@pkmn/engine 0.1.0-dev.cf6f5d2c → 0.1.0-dev.d4119c62

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Files changed (55) hide show
  1. package/README.md +58 -47
  2. package/build/pkg/addon.js +3 -2
  3. package/build/pkg/addon.js.map +1 -1
  4. package/build/pkg/data/ids.json +12 -12
  5. package/build/pkg/data/layout.json +27 -5
  6. package/build/pkg/data/protocol.json +69 -12
  7. package/build/pkg/data.d.ts +2 -2
  8. package/build/pkg/gen1.d.ts +2 -1
  9. package/build/pkg/gen1.js +38 -20
  10. package/build/pkg/gen1.js.map +1 -1
  11. package/build/pkg/index.d.ts +6 -3
  12. package/build/pkg/index.js.map +1 -1
  13. package/build/pkg/protocol.d.ts +4 -2
  14. package/build/pkg/protocol.js +61 -40
  15. package/build/pkg/protocol.js.map +1 -1
  16. package/build/test/display.js +7 -3
  17. package/build/test/display.js.map +1 -1
  18. package/build/tools/debug.js +3 -1
  19. package/build/tools/debug.js.map +1 -1
  20. package/build.zig +122 -81
  21. package/package.json +43 -21
  22. package/src/bin/install-pkmn-engine +10 -5
  23. package/src/lib/binding/node.zig +46 -141
  24. package/src/lib/binding/wasm.zig +4 -2
  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 +20 -11
  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 +9 -0
  31. package/src/lib/common/protocol.zig +894 -350
  32. package/src/lib/common/rational.zig +353 -0
  33. package/src/lib/common/rng.zig +24 -15
  34. package/src/lib/common/util.zig +12 -0
  35. package/src/lib/gen1/README.md +269 -179
  36. package/src/lib/gen1/calc.zig +426 -0
  37. package/src/lib/gen1/chance.zig +1060 -0
  38. package/src/lib/gen1/data/moves.zig +202 -190
  39. package/src/lib/gen1/data/species.zig +4 -4
  40. package/src/lib/gen1/data/types.zig +10 -10
  41. package/src/lib/gen1/data.zig +85 -71
  42. package/src/lib/gen1/helpers.zig +577 -35
  43. package/src/lib/gen1/mechanics.zig +962 -696
  44. package/src/lib/gen2/README.md +105 -85
  45. package/src/lib/gen2/calc.zig +143 -0
  46. package/src/lib/gen2/chance.zig +1314 -0
  47. package/src/lib/gen2/data/items.zig +14 -20
  48. package/src/lib/gen2/data/moves.zig +664 -570
  49. package/src/lib/gen2/data/species.zig +2 -2
  50. package/src/lib/gen2/data/types.zig +137 -34
  51. package/src/lib/gen2/data.zig +124 -86
  52. package/src/lib/gen2/generated.zig +808 -0
  53. package/src/lib/gen2/helpers.zig +16 -22
  54. package/src/lib/gen2/mechanics.zig +3510 -12
  55. package/src/lib/pkmn.zig +61 -2
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,15 +13,16 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
25
+ const Fail = protocol.Fail;
24
26
  const Heal = protocol.Heal;
25
27
 
26
28
  const Gen12 = rng.Gen12;
@@ -56,19 +58,15 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
61
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
64
64
 
65
65
  var s1 = false;
66
66
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
67
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
70
 
73
71
  var p1 = battle.side(.P1);
74
72
  var p2 = battle.side(.P2);
@@ -76,19 +74,19 @@ pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
76
74
  var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
75
  var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
76
 
79
- if (turnOrder(battle, c1, c2) == .P1) {
80
- if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, log)) |r| return r;
77
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
78
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
79
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
81
  }
84
82
 
85
83
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
84
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
85
 
88
- return endTurn(battle, log);
86
+ return endTurn(battle, options);
89
87
  }
90
88
 
91
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
92
90
  const p1 = battle.side(.P1);
93
91
  const p2 = battle.side(.P2);
94
92
 
@@ -100,10 +98,10 @@ fn start(battle: anytype, log: anytype) !Result {
100
98
  assert(!showdown or p2_slot == 1);
101
99
  if (p2_slot == 0) return Result.Win;
102
100
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
101
+ try switchIn(battle, .P1, p1_slot, true, options);
102
+ try switchIn(battle, .P2, p2_slot, true, options);
105
103
 
106
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
107
105
  }
108
106
 
109
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +115,6 @@ fn selectMove(
117
115
  choice: Choice,
118
116
  foe_choice: Choice,
119
117
  skip_turn: *bool,
120
- from: *?Move,
121
118
  ) ?Result {
122
119
  if (choice.type == .Pass) return null;
123
120
 
@@ -126,7 +123,7 @@ fn selectMove(
126
123
  const stored = side.stored();
127
124
 
128
125
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
126
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
127
 
131
128
  // pre-battle menu
132
129
  if (volatiles.Recharging) {
@@ -134,7 +131,6 @@ fn selectMove(
134
131
  return null;
135
132
  }
136
133
  if (volatiles.Rage) {
137
- from.* = side.last_used_move;
138
134
  if (showdown) {
139
135
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
140
136
  saveMove(battle, player, null);
@@ -144,7 +140,6 @@ fn selectMove(
144
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
145
141
  if (!showdown) volatiles.Flinch = false;
146
142
  if (volatiles.Thrashing or volatiles.Charging) {
147
- from.* = side.last_selected_move;
148
143
  if (showdown) {
149
144
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
145
  saveMove(battle, player, null);
@@ -165,9 +160,7 @@ fn selectMove(
165
160
  return null;
166
161
  }
167
162
  if (volatiles.Binding) {
168
- from.* = side.last_used_move;
169
163
  if (showdown) {
170
- if (foe_choice.type == .Switch) from.* = null;
171
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
172
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
173
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -179,11 +172,7 @@ fn selectMove(
179
172
  assert(choice.data == 0);
180
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
181
174
  if (foe_choice.type == .Switch) {
182
- const slot = if (player == .P1)
183
- battle.last_selected_indexes.p1
184
- else
185
- battle.last_selected_indexes.p2;
186
- const last = side.active.move(@intCast(u4, slot));
175
+ const last = side.active.move(battle.lastMove(player).index);
187
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
188
177
  if (last.id == .MirrorMove) return Result.Error;
189
178
  }
@@ -207,16 +196,13 @@ fn selectMove(
207
196
  if (choice.data == 0) {
208
197
  const struggle = ok: {
209
198
  for (side.active.moves, 0..) |move, i| {
210
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
199
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
211
200
  }
212
201
  break :ok true;
213
202
  };
214
-
215
203
  assert(struggle);
216
- saveMove(battle, player, choice);
217
- } else {
218
- saveMove(battle, player, choice);
219
204
  }
205
+ saveMove(battle, player, choice);
220
206
 
221
207
  return null;
222
208
  }
@@ -229,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
229
215
  if (c.data == 0) {
230
216
  side.last_selected_move = .Struggle;
231
217
  } else {
232
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
233
219
  const move = side.active.move(c.data);
234
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
235
221
  // sometimes required...), but a 0 PP move can be used automatically
236
222
  assert(showdown or move.pp != 0);
237
223
 
238
224
  side.last_selected_move = move.id;
239
- if (player == .P1) {
240
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
241
- } else {
242
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
243
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
244
226
  }
245
227
  }
246
228
  }
247
229
 
248
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
230
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
249
231
  var side = battle.side(player);
250
232
  var foe = battle.foe(player);
251
233
  var active = &side.active;
@@ -258,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
258
240
  side.order[0] = side.order[slot - 1];
259
241
  side.order[slot - 1] = out;
260
242
 
261
- if (player == .P1) {
262
- battle.last_selected_indexes.p1 = 1;
263
- } else {
264
- battle.last_selected_indexes.p2 = 1;
265
- }
243
+ battle.lastMove(player).index = 1;
266
244
 
267
245
  side.last_used_move = .None;
268
246
  foe.last_used_move = .None;
@@ -278,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
278
256
 
279
257
  foe.active.volatiles.Binding = false;
280
258
 
281
- try log.switched(battle.active(player), incoming);
259
+ try options.log.switched(.{ battle.active(player), incoming });
260
+ options.chance.switched(player, side.order[0], out);
282
261
 
283
262
  if (showdown and incoming.status == Status.TOX) {
284
263
  incoming.status = Status.init(.PSN);
285
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
286
265
  // rather not clutter up turnOrder just for this (incorrect) log message
287
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
288
267
  }
289
268
  }
290
269
 
291
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
292
271
  assert(c1.type != .Pass or c2.type != .Pass);
293
272
 
294
273
  if (c1.type == .Pass) return .P2;
@@ -318,9 +297,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
318
297
  const spe2 = battle.side(.P2).active.stats.spe;
319
298
  if (spe1 == spe2) {
320
299
  // Pokémon Showdown's beforeTurnCallback shenanigans
321
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
300
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
301
+ battle.rng.advance(1);
302
+ }
322
303
 
323
- const p1 = Rolls.speedTie(battle);
304
+ const p1 = try Rolls.speedTie(battle, options);
324
305
  if (!showdown) return if (p1) .P1 else .P2;
325
306
 
326
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -345,13 +326,11 @@ fn doTurn(
345
326
  player_choice: Choice,
346
327
  player_rewrap: bool,
347
328
  player_skip: bool,
348
- player_from: ?Move,
349
329
  foe_player: Player,
350
330
  foe_choice: Choice,
351
331
  foe_rewrap: bool,
352
332
  foe_skip: bool,
353
- foe_from: ?Move,
354
- log: anytype,
333
+ options: anytype,
355
334
  ) !?Result {
356
335
  assert(player_choice.type != .Pass);
357
336
 
@@ -363,36 +342,37 @@ fn doTurn(
363
342
  player_choice,
364
343
  player_rewrap,
365
344
  player_skip,
366
- player_from,
367
345
  &residual,
368
- log,
346
+ options,
369
347
  )) |r| return r;
370
348
  if (!replace) {
371
349
  if (player_choice.type != .Switch) {
372
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
373
351
  }
374
- if (residual) try handleResidual(battle, player, log);
375
- if (try checkFaint(battle, player, log)) |r| return r;
352
+ if (residual) try handleResidual(battle, player, options);
353
+ if (try checkFaint(battle, player, options)) |r| return r;
376
354
  } else if (foe_choice.type == .Pass) return null;
377
355
 
356
+ options.chance.clearPending();
357
+
378
358
  residual = true;
379
359
  replace = battle.side(foe_player).stored().hp == 0;
380
- if (try executeMove(
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
381
362
  battle,
382
363
  foe_player,
383
364
  foe_choice,
384
365
  foe_rewrap,
385
366
  foe_skip,
386
- foe_from,
387
367
  &residual,
388
- log,
368
+ options,
389
369
  )) |r| return r;
390
370
  if (!replace) {
391
- if (foe_choice.type != .Switch) {
392
- if (try checkFaint(battle, player, log)) |r| return r;
371
+ if (!calc and foe_choice.type != .Switch) {
372
+ if (try checkFaint(battle, player, options)) |r| return r;
393
373
  }
394
- if (residual) try handleResidual(battle, foe_player, log);
395
- if (try checkFaint(battle, foe_player, log)) |r| return r;
374
+ if (residual) try handleResidual(battle, foe_player, options);
375
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
396
376
  }
397
377
 
398
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -411,14 +391,13 @@ fn executeMove(
411
391
  choice: Choice,
412
392
  rewrap: bool,
413
393
  skip: bool,
414
- from: ?Move,
415
394
  residual: *bool,
416
- log: anytype,
395
+ options: anytype,
417
396
  ) !?Result {
418
397
  var side = battle.side(player);
419
398
 
420
399
  if (choice.type == .Switch) {
421
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
422
401
  return null;
423
402
  }
424
403
 
@@ -428,13 +407,13 @@ fn executeMove(
428
407
  if (side.last_selected_move == .SKIP_TURN) {
429
408
  assert(!showdown);
430
409
  if (battle.foe(player).active.volatiles.Binding) {
431
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
432
411
  }
433
412
  return null;
434
413
  }
435
414
 
436
415
  assert(choice.type == .Move);
437
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
438
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
439
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
440
419
  var auto = showdown and side.last_selected_move != .None;
@@ -443,14 +422,13 @@ fn executeMove(
443
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
444
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
445
424
  assert(!showdown);
446
- mslot = @intCast(u4, if (player == .P1)
447
- battle.last_selected_indexes.p1
448
- else
449
- battle.last_selected_indexes.p2);
425
+ mslot = @intCast(battle.lastMove(player).index);
450
426
  const stored = side.stored();
451
427
  // 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);
428
+ auto = isForced(&side.active) or
429
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
430
+ side.last_selected_move == .HyperBeam or
431
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
454
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
455
433
  // thawed, in which case we will desync unless the last_selected_move happened to be at
456
434
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -467,15 +445,12 @@ fn executeMove(
467
445
  } else if (showdown and side.active.volatiles.Charging) {
468
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
469
447
  assert(mslot == 1);
470
- mslot = @intCast(u4, if (player == .P1)
471
- battle.last_selected_indexes.p1
472
- else
473
- battle.last_selected_indexes.p2);
448
+ mslot = @intCast(battle.lastMove(player).index);
474
449
  }
475
450
 
476
451
  var skip_can = false;
477
452
  var skip_pp = false;
478
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
479
454
  .done => return null,
480
455
  .skip_can => skip_can = true,
481
456
  .skip_pp => skip_pp = true,
@@ -483,11 +458,11 @@ fn executeMove(
483
458
  .err => return @as(?Result, Result.Error),
484
459
  }
485
460
 
486
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
487
- return null;
488
- }
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
489
464
 
490
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
491
466
  }
492
467
 
493
468
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -496,10 +471,10 @@ fn beforeMove(
496
471
  battle: anytype,
497
472
  player: Player,
498
473
  skip: bool,
499
- from: ?Move,
500
474
  residual: *bool,
501
- log: anytype,
475
+ options: anytype,
502
476
  ) !BeforeMove {
477
+ var log = options.log;
503
478
  var side = battle.side(player);
504
479
  const foe = battle.foe(player);
505
480
  var active = &side.active;
@@ -508,27 +483,37 @@ fn beforeMove(
508
483
  var volatiles = &active.volatiles;
509
484
 
510
485
  if (Status.is(stored.status, .SLP)) {
511
- const status = stored.status;
486
+ const before = stored.status;
512
487
  // 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);
488
+ if (options.calc.modify(player, .sleep)) |extend| {
489
+ if (!extend) stored.status = 0;
490
+ } else {
491
+ stored.status -= 1;
492
+ }
493
+
494
+ const duration = Status.duration(stored.status);
495
+ if (!Status.is(stored.status, .EXT)) {
496
+ try options.chance.sleep(player, duration);
497
+ }
498
+
499
+ if (duration == 0) {
500
+ try log.curestatus(.{ ident, before, .Message });
516
501
  stored.status = 0; // clears EXT if present
517
502
  } else {
518
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
519
504
  }
520
505
  side.last_used_move = .None;
521
506
  return .done;
522
507
  }
523
508
 
524
509
  if (Status.is(stored.status, .FRZ)) {
525
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
526
511
  side.last_used_move = .None;
527
512
  return .done;
528
513
  }
529
514
 
530
515
  if (skip or foe.active.volatiles.Binding) {
531
- try log.cant(ident, .Bound);
516
+ try log.cant(.{ ident, .Bound });
532
517
  return .done;
533
518
  }
534
519
 
@@ -536,25 +521,31 @@ fn beforeMove(
536
521
  // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
537
522
  // Pokémon can sometimes flinch multiple times from the same original hit
538
523
  if (!showdown) volatiles.Flinch = false;
539
- try log.cant(ident, .Flinch);
524
+ try log.cant(.{ ident, .Flinch });
540
525
  return .done;
541
526
  }
542
527
 
543
528
  if (volatiles.Recharging) {
544
529
  volatiles.Recharging = false;
545
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
546
531
  return .done;
547
532
  }
548
533
 
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);
534
+ if (volatiles.disable_duration > 0) {
535
+ if (options.calc.modify(player, .disable)) |extend| {
536
+ if (!extend) volatiles.disable_duration = 0;
537
+ } else {
538
+ volatiles.disable_duration -= 1;
539
+ }
540
+ try options.chance.disable(player, volatiles.disable_duration);
541
+
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
554
545
  }
555
546
  }
556
547
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
557
- if (showdown and try disabled(side, ident, log)) return .done;
548
+ if (showdown and try disabled(side, ident, options)) return .done;
558
549
 
559
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
560
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -566,14 +557,20 @@ fn beforeMove(
566
557
  if (volatiles.Confusion) {
567
558
  assert(volatiles.confusion > 0);
568
559
 
569
- volatiles.confusion -= 1;
560
+ if (options.calc.modify(player, .confusion)) |extend| {
561
+ if (!extend) volatiles.confusion = 0;
562
+ } else {
563
+ volatiles.confusion -= 1;
564
+ }
565
+ try options.chance.confusion(player, volatiles.confusion);
566
+
570
567
  if (volatiles.confusion == 0) {
571
568
  volatiles.Confusion = false;
572
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
573
570
  } else {
574
- try log.activate(ident, .Confusion);
571
+ try log.activate(.{ ident, .Confusion });
575
572
 
576
- if (Rolls.confused(battle)) {
573
+ if (try Rolls.confused(battle, player, options)) {
577
574
  assert(!volatiles.MultiHit);
578
575
  if (!volatiles.Rage) volatiles.state = 0;
579
576
  volatiles.Bide = false;
@@ -583,6 +580,7 @@ fn beforeMove(
583
580
  volatiles.Charging = false;
584
581
  volatiles.Binding = false;
585
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
586
584
  {
587
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
588
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -602,7 +600,7 @@ fn beforeMove(
602
600
 
603
601
  const uncapped = battle.last_damage;
604
602
  // Skipping adjustDamage / randomizeDamage / checkHit
605
- _ = try applyDamage(battle, player, target, .Confusion, log);
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
606
604
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
607
605
  if (showdown) battle.last_damage = uncapped;
608
606
 
@@ -611,53 +609,67 @@ fn beforeMove(
611
609
  }
612
610
  }
613
611
 
614
- if (!showdown and try disabled(side, ident, log)) return .done;
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
615
613
 
616
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
617
615
  if (!volatiles.Rage) volatiles.state = 0;
618
616
  volatiles.Bide = false;
619
617
  volatiles.Thrashing = false;
620
618
  volatiles.Charging = false;
621
619
  volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
622
621
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
623
- try log.cant(ident, .Paralysis);
622
+ try log.cant(.{ ident, .Paralysis });
624
623
  return .done;
625
624
  }
626
625
 
627
626
  if (volatiles.Bide) {
628
627
  assert(!volatiles.Thrashing and !volatiles.Rage);
629
628
 
630
- volatiles.state +%= battle.last_damage;
629
+ if (showdown) {
630
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
631
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
632
+ // addition because 65535 is sufficient to faint any Pokémon anyway
633
+ volatiles.state +|= battle.last_damage;
634
+ } else {
635
+ volatiles.state +%= battle.last_damage;
636
+ }
631
637
 
632
638
  assert(volatiles.attacks > 0);
633
639
 
634
- volatiles.attacks -= 1;
640
+ if (options.calc.modify(player, .attacking)) |extend| {
641
+ if (!extend) volatiles.attacks = 0;
642
+ } else {
643
+ volatiles.attacks -= 1;
644
+ }
645
+ try options.chance.attacking(player, volatiles.attacks);
646
+
635
647
  if (volatiles.attacks != 0) {
636
- try log.activate(ident, .Bide);
648
+ try log.activate(.{ ident, .Bide });
637
649
  return .done;
638
650
  }
639
651
 
640
652
  volatiles.Bide = false;
641
- try log.end(ident, .Bide);
653
+ try log.end(.{ ident, .Bide });
642
654
 
643
655
  battle.last_damage = volatiles.state *% 2;
644
656
  volatiles.state = 0;
645
657
 
646
658
  if (battle.last_damage == 0) {
647
- try log.fail(ident, .None);
659
+ try log.fail(.{ ident, .None });
648
660
  return .done;
649
661
  }
650
662
 
651
663
  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);
664
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
665
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
654
666
 
655
667
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
656
668
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
657
669
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
658
670
  if (showdown) {
659
671
  residual.* = false;
660
- try handleResidual(battle, player, log);
672
+ try handleResidual(battle, player, options);
661
673
  }
662
674
 
663
675
  return .done;
@@ -665,18 +677,24 @@ fn beforeMove(
665
677
 
666
678
  if (volatiles.Thrashing) {
667
679
  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);
680
+
681
+ if (options.calc.modify(player, .attacking)) |extend| {
682
+ if (!extend) volatiles.attacks = 0;
683
+ } else {
684
+ volatiles.attacks -= 1;
685
+ }
686
+ try options.chance.attacking(player, volatiles.attacks);
687
+
688
+ if (!showdown and handleThrashing(battle, active, player, options)) {
689
+ try log.start(.{ battle.active(player), .ConfusionSilent });
672
690
  }
673
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
691
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
674
692
  if (showdown) {
675
693
  // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
676
694
  // used in useMove and doesn't have the notion of skipping canMove semantics
677
695
  side.last_used_move = side.last_selected_move;
678
- if (handleThrashing(battle, active)) {
679
- try log.start(battle.active(player), .ConfusionSilent);
696
+ if (handleThrashing(battle, active, player, options)) {
697
+ try log.start(.{ battle.active(player), .ConfusionSilent });
680
698
  }
681
699
  }
682
700
  return .skip_can;
@@ -684,18 +702,20 @@ fn beforeMove(
684
702
 
685
703
  if (volatiles.Binding) {
686
704
  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
- );
705
+
706
+ if (options.calc.modify(player, .binding)) |extend| {
707
+ if (!extend) volatiles.attacks = 0;
708
+ } else {
709
+ volatiles.attacks -= 1;
710
+ }
711
+ try options.chance.binding(player, volatiles.attacks);
712
+
713
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
694
714
  if (showdown or battle.last_damage != 0) {
695
715
  const sub = showdown and foe.active.volatiles.Substitute;
696
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
716
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
697
717
  if (battle.foe(player).stored().hp > 0 and !sub) {
698
- try buildRage(battle, player.foe(), log);
718
+ try buildRage(battle, player.foe(), options);
699
719
  }
700
720
  }
701
721
  return .done;
@@ -710,56 +730,58 @@ fn canMove(
710
730
  mslot: u4,
711
731
  auto: bool,
712
732
  skip_pp: bool,
713
- from: ?Move,
733
+ from: Move,
714
734
  residual: *bool,
715
- log: anytype,
735
+ options: anytype,
716
736
  ) !bool {
717
737
  var side = battle.side(player);
718
738
  const player_ident = battle.active(player);
719
739
  const move = Move.get(side.last_selected_move);
720
740
 
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
741
  var skip = skip_pp;
726
742
  if (side.active.volatiles.Charging) {
727
743
  side.active.volatiles.Charging = false;
728
744
  side.active.volatiles.Invulnerable = false;
729
745
  } else if (move.effect == .Charge) {
730
- try log.move(player_ident, side.last_selected_move, .{}, from);
731
- try Effects.charge(battle, player, log);
746
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
747
+ setCounterable(battle, player, side, move);
748
+ try Effects.charge(battle, player, options);
732
749
  return false;
733
750
  }
734
751
 
735
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
752
+ side.last_used_move = side.last_selected_move;
736
753
  if (!skip) decrementPP(side, mslot, auto);
737
754
 
738
755
  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);
756
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
757
+ setCounterable(battle, player, side, move);
747
758
 
748
759
  if (move.effect.onBegin()) {
749
- try onBegin(battle, player, move, mslot, residual, log);
760
+ try onBegin(battle, player, move, mslot, residual, options);
750
761
  return false;
751
762
  }
752
763
 
753
764
  if (move.effect == .Thrashing) {
754
- Effects.thrashing(battle, player);
765
+ Effects.thrashing(battle, player, options);
755
766
  } else if (!showdown and move.effect == .Binding) {
756
767
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
757
- Effects.binding(battle, player, false);
768
+ try Effects.binding(battle, player, false, options);
758
769
  }
759
770
 
760
771
  return true;
761
772
  }
762
773
 
774
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
775
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
776
+ // in cases where an early return happens the data for a players last selected move does not get
777
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
778
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
779
+ // as the desync results from actually having two separate battle states that subtly disagree
780
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
781
+ (move.type == .Normal or move.type == .Fighting);
782
+ battle.lastMove(player).counterable = @intFromBool(counterable);
783
+ }
784
+
763
785
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
764
786
  if (side.last_selected_move == .Struggle) return;
765
787
 
@@ -769,12 +791,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
769
791
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
770
792
  if (volatiles.Bide) return;
771
793
 
772
- assert(active.move(mslot).pp > 0 or auto);
773
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
794
+ var move_slot = active.move(mslot);
795
+ assert(move_slot.pp > 0 or auto);
796
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
774
797
  if (volatiles.Transform) return;
775
798
 
776
- assert(side.stored().move(mslot).pp > 0 or auto);
777
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
799
+ move_slot = side.stored().move(mslot);
800
+ assert(move_slot.pp > 0 or auto);
801
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
778
802
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
779
803
  }
780
804
 
@@ -782,12 +806,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
782
806
  var active = &side.active;
783
807
  const volatiles = &active.volatiles;
784
808
 
785
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
809
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
786
810
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
787
811
  if (showdown and volatiles.Transform) return;
788
812
 
789
813
  assert(mslot > 0 and mslot <= 4);
790
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
814
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
791
815
  }
792
816
 
793
817
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -798,8 +822,9 @@ fn doMove(
798
822
  rewrap: bool,
799
823
  auto: bool,
800
824
  residual: *bool,
801
- log: anytype,
825
+ options: anytype,
802
826
  ) !?Result {
827
+ var log = options.log;
803
828
  var side = battle.side(player);
804
829
  const foe = battle.foe(player);
805
830
 
@@ -814,23 +839,27 @@ fn doMove(
814
839
  var hits: u4 = 1;
815
840
  var effectiveness = Effectiveness.neutral;
816
841
 
842
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
843
+ if (showdown and !counter) battle.last_damage = 0;
844
+
817
845
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
818
846
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
819
- return specialDamage(battle, player, move, log);
847
+ return specialDamage(battle, player, move, options);
820
848
  }
821
849
 
822
850
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
823
851
  // calling moveHit early covers most of that but we also need to check type immunity first
824
852
  var miss = showdown and miss: {
825
853
  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);
854
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
855
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
828
856
  if (immune and move.effect != .Binding) break :miss true;
829
857
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
830
858
  battle.last_damage = 0;
831
859
  break :miss true;
832
860
  }
833
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
861
+ break :miss (move.target != .Self and
862
+ !moveHit(battle, player, move, &immune, &mist, options));
834
863
  };
835
864
  assert(!immune or miss or (showdown and move.effect == .Binding));
836
865
 
@@ -838,16 +867,16 @@ fn doMove(
838
867
  const skip = status or immune;
839
868
  if ((!showdown or (!skip or counter)) and !miss) blk: {
840
869
  if (showdown and move.effect.isMulti()) {
841
- Effects.multiHit(battle, player, move);
870
+ try Effects.multiHit(battle, player, move, options);
842
871
  hits = side.active.volatiles.attacks;
843
872
  late = false;
844
873
  }
845
874
 
846
875
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
847
876
  const check = !showdown or (!counter and move.effect != .OHKO);
848
- if (check) crit = checkCriticalHit(battle, player, move);
877
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
849
878
 
850
- if (counter) return counterDamage(battle, player, move, log);
879
+ if (counter) return counterDamage(battle, player, move, options);
851
880
 
852
881
  battle.last_damage = 0;
853
882
 
@@ -869,17 +898,15 @@ fn doMove(
869
898
  effectiveness = adjustDamage(battle, player);
870
899
  immune = effectiveness == 0;
871
900
  }
872
- randomizeDamage(battle);
901
+ try randomizeDamage(battle, player, options);
873
902
  }
874
903
  }
875
904
 
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
-
905
+ var zero = battle.last_damage == 0;
879
906
  miss = if (showdown or skip)
880
907
  miss
881
908
  else
882
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
909
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
883
910
 
884
911
  assert(showdown or miss or battle.last_damage > 0 or skip);
885
912
  assert((!showdown and miss) or !(ohko and immune));
@@ -887,11 +914,11 @@ fn doMove(
887
914
 
888
915
  if (!showdown or !miss) {
889
916
  if (move.effect == .MirrorMove) {
890
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
917
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
891
918
  } else if (move.effect == .Metronome) {
892
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
919
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
893
920
  } else if (move.effect.onEnd()) {
894
- try onEnd(battle, player, move, log);
921
+ try onEnd(battle, player, move, options);
895
922
  return null;
896
923
  }
897
924
  }
@@ -903,36 +930,41 @@ fn doMove(
903
930
  ohko = (!showdown or (!immune and !invulnerable)) and
904
931
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
905
932
  if (ohko) {
906
- try log.immune(foe_ident, .OHKO);
933
+ try log.immune(.{ foe_ident, .OHKO });
907
934
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
908
- try log.immune(foe_ident, .None);
935
+ try log.immune(.{ foe_ident, .None });
909
936
  } else if (mist) {
910
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
911
- try log.fail(foe_ident, .None);
937
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
938
+ try log.fail(.{ foe_ident, .None });
912
939
  } else {
913
- try log.lastmiss();
914
- try log.miss(battle.active(player));
940
+ if (showdown or !zero) try options.chance.commit(player, .miss);
941
+ try log.lastmiss(.{});
942
+ try log.miss(.{battle.active(player)});
915
943
  }
916
944
  if (move.effect == .JumpKick) {
917
945
  // Recoil is supposed to be damage/8 but damage will always be 0 here
918
- assert(battle.last_damage == 0);
946
+ assert(showdown or battle.last_damage == 0);
919
947
  battle.last_damage = 1;
920
- _ = try applyDamage(battle, player, player.foe(), .None, log);
948
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
921
949
  if (showdown and side.stored().hp == 0) residual.* = false;
922
950
  } else if (move.effect == .Explode) {
923
951
  try Effects.explode(battle, player);
924
- try buildRage(battle, player.foe(), log);
952
+ try buildRage(battle, player.foe(), options);
925
953
  } else if (showdown and move.effect == .Disable) {
926
- try buildRage(battle, player.foe(), log);
954
+ try buildRage(battle, player.foe(), options);
955
+ } else if (!showdown and immune and move.effect == .Binding) {
956
+ try options.chance.commit(player, .binding);
927
957
  }
928
958
  return null;
959
+ } else {
960
+ try options.chance.commit(player, .hit);
929
961
  }
930
962
 
931
963
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
932
964
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
933
965
  // it up above before damage calculation).
934
966
  if (!showdown and move.effect.isMulti()) {
935
- Effects.multiHit(battle, player, move);
967
+ try Effects.multiHit(battle, player, move, options);
936
968
  hits = side.active.volatiles.attacks;
937
969
  }
938
970
 
@@ -943,18 +975,20 @@ fn doMove(
943
975
  var hit: u4 = 0;
944
976
  while (hit < hits) {
945
977
  if (hit == 0) {
946
- if (crit) try log.crit(battle.active(player.foe()));
978
+ if (crit) try log.crit(.{battle.active(player.foe())});
947
979
  if (effectiveness > Effectiveness.neutral) {
948
- try log.supereffective(battle.active(player.foe()));
980
+ try log.supereffective(.{battle.active(player.foe())});
949
981
  } else if (effectiveness < Effectiveness.neutral) {
950
- try log.resisted(battle.active(player.foe()));
982
+ try log.resisted(.{battle.active(player.foe())});
951
983
  }
952
984
  }
953
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
954
- if (hit == 0 and ohko) try log.ohko();
985
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
986
+ if (hit == 0 and ohko) try log.ohko(.{});
955
987
  hit += 1;
956
988
  if (foe.stored().hp == 0) break;
957
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
989
+ if (!late and (!sub or move.effect == .Explode)) {
990
+ try buildRage(battle, player.foe(), options);
991
+ }
958
992
  // If the substitute breaks during a multi-hit attack, the attack ends
959
993
  if (nullified) break;
960
994
  }
@@ -964,22 +998,22 @@ fn doMove(
964
998
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
965
999
  side.active.volatiles.attacks = 0;
966
1000
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
967
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1001
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
968
1002
  }
969
- try log.hitcount(battle.active(player.foe()), hit);
1003
+ try log.hitcount(.{ battle.active(player.foe()), hit });
970
1004
  } else if (showdown) {
971
1005
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
972
1006
  if (move.effect == .Binding) {
973
- Effects.binding(battle, player, rewrap);
1007
+ try Effects.binding(battle, player, rewrap, options);
974
1008
  if (immune) {
975
1009
  battle.last_damage = 0;
976
1010
  assert(foe.stored().hp > 0);
977
1011
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
978
1012
  if (sub) {
979
- try log.activate(battle.active(player.foe()), .Substitute);
1013
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
980
1014
  } else {
981
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
982
- try buildRage(battle, player.foe(), log);
1015
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1016
+ try buildRage(battle, player.foe(), options);
983
1017
  }
984
1018
  return null;
985
1019
  }
@@ -993,12 +1027,12 @@ fn doMove(
993
1027
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
994
1028
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
995
1029
  // 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);
1030
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
997
1031
 
998
1032
  if (foe.stored().hp == 0) return null;
999
1033
 
1000
1034
  // 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);
1035
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1002
1036
 
1003
1037
  if (!move.effect.isSpecial()) {
1004
1038
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1009,29 +1043,29 @@ fn doMove(
1009
1043
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1010
1044
  // puts the |-status| message before |-hitcount| instead of after.
1011
1045
  if (move.effect == .Twineedle) {
1012
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1046
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1013
1047
  } else if (move.effect == .Disable) {
1014
- const result = try Effects.disable(battle, player, move, log);
1015
- if (showdown) try buildRage(battle, player.foe(), log);
1048
+ const result = try Effects.disable(battle, player, move, options);
1049
+ if (showdown) try buildRage(battle, player.foe(), options);
1016
1050
  return result;
1017
1051
  } else {
1018
- try moveEffect(battle, player, move, log);
1052
+ try moveEffect(battle, player, move, options);
1019
1053
  }
1020
1054
  }
1021
1055
 
1022
1056
  return null;
1023
1057
  }
1024
1058
 
1025
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1059
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1026
1060
  const side = battle.side(player);
1027
1061
 
1028
1062
  // 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;
1063
+ var rate = @as(u16, Species.chance(side.stored().species));
1064
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1065
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1066
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1033
1067
 
1034
- return Rolls.criticalHit(battle, chance);
1068
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
1035
1069
  }
1036
1070
 
1037
1071
  fn calcDamage(
@@ -1097,7 +1131,7 @@ fn calcDamage(
1097
1131
  d = @min(997, d);
1098
1132
  d += 2;
1099
1133
 
1100
- battle.last_damage = @intCast(u16, d);
1134
+ battle.last_damage = @intCast(d);
1101
1135
 
1102
1136
  return true;
1103
1137
  }
@@ -1111,9 +1145,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1111
1145
  var d = battle.last_damage;
1112
1146
  if (side.active.types.includes(move.type)) d +%= d / 2;
1113
1147
 
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));
1148
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1149
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1150
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1117
1151
 
1118
1152
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1119
1153
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1133,17 +1167,20 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1133
1167
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1134
1168
  }
1135
1169
 
1136
- fn randomizeDamage(battle: anytype) void {
1170
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1137
1171
  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);
1172
+ const random = try Rolls.damage(battle, player, options);
1173
+ options.calc.base(player.foe(), battle.last_damage);
1174
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1175
+ options.calc.final(player.foe(), battle.last_damage);
1140
1176
  }
1141
1177
 
1142
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1178
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1143
1179
  const side = battle.side(player);
1144
1180
  const foe = battle.foe(player);
1145
1181
 
1146
- if (!try checkHit(battle, player, move, log)) return null;
1182
+ if (!try checkHit(battle, player, move, options)) return null;
1183
+ try options.chance.commit(player, .hit);
1147
1184
 
1148
1185
  battle.last_damage = switch (side.last_selected_move) {
1149
1186
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1152,10 +1189,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1152
1189
  .DragonRage => 40,
1153
1190
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1154
1191
  .Psywave => power: {
1155
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1192
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1156
1193
  // GLITCH: Psywave infinite glitch loop
1157
1194
  if (!showdown and max <= 1) return Result.Error;
1158
- break :power Rolls.psywave(battle, max);
1195
+ break :power try Rolls.psywave(battle, player, max, options);
1159
1196
  },
1160
1197
  else => unreachable,
1161
1198
  };
@@ -1163,59 +1200,54 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1163
1200
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1164
1201
 
1165
1202
  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);
1203
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1204
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1168
1205
 
1169
1206
  return null;
1170
1207
  }
1171
1208
 
1172
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1209
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1173
1210
  const foe = battle.foe(player);
1174
1211
 
1175
1212
  if (battle.last_damage == 0) {
1176
- try log.fail(battle.active(player), .None);
1213
+ try options.log.fail(.{ battle.active(player), .None });
1177
1214
  return null;
1178
1215
  }
1179
1216
 
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);
1217
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1183
1218
  const foe_last_selected_move =
1184
1219
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1185
- .Counter
1220
+ .Splash
1186
1221
  else
1187
1222
  foe.last_selected_move);
1188
1223
 
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
-
1224
+ const used = battle.lastMove(player.foe()).counterable != 0;
1194
1225
  const selected = foe_last_selected_move.bp > 0 and
1195
1226
  foe.last_selected_move != .Counter and
1196
1227
  (foe_last_selected_move.type == .Normal or
1197
1228
  foe_last_selected_move.type == .Fighting);
1198
1229
 
1199
1230
  if (!used and !selected) {
1200
- try log.fail(battle.active(player), .None);
1231
+ try options.log.fail(.{ battle.active(player), .None });
1201
1232
  return null;
1202
1233
  }
1203
1234
 
1204
1235
  if (!used or !selected) {
1205
1236
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1206
1237
  if (!showdown) return Result.Error;
1207
- try log.fail(battle.active(player), .None);
1238
+ try options.log.fail(.{ battle.active(player), .None });
1208
1239
  return null;
1209
1240
  }
1210
1241
 
1211
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1242
+ battle.last_damage *|= 2;
1212
1243
 
1213
1244
  // Pokémon Showdown calls checkHit before Counter
1214
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1245
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1246
+ try options.chance.commit(player, .hit);
1215
1247
 
1216
1248
  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);
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);
1219
1251
  return null;
1220
1252
  }
1221
1253
 
@@ -1224,7 +1256,7 @@ fn applyDamage(
1224
1256
  target_player: Player,
1225
1257
  sub_player: Player,
1226
1258
  reason: Damage,
1227
- log: anytype,
1259
+ options: anytype,
1228
1260
  ) !bool {
1229
1261
  assert(showdown or battle.last_damage != 0);
1230
1262
 
@@ -1239,19 +1271,20 @@ fn applyDamage(
1239
1271
  subbed.active.volatiles.substitute = 0;
1240
1272
  subbed.active.volatiles.Substitute = false;
1241
1273
  // battle.last_damage is not updated with the amount of HP the Substitute had
1242
- try log.end(battle.active(sub_player), .Substitute);
1274
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1275
+ options.calc.capped(target_player);
1243
1276
  return true;
1244
1277
  } else {
1245
1278
  // 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);
1279
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1280
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1248
1281
  return false;
1249
1282
  }
1250
1283
  }
1251
1284
 
1252
1285
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1253
1286
  target.stored().hp -= battle.last_damage;
1254
- try log.damage(battle.active(target_player), target.stored(), reason);
1287
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1255
1288
  return false;
1256
1289
  }
1257
1290
 
@@ -1262,22 +1295,24 @@ fn mirrorMove(
1262
1295
  rewrap: bool,
1263
1296
  auto: bool,
1264
1297
  residual: *bool,
1265
- log: anytype,
1266
- ) !?Result {
1298
+ options: anytype,
1299
+ ) anyerror!?Result {
1267
1300
  var side = battle.side(player);
1268
1301
  const foe = battle.foe(player);
1269
1302
 
1270
1303
  side.last_selected_move = foe.last_used_move;
1271
1304
 
1272
1305
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1273
- try log.fail(battle.active(player), .None);
1306
+ try options.log.fail(.{ battle.active(player), .None });
1274
1307
  return null;
1275
1308
  } else if (!showdown or foe.last_used_move != .Struggle) {
1276
1309
  incrementPP(side, mslot);
1277
1310
  }
1278
1311
 
1279
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1280
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1312
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1313
+ return null;
1314
+ }
1315
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1281
1316
  }
1282
1317
 
1283
1318
  fn metronome(
@@ -1287,35 +1322,48 @@ fn metronome(
1287
1322
  rewrap: bool,
1288
1323
  auto: bool,
1289
1324
  residual: *bool,
1290
- log: anytype,
1291
- ) !?Result {
1325
+ options: anytype,
1326
+ ) anyerror!?Result {
1292
1327
  var side = battle.side(player);
1293
1328
 
1294
- side.last_selected_move = Rolls.metronome(battle);
1329
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1295
1330
  incrementPP(side, mslot);
1296
1331
 
1297
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1298
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1332
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1333
+ return null;
1334
+ }
1335
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1299
1336
  }
1300
1337
 
1301
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1338
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1302
1339
  var immune = false;
1303
1340
  var mist = false;
1304
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1341
+
1342
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1343
+
1305
1344
  assert(!immune);
1306
1345
  if (mist) {
1307
1346
  assert(!showdown);
1308
1347
  const foe_ident = battle.active(player.foe());
1309
- try log.activate(foe_ident, .Mist);
1310
- try log.fail(foe_ident, .None);
1348
+ try options.log.activate(.{ foe_ident, .Mist });
1349
+ try options.log.fail(.{ foe_ident, .None });
1311
1350
  } else {
1312
- try log.lastmiss();
1313
- try log.miss(battle.active(player));
1351
+ try options.chance.commit(player, .miss);
1352
+ try options.log.lastmiss(.{});
1353
+ try options.log.miss(.{battle.active(player)});
1314
1354
  }
1355
+
1315
1356
  return false;
1316
1357
  }
1317
1358
 
1318
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1359
+ fn moveHit(
1360
+ battle: anytype,
1361
+ player: Player,
1362
+ move: Move.Data,
1363
+ immune: *bool,
1364
+ mist: *bool,
1365
+ options: anytype,
1366
+ ) bool {
1319
1367
  var side = battle.side(player);
1320
1368
  const foe = battle.foe(player);
1321
1369
 
@@ -1354,10 +1402,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1354
1402
  const overwritten = overwrite and state > 0;
1355
1403
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1356
1404
 
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)];
1405
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1406
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1359
1407
  accuracy = accuracy * boost[0] / boost[1];
1360
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1408
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1361
1409
  accuracy = accuracy * boost[0] / boost[1];
1362
1410
  accuracy = @min(255, @max(1, accuracy));
1363
1411
 
@@ -1366,7 +1414,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1366
1414
  if (overwrite) side.active.volatiles.state = accuracy;
1367
1415
 
1368
1416
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1369
- break :miss !Rolls.hit(battle, accuracy);
1417
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1370
1418
  };
1371
1419
 
1372
1420
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1376,7 +1424,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1376
1424
  }
1377
1425
 
1378
1426
  if (!miss) return true;
1379
- battle.last_damage = 0;
1427
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1380
1428
  side.active.volatiles.Binding = false;
1381
1429
  return false;
1382
1430
  }
@@ -1384,8 +1432,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1384
1432
  fn checkFaint(
1385
1433
  battle: anytype,
1386
1434
  player: Player,
1387
- log: anytype,
1388
- ) @TypeOf(log).Error!?Result {
1435
+ options: anytype,
1436
+ ) @TypeOf(options.log).Error!?Result {
1389
1437
  const side = battle.side(player);
1390
1438
  if (side.stored().hp > 0) return null;
1391
1439
 
@@ -1393,33 +1441,32 @@ fn checkFaint(
1393
1441
  const foe_fainted = foe.stored().hp == 0;
1394
1442
 
1395
1443
  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;
1444
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1445
+ const more = player_out or foe_out;
1399
1446
 
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;
1447
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1448
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1402
1449
 
1403
1450
  assert(!side.active.volatiles.MultiHit);
1404
1451
  assert(!foe.active.volatiles.MultiHit);
1405
1452
 
1406
- if (tie) {
1407
- try log.tie();
1453
+ if (player_out and foe_out) {
1454
+ try options.log.tie(.{});
1408
1455
  return Result.Tie;
1409
1456
  } else if (player_out) {
1410
- try log.win(player.foe());
1457
+ try options.log.win(.{player.foe()});
1411
1458
  return if (player == .P1) Result.Lose else Result.Win;
1412
1459
  } else if (foe_out) {
1413
- try log.win(player);
1460
+ try options.log.win(.{player});
1414
1461
  return if (player == .P1) Result.Win else Result.Lose;
1415
1462
  }
1416
1463
 
1417
1464
  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 };
1465
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1466
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1420
1467
  }
1421
1468
 
1422
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1469
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1423
1470
  var side = battle.side(player);
1424
1471
  var foe = battle.foe(player);
1425
1472
  assert(side.stored().hp == 0);
@@ -1452,32 +1499,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1452
1499
  side.stored().stats.spe;
1453
1500
  }
1454
1501
 
1455
- try log.faint(battle.active(player), done);
1502
+ try options.log.faint(.{ battle.active(player), done });
1503
+ options.calc.capped(player);
1456
1504
  return null;
1457
1505
  }
1458
1506
 
1459
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1507
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1460
1508
  var side = battle.side(player);
1461
1509
  var stored = side.stored();
1462
1510
  const ident = battle.active(player);
1463
1511
  var volatiles = &side.active.volatiles;
1464
1512
 
1465
1513
  const brn = Status.is(stored.status, .BRN);
1466
- if (brn or Status.is(stored.status, .PSN)) blk: {
1514
+ if (brn or Status.is(stored.status, .PSN)) {
1467
1515
  var damage = @max(stored.stats.hp / 16, 1);
1468
-
1469
1516
  if (volatiles.Toxic) {
1470
1517
  volatiles.toxic += 1;
1471
1518
  damage *= volatiles.toxic;
1472
1519
  }
1520
+ damage = @min(damage, stored.hp);
1473
1521
 
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);
1522
+ if (!showdown or damage > 0) {
1523
+ stored.hp -= damage;
1524
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1525
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1526
+ }
1481
1527
  }
1482
1528
 
1483
1529
  if (volatiles.LeechSeed) {
@@ -1501,43 +1547,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1501
1547
  const amount = @min(damage, stored.hp);
1502
1548
  stored.hp -= amount;
1503
1549
 
1504
- // As above, Pokémon Showdown uses damageOf but its not relevant
1505
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1550
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1551
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1506
1552
 
1507
1553
  const before = foe_stored.hp;
1508
1554
  // Uncapped damage is added back to the foe
1509
1555
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1510
1556
  // 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);
1557
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1512
1558
  }
1513
1559
  }
1514
1560
 
1515
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1561
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1516
1562
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1517
1563
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1518
1564
 
1519
- if (showdown and options.ebc and checkEBC(battle)) {
1520
- try log.tie();
1565
+ battle.turn += 1;
1566
+
1567
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1568
+ try options.log.tie(.{});
1521
1569
  return Result.Tie;
1522
1570
  }
1523
1571
 
1524
- battle.turn += 1;
1525
-
1526
1572
  if (showdown and battle.turn >= 1000) {
1527
- try log.tie();
1573
+ try options.log.tie(.{});
1528
1574
  return Result.Tie;
1529
1575
  } else if (battle.turn >= 65535) {
1530
1576
  return Result.Error;
1531
1577
  }
1532
1578
 
1533
- try log.turn(battle.turn);
1579
+ try options.log.turn(.{battle.turn});
1534
1580
 
1535
1581
  return Result.Default;
1536
1582
  }
1537
1583
 
1538
1584
  fn checkEBC(battle: anytype) bool {
1539
1585
  for (battle.sides, 0..) |side, i| {
1540
- const foe = battle.sides[~@intCast(u1, i)];
1586
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1541
1587
 
1542
1588
  var foe_all_ghosts = true;
1543
1589
  var foe_all_transform = true;
@@ -1589,10 +1635,10 @@ fn checkEBC(battle: anytype) bool {
1589
1635
  return false;
1590
1636
  }
1591
1637
 
1592
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1593
- if (side.active.volatiles.disabled_move != 0) {
1638
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1639
+ if (side.active.volatiles.disable_move != 0) {
1594
1640
  // 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;
1641
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1596
1642
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1597
1643
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1598
1644
  m
@@ -1600,127 +1646,127 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1600
1646
  side.last_selected_move;
1601
1647
  if (m != .None and m == last) {
1602
1648
  side.active.volatiles.Charging = false;
1603
- try log.disabled(ident, last);
1649
+ try options.log.cant(.{ ident, .Disable, last });
1604
1650
  return true;
1605
1651
  }
1606
1652
  }
1607
1653
  return false;
1608
1654
  }
1609
1655
 
1610
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1656
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1611
1657
  const side = battle.side(who);
1612
1658
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1613
- try Effects.boost(battle, who, Move.get(.Rage), log);
1659
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1614
1660
  }
1615
1661
  }
1616
1662
 
1617
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1663
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1618
1664
  var volatiles = &active.volatiles;
1619
1665
  assert(volatiles.Thrashing);
1620
1666
  if (volatiles.attacks > 0) return false;
1621
1667
 
1622
1668
  volatiles.Thrashing = false;
1623
1669
  volatiles.Confusion = true;
1624
- volatiles.confusion = Rolls.confusionDuration(battle);
1670
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1625
1671
  return true;
1626
1672
  }
1627
1673
 
1628
- inline fn onBegin(
1674
+ fn onBegin(
1629
1675
  battle: anytype,
1630
1676
  player: Player,
1631
1677
  move: Move.Data,
1632
1678
  mslot: u8,
1633
1679
  residual: *bool,
1634
- log: anytype,
1680
+ options: anytype,
1635
1681
  ) !void {
1636
1682
  assert(move.effect.onBegin());
1637
1683
  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),
1684
+ .Confusion => Effects.confusion(battle, player, move, options),
1685
+ .Conversion => Effects.conversion(battle, player, options),
1686
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1687
+ .Haze => Effects.haze(battle, player, options),
1688
+ .Heal => Effects.heal(battle, player, options),
1689
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1690
+ .LightScreen => Effects.lightScreen(battle, player, options),
1691
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1692
+ .Mist => Effects.mist(battle, player, options),
1693
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1694
+ .Poison => Effects.poison(battle, player, move, options),
1695
+ .Reflect => Effects.reflect(battle, player, options),
1696
+ .Splash => Effects.splash(battle, player, options),
1697
+ .Substitute => Effects.substitute(battle, player, residual, options),
1698
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1699
+ .Transform => Effects.transform(battle, player, options),
1654
1700
  else => unreachable,
1655
1701
  };
1656
1702
  }
1657
1703
 
1658
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1704
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1659
1705
  assert(move.effect.onEnd());
1660
1706
  return switch (move.effect) {
1661
- .Bide => Effects.bide(battle, player, log),
1707
+ .Bide => Effects.bide(battle, player, options),
1662
1708
  // zig fmt: off
1663
1709
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1664
1710
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1665
- Effects.boost(battle, player, move, log),
1711
+ Effects.boost(battle, player, move, options),
1666
1712
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1667
- Effects.unboost(battle, player, move, log),
1713
+ Effects.unboost(battle, player, move, options),
1668
1714
  // zig fmt: on
1669
- .Sleep => Effects.sleep(battle, player, move, log),
1715
+ .Sleep => Effects.sleep(battle, player, move, options),
1670
1716
  else => unreachable,
1671
1717
  };
1672
1718
  }
1673
1719
 
1674
- inline fn alwaysHappens(
1720
+ fn alwaysHappens(
1675
1721
  battle: anytype,
1676
1722
  player: Player,
1677
1723
  move: Move.Data,
1678
1724
  residual: *bool,
1679
- log: anytype,
1725
+ options: anytype,
1680
1726
  ) !void {
1681
1727
  assert(move.effect.alwaysHappens());
1682
1728
  return switch (move.effect) {
1683
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1729
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1684
1730
  .Explode => Effects.explode(battle, player),
1685
- .PayDay => Effects.payDay(battle, player, log),
1731
+ .PayDay => Effects.payDay(battle, player, options),
1686
1732
  .Rage => Effects.rage(battle, player),
1687
- .Recoil => Effects.recoil(battle, player, residual, log),
1733
+ .Recoil => Effects.recoil(battle, player, residual, options),
1688
1734
  .JumpKick, .Binding => {},
1689
1735
  else => unreachable,
1690
1736
  };
1691
1737
  }
1692
1738
 
1693
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1739
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1694
1740
  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),
1741
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1742
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1743
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1744
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1745
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1700
1746
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1701
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1702
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1747
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1748
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1703
1749
  // zig fmt: off
1704
1750
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1705
- Effects.unboost(battle, player, move, log),
1751
+ Effects.unboost(battle, player, move, options),
1706
1752
  // zig fmt: on
1707
1753
  else => {},
1708
1754
  };
1709
1755
  }
1710
1756
 
1711
1757
  pub const Effects = struct {
1712
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1758
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1713
1759
  var side = battle.side(player);
1714
1760
 
1715
1761
  side.active.volatiles.Bide = true;
1716
1762
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1717
1763
  side.active.volatiles.state = 0;
1718
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1764
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1719
1765
 
1720
- try log.start(battle.active(player), .Bide);
1766
+ try options.log.start(.{ battle.active(player), .Bide });
1721
1767
  }
1722
1768
 
1723
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1769
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1724
1770
  var foe = battle.foe(player);
1725
1771
  var foe_stored = foe.stored();
1726
1772
 
@@ -1731,83 +1777,92 @@ pub const Effects = struct {
1731
1777
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1732
1778
  if (Status.is(foe_stored.status, .FRZ)) {
1733
1779
  assert(move.type == .Fire);
1734
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1780
+ try options.log.curestatus(.{
1781
+ battle.active(player.foe()),
1782
+ foe_stored.status,
1783
+ .Message,
1784
+ });
1735
1785
  foe_stored.status = 0;
1736
1786
  }
1737
1787
  return;
1738
1788
  }
1739
1789
 
1740
1790
  if (foe.active.types.includes(move.type)) return;
1741
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1791
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1792
+ return;
1793
+ }
1742
1794
 
1743
1795
  foe_stored.status = Status.init(.BRN);
1744
1796
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1745
1797
 
1746
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1798
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1747
1799
  }
1748
1800
 
1749
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1801
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1750
1802
  var side = battle.side(player);
1751
1803
  var volatiles = &side.active.volatiles;
1752
1804
 
1753
1805
  volatiles.Charging = true;
1754
1806
  const move = side.last_selected_move;
1755
1807
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1756
- try log.laststill();
1757
- try log.prepare(battle.active(player), move);
1808
+ try options.log.laststill(.{});
1809
+ try options.log.prepare(.{ battle.active(player), move });
1758
1810
  }
1759
1811
 
1760
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1812
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1761
1813
  var foe = battle.foe(player);
1762
1814
  const sub = foe.active.volatiles.Substitute;
1763
1815
 
1764
1816
  if (move.effect == .ConfusionChance) {
1765
- if (!Rolls.confusionChance(battle)) return;
1817
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1766
1818
  } else {
1767
1819
  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
- }
1820
+ if (!try checkHit(battle, player, move, options)) return;
1821
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1773
1822
  } 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
- }
1823
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1824
+ if (!try checkHit(battle, player, move, options)) return;
1779
1825
  }
1826
+ try options.chance.commit(player, .hit);
1780
1827
  }
1781
1828
 
1782
1829
  if (foe.active.volatiles.Confusion) return;
1783
1830
  foe.active.volatiles.Confusion = true;
1784
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1831
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1785
1832
 
1786
- try log.start(battle.active(player.foe()), .Confusion);
1833
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1787
1834
  }
1788
1835
 
1789
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1836
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1790
1837
  const foe = battle.foe(player);
1791
1838
 
1792
1839
  if (foe.active.volatiles.Invulnerable) {
1793
- try log.lastmiss();
1794
- return log.miss(battle.active(player));
1840
+ try options.log.lastmiss(.{});
1841
+ return options.log.miss(.{battle.active(player)});
1795
1842
  }
1796
1843
 
1797
1844
  battle.side(player).active.types = foe.active.types;
1798
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1845
+ return options.log.start(.{
1846
+ battle.active(player),
1847
+ .TypeChange,
1848
+ foe.active.types,
1849
+ battle.active(player.foe()),
1850
+ });
1799
1851
  }
1800
1852
 
1801
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1853
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1802
1854
  var foe = battle.foe(player);
1803
1855
  var volatiles = &foe.active.volatiles;
1804
1856
  const foe_ident = battle.active(player.foe());
1805
1857
 
1806
1858
  // Pokémon Showdown handles hit/miss earlier in doMove
1807
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1859
+ if (!showdown) {
1860
+ if (!try checkHit(battle, player, move, options)) return null;
1861
+ try options.chance.commit(player, .hit);
1862
+ }
1808
1863
 
1809
- if (volatiles.disabled_move != 0) {
1810
- try log.fail(foe_ident, .None);
1864
+ if (volatiles.disable_move != 0) {
1865
+ try options.log.fail(.{ foe_ident, .None });
1811
1866
  return null;
1812
1867
  }
1813
1868
 
@@ -1823,7 +1878,7 @@ pub const Effects = struct {
1823
1878
  // Technically this is still considered simply a "miss" on the cartridge,
1824
1879
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1825
1880
  if (n == 0) {
1826
- try log.fail(foe_ident, .None);
1881
+ try options.log.fail(.{ foe_ident, .None });
1827
1882
  return null;
1828
1883
  } else if (err) {
1829
1884
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1831,16 +1886,18 @@ pub const Effects = struct {
1831
1886
  return Result.Error;
1832
1887
  }
1833
1888
 
1834
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1835
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1889
+ volatiles.disable_move =
1890
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1891
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1836
1892
 
1837
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1893
+ const id = foe.active.move(volatiles.disable_move).id;
1894
+ try options.log.start(.{ foe_ident, .Disable, id });
1838
1895
  return null;
1839
1896
  }
1840
1897
 
1841
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1842
- var side = battle.side(player);
1843
- var stored = side.stored();
1898
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1899
+ var stored = battle.side(player).stored();
1900
+ const ident = battle.active(player);
1844
1901
 
1845
1902
  if (battle.last_damage == 0) {
1846
1903
  assert(showdown);
@@ -1853,7 +1910,7 @@ pub const Effects = struct {
1853
1910
  if (stored.hp == stored.stats.hp) return;
1854
1911
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1855
1912
 
1856
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1913
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1857
1914
  }
1858
1915
 
1859
1916
  fn explode(battle: anytype, player: Player) !void {
@@ -1867,26 +1924,28 @@ pub const Effects = struct {
1867
1924
  side.active.volatiles.LeechSeed = false;
1868
1925
  }
1869
1926
 
1870
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1927
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1871
1928
  var volatiles = &battle.foe(player).active.volatiles;
1872
1929
 
1873
1930
  if (volatiles.Substitute) return;
1874
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1931
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1932
+ return;
1933
+ }
1875
1934
 
1876
1935
  volatiles.Flinch = true;
1877
1936
  volatiles.Recharging = false;
1878
1937
  }
1879
1938
 
1880
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1939
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1881
1940
  var side = battle.side(player);
1882
1941
 
1883
1942
  if (side.active.volatiles.FocusEnergy) return;
1884
1943
  side.active.volatiles.FocusEnergy = true;
1885
1944
 
1886
- try log.start(battle.active(player), .FocusEnergy);
1945
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1887
1946
  }
1888
1947
 
1889
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1948
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1890
1949
  var foe = battle.foe(player);
1891
1950
  var foe_stored = foe.stored();
1892
1951
  const foe_ident = battle.active(player.foe());
@@ -1898,17 +1957,18 @@ pub const Effects = struct {
1898
1957
  }
1899
1958
 
1900
1959
  if (foe.active.types.includes(move.type)) return;
1901
- if (!Rolls.secondaryChance(battle, true)) return;
1960
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1902
1961
  // Freeze Clause Mod
1903
1962
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1904
1963
 
1905
1964
  foe_stored.status = Status.init(.FRZ);
1906
1965
  // GLITCH: Hyper Beam recharging status is not cleared
1907
1966
 
1908
- try log.status(foe_ident, foe_stored.status, .None);
1967
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1909
1968
  }
1910
1969
 
1911
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1970
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1971
+ var log = options.log;
1912
1972
  var side = battle.side(player);
1913
1973
  var foe = battle.foe(player);
1914
1974
 
@@ -1924,96 +1984,100 @@ pub const Effects = struct {
1924
1984
  side.active.stats = side_stored.stats;
1925
1985
  foe.active.stats = foe_stored.stats;
1926
1986
 
1927
- try log.activate(player_ident, .Haze);
1928
- try log.clearallboost();
1987
+ try log.activate(.{ player_ident, .Haze });
1988
+ try log.clearallboost(.{});
1929
1989
 
1930
1990
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1931
1991
  if (showdown) {
1932
1992
  for (&battle.sides, 0..) |*s, i| {
1933
- const p = @intToEnum(Player, i);
1993
+ const p: Player = @enumFromInt(i);
1934
1994
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1935
1995
  if (p != player and Status.any(s.stored().status)) {
1936
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1996
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1937
1997
  s.stored().status = 0;
1938
1998
  } else if (showdown and s.stored().status == Status.TOX) {
1939
1999
  s.stored().status = Status.init(.PSN);
1940
- try log.status(battle.active(p), s.stored().status, .None);
2000
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1941
2001
  }
1942
- try clearVolatiles(battle, p, log);
2002
+ try clearVolatiles(battle, p, p != player, options);
1943
2003
  }
1944
2004
  } else {
1945
2005
  if (Status.any(foe_stored.status)) {
1946
2006
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1947
2007
  foe.last_selected_move = .SKIP_TURN;
1948
2008
  }
1949
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2009
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1950
2010
  foe_stored.status = 0;
1951
2011
  }
1952
- try clearVolatiles(battle, player, log);
1953
- try clearVolatiles(battle, player.foe(), log);
2012
+ try clearVolatiles(battle, player, false, options);
2013
+ try clearVolatiles(battle, player.foe(), true, options);
1954
2014
  }
1955
2015
  }
1956
2016
 
1957
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2017
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1958
2018
  var side = battle.side(player);
1959
2019
  var stored = side.stored();
1960
2020
  const ident = battle.active(player);
1961
2021
 
1962
2022
  // GLITCH: HP recovery move failure glitches
1963
2023
  const delta = stored.stats.hp - stored.hp;
1964
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2024
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2025
+ return options.log.fail(.{ ident, .None });
2026
+ }
1965
2027
 
1966
2028
  const rest = side.last_selected_move == .Rest;
1967
2029
  if (rest) {
1968
2030
  // Adding the sleep status runs the sleep condition handler to roll duration
1969
2031
  if (showdown) battle.rng.advance(1);
1970
2032
  stored.status = Status.slf(2);
1971
- try log.statusFrom(ident, stored.status, Move.Rest);
2033
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1972
2034
  stored.hp = stored.stats.hp;
1973
2035
  } else {
1974
2036
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1975
2037
  }
1976
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2038
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1977
2039
  }
1978
2040
 
1979
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2041
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1980
2042
  battle.side(player).active.volatiles.Recharging = true;
1981
- try log.mustrecharge(battle.active(player));
2043
+ try options.log.mustrecharge(.{battle.active(player)});
1982
2044
  }
1983
2045
 
1984
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2046
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1985
2047
  var foe = battle.foe(player);
1986
2048
 
1987
2049
  if (showdown) {
1988
2050
  // Invulnerability trumps type immunity on Pokémon Showdown
1989
2051
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1990
- return log.immune(battle.active(player.foe()), .None);
2052
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1991
2053
  }
1992
- if (!try checkHit(battle, player, move, log)) return;
2054
+ if (!try checkHit(battle, player, move, options)) return;
1993
2055
  if (foe.active.volatiles.LeechSeed) return;
1994
2056
  } else {
1995
- if (!try checkHit(battle, player, move, log)) return;
2057
+ if (!try checkHit(battle, player, move, options)) return;
1996
2058
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1997
- try log.lastmiss();
1998
- return log.miss(battle.active(player));
2059
+ try options.log.lastmiss(.{});
2060
+ return options.log.miss(.{battle.active(player)});
1999
2061
  }
2000
2062
  }
2001
2063
 
2064
+ try options.chance.commit(player, .hit);
2002
2065
  foe.active.volatiles.LeechSeed = true;
2003
2066
 
2004
- try log.start(battle.active(player.foe()), .LeechSeed);
2067
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
2005
2068
  }
2006
2069
 
2007
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2070
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
2008
2071
  var side = battle.side(player);
2072
+ const ident = battle.active(player);
2009
2073
 
2010
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2074
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2011
2075
  side.active.volatiles.LightScreen = true;
2012
2076
 
2013
- try log.start(battle.active(player), .LightScreen);
2077
+ try options.log.start(.{ ident, .LightScreen });
2014
2078
  }
2015
2079
 
2016
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2080
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2017
2081
  var side = battle.side(player);
2018
2082
  var foe = battle.foe(player);
2019
2083
 
@@ -2029,7 +2093,7 @@ pub const Effects = struct {
2029
2093
  const has_mimic = has_mimic: {
2030
2094
  for (side.active.moves, 0..) |m, i| {
2031
2095
  if (m.id == .Mimic) {
2032
- oslot = @intCast(u8, i + 1);
2096
+ oslot = @intCast(i + 1);
2033
2097
  break :has_mimic true;
2034
2098
  }
2035
2099
  }
@@ -2037,38 +2101,43 @@ pub const Effects = struct {
2037
2101
  };
2038
2102
  if (!has_mimic) {
2039
2103
  // 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);
2104
+ if (!try checkHit(battle, player, move, options)) return;
2105
+ try options.chance.commit(player, .hit);
2106
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2042
2107
  }
2043
2108
  }
2044
- if (!try checkHit(battle, player, move, log)) return;
2109
+ if (!try checkHit(battle, player, move, options)) return;
2110
+ try options.chance.commit(player, .hit);
2045
2111
 
2046
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2112
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2047
2113
  side.active.move(oslot).id = foe.active.move(rslot).id;
2048
2114
 
2049
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2115
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2050
2116
  }
2051
2117
 
2052
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2118
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2053
2119
  var side = battle.side(player);
2054
2120
 
2055
2121
  if (side.active.volatiles.Mist) return;
2056
2122
  side.active.volatiles.Mist = true;
2057
2123
 
2058
- try log.start(battle.active(player), .Mist);
2124
+ try options.log.start(.{ battle.active(player), .Mist });
2059
2125
  }
2060
2126
 
2061
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2127
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2062
2128
  var side = battle.side(player);
2063
2129
 
2064
2130
  assert(!side.active.volatiles.MultiHit);
2065
2131
  side.active.volatiles.MultiHit = true;
2066
2132
 
2067
- side.active.volatiles.attacks =
2068
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2133
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2134
+ try Rolls.distribution(battle, .MultiHit, player, options)
2135
+ else
2136
+ 2;
2069
2137
  }
2070
2138
 
2071
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2139
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2140
+ var log = options.log;
2072
2141
  var foe = battle.foe(player);
2073
2142
  var foe_stored = foe.stored();
2074
2143
  const foe_ident = battle.active(player.foe());
@@ -2078,27 +2147,29 @@ pub const Effects = struct {
2078
2147
 
2079
2148
  if (showdown) {
2080
2149
  // 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;
2150
+ if (immune and !foe.active.volatiles.Invulnerable) {
2151
+ return log.immune(.{ foe_ident, .None });
2152
+ } else if (!try checkHit(battle, player, move, options)) return;
2083
2153
  }
2084
2154
  if (Status.any(foe_stored.status)) {
2085
- return log.fail(
2155
+ return log.fail(.{
2086
2156
  foe_ident,
2087
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2088
- );
2157
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2158
+ });
2089
2159
  }
2090
2160
  if (!showdown) {
2091
- if (immune) return log.immune(foe_ident, .None);
2092
- if (!try checkHit(battle, player, move, log)) return;
2161
+ if (immune) return log.immune(.{ foe_ident, .None });
2162
+ if (!try checkHit(battle, player, move, options)) return;
2093
2163
  }
2164
+ try options.chance.commit(player, .hit);
2094
2165
 
2095
2166
  foe_stored.status = Status.init(.PAR);
2096
2167
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2097
2168
 
2098
- try log.status(foe_ident, foe_stored.status, .None);
2169
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2099
2170
  }
2100
2171
 
2101
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2172
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2102
2173
  var foe = battle.foe(player);
2103
2174
  var foe_stored = foe.stored();
2104
2175
 
@@ -2110,50 +2181,60 @@ pub const Effects = struct {
2110
2181
 
2111
2182
  // Body Slam can't paralyze a Normal type Pokémon
2112
2183
  if (foe.active.types.includes(move.type)) return;
2113
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2184
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2185
+ return;
2186
+ }
2114
2187
 
2115
2188
  foe_stored.status = Status.init(.PAR);
2116
2189
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2117
2190
 
2118
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2191
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2119
2192
  }
2120
2193
 
2121
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2122
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2194
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2195
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2196
+ try options.log.fieldactivate(.{});
2197
+ }
2123
2198
  }
2124
2199
 
2125
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2200
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2201
+ var log = options.log;
2126
2202
  var foe = battle.foe(player);
2127
2203
  var foe_stored = foe.stored();
2128
2204
  const foe_ident = battle.active(player.foe());
2129
2205
  const toxic = battle.side(player).last_selected_move == .Toxic;
2130
2206
 
2131
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2207
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2132
2208
  return;
2133
2209
  } else if (foe.active.volatiles.Substitute) {
2134
2210
  if (move.effect != .Poison) return;
2135
- return log.fail(foe_ident, .None);
2211
+ return log.fail(.{ foe_ident, .None });
2136
2212
  } else if (Status.any(foe_stored.status)) {
2137
2213
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2138
2214
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2139
2215
  // 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))
2216
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2141
2217
  if (!showdown)
2142
- .Poison
2218
+ Fail.Poison
2143
2219
  else if (toxic == (foe_stored.status == Status.TOX))
2144
- if (toxic) .Toxic else .Poison
2220
+ if (toxic) Fail.Toxic else Fail.Poison
2145
2221
  else
2146
- .None
2222
+ Fail.None
2147
2223
  else
2148
- .None);
2224
+ Fail.None });
2149
2225
  } else if (foe.active.types.includes(.Poison)) {
2150
2226
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2151
- return log.immune(foe_ident, .None);
2227
+ return log.immune(.{ foe_ident, .None });
2152
2228
  }
2153
2229
 
2154
2230
  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;
2231
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2232
+ try options.chance.commit(player, .hit);
2233
+ } else {
2234
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2235
+ return;
2236
+ }
2237
+ }
2157
2238
 
2158
2239
  foe_stored.status = Status.init(.PSN);
2159
2240
  if (toxic) {
@@ -2162,7 +2243,7 @@ pub const Effects = struct {
2162
2243
  foe.active.volatiles.toxic = 0;
2163
2244
  }
2164
2245
 
2165
- try log.status(foe_ident, foe_stored.status, .None);
2246
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2166
2247
  }
2167
2248
 
2168
2249
  fn rage(battle: anytype, player: Player) !void {
@@ -2171,28 +2252,37 @@ pub const Effects = struct {
2171
2252
  volatiles.Rage = true;
2172
2253
  }
2173
2254
 
2174
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2255
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2175
2256
  var side = battle.side(player);
2176
2257
  var stored = side.stored();
2177
2258
 
2178
- const damage = @intCast(i16, @max(battle.last_damage /
2259
+ assert(showdown or battle.last_damage > 0);
2260
+ if (showdown and battle.last_damage == 0) return;
2261
+
2262
+ const damage: i16 = @intCast(@max(battle.last_damage /
2179
2263
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2180
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2264
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2181
2265
 
2182
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2266
+ try options.log.damage(.{
2267
+ battle.active(player),
2268
+ stored,
2269
+ .RecoilOf,
2270
+ battle.active(player.foe()),
2271
+ });
2183
2272
  if (showdown and stored.hp == 0) residual.* = false;
2184
2273
  }
2185
2274
 
2186
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2275
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2187
2276
  var side = battle.side(player);
2277
+ const ident = battle.active(player);
2188
2278
 
2189
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2279
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2190
2280
  side.active.volatiles.Reflect = true;
2191
2281
 
2192
- try log.start(battle.active(player), .Reflect);
2282
+ try options.log.start(.{ ident, .Reflect });
2193
2283
  }
2194
2284
 
2195
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2285
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2196
2286
  var foe = battle.foe(player);
2197
2287
  var foe_stored = foe.stored();
2198
2288
  const foe_ident = battle.active(player.foe());
@@ -2203,13 +2293,14 @@ pub const Effects = struct {
2203
2293
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2204
2294
  } else {
2205
2295
  if (Status.any(foe_stored.status)) {
2206
- return log.fail(
2296
+ return options.log.fail(.{
2207
2297
  foe_ident,
2208
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2209
- );
2298
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2299
+ });
2210
2300
  }
2211
2301
  // 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;
2302
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2303
+ try options.chance.commit(player, .hit);
2213
2304
  }
2214
2305
 
2215
2306
  // Sleep Clause Mod
@@ -2220,63 +2311,68 @@ pub const Effects = struct {
2220
2311
  }
2221
2312
  foe.active.volatiles.Recharging = false;
2222
2313
 
2223
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2224
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2314
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2315
+ const last = battle.side(player).last_selected_move;
2316
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2225
2317
  }
2226
2318
 
2227
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2228
- try log.activate(battle.active(player), .Splash);
2319
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2320
+ try options.log.activate(.{ battle.active(player), .Splash });
2229
2321
  }
2230
2322
 
2231
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2323
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2232
2324
  var side = battle.side(player);
2233
2325
  if (side.active.volatiles.Substitute) {
2234
- try log.fail(battle.active(player), .Substitute);
2235
- return;
2326
+ return options.log.fail(.{ battle.active(player), .Substitute });
2236
2327
  }
2237
2328
 
2238
2329
  assert(side.stored().stats.hp <= 1023);
2239
2330
  // 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);
2331
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2241
2332
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2242
2333
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2243
2334
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2244
2335
  // avoid having to convert to floating point)
2245
2336
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2246
2337
  if (side.stored().hp < required_hp) {
2247
- try log.fail(battle.active(player), .Weak);
2248
- return;
2338
+ return options.log.fail(.{ battle.active(player), .Weak });
2249
2339
  }
2250
2340
 
2251
2341
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2252
2342
  side.stored().hp -= hp;
2253
2343
  side.active.volatiles.substitute = hp + 1;
2254
2344
  side.active.volatiles.Substitute = true;
2255
- try log.start(battle.active(player), .Substitute);
2345
+ try options.log.start(.{ battle.active(player), .Substitute });
2256
2346
  if (hp > 0) {
2257
- try log.damage(battle.active(player), side.stored(), .None);
2347
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2258
2348
  if (showdown and side.stored().hp == 0) residual.* = false;
2259
2349
  }
2260
2350
  }
2261
2351
 
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
-
2352
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2265
2353
  // 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;
2354
+ if (showdown) {
2355
+ if (battle.side(player).last_selected_move == .Teleport) return;
2356
+ if (try checkHit(battle, player, move, options)) {
2357
+ try options.chance.commit(player, .hit);
2358
+ }
2359
+ battle.last_damage = 0;
2360
+ } else {
2361
+ try options.log.fail(.{ battle.active(player), .None });
2362
+ try options.log.laststill(.{});
2363
+ }
2268
2364
  }
2269
2365
 
2270
- fn thrashing(battle: anytype, player: Player) void {
2366
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2271
2367
  var volatiles = &battle.side(player).active.volatiles;
2272
2368
  assert(!volatiles.Thrashing);
2273
2369
  assert(!volatiles.Bide);
2274
2370
 
2275
2371
  volatiles.Thrashing = true;
2276
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2372
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2277
2373
  }
2278
2374
 
2279
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2375
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2280
2376
  var side = battle.side(player);
2281
2377
  const foe = battle.foe(player);
2282
2378
  const foe_ident = battle.active(player.foe());
@@ -2302,10 +2398,10 @@ pub const Effects = struct {
2302
2398
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2303
2399
  }
2304
2400
 
2305
- try log.transform(battle.active(player), foe_ident);
2401
+ try options.log.transform(.{ battle.active(player), foe_ident });
2306
2402
  }
2307
2403
 
2308
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2404
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2309
2405
  var side = battle.side(player);
2310
2406
  var foe = battle.foe(player);
2311
2407
 
@@ -2317,10 +2413,12 @@ pub const Effects = struct {
2317
2413
  foe.active.volatiles.Recharging = false;
2318
2414
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2319
2415
 
2320
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2416
+ side.active.volatiles.attacks =
2417
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2321
2418
  }
2322
2419
 
2323
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2420
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2421
+ var log = options.log;
2324
2422
  var side = battle.side(player);
2325
2423
  const ident = battle.active(player);
2326
2424
 
@@ -2330,87 +2428,87 @@ pub const Effects = struct {
2330
2428
  switch (move.effect) {
2331
2429
  .AttackUp1, .AttackUp2, .Rage => {
2332
2430
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2333
- if (boosts.atk == 6) return try log.fail(ident, .None);
2431
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2334
2432
  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;
2433
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2434
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2337
2435
  if (stats.atk == MAX_STAT_VALUE) {
2338
2436
  boosts.atk -= 1;
2339
2437
  if (showdown) {
2340
- try log.boost(ident, reason, n);
2341
- try log.boost(ident, Boost.Attack, -1);
2438
+ try log.boost(.{ ident, reason, n });
2439
+ try log.boost(.{ ident, .Attack, -1 });
2342
2440
  if (move.effect == .Rage) return;
2343
2441
  }
2344
- return try log.fail(ident, .None);
2442
+ return log.fail(.{ ident, .None });
2345
2443
  }
2346
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2444
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2347
2445
  const stat = unmodifiedStats(battle, side).atk;
2348
2446
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2349
- try log.boost(ident, reason, n);
2447
+ try log.boost(.{ ident, reason, n });
2350
2448
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2351
2449
  if (showdown and move.effect == .Rage) return;
2352
2450
  },
2353
2451
  .DefenseUp1, .DefenseUp2 => {
2354
2452
  assert(boosts.def >= -6 and boosts.def <= 6);
2355
- if (boosts.def == 6) return try log.fail(ident, .None);
2453
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2356
2454
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2357
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2455
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2358
2456
  if (stats.def == MAX_STAT_VALUE) {
2359
2457
  boosts.def -= 1;
2360
2458
  if (showdown) {
2361
- try log.boost(ident, .Defense, n);
2362
- try log.boost(ident, .Defense, -1);
2459
+ try log.boost(.{ ident, .Defense, n });
2460
+ try log.boost(.{ ident, .Defense, -1 });
2363
2461
  }
2364
- return try log.fail(ident, .None);
2462
+ return log.fail(.{ ident, .None });
2365
2463
  }
2366
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2464
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2367
2465
  const stat = unmodifiedStats(battle, side).def;
2368
2466
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2369
- try log.boost(ident, .Defense, n);
2467
+ try log.boost(.{ ident, .Defense, n });
2370
2468
  },
2371
2469
  .SpeedUp2 => {
2372
2470
  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));
2471
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2472
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2375
2473
  if (stats.spe == MAX_STAT_VALUE) {
2376
2474
  boosts.spe -= 1;
2377
2475
  if (showdown) {
2378
- try log.boost(ident, .Speed, 2);
2379
- try log.boost(ident, .Speed, -1);
2476
+ try log.boost(.{ ident, .Speed, 2 });
2477
+ try log.boost(.{ ident, .Speed, -1 });
2380
2478
  }
2381
- return try log.fail(ident, .None);
2479
+ return log.fail(.{ ident, .None });
2382
2480
  }
2383
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2481
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2384
2482
  const stat = unmodifiedStats(battle, side).spe;
2385
2483
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2386
- try log.boost(ident, .Speed, 2);
2484
+ try log.boost(.{ ident, .Speed, 2 });
2387
2485
  },
2388
2486
  .SpecialUp1, .SpecialUp2 => {
2389
2487
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2390
- if (boosts.spc == 6) return try log.fail(ident, .None);
2488
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2391
2489
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2392
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2490
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2393
2491
  if (stats.spc == MAX_STAT_VALUE) {
2394
2492
  boosts.spc -= 1;
2395
2493
  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);
2494
+ try log.boost(.{ ident, .SpecialAttack, n });
2495
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2496
+ try log.boost(.{ ident, .SpecialDefense, n });
2497
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2400
2498
  }
2401
- return try log.fail(ident, .None);
2499
+ return log.fail(.{ ident, .None });
2402
2500
  }
2403
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2501
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2404
2502
  const stat = unmodifiedStats(battle, side).spc;
2405
2503
  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);
2504
+ try log.boost(.{ ident, .SpecialAttack, n });
2505
+ try log.boost(.{ ident, .SpecialDefense, n });
2408
2506
  },
2409
2507
  .EvasionUp1 => {
2410
2508
  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);
2509
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2510
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2511
+ try log.boost(.{ ident, .Evasion, 1 });
2414
2512
  },
2415
2513
  else => unreachable,
2416
2514
  }
@@ -2419,102 +2517,106 @@ pub const Effects = struct {
2419
2517
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2420
2518
  }
2421
2519
 
2422
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2520
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2521
+ var log = options.log;
2423
2522
  var foe = battle.foe(player);
2424
2523
  const foe_ident = battle.active(player.foe());
2524
+ const secondary = move.effect.isStatDownChance();
2425
2525
 
2426
- if (foe.active.volatiles.Substitute) {
2427
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2428
- }
2526
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2429
2527
 
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
2528
+ if (secondary) {
2529
+ const proc = try Rolls.unboost(battle, player, options);
2530
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2531
+ } else {
2532
+ // checkHit already checks for Invulnerable
2533
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2534
+ try options.chance.commit(player, .hit);
2434
2535
  }
2435
2536
 
2436
2537
  var stats = &foe.active.stats;
2437
2538
  var boosts = &foe.active.boosts;
2539
+ const fail = showdown or !secondary;
2438
2540
 
2439
2541
  switch (move.effect) {
2440
2542
  .AttackDown1, .AttackDownChance => {
2441
2543
  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));
2544
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2545
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2444
2546
  if (stats.atk == 1) {
2445
2547
  boosts.atk += 1;
2446
2548
  if (showdown) {
2447
- try log.boost(foe_ident, .Attack, -1);
2448
- try log.boost(foe_ident, .Attack, 1);
2549
+ try log.boost(.{ foe_ident, .Attack, -1 });
2550
+ try log.boost(.{ foe_ident, .Attack, 1 });
2449
2551
  }
2450
- return try log.fail(foe_ident, .None);
2552
+ return log.fail(.{ foe_ident, .None });
2451
2553
  }
2452
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2554
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2453
2555
  const stat = unmodifiedStats(battle, foe).atk;
2454
2556
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2455
- try log.boost(foe_ident, .Attack, -1);
2557
+ try log.boost(.{ foe_ident, .Attack, -1 });
2456
2558
  },
2457
2559
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2458
2560
  assert(boosts.def >= -6 and boosts.def <= 6);
2459
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2561
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2460
2562
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2461
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2563
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2462
2564
  if (stats.def == 1) {
2463
2565
  boosts.def += 1;
2464
2566
  if (showdown) {
2465
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2466
- try log.boost(foe_ident, .Defense, 1);
2567
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2568
+ try log.boost(.{ foe_ident, .Defense, 1 });
2467
2569
  }
2468
- return try log.fail(foe_ident, .None);
2570
+ return log.fail(.{ foe_ident, .None });
2469
2571
  }
2470
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2572
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2471
2573
  const stat = unmodifiedStats(battle, foe).def;
2472
2574
  stats.def = @max(1, stat * mod[0] / mod[1]);
2473
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2575
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2474
2576
  },
2475
2577
  .SpeedDown1, .SpeedDownChance => {
2476
2578
  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));
2579
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2580
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2479
2581
  if (stats.spe == 1) {
2480
2582
  boosts.spe += 1;
2481
2583
  if (showdown) {
2482
- try log.boost(foe_ident, .Speed, -1);
2483
- try log.boost(foe_ident, .Speed, 1);
2584
+ try log.boost(.{ foe_ident, .Speed, -1 });
2585
+ try log.boost(.{ foe_ident, .Speed, 1 });
2484
2586
  }
2485
- return try log.fail(foe_ident, .None);
2587
+ return log.fail(.{ foe_ident, .None });
2486
2588
  }
2487
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2589
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2488
2590
  const stat = unmodifiedStats(battle, foe).spe;
2489
2591
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2490
- try log.boost(foe_ident, .Speed, -1);
2592
+ try log.boost(.{ foe_ident, .Speed, -1 });
2491
2593
  assert(boosts.spe >= -6);
2492
2594
  },
2493
2595
  .SpecialDownChance => {
2494
2596
  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));
2597
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2598
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2497
2599
  if (stats.spc == 1) {
2498
2600
  boosts.spc += 1;
2499
2601
  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);
2602
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2603
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2604
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2605
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2504
2606
  }
2505
- return try log.fail(foe_ident, .None);
2607
+ return log.fail(.{ foe_ident, .None });
2506
2608
  }
2507
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2609
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2508
2610
  const stat = unmodifiedStats(battle, foe).spc;
2509
2611
  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);
2612
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2613
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2512
2614
  },
2513
2615
  .AccuracyDown1 => {
2514
2616
  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);
2617
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2618
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2619
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2518
2620
  },
2519
2621
  else => unreachable,
2520
2622
  }
@@ -2538,37 +2640,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2538
2640
  }
2539
2641
  }
2540
2642
 
2541
- inline fn isForced(active: ActivePokemon) bool {
2643
+ fn isForced(active: anytype) bool {
2542
2644
  return active.volatiles.Recharging or active.volatiles.Rage or
2543
2645
  active.volatiles.Thrashing or active.volatiles.Charging;
2544
2646
  }
2545
2647
 
2546
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2648
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2649
+ var log = options.log;
2547
2650
  var side = battle.side(who);
2548
2651
  var volatiles = &side.active.volatiles;
2549
2652
  const ident = battle.active(who);
2550
2653
 
2551
- if (volatiles.disabled_move != 0) {
2552
- volatiles.disabled_move = 0;
2553
- volatiles.disabled_duration = 0;
2554
- try log.end(ident, .DisableSilent);
2654
+ options.chance.clearDurations(who, clear);
2655
+
2656
+ if (volatiles.disable_move != 0) {
2657
+ volatiles.disable_move = 0;
2658
+ volatiles.disable_duration = 0;
2659
+ try log.end(.{ ident, .DisableSilent });
2555
2660
  }
2556
2661
  if (volatiles.Confusion) {
2557
2662
  // volatiles.confusion is left unchanged
2558
2663
  volatiles.Confusion = false;
2559
- try log.end(ident, .ConfusionSilent);
2664
+ try log.end(.{ ident, .ConfusionSilent });
2560
2665
  }
2561
2666
  if (volatiles.Mist) {
2562
2667
  volatiles.Mist = false;
2563
- try log.end(ident, .Mist);
2668
+ try log.end(.{ ident, .MistSilent });
2564
2669
  }
2565
2670
  if (volatiles.FocusEnergy) {
2566
2671
  volatiles.FocusEnergy = false;
2567
- try log.end(ident, .FocusEnergy);
2672
+ try log.end(.{ ident, .FocusEnergySilent });
2568
2673
  }
2569
2674
  if (volatiles.LeechSeed) {
2570
2675
  volatiles.LeechSeed = false;
2571
- try log.end(ident, .LeechSeed);
2676
+ try log.end(.{ ident, .LeechSeedSilent });
2572
2677
  }
2573
2678
  if (!showdown and volatiles.Toxic) {
2574
2679
  volatiles.Toxic = false;
@@ -2576,152 +2681,313 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2576
2681
  }
2577
2682
  if (volatiles.LightScreen) {
2578
2683
  volatiles.LightScreen = false;
2579
- try log.end(ident, .LightScreen);
2684
+ try log.end(.{ ident, .LightScreenSilent });
2580
2685
  }
2581
2686
  if (volatiles.Reflect) {
2582
2687
  volatiles.Reflect = false;
2583
- try log.end(ident, .Reflect);
2688
+ try log.end(.{ ident, .ReflectSilent });
2584
2689
  }
2585
2690
  if (showdown and volatiles.Toxic) {
2586
2691
  volatiles.Toxic = false;
2587
2692
  // Pokémon Showdown erroneously clears the toxic counter
2588
2693
  volatiles.toxic = 0;
2589
- try log.end(ident, .Toxic);
2694
+ try log.end(.{ ident, .ToxicSilent });
2590
2695
  }
2591
2696
  }
2592
2697
 
2593
2698
  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
- }
2699
+ fn speedTie(battle: anytype, options: anytype) !bool {
2700
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2701
+ player == .P1
2702
+ else if (showdown)
2703
+ battle.rng.range(u8, 0, 2) == 0
2704
+ else
2705
+ battle.rng.next() < Gen12.percent(50) + 1;
2598
2706
 
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;
2707
+ try options.chance.speedTie(p1);
2708
+ return p1;
2602
2709
  }
2603
2710
 
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
- }
2711
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2712
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2713
+ val == .true
2714
+ else if (showdown)
2715
+ battle.rng.chance(u8, rate, 256)
2716
+ else
2717
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2611
2718
 
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;
2719
+ try options.chance.criticalHit(player, crit, rate);
2720
+ return crit;
2615
2721
  }
2616
2722
 
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
- }
2723
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2724
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2725
+ val
2726
+ else roll: {
2727
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2728
+ while (true) {
2729
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2730
+ if (r >= 217) break :roll r;
2731
+ }
2732
+ };
2621
2733
 
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;
2734
+ assert(roll >= 217 and roll <= 255);
2735
+ try options.chance.damage(player, roll);
2736
+ return roll;
2625
2737
  }
2626
2738
 
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);
2739
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2740
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2741
+ val == .true
2742
+ else if (showdown)
2743
+ battle.rng.chance(u8, accuracy, 256)
2744
+ else
2745
+ battle.rng.next() < accuracy;
2746
+
2747
+ options.chance.hit(ok, accuracy);
2748
+ return ok;
2630
2749
  }
2631
2750
 
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);
2751
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2752
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2753
+ val == .true
2754
+ else if (showdown)
2755
+ !battle.rng.chance(u8, 128, 256)
2756
+ else
2757
+ battle.rng.next() >= Gen12.percent(50) + 1;
2758
+
2759
+ try options.chance.confused(player, cfz);
2760
+ return cfz;
2635
2761
  }
2636
2762
 
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));
2763
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2764
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2765
+ val == .true
2766
+ else if (showdown)
2767
+ battle.rng.chance(u8, 63, 256)
2768
+ else
2769
+ battle.rng.next() < Gen12.percent(25);
2770
+
2771
+ try options.chance.paralyzed(player, par);
2772
+ return par;
2640
2773
  }
2641
2774
 
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));
2775
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2776
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2777
+ val == .true
2778
+ else if (showdown)
2779
+ battle.rng.chance(u8, 25, 256)
2780
+ else
2781
+ battle.rng.next() < Gen12.percent(10);
2782
+
2783
+ try options.chance.secondaryChance(player, proc, 25);
2784
+ return proc;
2645
2785
  }
2646
2786
 
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
- }
2787
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2788
+ const rate: u8 = if (low) 26 else 77;
2789
+
2790
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2791
+ val == .true
2792
+ else if (showdown)
2793
+ battle.rng.chance(u8, rate, 256)
2794
+ else
2795
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2796
+
2797
+ try options.chance.secondaryChance(player, proc, rate);
2798
+ return proc;
2653
2799
  }
2654
2800
 
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);
2801
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2802
+ const rate: u8 = if (low) 52 else 103;
2803
+
2804
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2805
+ val == .true
2806
+ else if (showdown)
2807
+ battle.rng.chance(u8, rate, 256)
2808
+ else
2809
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2810
+
2811
+ try options.chance.secondaryChance(player, proc, rate);
2812
+ return proc;
2658
2813
  }
2659
2814
 
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);
2815
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2816
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2817
+ val == .true
2818
+ else if (showdown)
2819
+ battle.rng.chance(u8, 85, 256)
2820
+ else
2821
+ battle.rng.next() < Gen12.percent(33) + 1;
2822
+
2823
+ try options.chance.secondaryChance(player, proc, 85);
2824
+ return proc;
2825
+ }
2826
+
2827
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2828
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2829
+ val
2830
+ else if (showdown)
2831
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2832
+ else move: {
2833
+ while (true) {
2834
+ const r = battle.rng.next();
2835
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2836
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2837
+ break :move @enumFromInt(r);
2680
2838
  }
2681
- }
2839
+ };
2682
2840
 
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
- }
2841
+ try options.chance.metronome(player, move);
2842
+ return move;
2687
2843
  }
2688
2844
 
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);
2845
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2846
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2847
+ val - 1
2848
+ else if (showdown)
2849
+ battle.rng.range(u8, 0, max)
2850
+ else power: {
2851
+ while (true) {
2852
+ const r = battle.rng.next();
2853
+ if (r < max) break :power r;
2854
+ }
2855
+ };
2856
+
2857
+ assert(power < max);
2858
+ try options.chance.psywave(player, power, max);
2859
+ return power;
2692
2860
  }
2693
2861
 
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
- }
2862
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2863
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2864
+ @intCast(val)
2865
+ else if (showdown)
2866
+ battle.rng.range(u3, 1, 8)
2867
+ else duration: {
2868
+ while (true) {
2869
+ const r = battle.rng.next() & 7;
2870
+ if (r != 0) break :duration @intCast(r);
2871
+ }
2872
+ };
2873
+
2874
+ assert(duration >= 1 and duration <= 7);
2875
+ options.chance.duration(.sleep, player, player.foe(), duration);
2876
+ return duration;
2706
2877
  }
2707
2878
 
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
- }
2879
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2880
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2881
+ val
2882
+ else if (showdown)
2883
+ battle.rng.range(u4, 1, 9)
2884
+ else
2885
+ @intCast((battle.rng.next() & 7) + 1);
2886
+
2887
+ assert(duration >= 1 and duration <= 8);
2888
+ options.chance.duration(.disable, player, player.foe(), duration);
2889
+ return duration;
2714
2890
  }
2715
2891
 
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);
2892
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2893
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2894
+ @intCast(val)
2895
+ else if (showdown)
2896
+ battle.rng.range(u3, 2, 6)
2897
+ else
2898
+ @intCast((battle.rng.next() & 3) + 2);
2899
+
2900
+ assert(duration >= 2 and duration <= 5);
2901
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2902
+ return duration;
2720
2903
  }
2721
2904
 
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;
2905
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2906
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2907
+ @intCast(val)
2908
+ else if (showdown)
2909
+ battle.rng.range(u3, 2, 4)
2910
+ else
2911
+ @intCast((battle.rng.next() & 1) + 2);
2912
+
2913
+ assert(duration >= 2 and duration <= 3);
2914
+ options.chance.duration(.attacking, player, player, duration);
2915
+ return duration;
2916
+ }
2917
+
2918
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2919
+
2920
+ fn distribution(
2921
+ battle: anytype,
2922
+ comptime effect: Move.Effect,
2923
+ player: Player,
2924
+ options: anytype,
2925
+ ) !u3 {
2926
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2927
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2928
+ @intCast(val)
2929
+ else if (showdown)
2930
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2931
+ else n: {
2932
+ const r = (battle.rng.next() & 3);
2933
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2934
+ };
2935
+
2936
+ assert(n >= 2 and n <= 5);
2937
+ if (effect == .Binding) {
2938
+ options.chance.duration(.binding, player, player, n);
2939
+ } else {
2940
+ try options.chance.multiHit(player, n);
2941
+ }
2942
+ return n;
2943
+ }
2944
+
2945
+ fn moveSlot(
2946
+ battle: anytype,
2947
+ player: Player,
2948
+ moves: []MoveSlot,
2949
+ check_pp: u4,
2950
+ options: anytype,
2951
+ ) !u4 {
2952
+ // TODO: consider throwing error instead of rerolling?
2953
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2954
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2955
+ val
2956
+ else
2957
+ null
2958
+ else
2959
+ null;
2960
+
2961
+ const slot: u4 = overridden orelse slot: {
2962
+ if (showdown) {
2963
+ if (check_pp == 0) {
2964
+ var i: usize = moves.len;
2965
+ while (i > 0) {
2966
+ i -= 1;
2967
+ if (moves[i].id != .None) {
2968
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2969
+ }
2970
+ }
2971
+ } else {
2972
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2973
+ var i: usize = 0;
2974
+ while (i < moves.len and r > 0) : (i += 1) {
2975
+ if (moves[i].pp > 0) {
2976
+ r -= 1;
2977
+ if (r == 0) break :slot @intCast(i + 1);
2978
+ }
2979
+ }
2980
+ }
2981
+ }
2982
+
2983
+ while (true) {
2984
+ const r: u4 = @intCast(battle.rng.next() & 3);
2985
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2986
+ }
2987
+ };
2988
+
2989
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2990
+ return slot;
2725
2991
  }
2726
2992
  };
2727
2993
 
@@ -2729,14 +2995,14 @@ test "RNG agreement" {
2729
2995
  if (!showdown) return;
2730
2996
  var expected: [256]u32 = undefined;
2731
2997
  for (0..expected.len) |i| {
2732
- expected[i] = @intCast(u32, i * 0x1000000);
2998
+ expected[i] = @intCast(i * 0x1000000);
2733
2999
  }
2734
3000
 
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 };
3001
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3002
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3003
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3004
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3005
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2740
3006
 
2741
3007
  for (0..expected.len) |i| {
2742
3008
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2772,7 +3038,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2772
3038
  const side = battle.side(player);
2773
3039
  const foe = battle.foe(player);
2774
3040
 
2775
- var active = side.active;
3041
+ var active = &side.active;
2776
3042
  const stored = side.stored();
2777
3043
 
2778
3044
  // While players are not given any input options on the cartridge in these cases,
@@ -2786,7 +3052,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2786
3052
  // strictly correct as the player would not have been presented the option to move or
2787
3053
  // switch at all.
2788
3054
  if (isForced(active)) {
2789
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3055
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2790
3056
  n += 1;
2791
3057
  return n;
2792
3058
  }
@@ -2826,7 +3092,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2826
3092
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2827
3093
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2828
3094
  const struggle =
2829
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3095
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2830
3096
  const s = if (struggle) 0 else slot;
2831
3097
  out[n] = .{ .type = .Move, .data = s };
2832
3098
  n += 1;
@@ -2841,7 +3107,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2841
3107
  const m = active.moves[slot - 1];
2842
3108
  if (m.id == .None) break;
2843
3109
  if (m.pp == 0) continue;
2844
- if (active.volatiles.disabled_move == slot) continue;
3110
+ if (active.volatiles.disable_move == slot) continue;
2845
3111
  out[n] = .{ .type = .Move, .data = slot };
2846
3112
  n += 1;
2847
3113
  }