss(battle.active(player));
2049
+ try options.log.lastmiss(.{});
2050
+ return options.log.miss(.{battle.active(player)});
1968
2051
  }
1969
2052
  }
1970
2053
 
2054
+ try options.chance.commit(player, .hit);
1971
2055
  foe.active.volatiles.LeechSeed = true;
1972
2056
 
1973
- try log.start(battle.active(player.foe()), .LeechSeed);
2057
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1974
2058
  }
1975
2059
 
1976
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2060
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1977
2061
  var side = battle.side(player);
2062
+ const ident = battle.active(player);
1978
2063
 
1979
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2064
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1980
2065
  side.active.volatiles.LightScreen = true;
1981
2066
 
1982
- try log.start(battle.active(player), .LightScreen);
2067
+ try options.log.start(.{ ident, .LightScreen });
1983
2068
  }
1984
2069
 
1985
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2070
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1986
2071
  var side = battle.side(player);
1987
2072
  var foe = battle.foe(player);
1988
2073
 
@@ -1998,45 +2083,51 @@ pub const Effects = struct {
1998
2083
  const has_mimic = has_mimic: {
1999
2084
  for (side.active.moves, 0..) |m, i| {
2000
2085
  if (m.id == .Mimic) {
2001
- oslot = @intCast(u8, i + 1);
2086
+ oslot = @intCast(i + 1);
2002
2087
  break :has_mimic true;
2003
2088
  }
2004
2089
  }
2005
2090
  break :has_mimic false;
2006
2091
  };
2007
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
2008
- // trigger |-miss| instead of |-fail|
2009
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
2010
- return try log.fail(battle.active(player.foe()), .None);
2092
+ if (!has_mimic) {
2093
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2094
+ if (!try checkHit(battle, player, move, options)) return;
2095
+ try options.chance.commit(player, .hit);
2096
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2011
2097
  }
2012
2098
  }
2013
- if (!try checkHit(battle, player, move, log)) return;
2099
+ if (!try checkHit(battle, player, move, options)) return;
2100
+ try options.chance.commit(player, .hit);
2014
2101
 
2015
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2102
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2016
2103
  side.active.move(oslot).id = foe.active.move(rslot).id;
2017
2104
 
2018
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2105
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2019
2106
  }
2020
2107
 
2021
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2108
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2022
2109
  var side = battle.side(player);
2023
2110
 
2024
2111
  if (side.active.volatiles.Mist) return;
2025
2112
  side.active.volatiles.Mist = true;
2026
2113
 
2027
- try log.start(battle.active(player), .Mist);
2114
+ try options.log.start(.{ battle.active(player), .Mist });
2028
2115
  }
2029
2116
 
2030
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2117
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2031
2118
  var side = battle.side(player);
2032
2119
 
2033
2120
  assert(!side.active.volatiles.MultiHit);
2034
2121
  side.active.volatiles.MultiHit = true;
2035
2122
 
2036
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2123
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2124
+ try Rolls.distribution(battle, .MultiHit, player, options)
2125
+ else
2126
+ 2;
2037
2127
  }
2038
2128
 
2039
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2129
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2130
+ var log = options.log;
2040
2131
  var foe = battle.foe(player);
2041
2132
  var foe_stored = foe.stored();
2042
2133
  const foe_ident = battle.active(player.foe());
@@ -2046,27 +2137,29 @@ pub const Effects = struct {
2046
2137
 
2047
2138
  if (showdown) {
2048
2139
  // Invulnerability trumps type immunity on Pokémon Showdown
2049
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2050
- if (!try checkHit(battle, player, move, log)) return;
2140
+ if (immune and !foe.active.volatiles.Invulnerable) {
2141
+ return log.immune(.{ foe_ident, .None });
2142
+ } else if (!try checkHit(battle, player, move, options)) return;
2051
2143
  }
2052
2144
  if (Status.any(foe_stored.status)) {
2053
- return log.fail(
2145
+ return log.fail(.{
2054
2146
  foe_ident,
2055
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2056
- );
2147
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2148
+ });
2057
2149
  }
2058
2150
  if (!showdown) {
2059
- if (immune) return log.immune(foe_ident, .None);
2060
- if (!try checkHit(battle, player, move, log)) return;
2151
+ if (immune) return log.immune(.{ foe_ident, .None });
2152
+ if (!try checkHit(battle, player, move, options)) return;
2061
2153
  }
2154
+ try options.chance.commit(player, .hit);
2062
2155
 
2063
2156
  foe_stored.status = Status.init(.PAR);
2064
2157
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2065
2158
 
2066
- try log.status(foe_ident, foe_stored.status, .None);
2159
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2067
2160
  }
2068
2161
 
2069
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2162
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2070
2163
  var foe = battle.foe(player);
2071
2164
  var foe_stored = foe.stored();
2072
2165
 
@@ -2077,65 +2170,60 @@ pub const Effects = struct {
2077
2170
  }
2078
2171
 
2079
2172
  // Body Slam can't paralyze a Normal type Pokémon
2080
- const chance = !foe.active.types.includes(move.type) and if (showdown)
2081
- battle.rng.chance(u8, @as(u8, if (move.effect == .ParalyzeChance1) 26 else 77), 256)
2082
- else
2083
- battle.rng.next() < 1 + (if (move.effect == .ParalyzeChance1)
2084
- Gen12.percent(10)
2085
- else
2086
- Gen12.percent(30));
2087
- if (!chance) return;
2173
+ if (foe.active.types.includes(move.type)) return;
2174
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2175
+ return;
2176
+ }
2088
2177
 
2089
2178
  foe_stored.status = Status.init(.PAR);
2090
2179
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2091
2180
 
2092
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2181
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2093
2182
  }
2094
2183
 
2095
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2096
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2184
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2185
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2186
+ try options.log.fieldactivate(.{});
2187
+ }
2097
2188
  }
2098
2189
 
2099
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2190
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2191
+ var log = options.log;
2100
2192
  var foe = battle.foe(player);
2101
2193
  var foe_stored = foe.stored();
2102
2194
  const foe_ident = battle.active(player.foe());
2103
2195
  const toxic = battle.side(player).last_selected_move == .Toxic;
2104
2196
 
2105
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2197
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2106
2198
  return;
2107
2199
  } else if (foe.active.volatiles.Substitute) {
2108
2200
  if (move.effect != .Poison) return;
2109
- return log.fail(foe_ident, .None);
2201
+ return log.fail(.{ foe_ident, .None });
2110
2202
  } else if (Status.any(foe_stored.status)) {
2111
2203
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2112
2204
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2113
2205
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2114
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2206
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2115
2207
  if (!showdown)
2116
- .Poison
2208
+ Fail.Poison
2117
2209
  else if (toxic == (foe_stored.status == Status.TOX))
2118
- if (toxic) .Toxic else .Poison
2210
+ if (toxic) Fail.Toxic else Fail.Poison
2119
2211
  else
2120
- .None
2212
+ Fail.None
2121
2213
  else
2122
- .None);
2214
+ Fail.None });
2123
2215
  } else if (foe.active.types.includes(.Poison)) {
2124
2216
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2125
- return log.immune(foe_ident, .None);
2217
+ return log.immune(.{ foe_ident, .None });
2126
2218
  }
2127
2219
 
2128
2220
  if (move.effect == .Poison) {
2129
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2221
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2222
+ try options.chance.commit(player, .hit);
2130
2223
  } else {
2131
- const chance = if (showdown)
2132
- battle.rng.chance(u8, @as(u8, if (move.effect == .PoisonChance1) 52 else 103), 256)
2133
- else
2134
- battle.rng.next() < 1 + (if (move.effect == .PoisonChance1)
2135
- Gen12.percent(20)
2136
- else
2137
- Gen12.percent(40));
2138
- if (!chance) return;
2224
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2225
+ return;
2226
+ }
2139
2227
  }
2140
2228
 
2141
2229
  foe_stored.status = Status.init(.PSN);
@@ -2145,39 +2233,46 @@ pub const Effects = struct {
2145
2233
  foe.active.volatiles.toxic = 0;
2146
2234
  }
2147
2235
 
2148
- try log.status(foe_ident, foe_stored.status, .None);
2236
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2149
2237
  }
2150
2238
 
2151
2239
  fn rage(battle: anytype, player: Player) !void {
2152
2240
  var volatiles = &battle.side(player).active.volatiles;
2153
- if (volatiles.Rage) return;
2154
- volatiles.Rage = true;
2155
2241
  assert(!volatiles.Bide);
2156
- volatiles.state = 0;
2242
+ volatiles.Rage = true;
2157
2243
  }
2158
2244
 
2159
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2245
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2160
2246
  var side = battle.side(player);
2161
2247
  var stored = side.stored();
2162
2248
 
2163
- const damage = @intCast(i16, @max(battle.last_damage /
2249
+ assert(showdown or battle.last_damage > 0);
2250
+ if (showdown and battle.last_damage == 0) return;
2251
+
2252
+ const damage: i16 = @intCast(@max(battle.last_damage /
2164
2253
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2165
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2254
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2166
2255
 
2167
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2256
+ try options.log.damage(.{
2257
+ battle.active(player),
2258
+ stored,
2259
+ .RecoilOf,
2260
+ battle.active(player.foe()),
2261
+ });
2168
2262
  if (showdown and stored.hp == 0) residual.* = false;
2169
2263
  }
2170
2264
 
2171
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2265
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2172
2266
  var side = battle.side(player);
2267
+ const ident = battle.active(player);
2173
2268
 
2174
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2269
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2175
2270
  side.active.volatiles.Reflect = true;
2176
2271
 
2177
- try log.start(battle.active(player), .Reflect);
2272
+ try options.log.start(.{ ident, .Reflect });
2178
2273
  }
2179
2274
 
2180
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2275
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2181
2276
  var foe = battle.foe(player);
2182
2277
  var foe_stored = foe.stored();
2183
2278
  const foe_ident = battle.active(player.foe());
@@ -2188,13 +2283,14 @@ pub const Effects = struct {
2188
2283
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2189
2284
  } else {
2190
2285
  if (Status.any(foe_stored.status)) {
2191
- return log.fail(
2286
+ return options.log.fail(.{
2192
2287
  foe_ident,
2193
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2194
- );
2288
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2289
+ });
2195
2290
  }
2196
2291
  // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2197
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2292
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2293
+ try options.chance.commit(player, .hit);
2198
2294
  }
2199
2295
 
2200
2296
  // Sleep Clause Mod
@@ -2205,76 +2301,68 @@ pub const Effects = struct {
2205
2301
  }
2206
2302
  foe.active.volatiles.Recharging = false;
2207
2303
 
2208
- const duration = @intCast(u3, if (showdown)
2209
- battle.rng.range(u8, 1, 8)
2210
- else loop: {
2211
- while (true) {
2212
- const r = battle.rng.next() & 7;
2213
- if (r != 0) break :loop r;
2214
- }
2215
- });
2216
-
2217
- foe_stored.status = Status.slp(duration);
2218
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2304
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2305
+ const last = battle.side(player).last_selected_move;
2306
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2219
2307
  }
2220
2308
 
2221
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2222
- try log.activate(battle.active(player), .Splash);
2309
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2310
+ try options.log.activate(.{ battle.active(player), .Splash });
2223
2311
  }
2224
2312
 
2225
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2313
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2226
2314
  var side = battle.side(player);
2227
2315
  if (side.active.volatiles.Substitute) {
2228
- try log.fail(battle.active(player), .Substitute);
2229
- return;
2316
+ return options.log.fail(.{ battle.active(player), .Substitute });
2230
2317
  }
2231
2318
 
2232
2319
  assert(side.stored().stats.hp <= 1023);
2233
2320
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2234
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2321
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2235
2322
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2236
2323
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2237
2324
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2238
2325
  // avoid having to convert to floating point)
2239
2326
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2240
2327
  if (side.stored().hp < required_hp) {
2241
- try log.fail(battle.active(player), .Weak);
2242
- return;
2328
+ return options.log.fail(.{ battle.active(player), .Weak });
2243
2329
  }
2244
2330
 
2245
2331
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2246
2332
  side.stored().hp -= hp;
2247
2333
  side.active.volatiles.substitute = hp + 1;
2248
2334
  side.active.volatiles.Substitute = true;
2249
- try log.start(battle.active(player), .Substitute);
2335
+ try options.log.start(.{ battle.active(player), .Substitute });
2250
2336
  if (hp > 0) {
2251
- try log.damage(battle.active(player), side.stored(), .None);
2337
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2252
2338
  if (showdown and side.stored().hp == 0) residual.* = false;
2253
2339
  }
2254
2340
  }
2255
2341
 
2256
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2257
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2258
-
2342
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2259
2343
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2260
- _ = try checkHit(battle, player, move, log);
2261
- battle.last_damage = 0;
2344
+ if (showdown) {
2345
+ if (battle.side(player).last_selected_move == .Teleport) return;
2346
+ if (try checkHit(battle, player, move, options)) {
2347
+ try options.chance.commit(player, .hit);
2348
+ }
2349
+ battle.last_damage = 0;
2350
+ } else {
2351
+ try options.log.fail(.{ battle.active(player), .None });
2352
+ try options.log.laststill(.{});
2353
+ }
2262
2354
  }
2263
2355
 
2264
- fn thrashing(battle: anytype, player: Player) void {
2356
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2265
2357
  var volatiles = &battle.side(player).active.volatiles;
2266
2358
  assert(!volatiles.Thrashing);
2267
2359
  assert(!volatiles.Bide);
2268
2360
 
2269
2361
  volatiles.Thrashing = true;
2270
- volatiles.state = 0;
2271
- volatiles.attacks = @intCast(u3, if (showdown)
2272
- battle.rng.range(u8, 2, 4)
2273
- else
2274
- (battle.rng.next() & 1) + 2);
2362
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2275
2363
  }
2276
2364
 
2277
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2365
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2278
2366
  var side = battle.side(player);
2279
2367
  const foe = battle.foe(player);
2280
2368
  const foe_ident = battle.active(player.foe());
@@ -2300,10 +2388,10 @@ pub const Effects = struct {
2300
2388
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2301
2389
  }
2302
2390
 
2303
- try log.transform(battle.active(player), foe_ident);
2391
+ try options.log.transform(.{ battle.active(player), foe_ident });
2304
2392
  }
2305
2393
 
2306
- fn binding(battle: anytype, player: Player) void {
2394
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2307
2395
  var side = battle.side(player);
2308
2396
  var foe = battle.foe(player);
2309
2397
 
@@ -2311,12 +2399,16 @@ pub const Effects = struct {
2311
2399
  side.active.volatiles.Binding = true;
2312
2400
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2313
2401
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2314
- if (!showdown) foe.active.volatiles.Recharging = false;
2402
+ if (!showdown) {
2403
+ foe.active.volatiles.Recharging = false;
2404
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2315
2405
 
2316
- side.active.volatiles.attacks = distribution(battle) - 1;
2406
+ side.active.volatiles.attacks =
2407
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2317
2408
  }
2318
2409
 
2319
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2410
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2411
+ var log = options.log;
2320
2412
  var side = battle.side(player);
2321
2413
  const ident = battle.active(player);
2322
2414
 
@@ -2326,87 +2418,87 @@ pub const Effects = struct {
2326
2418
  switch (move.effect) {
2327
2419
  .AttackUp1, .AttackUp2, .Rage => {
2328
2420
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2329
- if (boosts.atk == 6) return try log.fail(ident, .None);
2421
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2330
2422
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2331
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2332
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2423
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2424
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2333
2425
  if (stats.atk == MAX_STAT_VALUE) {
2334
2426
  boosts.atk -= 1;
2335
2427
  if (showdown) {
2336
- try log.boost(ident, reason, n);
2337
- try log.boost(ident, Boost.Attack, -1);
2428
+ try log.boost(.{ ident, reason, n });
2429
+ try log.boost(.{ ident, .Attack, -1 });
2338
2430
  if (move.effect == .Rage) return;
2339
2431
  }
2340
- return try log.fail(ident, .None);
2432
+ return log.fail(.{ ident, .None });
2341
2433
  }
2342
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2343
- const stat = unmodifiedStats(battle, player).atk;
2434
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2435
+ const stat = unmodifiedStats(battle, side).atk;
2344
2436
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2345
- try log.boost(ident, reason, n);
2437
+ try log.boost(.{ ident, reason, n });
2346
2438
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2347
2439
  if (showdown and move.effect == .Rage) return;
2348
2440
  },
2349
2441
  .DefenseUp1, .DefenseUp2 => {
2350
2442
  assert(boosts.def >= -6 and boosts.def <= 6);
2351
- if (boosts.def == 6) return try log.fail(ident, .None);
2443
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2352
2444
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2353
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2445
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2354
2446
  if (stats.def == MAX_STAT_VALUE) {
2355
2447
  boosts.def -= 1;
2356
2448
  if (showdown) {
2357
- try log.boost(ident, .Defense, n);
2358
- try log.boost(ident, .Defense, -1);
2449
+ try log.boost(.{ ident, .Defense, n });
2450
+ try log.boost(.{ ident, .Defense, -1 });
2359
2451
  }
2360
- return try log.fail(ident, .None);
2452
+ return log.fail(.{ ident, .None });
2361
2453
  }
2362
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2363
- const stat = unmodifiedStats(battle, player).def;
2454
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2455
+ const stat = unmodifiedStats(battle, side).def;
2364
2456
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2365
- try log.boost(ident, .Defense, n);
2457
+ try log.boost(.{ ident, .Defense, n });
2366
2458
  },
2367
2459
  .SpeedUp2 => {
2368
2460
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2369
- if (boosts.spe == 6) return try log.fail(ident, .None);
2370
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2461
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2462
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2371
2463
  if (stats.spe == MAX_STAT_VALUE) {
2372
2464
  boosts.spe -= 1;
2373
2465
  if (showdown) {
2374
- try log.boost(ident, .Speed, 2);
2375
- try log.boost(ident, .Speed, -1);
2466
+ try log.boost(.{ ident, .Speed, 2 });
2467
+ try log.boost(.{ ident, .Speed, -1 });
2376
2468
  }
2377
- return try log.fail(ident, .None);
2469
+ return log.fail(.{ ident, .None });
2378
2470
  }
2379
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2380
- const stat = unmodifiedStats(battle, player).spe;
2471
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2472
+ const stat = unmodifiedStats(battle, side).spe;
2381
2473
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2382
- try log.boost(ident, .Speed, 2);
2474
+ try log.boost(.{ ident, .Speed, 2 });
2383
2475
  },
2384
2476
  .SpecialUp1, .SpecialUp2 => {
2385
2477
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2386
- if (boosts.spc == 6) return try log.fail(ident, .None);
2478
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2387
2479
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2388
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2480
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2389
2481
  if (stats.spc == MAX_STAT_VALUE) {
2390
2482
  boosts.spc -= 1;
2391
2483
  if (showdown) {
2392
- try log.boost(ident, .SpecialAttack, n);
2393
- try log.boost(ident, .SpecialAttack, -1);
2394
- try log.boost(ident, .SpecialDefense, n);
2395
- try log.boost(ident, .SpecialDefense, -1);
2484
+ try log.boost(.{ ident, .SpecialAttack, n });
2485
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2486
+ try log.boost(.{ ident, .SpecialDefense, n });
2487
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2396
2488
  }
2397
- return try log.fail(ident, .None);
2489
+ return log.fail(.{ ident, .None });
2398
2490
  }
2399
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2400
- const stat = unmodifiedStats(battle, player).spc;
2491
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2492
+ const stat = unmodifiedStats(battle, side).spc;
2401
2493
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2402
- try log.boost(ident, .SpecialAttack, n);
2403
- try log.boost(ident, .SpecialDefense, n);
2494
+ try log.boost(.{ ident, .SpecialAttack, n });
2495
+ try log.boost(.{ ident, .SpecialDefense, n });
2404
2496
  },
2405
2497
  .EvasionUp1 => {
2406
2498
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2407
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2408
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2409
- try log.boost(ident, .Evasion, 1);
2499
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2500
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2501
+ try log.boost(.{ ident, .Evasion, 1 });
2410
2502
  },
2411
2503
  else => unreachable,
2412
2504
  }
@@ -2415,106 +2507,106 @@ pub const Effects = struct {
2415
2507
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2416
2508
  }
2417
2509
 
2418
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2510
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2511
+ var log = options.log;
2419
2512
  var foe = battle.foe(player);
2420
2513
  const foe_ident = battle.active(player.foe());
2514
+ const secondary = move.effect.isStatDownChance();
2421
2515
 
2422
- if (foe.active.volatiles.Substitute) {
2423
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2424
- }
2516
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2425
2517
 
2426
- if (move.effect.isStatDownChance()) {
2427
- const chance = if (showdown)
2428
- battle.rng.chance(u8, 85, 256)
2429
- else
2430
- battle.rng.next() < Gen12.percent(33) + 1;
2431
- if (!chance or foe.active.volatiles.Invulnerable) return;
2432
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2433
- return; // checkHit already checks for Invulnerable
2518
+ if (secondary) {
2519
+ const proc = try Rolls.unboost(battle, player, options);
2520
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2521
+ } else {
2522
+ // checkHit already checks for Invulnerable
2523
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2524
+ try options.chance.commit(player, .hit);
2434
2525
  }
2435
2526
 
2436
2527
  var stats = &foe.active.stats;
2437
2528
  var boosts = &foe.active.boosts;
2529
+ const fail = showdown or !secondary;
2438
2530
 
2439
2531
  switch (move.effect) {
2440
2532
  .AttackDown1, .AttackDownChance => {
2441
2533
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2442
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2443
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2534
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2535
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2444
2536
  if (stats.atk == 1) {
2445
2537
  boosts.atk += 1;
2446
2538
  if (showdown) {
2447
- try log.boost(foe_ident, .Attack, -1);
2448
- try log.boost(foe_ident, .Attack, 1);
2539
+ try log.boost(.{ foe_ident, .Attack, -1 });
2540
+ try log.boost(.{ foe_ident, .Attack, 1 });
2449
2541
  }
2450
- return try log.fail(foe_ident, .None);
2542
+ return log.fail(.{ foe_ident, .None });
2451
2543
  }
2452
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2453
- const stat = unmodifiedStats(battle, player.foe()).atk;
2544
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2545
+ const stat = unmodifiedStats(battle, foe).atk;
2454
2546
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2455
- try log.boost(foe_ident, .Attack, -1);
2547
+ try log.boost(.{ foe_ident, .Attack, -1 });
2456
2548
  },
2457
2549
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2458
2550
  assert(boosts.def >= -6 and boosts.def <= 6);
2459
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2551
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2460
2552
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2461
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2553
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2462
2554
  if (stats.def == 1) {
2463
2555
  boosts.def += 1;
2464
2556
  if (showdown) {
2465
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2466
- try log.boost(foe_ident, .Defense, 1);
2557
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2558
+ try log.boost(.{ foe_ident, .Defense, 1 });
2467
2559
  }
2468
- return try log.fail(foe_ident, .None);
2560
+ return log.fail(.{ foe_ident, .None });
2469
2561
  }
2470
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2471
- const stat = unmodifiedStats(battle, player.foe()).def;
2562
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2563
+ const stat = unmodifiedStats(battle, foe).def;
2472
2564
  stats.def = @max(1, stat * mod[0] / mod[1]);
2473
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2565
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2474
2566
  },
2475
2567
  .SpeedDown1, .SpeedDownChance => {
2476
2568
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2477
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2478
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2569
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2570
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2479
2571
  if (stats.spe == 1) {
2480
2572
  boosts.spe += 1;
2481
2573
  if (showdown) {
2482
- try log.boost(foe_ident, .Speed, -1);
2483
- try log.boost(foe_ident, .Speed, 1);
2574
+ try log.boost(.{ foe_ident, .Speed, -1 });
2575
+ try log.boost(.{ foe_ident, .Speed, 1 });
2484
2576
  }
2485
- return try log.fail(foe_ident, .None);
2577
+ return log.fail(.{ foe_ident, .None });
2486
2578
  }
2487
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2488
- const stat = unmodifiedStats(battle, player.foe()).spe;
2579
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2580
+ const stat = unmodifiedStats(battle, foe).spe;
2489
2581
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2490
- try log.boost(foe_ident, .Speed, -1);
2582
+ try log.boost(.{ foe_ident, .Speed, -1 });
2491
2583
  assert(boosts.spe >= -6);
2492
2584
  },
2493
2585
  .SpecialDownChance => {
2494
2586
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2495
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2496
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2587
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2588
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2497
2589
  if (stats.spc == 1) {
2498
2590
  boosts.spc += 1;
2499
2591
  if (showdown) {
2500
- try log.boost(foe_ident, .SpecialAttack, -1);
2501
- try log.boost(foe_ident, .SpecialAttack, 1);
2502
- try log.boost(foe_ident, .SpecialDefense, -1);
2503
- try log.boost(foe_ident, .SpecialDefense, 1);
2592
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2593
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2594
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2595
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2504
2596
  }
2505
- return try log.fail(foe_ident, .None);
2597
+ return log.fail(.{ foe_ident, .None });
2506
2598
  }
2507
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2508
- const stat = unmodifiedStats(battle, player.foe()).spc;
2599
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2600
+ const stat = unmodifiedStats(battle, foe).spc;
2509
2601
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2510
- try log.boost(foe_ident, .SpecialAttack, -1);
2511
- try log.boost(foe_ident, .SpecialDefense, -1);
2602
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2603
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2512
2604
  },
2513
2605
  .AccuracyDown1 => {
2514
2606
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2515
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2516
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2517
- try log.boost(foe_ident, .Accuracy, -1);
2607
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2608
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2609
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2518
2610
  },
2519
2611
  else => unreachable,
2520
2612
  }
@@ -2524,8 +2616,7 @@ pub const Effects = struct {
2524
2616
  }
2525
2617
  };
2526
2618
 
2527
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2528
- const side = battle.side(who);
2619
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2529
2620
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2530
2621
  const id = ID.from(side.active.volatiles.transform);
2531
2622
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2539,37 +2630,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2539
2630
  }
2540
2631
  }
2541
2632
 
2542
- inline fn isForced(active: ActivePokemon) bool {
2633
+ fn isForced(active: anytype) bool {
2543
2634
  return active.volatiles.Recharging or active.volatiles.Rage or
2544
2635
  active.volatiles.Thrashing or active.volatiles.Charging;
2545
2636
  }
2546
2637
 
2547
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2638
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2639
+ var log = options.log;
2548
2640
  var side = battle.side(who);
2549
2641
  var volatiles = &side.active.volatiles;
2550
2642
  const ident = battle.active(who);
2551
2643
 
2552
- if (volatiles.disabled_move != 0) {
2553
- volatiles.disabled_move = 0;
2554
- volatiles.disabled_duration = 0;
2555
- try log.end(ident, .DisableSilent);
2644
+ options.chance.clearDurations(who, clear);
2645
+
2646
+ if (volatiles.disable_move != 0) {
2647
+ volatiles.disable_move = 0;
2648
+ volatiles.disable_duration = 0;
2649
+ try log.end(.{ ident, .DisableSilent });
2556
2650
  }
2557
2651
  if (volatiles.Confusion) {
2558
2652
  // volatiles.confusion is left unchanged
2559
2653
  volatiles.Confusion = false;
2560
- try log.end(ident, .ConfusionSilent);
2654
+ try log.end(.{ ident, .ConfusionSilent });
2561
2655
  }
2562
2656
  if (volatiles.Mist) {
2563
2657
  volatiles.Mist = false;
2564
- try log.end(ident, .Mist);
2658
+ try log.end(.{ ident, .MistSilent });
2565
2659
  }
2566
2660
  if (volatiles.FocusEnergy) {
2567
2661
  volatiles.FocusEnergy = false;
2568
- try log.end(ident, .FocusEnergy);
2662
+ try log.end(.{ ident, .FocusEnergySilent });
2569
2663
  }
2570
2664
  if (volatiles.LeechSeed) {
2571
2665
  volatiles.LeechSeed = false;
2572
- try log.end(ident, .LeechSeed);
2666
+ try log.end(.{ ident, .LeechSeedSilent });
2573
2667
  }
2574
2668
  if (!showdown and volatiles.Toxic) {
2575
2669
  volatiles.Toxic = false;
@@ -2577,107 +2671,328 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2577
2671
  }
2578
2672
  if (volatiles.LightScreen) {
2579
2673
  volatiles.LightScreen = false;
2580
- try log.end(ident, .LightScreen);
2674
+ try log.end(.{ ident, .LightScreenSilent });
2581
2675
  }
2582
2676
  if (volatiles.Reflect) {
2583
2677
  volatiles.Reflect = false;
2584
- try log.end(ident, .Reflect);
2678
+ try log.end(.{ ident, .ReflectSilent });
2585
2679
  }
2586
2680
  if (showdown and volatiles.Toxic) {
2587
2681
  volatiles.Toxic = false;
2588
2682
  // Pokémon Showdown erroneously clears the toxic counter
2589
2683
  volatiles.toxic = 0;
2590
- try log.end(ident, .Toxic);
2684
+ try log.end(.{ ident, .ToxicSilent });
2591
2685
  }
2592
2686
  }
2593
2687
 
2594
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
2595
- if (side.active.volatiles.disabled_move != 0) {
2596
- // A Pokémon that transforms after being disabled may end up with less move slots
2597
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
2598
- // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
2599
- const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
2600
- m
2688
+ pub const Rolls = struct {
2689
+ fn speedTie(battle: anytype, options: anytype) !bool {
2690
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2691
+ player == .P1
2692
+ else if (showdown)
2693
+ battle.rng.range(u8, 0, 2) == 0
2601
2694
  else
2602
- side.last_selected_move;
2603
- if (m != .None and m == last) {
2604
- side.active.volatiles.Charging = false;
2605
- try log.disabled(ident, last);
2606
- return true;
2607
- }
2695
+ battle.rng.next() < Gen12.percent(50) + 1;
2696
+
2697
+ try options.chance.speedTie(p1);
2698
+ return p1;
2608
2699
  }
2609
- return false;
2610
- }
2611
2700
 
2612
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
2613
- const side = battle.side(who);
2614
- if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
2615
- try Effects.boost(battle, who, Move.get(.Rage), log);
2701
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2702
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2703
+ val == .true
2704
+ else if (showdown)
2705
+ battle.rng.chance(u8, rate, 256)
2706
+ else
2707
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2708
+
2709
+ try options.chance.criticalHit(player, crit, rate);
2710
+ return crit;
2616
2711
  }
2617
- }
2618
2712
 
2619
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2620
- var volatiles = &active.volatiles;
2621
- assert(volatiles.Thrashing);
2622
- if (volatiles.attacks > 0) return false;
2713
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2714
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2715
+ val
2716
+ else roll: {
2717
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2718
+ while (true) {
2719
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2720
+ if (r >= 217) break :roll r;
2721
+ }
2722
+ };
2623
2723
 
2624
- volatiles.Thrashing = false;
2625
- volatiles.Confusion = true;
2626
- volatiles.confusion = @intCast(u3, if (showdown)
2627
- battle.rng.range(u8, 2, 6)
2628
- else
2629
- (battle.rng.next() & 3) + 2);
2724
+ assert(roll >= 217 and roll <= 255);
2725
+ try options.chance.damage(player, roll);
2726
+ return roll;
2727
+ }
2630
2728
 
2631
- return true;
2632
- }
2729
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2730
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2731
+ val == .true
2732
+ else if (showdown)
2733
+ battle.rng.chance(u8, accuracy, 256)
2734
+ else
2735
+ battle.rng.next() < accuracy;
2633
2736
 
2634
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2737
+ options.chance.hit(ok, accuracy);
2738
+ return ok;
2739
+ }
2635
2740
 
2636
- fn distribution(battle: anytype) u3 {
2637
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2638
- const r = (battle.rng.next() & 3);
2639
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2640
- }
2741
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2742
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2743
+ val == .true
2744
+ else if (showdown)
2745
+ !battle.rng.chance(u8, 128, 256)
2746
+ else
2747
+ battle.rng.next() >= Gen12.percent(50) + 1;
2641
2748
 
2642
- fn randomMoveSlot(rand: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2643
- if (showdown) {
2644
- if (check_pp == 0) {
2645
- var i: usize = moves.len;
2646
- while (i > 0) {
2647
- i -= 1;
2648
- if (moves[i].id != .None) return rand.range(u4, 0, @intCast(u4, i + 1)) + 1;
2749
+ try options.chance.confused(player, cfz);
2750
+ return cfz;
2751
+ }
2752
+
2753
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2754
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2755
+ val == .true
2756
+ else if (showdown)
2757
+ battle.rng.chance(u8, 63, 256)
2758
+ else
2759
+ battle.rng.next() < Gen12.percent(25);
2760
+
2761
+ try options.chance.paralyzed(player, par);
2762
+ return par;
2763
+ }
2764
+
2765
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2766
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2767
+ val == .true
2768
+ else if (showdown)
2769
+ battle.rng.chance(u8, 25, 256)
2770
+ else
2771
+ battle.rng.next() < Gen12.percent(10);
2772
+
2773
+ try options.chance.secondaryChance(player, proc, 25);
2774
+ return proc;
2775
+ }
2776
+
2777
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2778
+ const rate: u8 = if (low) 26 else 77;
2779
+
2780
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2781
+ val == .true
2782
+ else if (showdown)
2783
+ battle.rng.chance(u8, rate, 256)
2784
+ else
2785
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2786
+
2787
+ try options.chance.secondaryChance(player, proc, rate);
2788
+ return proc;
2789
+ }
2790
+
2791
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2792
+ const rate: u8 = if (low) 52 else 103;
2793
+
2794
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2795
+ val == .true
2796
+ else if (showdown)
2797
+ battle.rng.chance(u8, rate, 256)
2798
+ else
2799
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2800
+
2801
+ try options.chance.secondaryChance(player, proc, rate);
2802
+ return proc;
2803
+ }
2804
+
2805
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2806
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2807
+ val == .true
2808
+ else if (showdown)
2809
+ battle.rng.chance(u8, 85, 256)
2810
+ else
2811
+ battle.rng.next() < Gen12.percent(33) + 1;
2812
+
2813
+ try options.chance.secondaryChance(player, proc, 85);
2814
+ return proc;
2815
+ }
2816
+
2817
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2818
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2819
+ val
2820
+ else if (showdown)
2821
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2822
+ else move: {
2823
+ while (true) {
2824
+ const r = battle.rng.next();
2825
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2826
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2827
+ break :move @enumFromInt(r);
2649
2828
  }
2829
+ };
2830
+
2831
+ try options.chance.metronome(player, move);
2832
+ return move;
2833
+ }
2834
+
2835
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2836
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2837
+ val - 1
2838
+ else if (showdown)
2839
+ battle.rng.range(u8, 0, max)
2840
+ else power: {
2841
+ while (true) {
2842
+ const r = battle.rng.next();
2843
+ if (r < max) break :power r;
2844
+ }
2845
+ };
2846
+
2847
+ assert(power < max);
2848
+ try options.chance.psywave(player, power, max);
2849
+ return power;
2850
+ }
2851
+
2852
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2853
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2854
+ @intCast(val)
2855
+ else if (showdown)
2856
+ battle.rng.range(u3, 1, 8)
2857
+ else duration: {
2858
+ while (true) {
2859
+ const r = battle.rng.next() & 7;
2860
+ if (r != 0) break :duration @intCast(r);
2861
+ }
2862
+ };
2863
+
2864
+ assert(duration >= 1 and duration <= 7);
2865
+ options.chance.duration(.sleep, player, player.foe(), duration);
2866
+ return duration;
2867
+ }
2868
+
2869
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2870
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2871
+ val
2872
+ else if (showdown)
2873
+ battle.rng.range(u4, 1, 9)
2874
+ else
2875
+ @intCast((battle.rng.next() & 7) + 1);
2876
+
2877
+ assert(duration >= 1 and duration <= 8);
2878
+ options.chance.duration(.disable, player, player.foe(), duration);
2879
+ return duration;
2880
+ }
2881
+
2882
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2883
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2884
+ @intCast(val)
2885
+ else if (showdown)
2886
+ battle.rng.range(u3, 2, 6)
2887
+ else
2888
+ @intCast((battle.rng.next() & 3) + 2);
2889
+
2890
+ assert(duration >= 2 and duration <= 5);
2891
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2892
+ return duration;
2893
+ }
2894
+
2895
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2896
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2897
+ @intCast(val)
2898
+ else if (showdown)
2899
+ battle.rng.range(u3, 2, 4)
2900
+ else
2901
+ @intCast((battle.rng.next() & 1) + 2);
2902
+
2903
+ assert(duration >= 2 and duration <= 3);
2904
+ options.chance.duration(.attacking, player, player, duration);
2905
+ return duration;
2906
+ }
2907
+
2908
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2909
+
2910
+ fn distribution(
2911
+ battle: anytype,
2912
+ comptime effect: Move.Effect,
2913
+ player: Player,
2914
+ options: anytype,
2915
+ ) !u3 {
2916
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2917
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2918
+ @intCast(val)
2919
+ else if (showdown)
2920
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2921
+ else n: {
2922
+ const r = (battle.rng.next() & 3);
2923
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2924
+ };
2925
+
2926
+ assert(n >= 2 and n <= 5);
2927
+ if (effect == .Binding) {
2928
+ options.chance.duration(.binding, player, player, n);
2650
2929
  } else {
2651
- var r = rand.range(u4, 0, @intCast(u4, check_pp)) + 1;
2652
- var i: usize = 0;
2653
- while (i < moves.len and r > 0) : (i += 1) {
2654
- if (moves[i].pp > 0) {
2655
- r -= 1;
2656
- if (r == 0) break;
2930
+ try options.chance.multiHit(player, n);
2931
+ }
2932
+ return n;
2933
+ }
2934
+
2935
+ fn moveSlot(
2936
+ battle: anytype,
2937
+ player: Player,
2938
+ moves: []MoveSlot,
2939
+ check_pp: u4,
2940
+ options: anytype,
2941
+ ) !u4 {
2942
+ // TODO: consider throwing error instead of rerolling?
2943
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2944
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2945
+ val
2946
+ else
2947
+ null
2948
+ else
2949
+ null;
2950
+
2951
+ const slot: u4 = overridden orelse slot: {
2952
+ if (showdown) {
2953
+ if (check_pp == 0) {
2954
+ var i: usize = moves.len;
2955
+ while (i > 0) {
2956
+ i -= 1;
2957
+ if (moves[i].id != .None) {
2958
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2959
+ }
2960
+ }
2961
+ } else {
2962
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2963
+ var i: usize = 0;
2964
+ while (i < moves.len and r > 0) : (i += 1) {
2965
+ if (moves[i].pp > 0) {
2966
+ r -= 1;
2967
+ if (r == 0) break :slot @intCast(i + 1);
2968
+ }
2969
+ }
2657
2970
  }
2658
2971
  }
2659
- return @intCast(u4, i + 1);
2660
- }
2661
- }
2662
2972
 
2663
- while (true) {
2664
- const r = @intCast(u4, rand.next() & 3);
2665
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2973
+ while (true) {
2974
+ const r: u4 = @intCast(battle.rng.next() & 3);
2975
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2976
+ }
2977
+ };
2978
+
2979
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2980
+ return slot;
2666
2981
  }
2667
- }
2982
+ };
2668
2983
 
2669
2984
  test "RNG agreement" {
2670
2985
  if (!showdown) return;
2671
2986
  var expected: [256]u32 = undefined;
2672
2987
  for (0..expected.len) |i| {
2673
- expected[i] = @intCast(u32, i * 0x1000000);
2988
+ expected[i] = @intCast(i * 0x1000000);
2674
2989
  }
2675
2990
 
2676
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2677
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2678
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2679
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2680
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
2991
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2992
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2993
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2994
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2995
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2681
2996
 
2682
2997
  for (0..expected.len) |i| {
2683
2998
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2713,7 +3028,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2713
3028
  const side = battle.side(player);
2714
3029
  const foe = battle.foe(player);
2715
3030
 
2716
- var active = side.active;
3031
+ const active = &side.active;
2717
3032
  const stored = side.stored();
2718
3033
 
2719
3034
  // While players are not given any input options on the cartridge in these cases,
@@ -2727,7 +3042,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2727
3042
  // strictly correct as the player would not have been presented the option to move or
2728
3043
  // switch at all.
2729
3044
  if (isForced(active)) {
2730
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3045
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2731
3046
  n += 1;
2732
3047
  return n;
2733
3048
  }
@@ -2764,10 +3079,10 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2764
3079
  while (slot <= 4) : (slot += 1) {
2765
3080
  const m = active.moves[slot - 1];
2766
3081
  if (m.id == .None) break;
2767
- if (m.id == side.last_selected_move) {
3082
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2768
3083
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2769
3084
  const struggle =
2770
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3085
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2771
3086
  const s = if (struggle) 0 else slot;
2772
3087
  out[n] = .{ .type = .Move, .data = s };
2773
3088
  n += 1;
@@ -2782,7 +3097,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2782
3097
  const m = active.moves[slot - 1];
2783
3098
  if (m.id == .None) break;
2784
3099
  if (m.pp == 0) continue;
2785
- if (active.volatiles.disabled_move == slot) continue;
3100
+ if (active.volatiles.disable_move == slot) continue;
2786
3101
  out[n] = .{ .type = .Move, .data = slot };
2787
3102
  n += 1;
2788
3103
  }