@pkmn/engine 0.1.0-dev.cf6f5d2c → 0.1.0-dev.d3e796d5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (47) hide show
  1. package/README.md +55 -44
  2. package/build/pkg/addon.js +3 -2
  3. package/build/pkg/addon.js.map +1 -1
  4. package/build/pkg/data/layout.json +25 -3
  5. package/build/pkg/gen1.d.ts +2 -1
  6. package/build/pkg/gen1.js +36 -18
  7. package/build/pkg/gen1.js.map +1 -1
  8. package/build/pkg/index.d.ts +4 -2
  9. package/build/pkg/index.js.map +1 -1
  10. package/build/pkg/protocol.d.ts +4 -2
  11. package/build/pkg/protocol.js +4 -2
  12. package/build/pkg/protocol.js.map +1 -1
  13. package/build/test/display.js +7 -3
  14. package/build/test/display.js.map +1 -1
  15. package/build.zig +86 -62
  16. package/package.json +25 -16
  17. package/src/bin/install-pkmn-engine +10 -5
  18. package/src/lib/binding/node.zig +45 -140
  19. package/src/lib/binding/wasm.zig +4 -2
  20. package/src/lib/common/battle.zig +17 -0
  21. package/src/lib/common/data.zig +11 -11
  22. package/src/lib/common/debug.zig +20 -11
  23. package/src/lib/common/js.zig +118 -0
  24. package/src/lib/common/optional.zig +60 -0
  25. package/src/lib/common/options.zig +9 -0
  26. package/src/lib/common/protocol.zig +277 -159
  27. package/src/lib/common/rational.zig +353 -0
  28. package/src/lib/common/rng.zig +10 -10
  29. package/src/lib/common/util.zig +12 -0
  30. package/src/lib/gen1/README.md +239 -151
  31. package/src/lib/gen1/calc.zig +426 -0
  32. package/src/lib/gen1/chance.zig +1044 -0
  33. package/src/lib/gen1/data/moves.zig +10 -10
  34. package/src/lib/gen1/data/species.zig +2 -2
  35. package/src/lib/gen1/data/types.zig +3 -3
  36. package/src/lib/gen1/data.zig +64 -38
  37. package/src/lib/gen1/helpers.zig +592 -35
  38. package/src/lib/gen1/mechanics.zig +804 -500
  39. package/src/lib/gen2/README.md +87 -13
  40. package/src/lib/gen2/data/items.zig +3 -3
  41. package/src/lib/gen2/data/moves.zig +16 -3
  42. package/src/lib/gen2/data/species.zig +1 -1
  43. package/src/lib/gen2/data/types.zig +3 -3
  44. package/src/lib/gen2/data.zig +73 -38
  45. package/src/lib/gen2/helpers.zig +15 -16
  46. package/src/lib/gen2/mechanics.zig +476 -11
  47. package/src/lib/pkmn.zig +61 -2
@@ -48,7 +48,7 @@ pub const Battle = struct {
48
48
  comptime rolls: anytype,
49
49
  p1: []const Pokemon,
50
50
  p2: []const Pokemon,
51
- ) data.Battle(rng.FixedRNG(1, rolls.len)) {
51
+ ) data.Battle(rng.FixedRNG(2, rolls.len)) {
52
52
  return .{
53
53
  .rng = .{ .rolls = rolls },
54
54
  .sides = .{ Side.init(p1), Side.init(p2) },
@@ -72,11 +72,9 @@ pub fn prng(rand: *PSRNG) data.PRNG {
72
72
  rand.newSeed()
73
73
  else
74
74
  .{
75
- rand.range(u8, 0, 256), rand.range(u8, 0, 256),
76
- rand.range(u8, 0, 256), rand.range(u8, 0, 256),
77
- rand.range(u8, 0, 256), rand.range(u8, 0, 256),
78
- rand.range(u8, 0, 256), rand.range(u8, 0, 256),
79
- rand.range(u8, 0, 256), rand.range(u8, 0, 256),
75
+ rand.range(u8, 0, 256), rand.range(u8, 0, 256), rand.range(u8, 0, 256),
76
+ rand.range(u8, 0, 256), rand.range(u8, 0, 256), rand.range(u8, 0, 256),
77
+ rand.range(u8, 0, 256), rand.range(u8, 0, 256), rand.range(u8, 0, 256),
80
78
  },
81
79
  },
82
80
  };
@@ -89,7 +87,7 @@ pub const Side = struct {
89
87
 
90
88
  for (0..ps.len) |i| {
91
89
  side.pokemon[i] = Pokemon.init(ps[i]);
92
- // FIXME side.order[i] = i + 1;
90
+ side.pokemon[i].position = @as(u4, @intCast(i)) + 1;
93
91
  }
94
92
  return side;
95
93
  }
@@ -100,7 +98,7 @@ pub const Side = struct {
100
98
 
101
99
  for (0..n) |i| {
102
100
  side.pokemon[i] = Pokemon.random(rand, opt);
103
- side.pokemon[i].position = i + 1;
101
+ side.pokemon[i].position = @as(u4, @intCast(i)) + 1;
104
102
  }
105
103
 
106
104
  return side;
@@ -141,7 +139,7 @@ pub const Pokemon = struct {
141
139
  .id = m,
142
140
  .pp_ups = 3,
143
141
  // NB: PP can be at most 61 legally (though can overflow to 63)
144
- .pp = @intCast(u8, @min(Move.pp(m) / 5 * 8, 61)),
142
+ .pp = @intCast(@min(Move.get(m).pp / 5 * 8, 61)),
145
143
  };
146
144
  }
147
145
  pokemon.item = p.item;
@@ -153,16 +151,16 @@ pub const Pokemon = struct {
153
151
  pokemon.status = p.status;
154
152
  pokemon.types = species.types;
155
153
  pokemon.level = p.level;
156
- pokemon.dvs = DVs.from(p.dvs);
154
+ pokemon.dvs = DVs.from(p.species, p.dvs);
157
155
  return pokemon;
158
156
  }
159
157
 
160
158
  pub fn random(rand: *PSRNG, opt: Options) data.Pokemon {
161
- const s = @intToEnum(Species, rand.range(u8, 1, Species.size + 1));
159
+ const s: Species = @enumFromInt(rand.range(u8, 1, Species.size + 1));
162
160
  const species = Species.get(s);
163
161
  const lvl = if (rand.chance(u8, 1, 20)) rand.range(u8, 1, 99 + 1) else 100;
164
162
  // Pokémon Showdown does not support most items without in-battle held item effects
165
- const max_item = @enumToInt(if (showdown) Item.FlowerMail else Item.TM50);
163
+ const max_item = @intFromEnum(if (showdown) Item.FlowerMail else Item.TM50);
166
164
  const item = if (rand.chance(u8, 1, 10)) 0 else rand.range(u8, 1, max_item + 1);
167
165
 
168
166
  var stats: Stats(u16) = .{};
@@ -184,14 +182,15 @@ pub const Pokemon = struct {
184
182
  for (0..n) |i| {
185
183
  var m: Move = .None;
186
184
  sample: while (true) {
187
- m = @intToEnum(Move, rand.range(u8, 1, 164 + 1));
185
+ m = @enumFromInt(rand.range(u8, 1, 164 + 1));
188
186
  for (0..i) |j| if (ms[j].id == m) continue :sample;
189
187
  break;
190
188
  }
191
- const pp_ups =
189
+ const pp_ups: u8 =
192
190
  if (!opt.cleric and rand.chance(u8, 1, 10)) rand.range(u2, 0, 2 + 1) else 3;
193
191
  // NB: PP can be at most 61 legally (though can overflow to 63)
194
- const max_pp = @intCast(u8, Move.pp(m) + @as(u8, pp_ups) * @min(Move.pp(m) / 5, 7));
192
+ var base = Move.get(m).pp;
193
+ const max_pp: u8 = @intCast(base + pp_ups * @min(base / 5, 7));
195
194
  ms[i] = .{
196
195
  .id = m,
197
196
  .pp_ups = pp_ups,
@@ -201,7 +200,7 @@ pub const Pokemon = struct {
201
200
  return .{
202
201
  .species = s,
203
202
  .types = species.types,
204
- .dvs = DVs.from(dvs),
203
+ .dvs = DVs.from(s, dvs),
205
204
  .level = lvl,
206
205
  .stats = stats,
207
206
  .hp = if (opt.cleric) stats.hp else rand.range(u16, 0, stats.hp + 1),
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -17,7 +18,7 @@ const ID = common.ID;
17
18
  const Player = common.Player;
18
19
  const Result = common.Result;
19
20
 
20
- const showdown = options.showdown;
21
+ const showdown = pkmn.options.showdown;
21
22
 
22
23
  const Damage = protocol.Damage;
23
24
  const Heal = protocol.Heal;
@@ -34,20 +35,484 @@ const Species = data.Species;
34
35
  const Stats = data.Stats;
35
36
  const Status = data.Status;
36
37
 
37
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
38
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
39
+ assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
40
+ if (battle.turn == 0) return start(battle, options);
41
+
42
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
43
+ if (try doTurn(battle, .P1, c1, .P2, c2, options)) |r| return r;
44
+ } else {
45
+ if (try doTurn(battle, .P2, c2, .P1, c1, options)) |r| return r;
46
+ }
47
+
48
+ return endTurn(battle, options);
49
+ }
50
+
51
+ fn start(battle: anytype, options: anytype) !Result {
52
+ const p1 = battle.side(.P1);
53
+ const p2 = battle.side(.P2);
54
+
55
+ var p1_slot = findFirstAlive(p1);
56
+ assert(!showdown or p1_slot == 1);
57
+ if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
58
+
59
+ var p2_slot = findFirstAlive(p2);
60
+ assert(!showdown or p2_slot == 1);
61
+ if (p2_slot == 0) return Result.Win;
62
+
63
+ try switchIn(battle, .P1, p1_slot, true, options);
64
+ try switchIn(battle, .P2, p2_slot, true, options);
65
+
66
+ return endTurn(battle, options);
67
+ }
68
+
69
+ fn findFirstAlive(side: *const Side) u8 {
70
+ for (side.pokemon, 0..) |pokemon, i| if (pokemon.hp > 0) return side.pokemon[i].position;
71
+ return 0;
72
+ }
73
+
74
+ fn selectMove(battle: anytype, player: Player, choice: Choice) void {
75
+ if (choice.type == .Pass) return; // FIXME BATON PASS
76
+
77
+ var side = battle.side(player);
78
+ var volatiles = &side.active.volatiles;
79
+
80
+ // pre-battle menu
81
+ const forced = forced: {
82
+ if (volatiles.Recharging) break :forced true;
83
+ // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
84
+ if (!showdown) {
85
+ volatiles.Flinch = false;
86
+ battle.foe(player).active.volatiles.Flinch = false;
87
+ }
88
+ break :forced (volatiles.Thrashing or volatiles.Charging or volatiles.Rollout);
89
+ };
90
+
91
+ // battle menu
92
+ if (choice.type == .Switch) return;
93
+ assert(choice.type == .Move and (!forced or choice.data == @intFromBool(showdown)));
94
+
95
+ done: {
96
+ if (forced) break :done;
97
+ // pre-move select
98
+ if (volatiles.Encore) {
99
+ // TODO wCurPlayerMove = side.lastMove(true);
100
+ // assert(wCurPlayerMove != .None);
101
+ volatiles.Bide = false; // FIXME wPlayerCharging vs. SUBSTATUS_BIDE?
102
+ const effect = Move.get(.Pound).effect; // TODO
103
+ if (effect != .FuryCutter) volatiles.fury_cutter = false;
104
+ if (effect != .Rage) {
105
+ volatiles.Rage = false;
106
+ volatiles.rage = 0;
107
+ }
108
+ if (effect != .Protect and effect != .Endure) volatiles.protect = 0;
109
+ return;
110
+ }
111
+ if (volatiles.Bide) break :done;
112
+ // move select
113
+ if (choice.data == 0) {
114
+ const struggle = ok: {
115
+ for (side.active.moves, 0..) |move, i| {
116
+ if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
117
+ }
118
+ break :ok true;
119
+ };
120
+ assert(struggle);
121
+ // TODO wCurPlayerMove = .Struggle;
122
+ } else {
123
+ assert(showdown or side.active.volatiles.disabled_move != choice.data);
124
+ const move = side.active.move(choice.data);
125
+ // You cannot *select* a move with 0 PP
126
+ assert(move.pp != 0);
127
+ // TODO wCurPlayerMove = move.id;
128
+ // battle.lastMove(player).index = @intCast(c.data);
129
+ }
130
+ }
131
+
132
+ volatiles.Rage = false;
133
+ volatiles.rage = 0;
134
+ volatiles.fury_cutter = 0;
135
+ volatiles.protect = 0;
136
+ }
137
+
138
+ fn saveMove(battle: anytype) void {
38
139
  _ = battle;
39
- _ = c1;
40
- _ = c2;
41
- _ = log;
140
+ return null;
141
+ }
142
+
143
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
144
+ var side = battle.side(player);
145
+ var foe = battle.foe(player);
146
+
147
+ var active = &side.active;
148
+ const incoming = side.get(slot);
149
+
150
+ assert(incoming.hp != 0);
151
+ assert(slot != 1 or initial);
152
+
153
+ const out = side.pokemon[0].position;
154
+ side.pokemon[0].position = side.pokemon[slot - 1].position;
155
+ side.pokemon[slot - 1].position = out;
156
+
157
+ side.last_used_move = .None;
158
+ foe.active.volatiles.dirty = true;
159
+
160
+ active.volatiles = .{};
161
+ active.stats = incoming.stats;
162
+ active.moves = incoming.moves;
163
+ active.boosts = .{};
164
+ active.types = incoming.types;
165
+ active.species = incoming.species;
166
+
167
+ statusModify(incoming.status, &active.stats);
168
+
169
+ try options.log.switched(battle.active(player), incoming);
170
+ // TODO: options.chance.switched(player, side.order[0], out);
171
+
172
+ if (side.conditions.Spikes and !active.types.includes(.Flying)) {
173
+ incoming.hp -|= @max(incoming.stats.hp / 8, 1);
174
+ try options.log.damage(battle.active(player), incoming, .Spikes);
175
+ }
176
+ }
177
+
178
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
179
+ assert(c1.type != .Pass or c2.type != .Pass);
180
+
181
+ if (c1.type == .Pass) return .P2;
182
+ if (c2.type == .Pass) return .P1;
183
+
184
+ // Pokémon Showdown always rolls for Quick Claw every turn, even if no Pokémon hold Quick Claw
185
+ // TODO: add to pending and only commit roll on Pokémon Showdown if roll is used
186
+ const qkc = showdown and try Rolls.quickClaw(battle, .P1, options);
187
+
188
+ if ((c1.type == .Switch) != (c2.type == .Switch)) return if (c1.type == .Switch) .P1 else .P2;
189
+
190
+ // https://www.smogon.com/forums/threads/adv-switch-priority.3622189/
191
+ // > In Gen 1 it's irrelevant [which player switches first] because switches happen instantly on
192
+ // > your own screen without waiting for the other player's choice (and their choice will appear
193
+ // > to happen first for them too, unless they attacked in which case your switch happens first)
194
+ // A cartridge-compatible implemention must not advance the RNG so we simply default to P1
195
+ const double_switch = c1.type == .Switch and c2.type == .Switch;
196
+ if (!showdown and double_switch) return .P1;
197
+
198
+ const m1 = .Pound; // TODO battle.side(.P1).last_selected_move;
199
+ const m2 = .Pound; // TODO battle.side(.P2).last_selected_move;
200
+ if (!showdown or !double_switch) {
201
+ const pri1 = Move.get(m1).priority;
202
+ const pri2 = Move.get(m2).priority;
203
+ if (pri1 != pri2) return if (pri1 > pri2) .P1 else .P2;
204
+
205
+ const qkc1 = battle.side(.P1).stored().item == .QuickClaw;
206
+ const qkc2 = battle.side(.P2).stored().item == .QuickClaw;
207
+ if (!showdown and qkc1 and qkc2) {
208
+ // If both Pokémon have Quick Claw the cartridge checks them in order and exits early if
209
+ // the first one procs, meaning the host has a slightly higher chance of going first
210
+ if (try Rolls.quickClaw(battle, .P1, options)) return .P1;
211
+ if (try Rolls.quickClaw(battle, .P2, options)) return .P2;
212
+ } else if (qkc1) {
213
+ const proc = if (showdown) qkc else try Rolls.quickClaw(battle, .P1, options);
214
+ if (proc) return .P1;
215
+ } else if (qkc2) {
216
+ const proc = if (showdown) qkc else try Rolls.quickClaw(battle, .P2, options);
217
+ if (proc) return .P2;
218
+ }
219
+ }
220
+
221
+ const spe1 = battle.side(.P1).active.stats.spe;
222
+ const spe2 = battle.side(.P2).active.stats.spe;
223
+ if (spe1 == spe2) {
224
+ // Pokémon Showdown's beforeTurnCallback shenanigans
225
+ if (showdown and !double_switch and hasCallback(m1) and hasCallback(m2)) {
226
+ battle.rng.advance(1);
227
+ }
228
+
229
+ const p1 = try Rolls.speedTie(battle, options);
230
+ if (!showdown) return if (p1) .P1 else .P2;
231
+
232
+ // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
233
+ // meaning that if a side is locked into a thrashing move and wins the speed tie, it
234
+ // actually uses its priority to simply insert its actual changed action into the queue,
235
+ // causing it to then execute *after* the side which should go second...
236
+ const t1 = battle.side(.P1).active.volatiles.Thrashing;
237
+ const t2 = battle.side(.P2).active.volatiles.Thrashing;
238
+ // If *both* sides are thrashing it really should be another speed tie, but we've patched
239
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
240
+ // won the original coin flip
241
+ if (t1 and t2) return .P1;
242
+ return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
243
+ }
244
+
245
+ return if (spe1 > spe2) .P1 else .P2;
246
+ }
247
+
248
+ fn hasCallback(m: Move) bool {
249
+ return switch (m) {
250
+ .Counter, .MirrorCoat, .Pursuit => true,
251
+ else => false,
252
+ };
253
+ }
254
+
255
+ fn doTurn(
256
+ battle: anytype,
257
+ player: Player,
258
+ player_choice: Choice,
259
+ foe_player: Player,
260
+ foe_choice: Choice,
261
+ options: anytype,
262
+ ) !?Result {
263
+ assert(player_choice.type != .Pass);
264
+
265
+ const volatiles = &battle.side(player).active.volatiles;
266
+ const foe_volatiles = &battle.foe(player).active.volatiles;
267
+
268
+ volatiles.DestinyBond = false;
269
+ if (try executeMove(battle, player, player_choice, options)) |r| return r;
270
+ foe_volatiles.Protect = false;
271
+ foe_volatiles.Endure = false;
272
+ foe_volatiles.DestinyBond = false;
273
+
274
+ // foe_volatiles.DestinyBond = false;
275
+ if (try executeMove(battle, foe_player, foe_choice, options)) |r| return r;
276
+ volatiles.Protect = false;
277
+ volatiles.Endure = false;
278
+ volatiles.DestinyBond = false;
279
+
280
+ return null;
281
+ }
282
+
283
+ fn executeMove(battle: anytype, player: Player, choice: Choice, options: anytype) !?Result {
284
+ if (choice.type == .Switch) {
285
+ try switchIn(battle, player, choice.data, false, options);
286
+ return null;
287
+ }
288
+
289
+ assert(choice.type == .Move);
290
+ var mslot: u4 = @intCast(choice.data);
291
+
292
+ // const move = Move.get(side.last_selected_move);
293
+
294
+ // CheckTurn
295
+
296
+ return doMove(battle, player, options, mslot);
297
+ }
298
+
299
+ fn decrementPP(side: *Side, mslot: u4) void {
300
+ var active = &side.active;
301
+ const volatiles = &active.volatiles;
302
+
303
+ // TODO assert(side.last_selected_move != .Struggle);
304
+ assert(!volatiles.Charging and !volatiles.BeatUp and !volatiles.Thrashing and !volatiles.Bide);
305
+
306
+ assert(active.move(mslot).pp > 0);
307
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) -% 1;
308
+ if (volatiles.Transform) return;
309
+
310
+ // FIXME mimic
311
+
312
+ assert(side.stored().move(mslot).pp > 0);
313
+ side.stored().move(mslot).pp = @as(u6, @intCast(side.stored().move(mslot).pp)) -% 1;
314
+ assert(active.move(mslot).pp == side.stored().move(mslot).pp);
315
+ }
316
+
317
+ fn doMove(battle: anytype, player: Player, options: anytype, mslot: u4) !?Result {
318
+ _ = options;
319
+ var side = battle.side(player);
320
+ const move = Move.get(.Teleport); // side.last_selected_move
321
+ switch (move.effect) {
322
+ .Teleport => {
323
+ // side.useMove();
324
+ decrementPP(side, mslot);
325
+ },
326
+ else => @panic("TODO"),
327
+ }
328
+ return null;
329
+ }
330
+
331
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
332
+ battle.turn += 1;
333
+
334
+ if (showdown and battle.turn >= 1000) {
335
+ try options.log.tie();
336
+ return Result.Tie;
337
+ } else if (battle.turn >= 65535) {
338
+ return Result.Error;
339
+ }
340
+
341
+ try options.log.turn(battle.turn);
42
342
 
43
343
  return Result.Default;
44
344
  }
45
345
 
346
+ pub const Effects = struct {
347
+ fn teleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
348
+ _ = battle;
349
+ _ = player;
350
+ _ = move;
351
+ _ = options;
352
+ }
353
+ };
354
+
355
+ fn statusModify(status: u8, stats: *Stats(u16)) void {
356
+ if (Status.is(status, .PAR)) {
357
+ stats.spe = @max(stats.spe / 4, 1);
358
+ } else if (Status.is(status, .BRN)) {
359
+ stats.atk = @max(stats.atk / 2, 1);
360
+ }
361
+ }
362
+
363
+ inline fn isForced(active: anytype) bool {
364
+ return active.volatiles.Recharging or active.volatiles.Rage or
365
+ active.volatiles.Thrashing or active.volatiles.Charging or
366
+ // FIXME TODO Underground or Flying?
367
+ active.volatiles.Underground or active.volatiles.Flying or
368
+ active.volatiles.Rollout;
369
+ }
370
+
371
+ pub const Rolls = struct {
372
+ inline fn speedTie(battle: anytype, options: anytype) !bool {
373
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
374
+ player == .P1
375
+ else if (showdown)
376
+ battle.rng.range(u8, 0, 2) == 0
377
+ else
378
+ battle.rng.next() < Gen12.percent(50) + 1;
379
+
380
+ try options.chance.speedTie(p1);
381
+ return p1;
382
+ }
383
+
384
+ inline fn quickClaw(battle: anytype, player: Player, options: anytype) !bool {
385
+ const qkc = if (options.calc.overridden(player, .quick_claw)) |val|
386
+ val == .true
387
+ else if (showdown)
388
+ battle.rng.chance(u8, 60, 256)
389
+ else
390
+ battle.rng.next() < 60;
391
+
392
+ try options.chance.quickClaw(player, qkc);
393
+ return qkc;
394
+ }
395
+ };
396
+
397
+ test "RNG agreement" {
398
+ if (!showdown) return;
399
+ var expected: [256]u32 = undefined;
400
+ for (0..expected.len) |i| {
401
+ expected[i] = @intCast(i * 0x1000000);
402
+ }
403
+
404
+ var spe = rng.FixedRNG(2, expected.len){ .rolls = expected };
405
+ var qkc = rng.FixedRNG(2, expected.len){ .rolls = expected };
406
+
407
+ for (0..expected.len) |i| {
408
+ try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
409
+ try expectEqual(qkc.chance(u8, 60, 256), i < 60);
410
+ }
411
+ }
412
+
46
413
  pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Choice) u8 {
47
- _ = battle;
48
- _ = player;
49
- _ = request;
50
- _ = out;
414
+ var n: u8 = 0;
415
+ switch (request) {
416
+ .Pass => {
417
+ out[n] = .{};
418
+ n += 1;
419
+ },
420
+ .Switch => {
421
+ const side = battle.side(player);
422
+ var slot: u4 = 2;
423
+ while (slot <= 6) : (slot += 1) {
424
+ const id = side.order[slot - 1];
425
+ if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
426
+ out[n] = .{ .type = .Switch, .data = slot };
427
+ n += 1;
428
+ }
429
+ if (n == 0) {
430
+ out[n] = .{};
431
+ n += 1;
432
+ }
433
+ },
434
+ .Move => {
435
+ const side = battle.side(player);
51
436
 
52
- return 0;
437
+ var active = &side.active;
438
+ const stored = side.stored();
439
+
440
+ // While players are not given any input options on the cartridge in these cases,
441
+ // Pokémon Showdown instead produces a list with a single move that must be chosen.
442
+ //
443
+ // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
444
+ // here when not in compatibility mode, but the engine needs to be able to differentiate
445
+ // between passing while waiting for an opponent's forced switch after fainting and
446
+ // passing due to being forced into using a move. Instead of introducing another option
447
+ // we simply repurpose Move with no move slot, even though pedantically this is not
448
+ // strictly correct as the player would not have been presented the option to move or
449
+ // switch at all.
450
+ if (isForced(active)) {
451
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
452
+ n += 1;
453
+ return n;
454
+ }
455
+
456
+ var slot: u4 = 2;
457
+ while (!active.volatiles.trapped and slot <= 6) : (slot += 1) {
458
+ const id = side.order[slot - 1];
459
+ if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
460
+ out[n] = .{ .type = .Switch, .data = slot };
461
+ n += 1;
462
+ }
463
+
464
+ const limited = active.volatiles.Bide or active.volatiles.bind > 0;
465
+ // On the cartridge, all of these happen after "FIGHT" (indicating you are not
466
+ // switching) but before you are allowed to select a move. Pokémon Showdown instead
467
+ // either disables all other moves in the case of limited or requires you to select a
468
+ // move normally if sleeping/frozen/bound.
469
+ if (!showdown and (limited or
470
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
471
+ {
472
+ out[n] = .{ .type = .Move, .data = 0 };
473
+ n += 1;
474
+ return n;
475
+ }
476
+
477
+ slot = 1;
478
+ // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
479
+ // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
480
+ // Move will not result in forcing the subsequent use unless the user also had the
481
+ // proc-ed move in their moveset) and disabling all other moves.
482
+ if (limited) {
483
+ assert(showdown);
484
+ assert(side.last_selected_move != .None);
485
+ while (slot <= 4) : (slot += 1) {
486
+ const m = active.moves[slot - 1];
487
+ if (m.id == .None) break;
488
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
489
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
490
+ const struggle =
491
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
492
+ const s = if (struggle) 0 else slot;
493
+ out[n] = .{ .type = .Move, .data = s };
494
+ n += 1;
495
+ return n;
496
+ }
497
+ }
498
+ }
499
+
500
+ const before = n;
501
+ slot = 1;
502
+ while (slot <= 4) : (slot += 1) {
503
+ const m = active.moves[slot - 1];
504
+ if (m.id == .None) break;
505
+ if (m.pp == 0) continue;
506
+ if (active.volatiles.disabled_move == slot) continue;
507
+ out[n] = .{ .type = .Move, .data = slot };
508
+ n += 1;
509
+ }
510
+ // Struggle (Pokémon Showdown would use 'move 1' here)
511
+ if (n == before) {
512
+ out[n] = .{ .type = .Move, .data = 0 };
513
+ n += 1;
514
+ }
515
+ },
516
+ }
517
+ return n;
53
518
  }
package/src/lib/pkmn.zig CHANGED
@@ -1,4 +1,4 @@
1
- /// Configurated Options for the pkmn package.
1
+ /// Configured Options for the pkmn package.
2
2
  pub const options = @import("common/options.zig");
3
3
  /// Configures the behavior of the pkmn package.
4
4
  pub const Options = options.Options;
@@ -46,9 +46,68 @@ pub const protocol = if (options.internal) struct {
46
46
  pub const NULL = @import("common/protocol.zig").NULL;
47
47
  };
48
48
 
49
- /// Namespace for Generation I Pokémon
49
+ pub usingnamespace @import("common/rational.zig");
50
+
51
+ /// Namespace for cross-generation battle-related types.
52
+ pub const battle = @import("common/battle.zig");
53
+
54
+ /// Namespace for Generation I Pokémon.
50
55
  pub const gen1 = struct {
51
56
  pub usingnamespace @import("gen1/data.zig");
57
+ /// Tracks chance actions and their associated probability during a
58
+ /// Generation I battle update when `options.chance` is enabled.
59
+ pub const Chance = @import("gen1/chance.zig").Chance;
60
+ /// Namespace for types associated with tracking Generation I Pokémon chance outcomes.
61
+ pub const chance = struct {
62
+ /// Actions taken by a hypothetical "chance player" that convey
63
+ /// information about which RNG events were observed during a Generation
64
+ /// I battle `update`. This can additionally be provided as input to the
65
+ /// `update` call via the `Calc` when `options.calc` is enabled to
66
+ /// override the normal behavior of the RNG in order to force specific
67
+ /// outcomes.
68
+ pub const Actions = @import("gen1/chance.zig").Actions;
69
+ /// Information about the RNG that was observed during a Generation I
70
+ /// battle `update` for a single player.
71
+ pub const Action = @import("gen1/chance.zig").Action;
72
+ /// TODO
73
+ pub const Durations = @import("gen1/chance.zig").Durations;
74
+ /// TODO
75
+ pub const Duration = @import("gen1/chance.zig").Duration;
76
+ /// Null object pattern implementation of Generation I `Chance` which
77
+ /// does nothing, though chance tracking should additionally be turned
78
+ /// off entirely via `options.chance`.
79
+ pub const NULL = @import("gen1/chance.zig").NULL;
80
+ };
81
+ /// Allows for forcing the value of specific RNG events during a Generation I battle `update`
82
+ /// via `overrides` and tracks `summaries` of information relevant to damage calculation.
83
+ pub const Calc = @import("gen1/calc.zig").Calc;
84
+ /// Namespace for types associated with supported Generation I Pokémon damage calc features.
85
+ pub const calc = if (options.internal) struct {
86
+ pub usingnamespace @import("gen1/calc.zig");
87
+ } else struct {
88
+ /// TODO
89
+ pub const Overrides = @import("gen1/calc.zig").Overrides;
90
+ /// Information relevant to damage calculation that occured during a Generation I
91
+ /// battle `update`.
92
+ pub const Summaries = @import("gen1/calc.zig").Summaries;
93
+ /// Information relevant to damage calculation that occured during a Generation I
94
+ /// battle `update` for a single player.
95
+ pub const Summary = @import("gen1/calc.zig").Summary;
96
+ /// Null object pattern implementation of Generation I `Calc` which does nothing,
97
+ /// though damage calculator support should additionally be turned off
98
+ /// entirely via `options.calc`.
99
+ pub const NULL = @import("gen1/calc.zig").NULL;
100
+ };
52
101
  /// Provides helpers for initializing Generation I Pokémon battles.
53
102
  pub const helpers = @import("gen1/helpers.zig");
54
103
  };
104
+
105
+ // Internal APIs used by other pkmn libraries, not actually part of the public API.
106
+ // NOTE: `pub usingnamespace struct { ... }` here results in a (false?) dependency loop
107
+ pub const js = if (options.internal) struct {
108
+ pub usingnamespace @import("common/js.zig");
109
+ } else struct {};
110
+ pub const bindings = if (options.internal) struct {
111
+ pub const node = @import("binding/node.zig");
112
+ pub const wasm = @import("binding/wasm.zig");
113
+ } else struct {};