@pkmn/engine 0.1.0-dev.cf6f5d2c → 0.1.0-dev.d1b39ff0

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Files changed (60) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +95 -59
  3. package/build/pkg/addon.js +9 -9
  4. package/build/pkg/addon.js.map +1 -1
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +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.map +1 -1
  10. package/build/pkg/gen1.d.ts +2 -1
  11. package/build/pkg/gen1.js +38 -20
  12. package/build/pkg/gen1.js.map +1 -1
  13. package/build/pkg/index.d.ts +7 -4
  14. package/build/pkg/index.js.map +1 -1
  15. package/build/pkg/protocol.d.ts +4 -2
  16. package/build/pkg/protocol.js +65 -44
  17. package/build/pkg/protocol.js.map +1 -1
  18. package/build/test/display.js +15 -6
  19. package/build/test/display.js.map +1 -1
  20. package/build/tools/debug.js +5 -4
  21. package/build/tools/debug.js.map +1 -1
  22. package/build.zig +148 -126
  23. package/package.json +53 -24
  24. package/src/bin/install-pkmn-engine +35 -22
  25. package/src/lib/common/battle.zig +17 -0
  26. package/src/lib/common/data.zig +19 -31
  27. package/src/lib/common/debug.zig +22 -13
  28. package/src/lib/common/js.zig +118 -0
  29. package/src/lib/common/optional.zig +67 -0
  30. package/src/lib/common/options.zig +11 -0
  31. package/src/lib/common/protocol.zig +906 -367
  32. package/src/lib/common/rational.zig +454 -0
  33. package/src/lib/common/rng.zig +35 -26
  34. package/src/lib/common/util.zig +12 -0
  35. package/src/lib/gen1/calc.zig +802 -0
  36. package/src/lib/gen1/chance.zig +1159 -0
  37. package/src/lib/gen1/data/moves.zig +202 -190
  38. package/src/lib/gen1/data/species.zig +5 -5
  39. package/src/lib/gen1/data/types.zig +10 -10
  40. package/src/lib/gen1/data.zig +104 -90
  41. package/src/lib/gen1/helpers.zig +140 -42
  42. package/src/lib/gen1/mechanics.zig +1135 -773
  43. package/src/lib/gen2/calc.zig +135 -0
  44. package/src/lib/gen2/chance.zig +895 -0
  45. package/src/lib/gen2/data/items.zig +14 -20
  46. package/src/lib/gen2/data/moves.zig +664 -570
  47. package/src/lib/gen2/data/species.zig +2 -2
  48. package/src/lib/gen2/data/types.zig +137 -34
  49. package/src/lib/gen2/data.zig +130 -92
  50. package/src/lib/gen2/generated.zig +806 -0
  51. package/src/lib/gen2/helpers.zig +50 -26
  52. package/src/lib/gen2/mechanics.zig +3568 -12
  53. package/src/lib/node.zig +131 -0
  54. package/src/lib/pkmn.zig +81 -5
  55. package/src/lib/wasm.zig +13 -0
  56. package/src/test/display/pkmn.html.tmpl +5 -5
  57. package/src/lib/binding/node.zig +0 -229
  58. package/src/lib/binding/wasm.zig +0 -10
  59. package/src/lib/gen1/README.md +0 -804
  60. package/src/lib/gen2/README.md +0 -309
@@ -1,26 +1,30 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
7
+ const optional = @import("../common/optional.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
10
 
9
11
  const data = @import("data.zig");
12
+ const chance = @import("chance.zig");
10
13
 
11
14
  const assert = std.debug.assert;
12
15
 
13
16
  const expectEqual = std.testing.expectEqual;
14
17
 
18
+ const showdown = pkmn.options.showdown;
19
+
15
20
  const Choice = common.Choice;
16
21
  const ID = common.ID;
17
22
  const Player = common.Player;
18
23
  const Result = common.Result;
19
24
 
20
- const showdown = options.showdown;
21
-
22
25
  const Boost = protocol.Boost;
23
26
  const Damage = protocol.Damage;
27
+ const Fail = protocol.Fail;
24
28
  const Heal = protocol.Heal;
25
29
 
26
30
  const Gen12 = rng.Gen12;
@@ -56,54 +60,50 @@ const BOOSTS = &[_][2]u8{
56
60
 
57
61
  const MAX_STAT_VALUE = 999;
58
62
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
63
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
64
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
65
+ if (battle.turn == 0) return start(battle, options);
64
66
 
65
67
  var s1 = false;
66
68
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
69
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
70
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
71
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
72
 
73
73
  var p1 = battle.side(.P1);
74
74
  var p2 = battle.side(.P2);
75
75
 
76
- var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
- var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
76
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
78
 
79
- if (turnOrder(battle, c1, c2) == .P1) {
80
- if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, log)) |r| return r;
79
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
80
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
81
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
82
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
83
  }
84
84
 
85
85
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
86
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
87
 
88
- return endTurn(battle, log);
88
+ return endTurn(battle, options);
89
89
  }
90
90
 
91
- fn start(battle: anytype, log: anytype) !Result {
91
+ fn start(battle: anytype, options: anytype) !Result {
92
92
  const p1 = battle.side(.P1);
93
93
  const p2 = battle.side(.P2);
94
94
 
95
- var p1_slot = findFirstAlive(p1);
95
+ const p1_slot = findFirstAlive(p1);
96
96
  assert(!showdown or p1_slot == 1);
97
97
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
98
98
 
99
- var p2_slot = findFirstAlive(p2);
99
+ const p2_slot = findFirstAlive(p2);
100
100
  assert(!showdown or p2_slot == 1);
101
101
  if (p2_slot == 0) return Result.Win;
102
102
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
103
+ try switchIn(battle, .P1, p1_slot, true, options);
104
+ try switchIn(battle, .P2, p2_slot, true, options);
105
105
 
106
- return endTurn(battle, log);
106
+ return endTurn(battle, options);
107
107
  }
108
108
 
109
109
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +117,6 @@ fn selectMove(
117
117
  choice: Choice,
118
118
  foe_choice: Choice,
119
119
  skip_turn: *bool,
120
- from: *?Move,
121
120
  ) ?Result {
122
121
  if (choice.type == .Pass) return null;
123
122
 
@@ -126,7 +125,7 @@ fn selectMove(
126
125
  const stored = side.stored();
127
126
 
128
127
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
128
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
129
 
131
130
  // pre-battle menu
132
131
  if (volatiles.Recharging) {
@@ -134,7 +133,6 @@ fn selectMove(
134
133
  return null;
135
134
  }
136
135
  if (volatiles.Rage) {
137
- from.* = side.last_used_move;
138
136
  if (showdown) {
139
137
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
140
138
  saveMove(battle, player, null);
@@ -144,7 +142,6 @@ fn selectMove(
144
142
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
145
143
  if (!showdown) volatiles.Flinch = false;
146
144
  if (volatiles.Thrashing or volatiles.Charging) {
147
- from.* = side.last_selected_move;
148
145
  if (showdown) {
149
146
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
147
  saveMove(battle, player, null);
@@ -165,25 +162,19 @@ fn selectMove(
165
162
  return null;
166
163
  }
167
164
  if (volatiles.Binding) {
168
- from.* = side.last_used_move;
169
165
  if (showdown) {
170
- if (foe_choice.type == .Switch) from.* = null;
171
166
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
172
167
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
173
168
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
174
169
  // set the selected move will not actually be used, it will just be reported as having
175
170
  // been used (this differs from how Pokémon Showdown works, but its impossible to
176
- // replicate the incorrect behavior with the correct mechanisms).
171
+ // replicate the incorrect behavior with the correct mechanisms)
177
172
  saveMove(battle, player, choice);
178
173
  } else {
179
174
  assert(choice.data == 0);
180
175
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
181
176
  if (foe_choice.type == .Switch) {
182
- const slot = if (player == .P1)
183
- battle.last_selected_indexes.p1
184
- else
185
- battle.last_selected_indexes.p2;
186
- const last = side.active.move(@intCast(u4, slot));
177
+ const last = side.active.move(battle.lastMove(player).index);
187
178
  if (last.id == .Metronome) side.last_selected_move = last.id;
188
179
  if (last.id == .MirrorMove) return Result.Error;
189
180
  }
@@ -207,16 +198,13 @@ fn selectMove(
207
198
  if (choice.data == 0) {
208
199
  const struggle = ok: {
209
200
  for (side.active.moves, 0..) |move, i| {
210
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
201
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
211
202
  }
212
203
  break :ok true;
213
204
  };
214
-
215
205
  assert(struggle);
216
- saveMove(battle, player, choice);
217
- } else {
218
- saveMove(battle, player, choice);
219
206
  }
207
+ saveMove(battle, player, choice);
220
208
 
221
209
  return null;
222
210
  }
@@ -229,23 +217,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
229
217
  if (c.data == 0) {
230
218
  side.last_selected_move = .Struggle;
231
219
  } else {
232
- assert(showdown or side.active.volatiles.disabled_move != c.data);
220
+ assert(showdown or side.active.volatiles.disable_move != c.data);
233
221
  const move = side.active.move(c.data);
234
222
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
235
223
  // sometimes required...), but a 0 PP move can be used automatically
236
224
  assert(showdown or move.pp != 0);
237
225
 
238
226
  side.last_selected_move = move.id;
239
- if (player == .P1) {
240
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
241
- } else {
242
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
243
- }
227
+ battle.lastMove(player).index = @intCast(c.data);
244
228
  }
245
229
  }
246
230
  }
247
231
 
248
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
232
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
249
233
  var side = battle.side(player);
250
234
  var foe = battle.foe(player);
251
235
  var active = &side.active;
@@ -258,11 +242,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
258
242
  side.order[0] = side.order[slot - 1];
259
243
  side.order[slot - 1] = out;
260
244
 
261
- if (player == .P1) {
262
- battle.last_selected_indexes.p1 = 1;
263
- } else {
264
- battle.last_selected_indexes.p2 = 1;
265
- }
245
+ battle.lastMove(player).index = 1;
266
246
 
267
247
  side.last_used_move = .None;
268
248
  foe.last_used_move = .None;
@@ -275,20 +255,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
275
255
  active.moves = incoming.moves;
276
256
 
277
257
  statusModify(incoming.status, &active.stats);
258
+ options.chance.switched(player, slot);
278
259
 
279
260
  foe.active.volatiles.Binding = false;
280
261
 
281
- try log.switched(battle.active(player), incoming);
262
+ try options.log.switched(.{ battle.active(player), incoming });
282
263
 
283
264
  if (showdown and incoming.status == Status.TOX) {
284
265
  incoming.status = Status.init(.PSN);
285
266
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
286
267
  // rather not clutter up turnOrder just for this (incorrect) log message
287
- try log.status(battle.active(player), incoming.status, .Silent);
268
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
288
269
  }
289
270
  }
290
271
 
291
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
272
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
292
273
  assert(c1.type != .Pass or c2.type != .Pass);
293
274
 
294
275
  if (c1.type == .Pass) return .P2;
@@ -318,9 +299,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
318
299
  const spe2 = battle.side(.P2).active.stats.spe;
319
300
  if (spe1 == spe2) {
320
301
  // Pokémon Showdown's beforeTurnCallback shenanigans
321
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
302
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
303
+ battle.rng.advance(1);
304
+ }
322
305
 
323
- const p1 = Rolls.speedTie(battle);
306
+ const p1 = try Rolls.speedTie(battle, options);
324
307
  if (!showdown) return if (p1) .P1 else .P2;
325
308
 
326
309
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -345,13 +328,11 @@ fn doTurn(
345
328
  player_choice: Choice,
346
329
  player_rewrap: bool,
347
330
  player_skip: bool,
348
- player_from: ?Move,
349
331
  foe_player: Player,
350
332
  foe_choice: Choice,
351
333
  foe_rewrap: bool,
352
334
  foe_skip: bool,
353
- foe_from: ?Move,
354
- log: anytype,
335
+ options: anytype,
355
336
  ) !?Result {
356
337
  assert(player_choice.type != .Pass);
357
338
 
@@ -363,36 +344,37 @@ fn doTurn(
363
344
  player_choice,
364
345
  player_rewrap,
365
346
  player_skip,
366
- player_from,
367
347
  &residual,
368
- log,
348
+ options,
369
349
  )) |r| return r;
370
350
  if (!replace) {
371
351
  if (player_choice.type != .Switch) {
372
- if (try checkFaint(battle, foe_player, log)) |r| return r;
352
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
373
353
  }
374
- if (residual) try handleResidual(battle, player, log);
375
- if (try checkFaint(battle, player, log)) |r| return r;
354
+ if (residual) try handleResidual(battle, player, options);
355
+ if (try checkFaint(battle, player, false, options)) |r| return r;
376
356
  } else if (foe_choice.type == .Pass) return null;
377
357
 
358
+ if (!showdown) options.chance.clearPending();
359
+
378
360
  residual = true;
379
361
  replace = battle.side(foe_player).stored().hp == 0;
380
- if (try executeMove(
362
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
363
+ if (if (calc) null else try executeMove(
381
364
  battle,
382
365
  foe_player,
383
366
  foe_choice,
384
367
  foe_rewrap,
385
368
  foe_skip,
386
- foe_from,
387
369
  &residual,
388
- log,
370
+ options,
389
371
  )) |r| return r;
390
372
  if (!replace) {
391
- if (foe_choice.type != .Switch) {
392
- if (try checkFaint(battle, player, log)) |r| return r;
373
+ if (!calc and foe_choice.type != .Switch) {
374
+ if (try checkFaint(battle, player, true, options)) |r| return r;
393
375
  }
394
- if (residual) try handleResidual(battle, foe_player, log);
395
- if (try checkFaint(battle, foe_player, log)) |r| return r;
376
+ if (residual) try handleResidual(battle, foe_player, options);
377
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
396
378
  }
397
379
 
398
380
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -411,14 +393,13 @@ fn executeMove(
411
393
  choice: Choice,
412
394
  rewrap: bool,
413
395
  skip: bool,
414
- from: ?Move,
415
396
  residual: *bool,
416
- log: anytype,
397
+ options: anytype,
417
398
  ) !?Result {
418
399
  var side = battle.side(player);
419
400
 
420
401
  if (choice.type == .Switch) {
421
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
402
+ try switchIn(battle, player, choice.data, false, options);
422
403
  return null;
423
404
  }
424
405
 
@@ -428,13 +409,13 @@ fn executeMove(
428
409
  if (side.last_selected_move == .SKIP_TURN) {
429
410
  assert(!showdown);
430
411
  if (battle.foe(player).active.volatiles.Binding) {
431
- try log.cant(battle.active(player), .Bound);
412
+ try options.log.cant(.{ battle.active(player), .Bound });
432
413
  }
433
414
  return null;
434
415
  }
435
416
 
436
417
  assert(choice.type == .Move);
437
- var mslot = @intCast(u4, choice.data);
418
+ var mslot: u4 = @intCast(choice.data);
438
419
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
439
420
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
440
421
  var auto = showdown and side.last_selected_move != .None;
@@ -443,17 +424,16 @@ fn executeMove(
443
424
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
444
425
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
445
426
  assert(!showdown);
446
- mslot = @intCast(u4, if (player == .P1)
447
- battle.last_selected_indexes.p1
448
- else
449
- battle.last_selected_indexes.p2);
427
+ mslot = @intCast(battle.lastMove(player).index);
450
428
  const stored = side.stored();
451
429
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
452
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
453
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
430
+ auto = isForced(&side.active) or
431
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
432
+ side.last_selected_move == .HyperBeam or
433
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
454
434
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
455
435
  // thawed, in which case we will desync unless the last_selected_move happened to be at
456
- // index 1 and the current Pokémon has the same move in its first slot.
436
+ // index 1 and the current Pokémon has the same move in its first slot
457
437
  if (!auto) {
458
438
  // side.active.moves(slot) is safe to check even though the slot in question might not
459
439
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -467,15 +447,12 @@ fn executeMove(
467
447
  } else if (showdown and side.active.volatiles.Charging) {
468
448
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
469
449
  assert(mslot == 1);
470
- mslot = @intCast(u4, if (player == .P1)
471
- battle.last_selected_indexes.p1
472
- else
473
- battle.last_selected_indexes.p2);
450
+ mslot = @intCast(battle.lastMove(player).index);
474
451
  }
475
452
 
476
453
  var skip_can = false;
477
454
  var skip_pp = false;
478
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
455
+ switch (try beforeMove(battle, player, skip, residual, options)) {
479
456
  .done => return null,
480
457
  .skip_can => skip_can = true,
481
458
  .skip_pp => skip_pp = true,
@@ -483,11 +460,11 @@ fn executeMove(
483
460
  .err => return @as(?Result, Result.Error),
484
461
  }
485
462
 
486
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
487
- return null;
488
- }
463
+ const can = skip_can or
464
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
465
+ if (!can) return null;
489
466
 
490
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
467
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
491
468
  }
492
469
 
493
470
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -496,10 +473,10 @@ fn beforeMove(
496
473
  battle: anytype,
497
474
  player: Player,
498
475
  skip: bool,
499
- from: ?Move,
500
476
  residual: *bool,
501
- log: anytype,
477
+ options: anytype,
502
478
  ) !BeforeMove {
479
+ var log = options.log;
503
480
  var side = battle.side(player);
504
481
  const foe = battle.foe(player);
505
482
  var active = &side.active;
@@ -508,27 +485,42 @@ fn beforeMove(
508
485
  var volatiles = &active.volatiles;
509
486
 
510
487
  if (Status.is(stored.status, .SLP)) {
511
- const status = stored.status;
488
+ const before = stored.status;
489
+ const slf = Status.is(stored.status, .EXT);
512
490
  // Even if the EXT bit is set this will still correctly modify the sleep duration
513
- stored.status -= 1;
514
- if (Status.duration(stored.status) == 0) {
515
- try log.curestatus(ident, status, .Message);
491
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
492
+ .started, .ended => stored.status = 0,
493
+ .continuing => if (Status.duration(stored.status) > 1) {
494
+ stored.status -= 1;
495
+ },
496
+ else => unreachable,
497
+ } else {
498
+ stored.status -= 1;
499
+ }
500
+
501
+ const duration = Status.duration(stored.status);
502
+ try options.chance.sleep(player, if (slf)
503
+ .None
504
+ else if (duration == 0) .ended else .continuing);
505
+
506
+ if (duration == 0) {
507
+ try log.curestatus(.{ ident, before, .Message });
516
508
  stored.status = 0; // clears EXT if present
517
509
  } else {
518
- try log.cant(ident, .Sleep);
510
+ try log.cant(.{ ident, .Sleep });
519
511
  }
520
512
  side.last_used_move = .None;
521
513
  return .done;
522
514
  }
523
515
 
524
516
  if (Status.is(stored.status, .FRZ)) {
525
- try log.cant(ident, .Freeze);
517
+ try log.cant(.{ ident, .Freeze });
526
518
  side.last_used_move = .None;
527
519
  return .done;
528
520
  }
529
521
 
530
522
  if (skip or foe.active.volatiles.Binding) {
531
- try log.cant(ident, .Bound);
523
+ try log.cant(.{ ident, .Bound });
532
524
  return .done;
533
525
  }
534
526
 
@@ -536,25 +528,31 @@ fn beforeMove(
536
528
  // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
537
529
  // Pokémon can sometimes flinch multiple times from the same original hit
538
530
  if (!showdown) volatiles.Flinch = false;
539
- try log.cant(ident, .Flinch);
531
+ try log.cant(.{ ident, .Flinch });
540
532
  return .done;
541
533
  }
542
534
 
543
535
  if (volatiles.Recharging) {
544
536
  volatiles.Recharging = false;
545
- try log.cant(ident, .Recharge);
537
+ try log.cant(.{ ident, .Recharge });
546
538
  return .done;
547
539
  }
548
540
 
549
- if (volatiles.disabled_duration > 0) {
550
- volatiles.disabled_duration -= 1;
551
- if (volatiles.disabled_duration == 0) {
552
- volatiles.disabled_move = 0;
553
- try log.end(ident, .Disable);
541
+ if (volatiles.disable_duration > 0) {
542
+ volatiles.disable_duration =
543
+ decrement(.disable, player, options, volatiles.disable_duration);
544
+ try options.chance.disable(
545
+ player,
546
+ if (volatiles.disable_duration == 0) .ended else .continuing,
547
+ );
548
+
549
+ if (volatiles.disable_duration == 0) {
550
+ volatiles.disable_move = 0;
551
+ try log.end(.{ ident, .Disable });
554
552
  }
555
553
  }
556
554
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
557
- if (showdown and try disabled(side, ident, log)) return .done;
555
+ if (showdown and try disabled(side, ident, options)) return .done;
558
556
 
559
557
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
560
558
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -565,15 +563,27 @@ fn beforeMove(
565
563
 
566
564
  if (volatiles.Confusion) {
567
565
  assert(volatiles.confusion > 0);
566
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
567
+ .started => volatiles.confusion -= 1,
568
+ .continuing => if (volatiles.confusion > 1) {
569
+ volatiles.confusion -= 1;
570
+ },
571
+ .ended => volatiles.confusion = 0,
572
+ .overwritten => {},
573
+ else => unreachable,
574
+ } else {
575
+ volatiles.confusion -= 1;
576
+ }
577
+
578
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
568
579
 
569
- volatiles.confusion -= 1;
570
580
  if (volatiles.confusion == 0) {
571
581
  volatiles.Confusion = false;
572
- try log.end(ident, .Confusion);
582
+ try log.end(.{ ident, .Confusion });
573
583
  } else {
574
- try log.activate(ident, .Confusion);
584
+ try log.activate(.{ ident, .Confusion });
575
585
 
576
- if (Rolls.confused(battle)) {
586
+ if (try Rolls.confused(battle, player, options)) {
577
587
  assert(!volatiles.MultiHit);
578
588
  if (!volatiles.Rage) volatiles.state = 0;
579
589
  volatiles.Bide = false;
@@ -583,6 +593,9 @@ fn beforeMove(
583
593
  volatiles.Charging = false;
584
594
  volatiles.Binding = false;
585
595
  volatiles.Invulnerable = false;
596
+
597
+ options.chance.observe(.attacking, player, .None);
598
+ options.chance.observe(.binding, player, .None);
586
599
  {
587
600
  // This feels (and is) disgusting but the cartridge literally just overwrites
588
601
  // the opponent's defense with the user's defense and resets it after. As a
@@ -590,7 +603,9 @@ fn beforeMove(
590
603
  const def = foe.active.stats.def;
591
604
  foe.active.stats.def = active.stats.def;
592
605
  defer foe.active.stats.def = def;
593
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
606
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
607
+ return .err;
608
+ }
594
609
  }
595
610
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
596
611
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -602,7 +617,7 @@ fn beforeMove(
602
617
 
603
618
  const uncapped = battle.last_damage;
604
619
  // Skipping adjustDamage / randomizeDamage / checkHit
605
- _ = try applyDamage(battle, player, target, .Confusion, log);
620
+ _ = try applyDamage(battle, player, target, .Confusion, options);
606
621
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
607
622
  if (showdown) battle.last_damage = uncapped;
608
623
 
@@ -611,91 +626,107 @@ fn beforeMove(
611
626
  }
612
627
  }
613
628
 
614
- if (!showdown and try disabled(side, ident, log)) return .done;
629
+ if (!showdown and try disabled(side, ident, options)) return .done;
615
630
 
616
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
631
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
617
632
  if (!volatiles.Rage) volatiles.state = 0;
618
633
  volatiles.Bide = false;
619
634
  volatiles.Thrashing = false;
620
635
  volatiles.Charging = false;
621
636
  volatiles.Binding = false;
637
+
638
+ options.chance.observe(.attacking, player, .None);
639
+ options.chance.observe(.binding, player, .None);
640
+
622
641
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
623
- try log.cant(ident, .Paralysis);
642
+ try log.cant(.{ ident, .Paralysis });
624
643
  return .done;
625
644
  }
626
645
 
627
646
  if (volatiles.Bide) {
628
647
  assert(!volatiles.Thrashing and !volatiles.Rage);
629
648
 
630
- volatiles.state +%= battle.last_damage;
649
+ if (showdown) {
650
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
651
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
652
+ // addition because 65535 is sufficient to faint any Pokémon anyway
653
+ volatiles.state +|= battle.last_damage;
654
+ } else {
655
+ volatiles.state +%= battle.last_damage;
656
+ }
631
657
 
632
- assert(volatiles.attacks > 0);
658
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
659
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
633
660
 
634
- volatiles.attacks -= 1;
635
661
  if (volatiles.attacks != 0) {
636
- try log.activate(ident, .Bide);
662
+ try log.activate(.{ ident, .Bide });
637
663
  return .done;
638
664
  }
639
665
 
640
666
  volatiles.Bide = false;
641
- try log.end(ident, .Bide);
667
+ try log.end(.{ ident, .Bide });
642
668
 
643
669
  battle.last_damage = volatiles.state *% 2;
644
670
  volatiles.state = 0;
645
671
 
646
672
  if (battle.last_damage == 0) {
647
- try log.fail(ident, .None);
673
+ try log.fail(.{ ident, .None });
648
674
  return .done;
649
675
  }
650
676
 
651
677
  const sub = showdown and foe.active.volatiles.Substitute;
652
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
653
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
678
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
679
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
654
680
 
655
681
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
656
682
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
657
683
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
658
684
  if (showdown) {
659
685
  residual.* = false;
660
- try handleResidual(battle, player, log);
686
+ try handleResidual(battle, player, options);
661
687
  }
662
688
 
663
689
  return .done;
664
690
  }
665
691
 
666
692
  if (volatiles.Thrashing) {
667
- assert(volatiles.attacks > 0);
668
- assert(from != null);
669
- volatiles.attacks -= 1;
670
- if (!showdown and handleThrashing(battle, active)) {
671
- try log.start(battle.active(player), .ConfusionSilent);
672
- }
673
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
674
- if (showdown) {
675
- // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
676
- // used in useMove and doesn't have the notion of skipping canMove semantics
677
- side.last_used_move = side.last_selected_move;
678
- if (handleThrashing(battle, active)) {
679
- try log.start(battle.active(player), .ConfusionSilent);
680
- }
693
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
694
+
695
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
696
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
697
+
698
+ if (volatiles.attacks == 0) {
699
+ const overwritten = volatiles.Confusion;
700
+
701
+ volatiles.Thrashing = false;
702
+ volatiles.Confusion = true;
703
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
704
+
705
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
706
+ // ended (the engine's protocol is always from the omniscient perspective and clients
707
+ // can be expected to recognize this pattern and pass the information only to the
708
+ // correct player)
709
+ try log.start(.{ battle.active(player), .ConfusionSilent });
710
+ options.chance.observe(.confusion, player, if (overwritten) .overwritten else .started);
681
711
  }
712
+
713
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
714
+ // used in useMove and doesn't have the notion of skipping canMove semantics
715
+ if (showdown) side.last_used_move = side.last_selected_move;
716
+
682
717
  return .skip_can;
683
718
  }
684
719
 
685
720
  if (volatiles.Binding) {
686
- assert(volatiles.attacks > 0);
687
- volatiles.attacks -= 1;
688
- try log.move(
689
- battle.active(player),
690
- side.last_selected_move,
691
- battle.active(player.foe()),
692
- side.last_selected_move,
693
- );
721
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
722
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
723
+
724
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
694
725
  if (showdown or battle.last_damage != 0) {
695
726
  const sub = showdown and foe.active.volatiles.Substitute;
696
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
727
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
697
728
  if (battle.foe(player).stored().hp > 0 and !sub) {
698
- try buildRage(battle, player.foe(), log);
729
+ try buildRage(battle, player.foe(), options);
699
730
  }
700
731
  }
701
732
  return .done;
@@ -710,56 +741,57 @@ fn canMove(
710
741
  mslot: u4,
711
742
  auto: bool,
712
743
  skip_pp: bool,
713
- from: ?Move,
744
+ from: Move,
714
745
  residual: *bool,
715
- log: anytype,
746
+ options: anytype,
716
747
  ) !bool {
717
748
  var side = battle.side(player);
718
749
  const player_ident = battle.active(player);
719
750
  const move = Move.get(side.last_selected_move);
720
751
 
721
- const foe_last = battle.foe(player).last_used_move;
722
- const special = from != null and (from.? == .Metronome and
723
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
724
-
725
- var skip = skip_pp;
726
752
  if (side.active.volatiles.Charging) {
727
753
  side.active.volatiles.Charging = false;
728
754
  side.active.volatiles.Invulnerable = false;
729
755
  } else if (move.effect == .Charge) {
730
- try log.move(player_ident, side.last_selected_move, .{}, from);
731
- try Effects.charge(battle, player, log);
756
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
757
+ setCounterable(battle, player, side, move);
758
+ try Effects.charge(battle, player, options);
732
759
  return false;
733
760
  }
734
761
 
735
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
736
- if (!skip) decrementPP(side, mslot, auto);
762
+ side.last_used_move = side.last_selected_move;
763
+ if (!skip_pp) decrementPP(side, mslot, auto);
737
764
 
738
765
  const target = if (move.target == .Self) player else player.foe();
739
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
740
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
741
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
742
- // meaning sometimes we lose this information. from is still set because it not being null is
743
- // relevant for control flow, but we don't have anything useful to put in the log. This is
744
- // regrettable, but this information is more "nice to have" than required
745
- const f = if (from != null and from.? == .None) null else from;
746
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
766
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
767
+ setCounterable(battle, player, side, move);
747
768
 
748
769
  if (move.effect.onBegin()) {
749
- try onBegin(battle, player, move, mslot, residual, log);
770
+ try onBegin(battle, player, move, mslot, residual, options);
750
771
  return false;
751
772
  }
752
773
 
753
774
  if (move.effect == .Thrashing) {
754
- Effects.thrashing(battle, player);
775
+ Effects.thrashing(battle, player, options);
755
776
  } else if (!showdown and move.effect == .Binding) {
756
777
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
757
- Effects.binding(battle, player, false);
778
+ try Effects.binding(battle, player, false, options);
758
779
  }
759
780
 
760
781
  return true;
761
782
  }
762
783
 
784
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
785
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
786
+ // in cases where an early return happens the data for a players last selected move does not get
787
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
788
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
789
+ // as the desync results from actually having two separate battle states that subtly disagree
790
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
791
+ (move.type == .Normal or move.type == .Fighting);
792
+ battle.lastMove(player).counterable = @intFromBool(counterable);
793
+ }
794
+
763
795
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
764
796
  if (side.last_selected_move == .Struggle) return;
765
797
 
@@ -769,25 +801,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
769
801
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
770
802
  if (volatiles.Bide) return;
771
803
 
772
- assert(active.move(mslot).pp > 0 or auto);
773
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
804
+ var move_slot = active.move(mslot);
805
+ assert(move_slot.pp > 0 or auto);
806
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
774
807
  if (volatiles.Transform) return;
775
808
 
776
- assert(side.stored().move(mslot).pp > 0 or auto);
777
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
809
+ move_slot = side.stored().move(mslot);
810
+ assert(move_slot.pp > 0 or auto);
811
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
778
812
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
779
813
  }
780
814
 
781
- fn incrementPP(side: *Side, mslot: u4) void {
815
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
782
816
  var active = &side.active;
783
817
  const volatiles = &active.volatiles;
784
818
 
785
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
819
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
786
820
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
787
821
  if (showdown and volatiles.Transform) return;
788
822
 
823
+ const n = options.calc.overridden(player, .pp) orelse 1;
824
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
825
+
789
826
  assert(mslot > 0 and mslot <= 4);
790
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
827
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
791
828
  }
792
829
 
793
830
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -798,8 +835,9 @@ fn doMove(
798
835
  rewrap: bool,
799
836
  auto: bool,
800
837
  residual: *bool,
801
- log: anytype,
838
+ options: anytype,
802
839
  ) !?Result {
840
+ var log = options.log;
803
841
  var side = battle.side(player);
804
842
  const foe = battle.foe(player);
805
843
 
@@ -814,23 +852,27 @@ fn doMove(
814
852
  var hits: u4 = 1;
815
853
  var effectiveness = Effectiveness.neutral;
816
854
 
855
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
856
+ if (showdown and !counter) battle.last_damage = 0;
857
+
817
858
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
818
859
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
819
- return specialDamage(battle, player, move, log);
860
+ return specialDamage(battle, player, move, options);
820
861
  }
821
862
 
822
863
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
823
864
  // calling moveHit early covers most of that but we also need to check type immunity first
824
865
  var miss = showdown and miss: {
825
866
  immune = move.target != .Self and !status and !counter and
826
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
827
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
867
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
868
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
828
869
  if (immune and move.effect != .Binding) break :miss true;
829
870
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
830
871
  battle.last_damage = 0;
831
872
  break :miss true;
832
873
  }
833
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
874
+ break :miss (move.target != .Self and
875
+ !try moveHit(battle, player, move, &immune, &mist, options));
834
876
  };
835
877
  assert(!immune or miss or (showdown and move.effect == .Binding));
836
878
 
@@ -838,16 +880,16 @@ fn doMove(
838
880
  const skip = status or immune;
839
881
  if ((!showdown or (!skip or counter)) and !miss) blk: {
840
882
  if (showdown and move.effect.isMulti()) {
841
- Effects.multiHit(battle, player, move);
883
+ try Effects.multiHit(battle, player, move, options);
842
884
  hits = side.active.volatiles.attacks;
843
885
  late = false;
844
886
  }
845
887
 
846
888
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
847
889
  const check = !showdown or (!counter and move.effect != .OHKO);
848
- if (check) crit = checkCriticalHit(battle, player, move);
890
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
849
891
 
850
- if (counter) return counterDamage(battle, player, move, log);
892
+ if (counter) return counterDamage(battle, player, move, options);
851
893
 
852
894
  battle.last_damage = 0;
853
895
 
@@ -859,7 +901,8 @@ fn doMove(
859
901
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
860
902
  battle.last_damage = if (ohko) 65535 else 0;
861
903
  if (showdown) break :blk; // skip adjustDamage / randomizeDamage
862
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
904
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
905
+ if (!showdown) try options.chance.commit(player, .err);
863
906
  return @as(?Result, Result.Error);
864
907
  }
865
908
  if (battle.last_damage == 0) {
@@ -869,17 +912,16 @@ fn doMove(
869
912
  effectiveness = adjustDamage(battle, player);
870
913
  immune = effectiveness == 0;
871
914
  }
872
- randomizeDamage(battle);
915
+ try randomizeDamage(battle, player, options);
873
916
  }
874
917
  }
875
918
 
876
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
877
- if (showdown and skip) battle.last_damage = 0;
878
-
879
- miss = if (showdown or skip)
880
- miss
881
- else
882
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
919
+ var missed: bool = undefined;
920
+ const zero = battle.last_damage == 0;
921
+ if (!showdown and !skip) {
922
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
923
+ miss = missed or zero;
924
+ }
883
925
 
884
926
  assert(showdown or miss or battle.last_damage > 0 or skip);
885
927
  assert((!showdown and miss) or !(ohko and immune));
@@ -887,11 +929,11 @@ fn doMove(
887
929
 
888
930
  if (!showdown or !miss) {
889
931
  if (move.effect == .MirrorMove) {
890
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
932
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
891
933
  } else if (move.effect == .Metronome) {
892
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
934
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
893
935
  } else if (move.effect.onEnd()) {
894
- try onEnd(battle, player, move, log);
936
+ try onEnd(battle, player, move, options);
895
937
  return null;
896
938
  }
897
939
  }
@@ -903,36 +945,60 @@ fn doMove(
903
945
  ohko = (!showdown or (!immune and !invulnerable)) and
904
946
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
905
947
  if (ohko) {
906
- try log.immune(foe_ident, .OHKO);
948
+ try log.immune(.{ foe_ident, .OHKO });
907
949
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
908
- try log.immune(foe_ident, .None);
950
+ try log.immune(.{ foe_ident, .None });
951
+ if (!showdown) {
952
+ if (move.effect == .Binding) {
953
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
954
+ // then simply clears it later on if the move happens to miss in moveHit.
955
+ // However, moveHit can return true and we'll still end up in the outer miss
956
+ // handling block because attacking into an immune Pokemon does zero damage
957
+ // (considered missing)
958
+ assert(zero);
959
+ // Thus we still need to actually save the hit result (but not the crit roll).
960
+ // Using .miss for this commit would accomplish what we want, but is somewhat
961
+ // misleading as its entirely possible the move actually did hit (and the target
962
+ // is now trapped) so we use the .binding value instead which is effectively
963
+ // identical, just doesn't claim to know about the actual results of the hit
964
+ // roll)
965
+ try options.chance.commit(player, .binding);
966
+ } else {
967
+ // The .glitch option allows for conditionally committing if we are in a
968
+ // division-by-zero freeze alternative timeline scenario
969
+ try options.chance.commit(player, .glitch);
970
+ }
971
+ }
909
972
  } else if (mist) {
910
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
911
- try log.fail(foe_ident, .None);
973
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
974
+ try log.fail(.{ foe_ident, .None });
912
975
  } else {
913
- try log.lastmiss();
914
- try log.miss(battle.active(player));
976
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
977
+ try log.lastmiss(.{});
978
+ try log.miss(.{battle.active(player)});
915
979
  }
916
980
  if (move.effect == .JumpKick) {
917
981
  // Recoil is supposed to be damage/8 but damage will always be 0 here
918
- assert(battle.last_damage == 0);
982
+ assert(showdown or battle.last_damage == 0);
919
983
  battle.last_damage = 1;
920
- _ = try applyDamage(battle, player, player.foe(), .None, log);
984
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
921
985
  if (showdown and side.stored().hp == 0) residual.* = false;
922
986
  } else if (move.effect == .Explode) {
923
987
  try Effects.explode(battle, player);
924
- try buildRage(battle, player.foe(), log);
988
+ try buildRage(battle, player.foe(), options);
925
989
  } else if (showdown and move.effect == .Disable) {
926
- try buildRage(battle, player.foe(), log);
990
+ try buildRage(battle, player.foe(), options);
927
991
  }
928
992
  return null;
993
+ } else if (!showdown) {
994
+ try options.chance.commit(player, .hit);
929
995
  }
930
996
 
931
997
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
932
998
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
933
- // it up above before damage calculation).
999
+ // it up above before damage calculation)
934
1000
  if (!showdown and move.effect.isMulti()) {
935
- Effects.multiHit(battle, player, move);
1001
+ try Effects.multiHit(battle, player, move, options);
936
1002
  hits = side.active.volatiles.attacks;
937
1003
  }
938
1004
 
@@ -943,18 +1009,20 @@ fn doMove(
943
1009
  var hit: u4 = 0;
944
1010
  while (hit < hits) {
945
1011
  if (hit == 0) {
946
- if (crit) try log.crit(battle.active(player.foe()));
1012
+ if (crit) try log.crit(.{battle.active(player.foe())});
947
1013
  if (effectiveness > Effectiveness.neutral) {
948
- try log.supereffective(battle.active(player.foe()));
1014
+ try log.supereffective(.{battle.active(player.foe())});
949
1015
  } else if (effectiveness < Effectiveness.neutral) {
950
- try log.resisted(battle.active(player.foe()));
1016
+ try log.resisted(.{battle.active(player.foe())});
951
1017
  }
952
1018
  }
953
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
954
- if (hit == 0 and ohko) try log.ohko();
1019
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1020
+ if (hit == 0 and ohko) try log.ohko(.{});
955
1021
  hit += 1;
956
1022
  if (foe.stored().hp == 0) break;
957
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
1023
+ if (!late and (!sub or move.effect == .Explode)) {
1024
+ try buildRage(battle, player.foe(), options);
1025
+ }
958
1026
  // If the substitute breaks during a multi-hit attack, the attack ends
959
1027
  if (nullified) break;
960
1028
  }
@@ -964,22 +1032,22 @@ fn doMove(
964
1032
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
965
1033
  side.active.volatiles.attacks = 0;
966
1034
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
967
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1035
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
968
1036
  }
969
- try log.hitcount(battle.active(player.foe()), hit);
1037
+ try log.hitcount(.{ battle.active(player.foe()), hit });
970
1038
  } else if (showdown) {
971
1039
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
972
1040
  if (move.effect == .Binding) {
973
- Effects.binding(battle, player, rewrap);
1041
+ try Effects.binding(battle, player, rewrap, options);
974
1042
  if (immune) {
975
1043
  battle.last_damage = 0;
976
1044
  assert(foe.stored().hp > 0);
977
1045
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
978
1046
  if (sub) {
979
- try log.activate(battle.active(player.foe()), .Substitute);
1047
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
980
1048
  } else {
981
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
982
- try buildRage(battle, player.foe(), log);
1049
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1050
+ try buildRage(battle, player.foe(), options);
983
1051
  }
984
1052
  return null;
985
1053
  }
@@ -987,18 +1055,18 @@ fn doMove(
987
1055
  }
988
1056
 
989
1057
  // Substitute being broken nullifies the move's effect completely so even
990
- // if an effect was intended to "always happen" it will still get skipped.
1058
+ // if an effect was intended to "always happen" it will still get skipped
991
1059
  if (nullified) return null;
992
1060
 
993
1061
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
994
1062
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
995
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
996
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1063
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1064
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
997
1065
 
998
1066
  if (foe.stored().hp == 0) return null;
999
1067
 
1000
1068
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1001
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1069
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1002
1070
 
1003
1071
  if (!move.effect.isSpecial()) {
1004
1072
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1007,31 +1075,33 @@ fn doMove(
1007
1075
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
1008
1076
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
1009
1077
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1010
- // puts the |-status| message before |-hitcount| instead of after.
1078
+ // puts the |-status| message before |-hitcount| instead of after
1011
1079
  if (move.effect == .Twineedle) {
1012
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1080
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1013
1081
  } else if (move.effect == .Disable) {
1014
- const result = try Effects.disable(battle, player, move, log);
1015
- if (showdown) try buildRage(battle, player.foe(), log);
1082
+ const result = try Effects.disable(battle, player, move, options);
1083
+ if (showdown) try buildRage(battle, player.foe(), options);
1016
1084
  return result;
1017
1085
  } else {
1018
- try moveEffect(battle, player, move, log);
1086
+ try moveEffect(battle, player, move, options);
1019
1087
  }
1020
1088
  }
1021
1089
 
1022
1090
  return null;
1023
1091
  }
1024
1092
 
1025
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1093
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1026
1094
  const side = battle.side(player);
1027
1095
 
1028
1096
  // Base speed is used for the critical hit calculation, even when Transform-ed
1029
- var chance = @as(u16, Species.chance(side.stored().species));
1030
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
1031
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
1032
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1033
-
1034
- return Rolls.criticalHit(battle, chance);
1097
+ var rate: u16 = Species.chance(side.stored().species);
1098
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1099
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1100
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1101
+
1102
+ const spurious =
1103
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1104
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
1035
1105
  }
1036
1106
 
1037
1107
  fn calcDamage(
@@ -1040,6 +1110,7 @@ fn calcDamage(
1040
1110
  target_player: Player,
1041
1111
  m: ?Move.Data,
1042
1112
  crit: bool,
1113
+ options: anytype,
1043
1114
  ) bool {
1044
1115
  // Confusion (indicated when m == null) just needs a 40 BP physical move
1045
1116
  const cfz = m == null;
@@ -1051,28 +1122,8 @@ fn calcDamage(
1051
1122
 
1052
1123
  const special = move.type.special();
1053
1124
 
1054
- // zig fmt: off
1055
- var atk: u32 =
1056
- if (crit)
1057
- if (special) side.stored().stats.spc
1058
- else side.stored().stats.atk
1059
- else
1060
- if (special) side.active.stats.spc
1061
- else side.active.stats.atk;
1062
- var def: u32 =
1063
- if (crit)
1064
- if (special) target.stored().stats.spc
1065
- else target.stored().stats.def
1066
- else
1067
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1068
- if (special)
1069
- target.active.stats.spc *
1070
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1071
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1072
- else
1073
- target.active.stats.def *
1074
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1075
- // zig fmt: on
1125
+ var atk = attack(side, crit, special);
1126
+ var def = defense(target, crit, special, cfz);
1076
1127
 
1077
1128
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1078
1129
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1083,9 +1134,9 @@ fn calcDamage(
1083
1134
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1084
1135
  }
1085
1136
 
1086
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1137
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1087
1138
 
1088
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1139
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1089
1140
 
1090
1141
  if (def == 0) return false;
1091
1142
 
@@ -1097,11 +1148,41 @@ fn calcDamage(
1097
1148
  d = @min(997, d);
1098
1149
  d += 2;
1099
1150
 
1100
- battle.last_damage = @intCast(u16, d);
1151
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1152
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1153
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1154
+ // that results in counter intuitive probabilities in the common case
1155
+ if (pkmn.options.chance and !showdown) {
1156
+ atk = attack(side, !crit, special);
1157
+ def = defense(target, !crit, special, false);
1158
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1159
+ }
1160
+
1161
+ battle.last_damage = @intCast(d);
1101
1162
 
1102
1163
  return true;
1103
1164
  }
1104
1165
 
1166
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1167
+ return if (crit)
1168
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1169
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1170
+ }
1171
+
1172
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1173
+ return if (crit)
1174
+ if (special) target.stored().stats.spc else target.stored().stats.def
1175
+ else
1176
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1177
+ if (special)
1178
+ target.active.stats.spc *
1179
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1180
+ else
1181
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1182
+ target.active.stats.def *
1183
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1184
+ }
1185
+
1105
1186
  fn adjustDamage(battle: anytype, player: Player) u16 {
1106
1187
  const side = battle.side(player);
1107
1188
  const foe = battle.foe(player);
@@ -1111,9 +1192,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1111
1192
  var d = battle.last_damage;
1112
1193
  if (side.active.types.includes(move.type)) d +%= d / 2;
1113
1194
 
1114
- const neutral = @enumToInt(Effectiveness.Neutral);
1115
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1116
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1195
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1196
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1197
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1117
1198
 
1118
1199
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1119
1200
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1133,17 +1214,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1133
1214
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1134
1215
  }
1135
1216
 
1136
- fn randomizeDamage(battle: anytype) void {
1217
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1137
1218
  if (battle.last_damage <= 1) return;
1138
- const random = Rolls.damage(battle);
1139
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1219
+ const random = try Rolls.damage(battle, player, options);
1220
+ options.calc.base(player.foe(), battle.last_damage);
1221
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1222
+ options.calc.final(player.foe(), battle.last_damage);
1140
1223
  }
1141
1224
 
1142
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1225
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1143
1226
  const side = battle.side(player);
1144
1227
  const foe = battle.foe(player);
1145
1228
 
1146
- if (!try checkHit(battle, player, move, log)) return null;
1229
+ if (!try checkHit(battle, player, move, options)) return null;
1147
1230
 
1148
1231
  battle.last_damage = switch (side.last_selected_move) {
1149
1232
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1152,10 +1235,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1152
1235
  .DragonRage => 40,
1153
1236
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1154
1237
  .Psywave => power: {
1155
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1238
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1156
1239
  // GLITCH: Psywave infinite glitch loop
1157
1240
  if (!showdown and max <= 1) return Result.Error;
1158
- break :power Rolls.psywave(battle, max);
1241
+ break :power try Rolls.psywave(battle, player, max, options);
1159
1242
  },
1160
1243
  else => unreachable,
1161
1244
  };
@@ -1163,59 +1246,53 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1163
1246
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1164
1247
 
1165
1248
  const sub = showdown and foe.active.volatiles.Substitute;
1166
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1167
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1249
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1250
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1168
1251
 
1169
1252
  return null;
1170
1253
  }
1171
1254
 
1172
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1255
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1173
1256
  const foe = battle.foe(player);
1174
1257
 
1175
1258
  if (battle.last_damage == 0) {
1176
- try log.fail(battle.active(player), .None);
1259
+ try options.log.fail(.{ battle.active(player), .None });
1177
1260
  return null;
1178
1261
  }
1179
1262
 
1180
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1181
- const foe_last_used_move =
1182
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1263
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1183
1264
  const foe_last_selected_move =
1184
1265
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1185
- .Counter
1266
+ .Splash
1186
1267
  else
1187
1268
  foe.last_selected_move);
1188
1269
 
1189
- const used = foe_last_used_move.bp > 0 and
1190
- foe.last_used_move != .Counter and
1191
- (foe_last_used_move.type == .Normal or
1192
- foe_last_used_move.type == .Fighting);
1193
-
1270
+ const used = battle.lastMove(player.foe()).counterable != 0;
1194
1271
  const selected = foe_last_selected_move.bp > 0 and
1195
1272
  foe.last_selected_move != .Counter and
1196
1273
  (foe_last_selected_move.type == .Normal or
1197
1274
  foe_last_selected_move.type == .Fighting);
1198
1275
 
1199
1276
  if (!used and !selected) {
1200
- try log.fail(battle.active(player), .None);
1277
+ try options.log.fail(.{ battle.active(player), .None });
1201
1278
  return null;
1202
1279
  }
1203
1280
 
1204
1281
  if (!used or !selected) {
1205
1282
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1206
1283
  if (!showdown) return Result.Error;
1207
- try log.fail(battle.active(player), .None);
1284
+ try options.log.fail(.{ battle.active(player), .None });
1208
1285
  return null;
1209
1286
  }
1210
1287
 
1211
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1288
+ battle.last_damage *|= 2;
1212
1289
 
1213
- // Pokémon Showdown calls checkHit before Counter
1214
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1290
+ // Pokémon Showdown calls moveHit before Counter
1291
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1215
1292
 
1216
1293
  const sub = showdown and foe.active.volatiles.Substitute;
1217
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1218
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1294
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1295
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1219
1296
  return null;
1220
1297
  }
1221
1298
 
@@ -1224,7 +1301,7 @@ fn applyDamage(
1224
1301
  target_player: Player,
1225
1302
  sub_player: Player,
1226
1303
  reason: Damage,
1227
- log: anytype,
1304
+ options: anytype,
1228
1305
  ) !bool {
1229
1306
  assert(showdown or battle.last_damage != 0);
1230
1307
 
@@ -1239,19 +1316,20 @@ fn applyDamage(
1239
1316
  subbed.active.volatiles.substitute = 0;
1240
1317
  subbed.active.volatiles.Substitute = false;
1241
1318
  // battle.last_damage is not updated with the amount of HP the Substitute had
1242
- try log.end(battle.active(sub_player), .Substitute);
1319
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1320
+ options.calc.capped(sub_player);
1243
1321
  return true;
1244
1322
  } else {
1245
1323
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1246
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1247
- try log.activate(battle.active(sub_player), .Substitute);
1324
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1325
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1248
1326
  return false;
1249
1327
  }
1250
1328
  }
1251
1329
 
1252
1330
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1253
1331
  target.stored().hp -= battle.last_damage;
1254
- try log.damage(battle.active(target_player), target.stored(), reason);
1332
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1255
1333
  return false;
1256
1334
  }
1257
1335
 
@@ -1262,22 +1340,24 @@ fn mirrorMove(
1262
1340
  rewrap: bool,
1263
1341
  auto: bool,
1264
1342
  residual: *bool,
1265
- log: anytype,
1266
- ) !?Result {
1343
+ options: anytype,
1344
+ ) anyerror!?Result {
1267
1345
  var side = battle.side(player);
1268
1346
  const foe = battle.foe(player);
1269
1347
 
1270
1348
  side.last_selected_move = foe.last_used_move;
1271
1349
 
1272
1350
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1273
- try log.fail(battle.active(player), .None);
1351
+ try options.log.fail(.{ battle.active(player), .None });
1274
1352
  return null;
1275
1353
  } else if (!showdown or foe.last_used_move != .Struggle) {
1276
- incrementPP(side, mslot);
1354
+ incrementPP(side, player, mslot, options);
1277
1355
  }
1278
1356
 
1279
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1280
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1357
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1358
+ return null;
1359
+ }
1360
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1281
1361
  }
1282
1362
 
1283
1363
  fn metronome(
@@ -1287,35 +1367,51 @@ fn metronome(
1287
1367
  rewrap: bool,
1288
1368
  auto: bool,
1289
1369
  residual: *bool,
1290
- log: anytype,
1291
- ) !?Result {
1370
+ options: anytype,
1371
+ ) anyerror!?Result {
1292
1372
  var side = battle.side(player);
1293
1373
 
1294
- side.last_selected_move = Rolls.metronome(battle);
1295
- incrementPP(side, mslot);
1374
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1375
+ incrementPP(side, player, mslot, options);
1296
1376
 
1297
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1298
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1377
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1378
+ return null;
1379
+ }
1380
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1299
1381
  }
1300
1382
 
1301
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1383
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1302
1384
  var immune = false;
1303
1385
  var mist = false;
1304
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1386
+
1387
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1388
+ if (!showdown) try options.chance.commit(player, .hit);
1389
+ return true;
1390
+ }
1391
+
1305
1392
  assert(!immune);
1306
1393
  if (mist) {
1307
1394
  assert(!showdown);
1308
1395
  const foe_ident = battle.active(player.foe());
1309
- try log.activate(foe_ident, .Mist);
1310
- try log.fail(foe_ident, .None);
1396
+ try options.log.activate(.{ foe_ident, .Mist });
1397
+ try options.log.fail(.{ foe_ident, .None });
1311
1398
  } else {
1312
- try log.lastmiss();
1313
- try log.miss(battle.active(player));
1399
+ try options.log.lastmiss(.{});
1400
+ try options.log.miss(.{battle.active(player)});
1314
1401
  }
1402
+
1403
+ if (!showdown) try options.chance.commit(player, .miss);
1315
1404
  return false;
1316
1405
  }
1317
1406
 
1318
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1407
+ fn moveHit(
1408
+ battle: anytype,
1409
+ player: Player,
1410
+ move: Move.Data,
1411
+ immune: *bool,
1412
+ mist: *bool,
1413
+ options: anytype,
1414
+ ) !bool {
1319
1415
  var side = battle.side(player);
1320
1416
  const foe = battle.foe(player);
1321
1417
 
@@ -1354,10 +1450,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1354
1450
  const overwritten = overwrite and state > 0;
1355
1451
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1356
1452
 
1357
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1358
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1453
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1454
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1359
1455
  accuracy = accuracy * boost[0] / boost[1];
1360
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1456
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1361
1457
  accuracy = accuracy * boost[0] / boost[1];
1362
1458
  accuracy = @min(255, @max(1, accuracy));
1363
1459
 
@@ -1366,7 +1462,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1366
1462
  if (overwrite) side.active.volatiles.state = accuracy;
1367
1463
 
1368
1464
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1369
- break :miss !Rolls.hit(battle, accuracy);
1465
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1370
1466
  };
1371
1467
 
1372
1468
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1376,16 +1472,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1376
1472
  }
1377
1473
 
1378
1474
  if (!miss) return true;
1379
- battle.last_damage = 0;
1475
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1476
+
1380
1477
  side.active.volatiles.Binding = false;
1478
+ options.chance.observe(.binding, player, .None);
1479
+
1381
1480
  return false;
1382
1481
  }
1383
1482
 
1384
1483
  fn checkFaint(
1385
1484
  battle: anytype,
1386
1485
  player: Player,
1387
- log: anytype,
1388
- ) @TypeOf(log).Error!?Result {
1486
+ cap: bool,
1487
+ options: anytype,
1488
+ ) @TypeOf(options.log).Error!?Result {
1389
1489
  const side = battle.side(player);
1390
1490
  if (side.stored().hp > 0) return null;
1391
1491
 
@@ -1393,33 +1493,32 @@ fn checkFaint(
1393
1493
  const foe_fainted = foe.stored().hp == 0;
1394
1494
 
1395
1495
  const player_out = findFirstAlive(side) == 0;
1396
- const foe_out = findFirstAlive(foe) == 0;
1397
- const tie = player_out and foe_out;
1398
- const more = tie or player_out or foe_out;
1496
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1497
+ const more = player_out or foe_out;
1399
1498
 
1400
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1401
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1499
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1500
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1402
1501
 
1403
1502
  assert(!side.active.volatiles.MultiHit);
1404
1503
  assert(!foe.active.volatiles.MultiHit);
1405
1504
 
1406
- if (tie) {
1407
- try log.tie();
1505
+ if (player_out and foe_out) {
1506
+ try options.log.tie(.{});
1408
1507
  return Result.Tie;
1409
1508
  } else if (player_out) {
1410
- try log.win(player.foe());
1509
+ try options.log.win(.{player.foe()});
1411
1510
  return if (player == .P1) Result.Lose else Result.Win;
1412
1511
  } else if (foe_out) {
1413
- try log.win(player);
1512
+ try options.log.win(.{player});
1414
1513
  return if (player == .P1) Result.Win else Result.Lose;
1415
1514
  }
1416
1515
 
1417
1516
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1418
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1419
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1517
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1518
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1420
1519
  }
1421
1520
 
1422
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1521
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1423
1522
  var side = battle.side(player);
1424
1523
  var foe = battle.foe(player);
1425
1524
  assert(side.stored().hp == 0);
@@ -1452,32 +1551,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1452
1551
  side.stored().stats.spe;
1453
1552
  }
1454
1553
 
1455
- try log.faint(battle.active(player), done);
1554
+ try options.log.faint(.{ battle.active(player), done });
1555
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1556
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1557
+ if (cap) options.calc.capped(player);
1456
1558
  return null;
1457
1559
  }
1458
1560
 
1459
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1561
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1460
1562
  var side = battle.side(player);
1461
1563
  var stored = side.stored();
1462
1564
  const ident = battle.active(player);
1463
1565
  var volatiles = &side.active.volatiles;
1464
1566
 
1465
1567
  const brn = Status.is(stored.status, .BRN);
1466
- if (brn or Status.is(stored.status, .PSN)) blk: {
1568
+ if (brn or Status.is(stored.status, .PSN)) {
1467
1569
  var damage = @max(stored.stats.hp / 16, 1);
1468
-
1469
1570
  if (volatiles.Toxic) {
1470
1571
  volatiles.toxic += 1;
1471
1572
  damage *= volatiles.toxic;
1472
1573
  }
1574
+ damage = @min(damage, stored.hp);
1473
1575
 
1474
- const amount = @min(damage, stored.hp);
1475
- if (showdown and amount == 0) break :blk;
1476
-
1477
- stored.hp -= amount;
1478
-
1479
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1480
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1576
+ if (!showdown or damage > 0) {
1577
+ stored.hp -= damage;
1578
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1579
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1580
+ }
1481
1581
  }
1482
1582
 
1483
1583
  if (volatiles.LeechSeed) {
@@ -1501,43 +1601,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1501
1601
  const amount = @min(damage, stored.hp);
1502
1602
  stored.hp -= amount;
1503
1603
 
1504
- // As above, Pokémon Showdown uses damageOf but its not relevant
1505
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1604
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1605
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1506
1606
 
1507
1607
  const before = foe_stored.hp;
1508
1608
  // Uncapped damage is added back to the foe
1509
1609
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1510
1610
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1511
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1611
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1512
1612
  }
1513
1613
  }
1514
1614
 
1515
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1615
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1516
1616
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1517
1617
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1518
1618
 
1519
- if (showdown and options.ebc and checkEBC(battle)) {
1520
- try log.tie();
1619
+ battle.turn += 1;
1620
+
1621
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1622
+ try options.log.tie(.{});
1521
1623
  return Result.Tie;
1522
1624
  }
1523
1625
 
1524
- battle.turn += 1;
1525
-
1526
1626
  if (showdown and battle.turn >= 1000) {
1527
- try log.tie();
1627
+ try options.log.tie(.{});
1528
1628
  return Result.Tie;
1529
1629
  } else if (battle.turn >= 65535) {
1530
1630
  return Result.Error;
1531
1631
  }
1532
1632
 
1533
- try log.turn(battle.turn);
1633
+ try options.log.turn(.{battle.turn});
1534
1634
 
1535
1635
  return Result.Default;
1536
1636
  }
1537
1637
 
1538
1638
  fn checkEBC(battle: anytype) bool {
1539
1639
  for (battle.sides, 0..) |side, i| {
1540
- const foe = battle.sides[~@intCast(u1, i)];
1640
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1541
1641
 
1542
1642
  var foe_all_ghosts = true;
1543
1643
  var foe_all_transform = true;
@@ -1589,10 +1689,10 @@ fn checkEBC(battle: anytype) bool {
1589
1689
  return false;
1590
1690
  }
1591
1691
 
1592
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1593
- if (side.active.volatiles.disabled_move != 0) {
1692
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1693
+ if (side.active.volatiles.disable_move != 0) {
1594
1694
  // A Pokémon that transforms after being disabled may end up with less move slots
1595
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1695
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1596
1696
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1597
1697
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1598
1698
  m
@@ -1600,127 +1700,115 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1600
1700
  side.last_selected_move;
1601
1701
  if (m != .None and m == last) {
1602
1702
  side.active.volatiles.Charging = false;
1603
- try log.disabled(ident, last);
1703
+ try options.log.cant(.{ ident, .Disable, last });
1604
1704
  return true;
1605
1705
  }
1606
1706
  }
1607
1707
  return false;
1608
1708
  }
1609
1709
 
1610
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1710
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1611
1711
  const side = battle.side(who);
1612
1712
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1613
- try Effects.boost(battle, who, Move.get(.Rage), log);
1713
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1614
1714
  }
1615
1715
  }
1616
1716
 
1617
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1618
- var volatiles = &active.volatiles;
1619
- assert(volatiles.Thrashing);
1620
- if (volatiles.attacks > 0) return false;
1621
-
1622
- volatiles.Thrashing = false;
1623
- volatiles.Confusion = true;
1624
- volatiles.confusion = Rolls.confusionDuration(battle);
1625
- return true;
1626
- }
1627
-
1628
- inline fn onBegin(
1717
+ fn onBegin(
1629
1718
  battle: anytype,
1630
1719
  player: Player,
1631
1720
  move: Move.Data,
1632
1721
  mslot: u8,
1633
1722
  residual: *bool,
1634
- log: anytype,
1723
+ options: anytype,
1635
1724
  ) !void {
1636
- assert(move.effect.onBegin());
1637
1725
  return switch (move.effect) {
1638
- .Confusion => Effects.confusion(battle, player, move, log),
1639
- .Conversion => Effects.conversion(battle, player, log),
1640
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1641
- .Haze => Effects.haze(battle, player, log),
1642
- .Heal => Effects.heal(battle, player, log),
1643
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1644
- .LightScreen => Effects.lightScreen(battle, player, log),
1645
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1646
- .Mist => Effects.mist(battle, player, log),
1647
- .Paralyze => Effects.paralyze(battle, player, move, log),
1648
- .Poison => Effects.poison(battle, player, move, log),
1649
- .Reflect => Effects.reflect(battle, player, log),
1650
- .Splash => Effects.splash(battle, player, log),
1651
- .Substitute => Effects.substitute(battle, player, residual, log),
1652
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1653
- .Transform => Effects.transform(battle, player, log),
1726
+ .Confusion => Effects.confusion(battle, player, move, options),
1727
+ .Conversion => Effects.conversion(battle, player, options),
1728
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1729
+ .Haze => Effects.haze(battle, player, options),
1730
+ .Heal => Effects.heal(battle, player, options),
1731
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1732
+ .LightScreen => Effects.lightScreen(battle, player, options),
1733
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1734
+ .Mist => Effects.mist(battle, player, options),
1735
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1736
+ .Poison => Effects.poison(battle, player, move, options),
1737
+ .Reflect => Effects.reflect(battle, player, options),
1738
+ .Splash => Effects.splash(battle, player, options),
1739
+ .Substitute => Effects.substitute(battle, player, residual, options),
1740
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1741
+ .Transform => Effects.transform(battle, player, options),
1654
1742
  else => unreachable,
1655
1743
  };
1656
1744
  }
1657
1745
 
1658
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1659
- assert(move.effect.onEnd());
1746
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1660
1747
  return switch (move.effect) {
1661
- .Bide => Effects.bide(battle, player, log),
1748
+ .Bide => Effects.bide(battle, player, options),
1662
1749
  // zig fmt: off
1663
1750
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1664
1751
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1665
- Effects.boost(battle, player, move, log),
1752
+ Effects.boost(battle, player, move, options),
1666
1753
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1667
- Effects.unboost(battle, player, move, log),
1754
+ Effects.unboost(battle, player, move, options),
1668
1755
  // zig fmt: on
1669
- .Sleep => Effects.sleep(battle, player, move, log),
1756
+ .Sleep => Effects.sleep(battle, player, move, options),
1670
1757
  else => unreachable,
1671
1758
  };
1672
1759
  }
1673
1760
 
1674
- inline fn alwaysHappens(
1761
+ fn alwaysHappens(
1675
1762
  battle: anytype,
1676
1763
  player: Player,
1677
1764
  move: Move.Data,
1678
1765
  residual: *bool,
1679
- log: anytype,
1766
+ options: anytype,
1680
1767
  ) !void {
1681
- assert(move.effect.alwaysHappens());
1682
1768
  return switch (move.effect) {
1683
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1769
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1684
1770
  .Explode => Effects.explode(battle, player),
1685
- .PayDay => Effects.payDay(battle, player, log),
1771
+ .PayDay => Effects.payDay(battle, player, options),
1686
1772
  .Rage => Effects.rage(battle, player),
1687
- .Recoil => Effects.recoil(battle, player, residual, log),
1773
+ .Recoil => Effects.recoil(battle, player, residual, options),
1688
1774
  .JumpKick, .Binding => {},
1689
1775
  else => unreachable,
1690
1776
  };
1691
1777
  }
1692
1778
 
1693
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1779
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1694
1780
  return switch (move.effect) {
1695
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1696
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1697
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1698
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1699
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1781
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1782
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1783
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1784
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1785
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1700
1786
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1701
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1702
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1787
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1788
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1703
1789
  // zig fmt: off
1704
1790
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1705
- Effects.unboost(battle, player, move, log),
1791
+ Effects.unboost(battle, player, move, options),
1706
1792
  // zig fmt: on
1707
1793
  else => {},
1708
1794
  };
1709
1795
  }
1710
1796
 
1711
1797
  pub const Effects = struct {
1712
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1798
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1713
1799
  var side = battle.side(player);
1714
1800
 
1715
1801
  side.active.volatiles.Bide = true;
1716
1802
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1803
+
1717
1804
  side.active.volatiles.state = 0;
1718
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1805
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1806
+ options.chance.observe(.attacking, player, .started);
1719
1807
 
1720
- try log.start(battle.active(player), .Bide);
1808
+ try options.log.start(.{ battle.active(player), .Bide });
1721
1809
  }
1722
1810
 
1723
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1811
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1724
1812
  var foe = battle.foe(player);
1725
1813
  var foe_stored = foe.stored();
1726
1814
 
@@ -1731,83 +1819,90 @@ pub const Effects = struct {
1731
1819
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1732
1820
  if (Status.is(foe_stored.status, .FRZ)) {
1733
1821
  assert(move.type == .Fire);
1734
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1822
+ try options.log.curestatus(.{
1823
+ battle.active(player.foe()),
1824
+ foe_stored.status,
1825
+ .Message,
1826
+ });
1735
1827
  foe_stored.status = 0;
1736
1828
  }
1737
1829
  return;
1738
1830
  }
1739
1831
 
1740
1832
  if (foe.active.types.includes(move.type)) return;
1741
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1833
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1834
+ return;
1835
+ }
1742
1836
 
1743
1837
  foe_stored.status = Status.init(.BRN);
1744
1838
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1745
1839
 
1746
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1840
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1747
1841
  }
1748
1842
 
1749
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1843
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1750
1844
  var side = battle.side(player);
1751
1845
  var volatiles = &side.active.volatiles;
1752
1846
 
1753
1847
  volatiles.Charging = true;
1754
1848
  const move = side.last_selected_move;
1755
1849
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1756
- try log.laststill();
1757
- try log.prepare(battle.active(player), move);
1850
+ try options.log.laststill(.{});
1851
+ try options.log.prepare(.{ battle.active(player), move });
1758
1852
  }
1759
1853
 
1760
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1854
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1761
1855
  var foe = battle.foe(player);
1762
1856
  const sub = foe.active.volatiles.Substitute;
1763
1857
 
1764
1858
  if (move.effect == .ConfusionChance) {
1765
- if (!Rolls.confusionChance(battle)) return;
1859
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1766
1860
  } else {
1767
1861
  if (showdown) {
1768
- if (!try checkHit(battle, player, move, log)) {
1769
- return;
1770
- } else if (sub) {
1771
- return log.fail(battle.active(player.foe()), .None);
1772
- }
1862
+ if (!try checkHit(battle, player, move, options)) return;
1863
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1773
1864
  } else {
1774
- if (sub) {
1775
- return log.fail(battle.active(player.foe()), .None);
1776
- } else if (!try checkHit(battle, player, move, log)) {
1777
- return;
1778
- }
1865
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1866
+ if (!try checkHit(battle, player, move, options)) return;
1779
1867
  }
1780
1868
  }
1781
1869
 
1782
1870
  if (foe.active.volatiles.Confusion) return;
1783
1871
  foe.active.volatiles.Confusion = true;
1784
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1785
1872
 
1786
- try log.start(battle.active(player.foe()), .Confusion);
1873
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1874
+ options.chance.observe(.confusion, player.foe(), .started);
1875
+
1876
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1787
1877
  }
1788
1878
 
1789
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1879
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1790
1880
  const foe = battle.foe(player);
1791
1881
 
1792
1882
  if (foe.active.volatiles.Invulnerable) {
1793
- try log.lastmiss();
1794
- return log.miss(battle.active(player));
1883
+ try options.log.lastmiss(.{});
1884
+ return options.log.miss(.{battle.active(player)});
1795
1885
  }
1796
1886
 
1797
1887
  battle.side(player).active.types = foe.active.types;
1798
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1888
+ return options.log.start(.{
1889
+ battle.active(player),
1890
+ .TypeChange,
1891
+ foe.active.types,
1892
+ battle.active(player.foe()),
1893
+ });
1799
1894
  }
1800
1895
 
1801
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1896
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1802
1897
  var foe = battle.foe(player);
1803
1898
  var volatiles = &foe.active.volatiles;
1804
1899
  const foe_ident = battle.active(player.foe());
1805
1900
 
1806
1901
  // Pokémon Showdown handles hit/miss earlier in doMove
1807
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1902
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1808
1903
 
1809
- if (volatiles.disabled_move != 0) {
1810
- try log.fail(foe_ident, .None);
1904
+ if (volatiles.disable_move != 0) {
1905
+ try options.log.fail(.{ foe_ident, .None });
1811
1906
  return null;
1812
1907
  }
1813
1908
 
@@ -1823,7 +1918,7 @@ pub const Effects = struct {
1823
1918
  // Technically this is still considered simply a "miss" on the cartridge,
1824
1919
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1825
1920
  if (n == 0) {
1826
- try log.fail(foe_ident, .None);
1921
+ try options.log.fail(.{ foe_ident, .None });
1827
1922
  return null;
1828
1923
  } else if (err) {
1829
1924
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1831,16 +1926,19 @@ pub const Effects = struct {
1831
1926
  return Result.Error;
1832
1927
  }
1833
1928
 
1834
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1835
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1929
+ volatiles.disable_move =
1930
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1931
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1932
+ options.chance.observe(.disable, player.foe(), .started);
1836
1933
 
1837
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1934
+ const id = foe.active.move(volatiles.disable_move).id;
1935
+ try options.log.start(.{ foe_ident, .Disable, id });
1838
1936
  return null;
1839
1937
  }
1840
1938
 
1841
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1842
- var side = battle.side(player);
1843
- var stored = side.stored();
1939
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1940
+ var stored = battle.side(player).stored();
1941
+ const ident = battle.active(player);
1844
1942
 
1845
1943
  if (battle.last_damage == 0) {
1846
1944
  assert(showdown);
@@ -1853,7 +1951,7 @@ pub const Effects = struct {
1853
1951
  if (stored.hp == stored.stats.hp) return;
1854
1952
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1855
1953
 
1856
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1954
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1857
1955
  }
1858
1956
 
1859
1957
  fn explode(battle: anytype, player: Player) !void {
@@ -1867,26 +1965,28 @@ pub const Effects = struct {
1867
1965
  side.active.volatiles.LeechSeed = false;
1868
1966
  }
1869
1967
 
1870
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1968
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1871
1969
  var volatiles = &battle.foe(player).active.volatiles;
1872
1970
 
1873
1971
  if (volatiles.Substitute) return;
1874
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1972
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1973
+ return;
1974
+ }
1875
1975
 
1876
1976
  volatiles.Flinch = true;
1877
1977
  volatiles.Recharging = false;
1878
1978
  }
1879
1979
 
1880
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1980
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1881
1981
  var side = battle.side(player);
1882
1982
 
1883
1983
  if (side.active.volatiles.FocusEnergy) return;
1884
1984
  side.active.volatiles.FocusEnergy = true;
1885
1985
 
1886
- try log.start(battle.active(player), .FocusEnergy);
1986
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1887
1987
  }
1888
1988
 
1889
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1989
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1890
1990
  var foe = battle.foe(player);
1891
1991
  var foe_stored = foe.stored();
1892
1992
  const foe_ident = battle.active(player.foe());
@@ -1898,21 +1998,22 @@ pub const Effects = struct {
1898
1998
  }
1899
1999
 
1900
2000
  if (foe.active.types.includes(move.type)) return;
1901
- if (!Rolls.secondaryChance(battle, true)) return;
2001
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1902
2002
  // Freeze Clause Mod
1903
2003
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1904
2004
 
1905
2005
  foe_stored.status = Status.init(.FRZ);
1906
2006
  // GLITCH: Hyper Beam recharging status is not cleared
1907
2007
 
1908
- try log.status(foe_ident, foe_stored.status, .None);
2008
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1909
2009
  }
1910
2010
 
1911
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2011
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2012
+ var log = options.log;
1912
2013
  var side = battle.side(player);
1913
2014
  var foe = battle.foe(player);
1914
2015
 
1915
- var side_stored = side.stored();
2016
+ const side_stored = side.stored();
1916
2017
  var foe_stored = foe.stored();
1917
2018
 
1918
2019
  const player_ident = battle.active(player);
@@ -1924,96 +2025,101 @@ pub const Effects = struct {
1924
2025
  side.active.stats = side_stored.stats;
1925
2026
  foe.active.stats = foe_stored.stats;
1926
2027
 
1927
- try log.activate(player_ident, .Haze);
1928
- try log.clearallboost();
2028
+ try log.activate(.{ player_ident, .Haze });
2029
+ try log.clearallboost(.{});
1929
2030
 
1930
2031
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1931
2032
  if (showdown) {
1932
2033
  for (&battle.sides, 0..) |*s, i| {
1933
- const p = @intToEnum(Player, i);
2034
+ const p: Player = @enumFromInt(i);
1934
2035
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1935
2036
  if (p != player and Status.any(s.stored().status)) {
1936
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2037
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1937
2038
  s.stored().status = 0;
2039
+ options.chance.observe(.sleep, p, .None);
1938
2040
  } else if (showdown and s.stored().status == Status.TOX) {
1939
2041
  s.stored().status = Status.init(.PSN);
1940
- try log.status(battle.active(p), s.stored().status, .None);
2042
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1941
2043
  }
1942
- try clearVolatiles(battle, p, log);
2044
+ try clearVolatiles(battle, p, options);
1943
2045
  }
1944
2046
  } else {
1945
2047
  if (Status.any(foe_stored.status)) {
1946
2048
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1947
2049
  foe.last_selected_move = .SKIP_TURN;
2050
+ options.chance.observe(.sleep, player.foe(), .None);
1948
2051
  }
1949
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2052
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1950
2053
  foe_stored.status = 0;
1951
2054
  }
1952
- try clearVolatiles(battle, player, log);
1953
- try clearVolatiles(battle, player.foe(), log);
2055
+ try clearVolatiles(battle, player, options);
2056
+ try clearVolatiles(battle, player.foe(), options);
1954
2057
  }
1955
2058
  }
1956
2059
 
1957
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2060
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1958
2061
  var side = battle.side(player);
1959
2062
  var stored = side.stored();
1960
2063
  const ident = battle.active(player);
1961
2064
 
1962
2065
  // GLITCH: HP recovery move failure glitches
1963
2066
  const delta = stored.stats.hp - stored.hp;
1964
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2067
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2068
+ return options.log.fail(.{ ident, .None });
2069
+ }
1965
2070
 
1966
2071
  const rest = side.last_selected_move == .Rest;
1967
2072
  if (rest) {
1968
2073
  // Adding the sleep status runs the sleep condition handler to roll duration
1969
2074
  if (showdown) battle.rng.advance(1);
1970
2075
  stored.status = Status.slf(2);
1971
- try log.statusFrom(ident, stored.status, Move.Rest);
2076
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1972
2077
  stored.hp = stored.stats.hp;
1973
2078
  } else {
1974
2079
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1975
2080
  }
1976
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2081
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1977
2082
  }
1978
2083
 
1979
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2084
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1980
2085
  battle.side(player).active.volatiles.Recharging = true;
1981
- try log.mustrecharge(battle.active(player));
2086
+ try options.log.mustrecharge(.{battle.active(player)});
1982
2087
  }
1983
2088
 
1984
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2089
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1985
2090
  var foe = battle.foe(player);
1986
2091
 
1987
2092
  if (showdown) {
1988
2093
  // Invulnerability trumps type immunity on Pokémon Showdown
1989
2094
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1990
- return log.immune(battle.active(player.foe()), .None);
2095
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1991
2096
  }
1992
- if (!try checkHit(battle, player, move, log)) return;
2097
+ if (!try checkHit(battle, player, move, options)) return;
1993
2098
  if (foe.active.volatiles.LeechSeed) return;
1994
2099
  } else {
1995
- if (!try checkHit(battle, player, move, log)) return;
2100
+ if (!try checkHit(battle, player, move, options)) return;
1996
2101
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1997
- try log.lastmiss();
1998
- return log.miss(battle.active(player));
2102
+ try options.log.lastmiss(.{});
2103
+ return options.log.miss(.{battle.active(player)});
1999
2104
  }
2000
2105
  }
2001
2106
 
2002
2107
  foe.active.volatiles.LeechSeed = true;
2003
2108
 
2004
- try log.start(battle.active(player.foe()), .LeechSeed);
2109
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
2005
2110
  }
2006
2111
 
2007
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2112
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
2008
2113
  var side = battle.side(player);
2114
+ const ident = battle.active(player);
2009
2115
 
2010
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2116
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2011
2117
  side.active.volatiles.LightScreen = true;
2012
2118
 
2013
- try log.start(battle.active(player), .LightScreen);
2119
+ try options.log.start(.{ ident, .LightScreen });
2014
2120
  }
2015
2121
 
2016
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2122
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2017
2123
  var side = battle.side(player);
2018
2124
  var foe = battle.foe(player);
2019
2125
 
@@ -2029,7 +2135,7 @@ pub const Effects = struct {
2029
2135
  const has_mimic = has_mimic: {
2030
2136
  for (side.active.moves, 0..) |m, i| {
2031
2137
  if (m.id == .Mimic) {
2032
- oslot = @intCast(u8, i + 1);
2138
+ oslot = @intCast(i + 1);
2033
2139
  break :has_mimic true;
2034
2140
  }
2035
2141
  }
@@ -2037,38 +2143,41 @@ pub const Effects = struct {
2037
2143
  };
2038
2144
  if (!has_mimic) {
2039
2145
  // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2040
- if (!try checkHit(battle, player, move, log)) return;
2041
- return try log.fail(battle.active(player.foe()), .None);
2146
+ if (!try checkHit(battle, player, move, options)) return;
2147
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2042
2148
  }
2043
2149
  }
2044
- if (!try checkHit(battle, player, move, log)) return;
2150
+ if (!try checkHit(battle, player, move, options)) return;
2045
2151
 
2046
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2152
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2047
2153
  side.active.move(oslot).id = foe.active.move(rslot).id;
2048
2154
 
2049
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2155
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2050
2156
  }
2051
2157
 
2052
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2158
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2053
2159
  var side = battle.side(player);
2054
2160
 
2055
2161
  if (side.active.volatiles.Mist) return;
2056
2162
  side.active.volatiles.Mist = true;
2057
2163
 
2058
- try log.start(battle.active(player), .Mist);
2164
+ try options.log.start(.{ battle.active(player), .Mist });
2059
2165
  }
2060
2166
 
2061
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2167
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2062
2168
  var side = battle.side(player);
2063
2169
 
2064
2170
  assert(!side.active.volatiles.MultiHit);
2065
2171
  side.active.volatiles.MultiHit = true;
2066
2172
 
2067
- side.active.volatiles.attacks =
2068
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2173
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2174
+ try Rolls.distribution(battle, .MultiHit, player, options)
2175
+ else
2176
+ 2;
2069
2177
  }
2070
2178
 
2071
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2179
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2180
+ var log = options.log;
2072
2181
  var foe = battle.foe(player);
2073
2182
  var foe_stored = foe.stored();
2074
2183
  const foe_ident = battle.active(player.foe());
@@ -2078,27 +2187,28 @@ pub const Effects = struct {
2078
2187
 
2079
2188
  if (showdown) {
2080
2189
  // Invulnerability trumps type immunity on Pokémon Showdown
2081
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2082
- if (!try checkHit(battle, player, move, log)) return;
2190
+ if (immune and !foe.active.volatiles.Invulnerable) {
2191
+ return log.immune(.{ foe_ident, .None });
2192
+ } else if (!try checkHit(battle, player, move, options)) return;
2083
2193
  }
2084
2194
  if (Status.any(foe_stored.status)) {
2085
- return log.fail(
2195
+ return log.fail(.{
2086
2196
  foe_ident,
2087
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2088
- );
2197
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2198
+ });
2089
2199
  }
2090
2200
  if (!showdown) {
2091
- if (immune) return log.immune(foe_ident, .None);
2092
- if (!try checkHit(battle, player, move, log)) return;
2201
+ if (immune) return log.immune(.{ foe_ident, .None });
2202
+ if (!try checkHit(battle, player, move, options)) return;
2093
2203
  }
2094
2204
 
2095
2205
  foe_stored.status = Status.init(.PAR);
2096
2206
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2097
2207
 
2098
- try log.status(foe_ident, foe_stored.status, .None);
2208
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2099
2209
  }
2100
2210
 
2101
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2211
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2102
2212
  var foe = battle.foe(player);
2103
2213
  var foe_stored = foe.stored();
2104
2214
 
@@ -2110,50 +2220,59 @@ pub const Effects = struct {
2110
2220
 
2111
2221
  // Body Slam can't paralyze a Normal type Pokémon
2112
2222
  if (foe.active.types.includes(move.type)) return;
2113
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2223
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2224
+ return;
2225
+ }
2114
2226
 
2115
2227
  foe_stored.status = Status.init(.PAR);
2116
2228
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2117
2229
 
2118
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2230
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2119
2231
  }
2120
2232
 
2121
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2122
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2233
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2234
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2235
+ try options.log.fieldactivate(.{});
2236
+ }
2123
2237
  }
2124
2238
 
2125
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2239
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2240
+ var log = options.log;
2126
2241
  var foe = battle.foe(player);
2127
2242
  var foe_stored = foe.stored();
2128
2243
  const foe_ident = battle.active(player.foe());
2129
2244
  const toxic = battle.side(player).last_selected_move == .Toxic;
2130
2245
 
2131
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2246
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2132
2247
  return;
2133
2248
  } else if (foe.active.volatiles.Substitute) {
2134
2249
  if (move.effect != .Poison) return;
2135
- return log.fail(foe_ident, .None);
2250
+ return log.fail(.{ foe_ident, .None });
2136
2251
  } else if (Status.any(foe_stored.status)) {
2137
2252
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2138
2253
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2139
2254
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2140
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2255
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2141
2256
  if (!showdown)
2142
- .Poison
2257
+ Fail.Poison
2143
2258
  else if (toxic == (foe_stored.status == Status.TOX))
2144
- if (toxic) .Toxic else .Poison
2259
+ if (toxic) Fail.Toxic else Fail.Poison
2145
2260
  else
2146
- .None
2261
+ Fail.None
2147
2262
  else
2148
- .None);
2263
+ Fail.None });
2149
2264
  } else if (foe.active.types.includes(.Poison)) {
2150
2265
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2151
- return log.immune(foe_ident, .None);
2266
+ return log.immune(.{ foe_ident, .None });
2152
2267
  }
2153
2268
 
2154
2269
  if (move.effect == .Poison) {
2155
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2156
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2270
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2271
+ } else {
2272
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2273
+ return;
2274
+ }
2275
+ }
2157
2276
 
2158
2277
  foe_stored.status = Status.init(.PSN);
2159
2278
  if (toxic) {
@@ -2162,7 +2281,7 @@ pub const Effects = struct {
2162
2281
  foe.active.volatiles.toxic = 0;
2163
2282
  }
2164
2283
 
2165
- try log.status(foe_ident, foe_stored.status, .None);
2284
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2166
2285
  }
2167
2286
 
2168
2287
  fn rage(battle: anytype, player: Player) !void {
@@ -2171,28 +2290,37 @@ pub const Effects = struct {
2171
2290
  volatiles.Rage = true;
2172
2291
  }
2173
2292
 
2174
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2293
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2175
2294
  var side = battle.side(player);
2176
2295
  var stored = side.stored();
2177
2296
 
2178
- const damage = @intCast(i16, @max(battle.last_damage /
2297
+ assert(showdown or battle.last_damage > 0);
2298
+ if (showdown and battle.last_damage == 0) return;
2299
+
2300
+ const damage: i16 = @intCast(@max(battle.last_damage /
2179
2301
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2180
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2302
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2181
2303
 
2182
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2304
+ try options.log.damage(.{
2305
+ battle.active(player),
2306
+ stored,
2307
+ .RecoilOf,
2308
+ battle.active(player.foe()),
2309
+ });
2183
2310
  if (showdown and stored.hp == 0) residual.* = false;
2184
2311
  }
2185
2312
 
2186
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2313
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2187
2314
  var side = battle.side(player);
2315
+ const ident = battle.active(player);
2188
2316
 
2189
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2317
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2190
2318
  side.active.volatiles.Reflect = true;
2191
2319
 
2192
- try log.start(battle.active(player), .Reflect);
2320
+ try options.log.start(.{ ident, .Reflect });
2193
2321
  }
2194
2322
 
2195
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2323
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2196
2324
  var foe = battle.foe(player);
2197
2325
  var foe_stored = foe.stored();
2198
2326
  const foe_ident = battle.active(player.foe());
@@ -2203,13 +2331,13 @@ pub const Effects = struct {
2203
2331
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2204
2332
  } else {
2205
2333
  if (Status.any(foe_stored.status)) {
2206
- return log.fail(
2334
+ return options.log.fail(.{
2207
2335
  foe_ident,
2208
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2209
- );
2336
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2337
+ });
2210
2338
  }
2211
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2212
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2339
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2340
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2213
2341
  }
2214
2342
 
2215
2343
  // Sleep Clause Mod
@@ -2220,63 +2348,70 @@ pub const Effects = struct {
2220
2348
  }
2221
2349
  foe.active.volatiles.Recharging = false;
2222
2350
 
2223
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2224
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2351
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2352
+ options.chance.observe(.sleep, player.foe(), .started);
2353
+
2354
+ const last = battle.side(player).last_selected_move;
2355
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2225
2356
  }
2226
2357
 
2227
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2228
- try log.activate(battle.active(player), .Splash);
2358
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2359
+ try options.log.activate(.{ battle.active(player), .Splash });
2229
2360
  }
2230
2361
 
2231
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2362
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2232
2363
  var side = battle.side(player);
2233
2364
  if (side.active.volatiles.Substitute) {
2234
- try log.fail(battle.active(player), .Substitute);
2235
- return;
2365
+ return options.log.fail(.{ battle.active(player), .Substitute });
2236
2366
  }
2237
2367
 
2238
2368
  assert(side.stored().stats.hp <= 1023);
2239
2369
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2240
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2370
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2241
2371
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2242
2372
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2243
2373
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2244
2374
  // avoid having to convert to floating point)
2245
2375
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2246
2376
  if (side.stored().hp < required_hp) {
2247
- try log.fail(battle.active(player), .Weak);
2248
- return;
2377
+ return options.log.fail(.{ battle.active(player), .Weak });
2249
2378
  }
2250
2379
 
2251
2380
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2252
2381
  side.stored().hp -= hp;
2253
2382
  side.active.volatiles.substitute = hp + 1;
2254
2383
  side.active.volatiles.Substitute = true;
2255
- try log.start(battle.active(player), .Substitute);
2384
+ try options.log.start(.{ battle.active(player), .Substitute });
2256
2385
  if (hp > 0) {
2257
- try log.damage(battle.active(player), side.stored(), .None);
2386
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2258
2387
  if (showdown and side.stored().hp == 0) residual.* = false;
2259
2388
  }
2260
2389
  }
2261
2390
 
2262
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2263
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2264
-
2391
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2265
2392
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2266
- _ = try checkHit(battle, player, move, log);
2267
- battle.last_damage = 0;
2393
+ if (showdown) {
2394
+ if (battle.side(player).last_selected_move == .Teleport) return;
2395
+ _ = try checkHit(battle, player, move, options);
2396
+ battle.last_damage = 0;
2397
+ } else {
2398
+ try options.log.fail(.{ battle.active(player), .None });
2399
+ try options.log.laststill(.{});
2400
+ }
2268
2401
  }
2269
2402
 
2270
- fn thrashing(battle: anytype, player: Player) void {
2403
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2271
2404
  var volatiles = &battle.side(player).active.volatiles;
2272
2405
  assert(!volatiles.Thrashing);
2273
2406
  assert(!volatiles.Bide);
2274
2407
 
2275
2408
  volatiles.Thrashing = true;
2276
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2409
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2410
+
2411
+ options.chance.observe(.attacking, player, .started);
2277
2412
  }
2278
2413
 
2279
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2414
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2280
2415
  var side = battle.side(player);
2281
2416
  const foe = battle.foe(player);
2282
2417
  const foe_ident = battle.active(player.foe());
@@ -2302,10 +2437,10 @@ pub const Effects = struct {
2302
2437
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2303
2438
  }
2304
2439
 
2305
- try log.transform(battle.active(player), foe_ident);
2440
+ try options.log.transform(.{ battle.active(player), foe_ident });
2306
2441
  }
2307
2442
 
2308
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2443
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2309
2444
  var side = battle.side(player);
2310
2445
  var foe = battle.foe(player);
2311
2446
 
@@ -2317,10 +2452,13 @@ pub const Effects = struct {
2317
2452
  foe.active.volatiles.Recharging = false;
2318
2453
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2319
2454
 
2320
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2455
+ side.active.volatiles.attacks =
2456
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2457
+ options.chance.observe(.binding, player, .started);
2321
2458
  }
2322
2459
 
2323
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2460
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2461
+ var log = options.log;
2324
2462
  var side = battle.side(player);
2325
2463
  const ident = battle.active(player);
2326
2464
 
@@ -2330,87 +2468,87 @@ pub const Effects = struct {
2330
2468
  switch (move.effect) {
2331
2469
  .AttackUp1, .AttackUp2, .Rage => {
2332
2470
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2333
- if (boosts.atk == 6) return try log.fail(ident, .None);
2471
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2334
2472
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2335
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2336
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2473
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2474
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2337
2475
  if (stats.atk == MAX_STAT_VALUE) {
2338
2476
  boosts.atk -= 1;
2339
2477
  if (showdown) {
2340
- try log.boost(ident, reason, n);
2341
- try log.boost(ident, Boost.Attack, -1);
2478
+ try log.boost(.{ ident, reason, n });
2479
+ try log.boost(.{ ident, .Attack, -1 });
2342
2480
  if (move.effect == .Rage) return;
2343
2481
  }
2344
- return try log.fail(ident, .None);
2482
+ return log.fail(.{ ident, .None });
2345
2483
  }
2346
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2484
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2347
2485
  const stat = unmodifiedStats(battle, side).atk;
2348
2486
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2349
- try log.boost(ident, reason, n);
2487
+ try log.boost(.{ ident, reason, n });
2350
2488
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2351
2489
  if (showdown and move.effect == .Rage) return;
2352
2490
  },
2353
2491
  .DefenseUp1, .DefenseUp2 => {
2354
2492
  assert(boosts.def >= -6 and boosts.def <= 6);
2355
- if (boosts.def == 6) return try log.fail(ident, .None);
2493
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2356
2494
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2357
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2495
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2358
2496
  if (stats.def == MAX_STAT_VALUE) {
2359
2497
  boosts.def -= 1;
2360
2498
  if (showdown) {
2361
- try log.boost(ident, .Defense, n);
2362
- try log.boost(ident, .Defense, -1);
2499
+ try log.boost(.{ ident, .Defense, n });
2500
+ try log.boost(.{ ident, .Defense, -1 });
2363
2501
  }
2364
- return try log.fail(ident, .None);
2502
+ return log.fail(.{ ident, .None });
2365
2503
  }
2366
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2504
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2367
2505
  const stat = unmodifiedStats(battle, side).def;
2368
2506
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2369
- try log.boost(ident, .Defense, n);
2507
+ try log.boost(.{ ident, .Defense, n });
2370
2508
  },
2371
2509
  .SpeedUp2 => {
2372
2510
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2373
- if (boosts.spe == 6) return try log.fail(ident, .None);
2374
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2511
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2512
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2375
2513
  if (stats.spe == MAX_STAT_VALUE) {
2376
2514
  boosts.spe -= 1;
2377
2515
  if (showdown) {
2378
- try log.boost(ident, .Speed, 2);
2379
- try log.boost(ident, .Speed, -1);
2516
+ try log.boost(.{ ident, .Speed, 2 });
2517
+ try log.boost(.{ ident, .Speed, -1 });
2380
2518
  }
2381
- return try log.fail(ident, .None);
2519
+ return log.fail(.{ ident, .None });
2382
2520
  }
2383
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2521
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2384
2522
  const stat = unmodifiedStats(battle, side).spe;
2385
2523
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2386
- try log.boost(ident, .Speed, 2);
2524
+ try log.boost(.{ ident, .Speed, 2 });
2387
2525
  },
2388
2526
  .SpecialUp1, .SpecialUp2 => {
2389
2527
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2390
- if (boosts.spc == 6) return try log.fail(ident, .None);
2528
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2391
2529
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2392
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2530
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2393
2531
  if (stats.spc == MAX_STAT_VALUE) {
2394
2532
  boosts.spc -= 1;
2395
2533
  if (showdown) {
2396
- try log.boost(ident, .SpecialAttack, n);
2397
- try log.boost(ident, .SpecialAttack, -1);
2398
- try log.boost(ident, .SpecialDefense, n);
2399
- try log.boost(ident, .SpecialDefense, -1);
2534
+ try log.boost(.{ ident, .SpecialAttack, n });
2535
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2536
+ try log.boost(.{ ident, .SpecialDefense, n });
2537
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2400
2538
  }
2401
- return try log.fail(ident, .None);
2539
+ return log.fail(.{ ident, .None });
2402
2540
  }
2403
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2541
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2404
2542
  const stat = unmodifiedStats(battle, side).spc;
2405
2543
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2406
- try log.boost(ident, .SpecialAttack, n);
2407
- try log.boost(ident, .SpecialDefense, n);
2544
+ try log.boost(.{ ident, .SpecialAttack, n });
2545
+ try log.boost(.{ ident, .SpecialDefense, n });
2408
2546
  },
2409
2547
  .EvasionUp1 => {
2410
2548
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2411
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2412
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2413
- try log.boost(ident, .Evasion, 1);
2549
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2550
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2551
+ try log.boost(.{ ident, .Evasion, 1 });
2414
2552
  },
2415
2553
  else => unreachable,
2416
2554
  }
@@ -2419,102 +2557,105 @@ pub const Effects = struct {
2419
2557
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2420
2558
  }
2421
2559
 
2422
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2560
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2561
+ var log = options.log;
2423
2562
  var foe = battle.foe(player);
2424
2563
  const foe_ident = battle.active(player.foe());
2564
+ const secondary = move.effect.isStatDownChance();
2425
2565
 
2426
- if (foe.active.volatiles.Substitute) {
2427
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2428
- }
2566
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2429
2567
 
2430
- if (move.effect.isStatDownChance()) {
2431
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2432
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2433
- return; // checkHit already checks for Invulnerable
2568
+ if (secondary) {
2569
+ const proc = try Rolls.unboost(battle, player, options);
2570
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2571
+ } else {
2572
+ // checkHit already checks for Invulnerable
2573
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2434
2574
  }
2435
2575
 
2436
2576
  var stats = &foe.active.stats;
2437
2577
  var boosts = &foe.active.boosts;
2578
+ const fail = showdown or !secondary;
2438
2579
 
2439
2580
  switch (move.effect) {
2440
2581
  .AttackDown1, .AttackDownChance => {
2441
2582
  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));
2583
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2584
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2444
2585
  if (stats.atk == 1) {
2445
2586
  boosts.atk += 1;
2446
2587
  if (showdown) {
2447
- try log.boost(foe_ident, .Attack, -1);
2448
- try log.boost(foe_ident, .Attack, 1);
2588
+ try log.boost(.{ foe_ident, .Attack, -1 });
2589
+ try log.boost(.{ foe_ident, .Attack, 1 });
2449
2590
  }
2450
- return try log.fail(foe_ident, .None);
2591
+ return log.fail(.{ foe_ident, .None });
2451
2592
  }
2452
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2593
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2453
2594
  const stat = unmodifiedStats(battle, foe).atk;
2454
2595
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2455
- try log.boost(foe_ident, .Attack, -1);
2596
+ try log.boost(.{ foe_ident, .Attack, -1 });
2456
2597
  },
2457
2598
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2458
2599
  assert(boosts.def >= -6 and boosts.def <= 6);
2459
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2600
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2460
2601
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2461
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2602
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2462
2603
  if (stats.def == 1) {
2463
2604
  boosts.def += 1;
2464
2605
  if (showdown) {
2465
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2466
- try log.boost(foe_ident, .Defense, 1);
2606
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2607
+ try log.boost(.{ foe_ident, .Defense, 1 });
2467
2608
  }
2468
- return try log.fail(foe_ident, .None);
2609
+ return log.fail(.{ foe_ident, .None });
2469
2610
  }
2470
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2611
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2471
2612
  const stat = unmodifiedStats(battle, foe).def;
2472
2613
  stats.def = @max(1, stat * mod[0] / mod[1]);
2473
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2614
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2474
2615
  },
2475
2616
  .SpeedDown1, .SpeedDownChance => {
2476
2617
  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));
2618
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2619
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2479
2620
  if (stats.spe == 1) {
2480
2621
  boosts.spe += 1;
2481
2622
  if (showdown) {
2482
- try log.boost(foe_ident, .Speed, -1);
2483
- try log.boost(foe_ident, .Speed, 1);
2623
+ try log.boost(.{ foe_ident, .Speed, -1 });
2624
+ try log.boost(.{ foe_ident, .Speed, 1 });
2484
2625
  }
2485
- return try log.fail(foe_ident, .None);
2626
+ return log.fail(.{ foe_ident, .None });
2486
2627
  }
2487
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2628
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2488
2629
  const stat = unmodifiedStats(battle, foe).spe;
2489
2630
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2490
- try log.boost(foe_ident, .Speed, -1);
2631
+ try log.boost(.{ foe_ident, .Speed, -1 });
2491
2632
  assert(boosts.spe >= -6);
2492
2633
  },
2493
2634
  .SpecialDownChance => {
2494
2635
  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));
2636
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2637
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2497
2638
  if (stats.spc == 1) {
2498
2639
  boosts.spc += 1;
2499
2640
  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);
2641
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2642
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2643
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2644
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2504
2645
  }
2505
- return try log.fail(foe_ident, .None);
2646
+ return log.fail(.{ foe_ident, .None });
2506
2647
  }
2507
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2648
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2508
2649
  const stat = unmodifiedStats(battle, foe).spc;
2509
2650
  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);
2651
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2652
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2512
2653
  },
2513
2654
  .AccuracyDown1 => {
2514
2655
  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);
2656
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2657
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2658
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2518
2659
  },
2519
2660
  else => unreachable,
2520
2661
  }
@@ -2538,37 +2679,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2538
2679
  }
2539
2680
  }
2540
2681
 
2541
- inline fn isForced(active: ActivePokemon) bool {
2682
+ fn isForced(active: anytype) bool {
2542
2683
  return active.volatiles.Recharging or active.volatiles.Rage or
2543
2684
  active.volatiles.Thrashing or active.volatiles.Charging;
2544
2685
  }
2545
2686
 
2546
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2687
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2688
+ var log = options.log;
2547
2689
  var side = battle.side(who);
2548
2690
  var volatiles = &side.active.volatiles;
2549
2691
  const ident = battle.active(who);
2550
2692
 
2551
- if (volatiles.disabled_move != 0) {
2552
- volatiles.disabled_move = 0;
2553
- volatiles.disabled_duration = 0;
2554
- try log.end(ident, .DisableSilent);
2693
+ if (volatiles.disable_move != 0) {
2694
+ volatiles.disable_move = 0;
2695
+ volatiles.disable_duration = 0;
2696
+ options.chance.observe(.disable, who, .None);
2697
+ try log.end(.{ ident, .DisableSilent });
2555
2698
  }
2556
2699
  if (volatiles.Confusion) {
2557
2700
  // volatiles.confusion is left unchanged
2558
2701
  volatiles.Confusion = false;
2559
- try log.end(ident, .ConfusionSilent);
2702
+ options.chance.observe(.confusion, who, .None);
2703
+ try log.end(.{ ident, .ConfusionSilent });
2560
2704
  }
2561
2705
  if (volatiles.Mist) {
2562
2706
  volatiles.Mist = false;
2563
- try log.end(ident, .Mist);
2707
+ try log.end(.{ ident, .MistSilent });
2564
2708
  }
2565
2709
  if (volatiles.FocusEnergy) {
2566
2710
  volatiles.FocusEnergy = false;
2567
- try log.end(ident, .FocusEnergy);
2711
+ try log.end(.{ ident, .FocusEnergySilent });
2568
2712
  }
2569
2713
  if (volatiles.LeechSeed) {
2570
2714
  volatiles.LeechSeed = false;
2571
- try log.end(ident, .LeechSeed);
2715
+ try log.end(.{ ident, .LeechSeedSilent });
2572
2716
  }
2573
2717
  if (!showdown and volatiles.Toxic) {
2574
2718
  volatiles.Toxic = false;
@@ -2576,152 +2720,370 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2576
2720
  }
2577
2721
  if (volatiles.LightScreen) {
2578
2722
  volatiles.LightScreen = false;
2579
- try log.end(ident, .LightScreen);
2723
+ try log.end(.{ ident, .LightScreenSilent });
2580
2724
  }
2581
2725
  if (volatiles.Reflect) {
2582
2726
  volatiles.Reflect = false;
2583
- try log.end(ident, .Reflect);
2727
+ try log.end(.{ ident, .ReflectSilent });
2584
2728
  }
2585
2729
  if (showdown and volatiles.Toxic) {
2586
2730
  volatiles.Toxic = false;
2587
2731
  // Pokémon Showdown erroneously clears the toxic counter
2588
2732
  volatiles.toxic = 0;
2589
- try log.end(ident, .Toxic);
2733
+ try log.end(.{ ident, .ToxicSilent });
2590
2734
  }
2591
2735
  }
2592
2736
 
2737
+ fn decrement(
2738
+ comptime field: chance.Action.Field,
2739
+ player: Player,
2740
+ options: anytype,
2741
+ n: anytype,
2742
+ ) @TypeOf(n) {
2743
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2744
+ .started, .ended => 0,
2745
+ .continuing => if (n > 1) n - 1 else n,
2746
+ else => unreachable,
2747
+ } else n - 1;
2748
+ }
2749
+
2593
2750
  pub const Rolls = struct {
2594
- inline fn speedTie(battle: anytype) bool {
2595
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2596
- return battle.rng.next() < Gen12.percent(50) + 1;
2597
- }
2751
+ fn speedTie(battle: anytype, options: anytype) !bool {
2752
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2753
+ player == .P1
2754
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2755
+ battle.rng.speedTie()
2756
+ else if (showdown)
2757
+ battle.rng.range(u8, 0, 2) == 0
2758
+ else
2759
+ battle.rng.next() < Gen12.percent(50) + 1;
2760
+
2761
+ try options.chance.speedTie(p1);
2762
+ return p1;
2763
+ }
2764
+
2765
+ fn criticalHit(
2766
+ battle: anytype,
2767
+ player: Player,
2768
+ rate: u8,
2769
+ spurious: bool,
2770
+ options: anytype,
2771
+ ) !bool {
2772
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2773
+ val == .true
2774
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2775
+ battle.rng.criticalHit(player, rate)
2776
+ else if (showdown)
2777
+ battle.rng.chance(u8, rate, 256)
2778
+ else
2779
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2780
+
2781
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2782
+ return crit;
2783
+ }
2784
+
2785
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2786
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2787
+ val
2788
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2789
+ battle.rng.damage(player)
2790
+ else roll: {
2791
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2792
+ while (true) {
2793
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2794
+ if (r >= 217) break :roll r;
2795
+ }
2796
+ };
2598
2797
 
2599
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2600
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2601
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2798
+ assert(roll >= 217 and roll <= 255);
2799
+ try options.chance.damage(player, roll);
2800
+ return roll;
2602
2801
  }
2603
2802
 
2604
- inline fn damage(battle: anytype) u8 {
2605
- if (showdown) return battle.rng.range(u8, 217, 256);
2606
- while (true) {
2607
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2608
- if (r >= 217) return r;
2609
- }
2610
- }
2803
+ const uN = if (pkmn.options.miss) u8 else u9;
2804
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2805
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2806
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2807
+ val == .true
2808
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2809
+ battle.rng.hit(player, acc)
2810
+ else if (showdown)
2811
+ battle.rng.chance(uN, acc, 256)
2812
+ else
2813
+ battle.rng.next() < acc;
2611
2814
 
2612
- inline fn hit(battle: anytype, accuracy: u16) bool {
2613
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2614
- return battle.rng.next() < accuracy;
2815
+ try options.chance.hit(player, ok, acc);
2816
+ return ok;
2615
2817
  }
2616
2818
 
2617
- inline fn confusionDuration(battle: anytype) u3 {
2618
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2619
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2620
- }
2819
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2820
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2821
+ val == .true
2822
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2823
+ battle.rng.confused(player)
2824
+ else if (showdown)
2825
+ !battle.rng.chance(u8, 128, 256)
2826
+ else
2827
+ battle.rng.next() >= Gen12.percent(50) + 1;
2621
2828
 
2622
- inline fn confused(battle: anytype) bool {
2623
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2624
- return battle.rng.next() >= Gen12.percent(50) + 1;
2829
+ try options.chance.confused(player, cfz);
2830
+ return cfz;
2625
2831
  }
2626
2832
 
2627
- inline fn paralyzed(battle: anytype) bool {
2628
- if (showdown) return battle.rng.chance(u8, 63, 256);
2629
- return battle.rng.next() < Gen12.percent(25);
2630
- }
2833
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2834
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2835
+ val == .true
2836
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2837
+ battle.rng.paralyzed(player)
2838
+ else if (showdown)
2839
+ battle.rng.chance(u8, 63, 256)
2840
+ else
2841
+ battle.rng.next() < Gen12.percent(25);
2631
2842
 
2632
- inline fn confusionChance(battle: anytype) bool {
2633
- if (showdown) return battle.rng.chance(u8, 25, 256);
2634
- return battle.rng.next() < Gen12.percent(10);
2843
+ try options.chance.paralyzed(player, par);
2844
+ return par;
2635
2845
  }
2636
2846
 
2637
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2638
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2639
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2640
- }
2847
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2848
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2849
+ val == .true
2850
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2851
+ battle.rng.secondaryChance(player, 25)
2852
+ else if (showdown)
2853
+ battle.rng.chance(u8, 25, 256)
2854
+ else
2855
+ battle.rng.next() < Gen12.percent(10);
2641
2856
 
2642
- inline fn poisonChance(battle: anytype, low: bool) bool {
2643
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2644
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2857
+ try options.chance.secondaryChance(player, proc, 25);
2858
+ return proc;
2645
2859
  }
2646
2860
 
2647
- inline fn sleepDuration(battle: anytype) u3 {
2648
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2649
- while (true) {
2650
- const r = battle.rng.next() & 7;
2651
- if (r != 0) return @intCast(u3, r);
2652
- }
2861
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2862
+ const rate: u8 = if (low) 26 else 77;
2863
+
2864
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2865
+ val == .true
2866
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2867
+ battle.rng.secondaryChance(player, rate)
2868
+ else if (showdown)
2869
+ battle.rng.chance(u8, rate, 256)
2870
+ else
2871
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2872
+
2873
+ try options.chance.secondaryChance(player, proc, rate);
2874
+ return proc;
2653
2875
  }
2654
2876
 
2655
- inline fn bideThrashDuration(battle: anytype) u3 {
2656
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2657
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2877
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2878
+ const rate: u8 = if (low) 52 else 103;
2879
+
2880
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2881
+ val == .true
2882
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2883
+ battle.rng.secondaryChance(player, rate)
2884
+ else if (showdown)
2885
+ battle.rng.chance(u8, rate, 256)
2886
+ else
2887
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2888
+
2889
+ try options.chance.secondaryChance(player, proc, rate);
2890
+ return proc;
2658
2891
  }
2659
2892
 
2660
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2661
- if (showdown) {
2662
- if (check_pp == 0) {
2663
- var i: usize = moves.len;
2664
- while (i > 0) {
2665
- i -= 1;
2666
- if (moves[i].id != .None) {
2667
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2668
- }
2669
- }
2670
- } else {
2671
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2672
- var i: usize = 0;
2673
- while (i < moves.len and r > 0) : (i += 1) {
2674
- if (moves[i].pp > 0) {
2675
- r -= 1;
2676
- if (r == 0) break;
2677
- }
2678
- }
2679
- return @intCast(u4, i + 1);
2893
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2894
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2895
+ val == .true
2896
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2897
+ battle.rng.secondaryChance(player, 85)
2898
+ else if (showdown)
2899
+ battle.rng.chance(u8, 85, 256)
2900
+ else
2901
+ battle.rng.next() < Gen12.percent(33) + 1;
2902
+
2903
+ try options.chance.secondaryChance(player, proc, 85);
2904
+ return proc;
2905
+ }
2906
+
2907
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2908
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2909
+ val
2910
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2911
+ battle.rng.metronome(player)
2912
+ else if (showdown)
2913
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2914
+ else move: {
2915
+ while (true) {
2916
+ const r = battle.rng.next();
2917
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2918
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2919
+ break :move @enumFromInt(r);
2680
2920
  }
2681
- }
2921
+ };
2682
2922
 
2683
- while (true) {
2684
- const r = @intCast(u4, battle.rng.next() & 3);
2685
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2686
- }
2687
- }
2923
+ try options.chance.metronome(player, move);
2924
+ return move;
2925
+ }
2926
+
2927
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2928
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2929
+ val - 1
2930
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2931
+ battle.rng.psywave(player)
2932
+ else if (showdown)
2933
+ battle.rng.range(u8, 0, max)
2934
+ else power: {
2935
+ while (true) {
2936
+ const r = battle.rng.next();
2937
+ if (r < max) break :power r;
2938
+ }
2939
+ };
2688
2940
 
2689
- inline fn disableDuration(battle: anytype) u4 {
2690
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2691
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2692
- }
2941
+ assert(power < max);
2942
+ try options.chance.psywave(player, power, max);
2943
+ return power;
2944
+ }
2945
+
2946
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2947
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2948
+ @intCast(val)
2949
+ else if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2950
+ battle.rng.sleepDuration(player)
2951
+ else if (showdown)
2952
+ battle.rng.range(u3, 1, 8)
2953
+ else duration: {
2954
+ while (true) {
2955
+ const r = battle.rng.next() & 7;
2956
+ if (r != 0) break :duration @intCast(r);
2957
+ }
2958
+ };
2693
2959
 
2694
- inline fn metronome(battle: anytype) Move {
2695
- if (showdown) {
2696
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
2697
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
2698
- return @intToEnum(Move, r + mod);
2699
- }
2700
- while (true) {
2701
- const r = battle.rng.next();
2702
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
2703
- if (r >= @enumToInt(Move.Struggle)) continue;
2704
- return @intToEnum(Move, r);
2705
- }
2960
+ assert(duration >= 1 and duration <= 7);
2961
+ options.chance.duration(player, duration);
2962
+ return duration;
2706
2963
  }
2707
2964
 
2708
- inline fn psywave(battle: anytype, max: u8) u8 {
2709
- if (showdown) return battle.rng.range(u8, 0, max);
2710
- while (true) {
2711
- const r = battle.rng.next();
2712
- if (r < max) return r;
2713
- }
2965
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2966
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2967
+ val
2968
+ else if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2969
+ battle.rng.disableDuration(player)
2970
+ else if (showdown)
2971
+ battle.rng.range(u4, 1, 9)
2972
+ else
2973
+ @intCast((battle.rng.next() & 7) + 1);
2974
+
2975
+ assert(duration >= 1 and duration <= 8);
2976
+ options.chance.duration(player, duration);
2977
+ return duration;
2714
2978
  }
2715
2979
 
2716
- inline fn distribution(battle: anytype) u3 {
2717
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2718
- const r = (battle.rng.next() & 3);
2719
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2980
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
2981
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2982
+ @intCast(val)
2983
+ else if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
2984
+ battle.rng.confusionDuration(player)
2985
+ else if (showdown)
2986
+ battle.rng.range(u3, 2, 6)
2987
+ else
2988
+ @intCast((battle.rng.next() & 3) + 2);
2989
+
2990
+ assert(duration >= 2 and duration <= 5);
2991
+ options.chance.duration(player, duration);
2992
+ return duration;
2720
2993
  }
2721
2994
 
2722
- inline fn unboost(battle: anytype) bool {
2723
- if (showdown) return battle.rng.chance(u8, 85, 256);
2724
- return battle.rng.next() < Gen12.percent(33) + 1;
2995
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2996
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2997
+ @intCast(val)
2998
+ else if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
2999
+ battle.rng.attackingDuration(player)
3000
+ else if (showdown)
3001
+ battle.rng.range(u3, 2, 4)
3002
+ else
3003
+ @intCast((battle.rng.next() & 1) + 2);
3004
+
3005
+ assert(duration >= 2 and duration <= 3);
3006
+ options.chance.duration(player, duration);
3007
+ return duration;
3008
+ }
3009
+
3010
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3011
+
3012
+ fn distribution(
3013
+ battle: anytype,
3014
+ comptime effect: Move.Effect,
3015
+ player: Player,
3016
+ options: anytype,
3017
+ ) !u3 {
3018
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3019
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
3020
+ @intCast(val)
3021
+ else if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3022
+ battle.rng.distribution(player)
3023
+ else if (showdown)
3024
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3025
+ else n: {
3026
+ const r = (battle.rng.next() & 3);
3027
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3028
+ };
3029
+
3030
+ assert(n >= 2 and n <= 5);
3031
+ if (effect == .Binding) {
3032
+ options.chance.duration(player, n);
3033
+ } else {
3034
+ try options.chance.multiHit(player, n);
3035
+ }
3036
+ return n;
3037
+ }
3038
+
3039
+ fn moveSlot(
3040
+ battle: anytype,
3041
+ player: Player,
3042
+ moves: []MoveSlot,
3043
+ check_pp: u4,
3044
+ options: anytype,
3045
+ ) !u4 {
3046
+ // TODO: consider throwing error instead of rerolling?
3047
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
3048
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3049
+ val
3050
+ else
3051
+ null
3052
+ else
3053
+ null;
3054
+
3055
+ const slot: u4 = overridden orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3056
+ battle.rng.moveSlot(player, moves, check_pp)
3057
+ else slot: {
3058
+ if (showdown) {
3059
+ if (check_pp == 0) {
3060
+ var i: usize = moves.len;
3061
+ while (i > 0) {
3062
+ i -= 1;
3063
+ if (moves[i].id != .None) {
3064
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3065
+ }
3066
+ }
3067
+ } else {
3068
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3069
+ var i: usize = 0;
3070
+ while (i < moves.len and r > 0) : (i += 1) {
3071
+ if (moves[i].pp > 0) {
3072
+ r -= 1;
3073
+ if (r == 0) break :slot @intCast(i + 1);
3074
+ }
3075
+ }
3076
+ }
3077
+ }
3078
+
3079
+ while (true) {
3080
+ const r: u4 = @intCast(battle.rng.next() & 3);
3081
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3082
+ }
3083
+ };
3084
+
3085
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3086
+ return slot;
2725
3087
  }
2726
3088
  };
2727
3089
 
@@ -2729,14 +3091,14 @@ test "RNG agreement" {
2729
3091
  if (!showdown) return;
2730
3092
  var expected: [256]u32 = undefined;
2731
3093
  for (0..expected.len) |i| {
2732
- expected[i] = @intCast(u32, i * 0x1000000);
3094
+ expected[i] = @intCast(i * 0x1000000);
2733
3095
  }
2734
3096
 
2735
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2736
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2737
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2738
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2739
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3097
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3098
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3099
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3100
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3101
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2740
3102
 
2741
3103
  for (0..expected.len) |i| {
2742
3104
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2772,11 +3134,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2772
3134
  const side = battle.side(player);
2773
3135
  const foe = battle.foe(player);
2774
3136
 
2775
- var active = side.active;
3137
+ const active = &side.active;
2776
3138
  const stored = side.stored();
2777
3139
 
2778
3140
  // While players are not given any input options on the cartridge in these cases,
2779
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3141
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2780
3142
  //
2781
3143
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2782
3144
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2784,9 +3146,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2784
3146
  // passing due to being forced into using a move. Instead of introducing another option
2785
3147
  // we simply repurpose Move with no move slot, even though pedantically this is not
2786
3148
  // strictly correct as the player would not have been presented the option to move or
2787
- // switch at all.
3149
+ // switch at all
2788
3150
  if (isForced(active)) {
2789
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3151
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2790
3152
  n += 1;
2791
3153
  return n;
2792
3154
  }
@@ -2803,7 +3165,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2803
3165
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2804
3166
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2805
3167
  // either disables all other moves in the case of limited or requires you to select a
2806
- // move normally if sleeping/frozen/bound.
3168
+ // move normally if sleeping/frozen/bound
2807
3169
  if (!showdown and (limited or foe.active.volatiles.Binding or
2808
3170
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2809
3171
  {
@@ -2816,7 +3178,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2816
3178
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2817
3179
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2818
3180
  // Move will not result in forcing the subsequent use unless the user also had the
2819
- // proc-ed move in their moveset) and disabling all other moves.
3181
+ // proc-ed move in their moveset) and disabling all other moves
2820
3182
  if (limited) {
2821
3183
  assert(showdown);
2822
3184
  assert(side.last_selected_move != .None);
@@ -2826,7 +3188,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2826
3188
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2827
3189
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2828
3190
  const struggle =
2829
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3191
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2830
3192
  const s = if (struggle) 0 else slot;
2831
3193
  out[n] = .{ .type = .Move, .data = s };
2832
3194
  n += 1;
@@ -2841,7 +3203,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2841
3203
  const m = active.moves[slot - 1];
2842
3204
  if (m.id == .None) break;
2843
3205
  if (m.pp == 0) continue;
2844
- if (active.volatiles.disabled_move == slot) continue;
3206
+ if (active.volatiles.disable_move == slot) continue;
2845
3207
  out[n] = .{ .type = .Move, .data = slot };
2846
3208
  n += 1;
2847
3209
  }