@pkmn/engine 0.1.0-dev.d3e796d5 → 0.1.0-dev.d4119c62

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Files changed (42) hide show
  1. package/README.md +8 -8
  2. package/build/pkg/data/ids.json +12 -12
  3. package/build/pkg/data/layout.json +2 -2
  4. package/build/pkg/data/protocol.json +69 -12
  5. package/build/pkg/data.d.ts +2 -2
  6. package/build/pkg/gen1.js +2 -2
  7. package/build/pkg/gen1.js.map +1 -1
  8. package/build/pkg/index.d.ts +2 -1
  9. package/build/pkg/index.js.map +1 -1
  10. package/build/pkg/protocol.js +57 -38
  11. package/build/pkg/protocol.js.map +1 -1
  12. package/build/tools/debug.js +3 -1
  13. package/build/tools/debug.js.map +1 -1
  14. package/build.zig +40 -23
  15. package/package.json +31 -18
  16. package/src/bin/install-pkmn-engine +1 -1
  17. package/src/lib/binding/node.zig +1 -1
  18. package/src/lib/common/data.zig +8 -20
  19. package/src/lib/common/optional.zig +8 -1
  20. package/src/lib/common/protocol.zig +722 -296
  21. package/src/lib/common/rational.zig +5 -5
  22. package/src/lib/common/rng.zig +15 -6
  23. package/src/lib/gen1/README.md +31 -29
  24. package/src/lib/gen1/calc.zig +4 -4
  25. package/src/lib/gen1/chance.zig +55 -39
  26. package/src/lib/gen1/data/moves.zig +192 -180
  27. package/src/lib/gen1/data/species.zig +2 -2
  28. package/src/lib/gen1/data/types.zig +7 -7
  29. package/src/lib/gen1/data.zig +31 -43
  30. package/src/lib/gen1/helpers.zig +26 -41
  31. package/src/lib/gen1/mechanics.zig +297 -335
  32. package/src/lib/gen2/README.md +18 -72
  33. package/src/lib/gen2/calc.zig +143 -0
  34. package/src/lib/gen2/chance.zig +1314 -0
  35. package/src/lib/gen2/data/items.zig +12 -18
  36. package/src/lib/gen2/data/moves.zig +649 -568
  37. package/src/lib/gen2/data/species.zig +1 -1
  38. package/src/lib/gen2/data/types.zig +134 -31
  39. package/src/lib/gen2/data.zig +70 -67
  40. package/src/lib/gen2/generated.zig +808 -0
  41. package/src/lib/gen2/helpers.zig +4 -9
  42. package/src/lib/gen2/mechanics.zig +3135 -102
@@ -6,27 +6,40 @@ const common = @import("../common/data.zig");
6
6
  const DEBUG = @import("../common/debug.zig").print;
7
7
  const protocol = @import("../common/protocol.zig");
8
8
  const rng = @import("../common/rng.zig");
9
+ const util = @import("../common/util.zig");
9
10
 
10
11
  const data = @import("data.zig");
12
+ const generated = @import("generated.zig");
11
13
 
12
14
  const assert = std.debug.assert;
13
15
 
14
16
  const expectEqual = std.testing.expectEqual;
17
+ const expectEqualSlices = std.testing.expectEqualSlices;
18
+ const expectEqualStrings = std.testing.expectEqualStrings;
19
+
20
+ const showdown = pkmn.options.showdown;
15
21
 
16
22
  const Choice = common.Choice;
17
23
  const ID = common.ID;
18
24
  const Player = common.Player;
19
25
  const Result = common.Result;
20
26
 
21
- const showdown = pkmn.options.showdown;
22
-
27
+ const Activate = protocol.Activate;
28
+ const Boost = protocol.Boost;
23
29
  const Damage = protocol.Damage;
30
+ const End = protocol.End;
31
+ const Fail = protocol.Fail;
24
32
  const Heal = protocol.Heal;
33
+ const Start = protocol.Start;
25
34
 
26
35
  const Gen12 = rng.Gen12;
27
36
 
37
+ const PointerType = util.PointerType;
38
+
28
39
  const ActivePokemon = data.ActivePokemon;
40
+ const Boosts = data.Boosts;
29
41
  const Effectiveness = data.Effectiveness;
42
+ const Item = data.Item;
30
43
  const Move = data.Move;
31
44
  const MoveSlot = data.MoveSlot;
32
45
  const Pokemon = data.Pokemon;
@@ -34,6 +47,81 @@ const Side = data.Side;
34
47
  const Species = data.Species;
35
48
  const Stats = data.Stats;
36
49
  const Status = data.Status;
50
+ const TriAttack = data.TriAttack;
51
+ const Type = data.Type;
52
+ const Types = data.Types;
53
+ const Volatiles = data.Volatiles;
54
+ const Weather = data.Weather;
55
+
56
+ // zig fmt: off
57
+ const STAT_BOOSTS = &[_][2]u8{
58
+ .{ 25, 100 }, // -6
59
+ .{ 28, 100 }, // -5
60
+ .{ 33, 100 }, // -4
61
+ .{ 40, 100 }, // -3
62
+ .{ 50, 100 }, // -2
63
+ .{ 66, 100 }, // -1
64
+ .{ 1, 1 }, // 0
65
+ .{ 15, 10 }, // +1
66
+ .{ 2, 1 }, // +2
67
+ .{ 25, 10 }, // +3
68
+ .{ 3, 1 }, // +4
69
+ .{ 35, 10 }, // +5
70
+ .{ 4, 1 }, // +6
71
+ };
72
+
73
+ const ACCURACY_BOOSTS = &[_][2]u8{
74
+ .{ 33, 100 }, // -6
75
+ .{ 36, 100 }, // -5
76
+ .{ 43, 100 }, // -4
77
+ .{ 50, 100 }, // -3
78
+ .{ 60, 100 }, // -2
79
+ .{ 75, 100 }, // -1
80
+ .{ 1, 1 }, // 0
81
+ .{ 133, 100 }, // +1
82
+ .{ 166, 100 }, // +2
83
+ .{ 2, 1 }, // +3
84
+ .{ 233, 100 }, // +4
85
+ .{ 133, 50 }, // +5
86
+ .{ 3, 1 }, // +6
87
+ };
88
+
89
+ const CRITICAL_HITS = &[_]u8{
90
+ 256 / 15, // 0
91
+ 256 / 8, // +1
92
+ 256 / 4, // +2
93
+ 256 / 3, // +3
94
+ 256 / 2, // +4
95
+ };
96
+ // zig fmt: on
97
+
98
+ const MAX_STAT_VALUE = 999;
99
+
100
+ const STATS = [_][]const u8{ "atk", "def", "spe", "spa", "spd" };
101
+
102
+ pub const State = struct {
103
+ damage: u16 = 0, // wCurDamage
104
+ effectiveness: u16 = Effectiveness.neutral, // wTypeModifier
105
+ bp: u8, // wPlayerMoveStructPower
106
+ type: Type, // BATTLE_VARS_MOVE_TYPE
107
+ accuracy: u8, // wEnemyMoveStruct + MOVE_ACC
108
+ move: Move, // wCurPlayerMove
109
+ from: Move = .None,
110
+ mslot: u4, // wCurMoveNum
111
+ first: bool, // wEnemyGoesFirst
112
+ miss: bool = false, // wAttackMissed
113
+ crit: bool = false, // wCriticalHit = 1
114
+ ohko: bool = false, // wCriticalHit = 2
115
+ proc: bool = true, // wEffectFailed
116
+
117
+ comptime {
118
+ assert(@sizeOf(State) == 16);
119
+ }
120
+
121
+ pub fn immune(self: *State) bool {
122
+ return self.effectiveness == 0;
123
+ }
124
+ };
37
125
 
38
126
  pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
39
127
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
@@ -60,8 +148,8 @@ fn start(battle: anytype, options: anytype) !Result {
60
148
  assert(!showdown or p2_slot == 1);
61
149
  if (p2_slot == 0) return Result.Win;
62
150
 
63
- try switchIn(battle, .P1, p1_slot, true, options);
64
- try switchIn(battle, .P2, p2_slot, true, options);
151
+ try switchIn(battle, .P1, p1_slot, .Initial, options);
152
+ try switchIn(battle, .P2, p2_slot, .Initial, options);
65
153
 
66
154
  return endTurn(battle, options);
67
155
  }
@@ -113,14 +201,14 @@ fn selectMove(battle: anytype, player: Player, choice: Choice) void {
113
201
  if (choice.data == 0) {
114
202
  const struggle = ok: {
115
203
  for (side.active.moves, 0..) |move, i| {
116
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
204
+ if (move.pp > 0 and volatiles.disable.move != i + 1) break :ok false;
117
205
  }
118
206
  break :ok true;
119
207
  };
120
208
  assert(struggle);
121
209
  // TODO wCurPlayerMove = .Struggle;
122
210
  } else {
123
- assert(showdown or side.active.volatiles.disabled_move != choice.data);
211
+ assert(showdown or side.active.volatiles.disable.move != choice.data);
124
212
  const move = side.active.move(choice.data);
125
213
  // You cannot *select* a move with 0 PP
126
214
  assert(move.pp != 0);
@@ -135,12 +223,9 @@ fn selectMove(battle: anytype, player: Player, choice: Choice) void {
135
223
  volatiles.protect = 0;
136
224
  }
137
225
 
138
- fn saveMove(battle: anytype) void {
139
- _ = battle;
140
- return null;
141
- }
226
+ const SwitchIn = enum { Initial, Switch, Drag };
142
227
 
143
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
228
+ fn switchIn(battle: anytype, player: Player, slot: u8, kind: SwitchIn, options: anytype) !void {
144
229
  var side = battle.side(player);
145
230
  var foe = battle.foe(player);
146
231
 
@@ -148,7 +233,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: a
148
233
  const incoming = side.get(slot);
149
234
 
150
235
  assert(incoming.hp != 0);
151
- assert(slot != 1 or initial);
236
+ assert(slot != 1 or kind == .Initial);
152
237
 
153
238
  const out = side.pokemon[0].position;
154
239
  side.pokemon[0].position = side.pokemon[slot - 1].position;
@@ -166,12 +251,16 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: a
166
251
 
167
252
  statusModify(incoming.status, &active.stats);
168
253
 
169
- try options.log.switched(battle.active(player), incoming);
170
- // TODO: options.chance.switched(player, side.order[0], out);
254
+ if (kind == .Drag) {
255
+ try options.log.drag(.{ battle.active(player), incoming });
256
+ } else {
257
+ try options.log.switched(.{ battle.active(player), incoming });
258
+ }
259
+ options.chance.switched(player, side.pokemon[0].position, out);
171
260
 
172
261
  if (side.conditions.Spikes and !active.types.includes(.Flying)) {
173
262
  incoming.hp -|= @max(incoming.stats.hp / 8, 1);
174
- try options.log.damage(battle.active(player), incoming, .Spikes);
263
+ try options.log.damage(.{ battle.active(player), incoming, .Spikes });
175
264
  }
176
265
  }
177
266
 
@@ -185,7 +274,13 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player
185
274
  // TODO: add to pending and only commit roll on Pokémon Showdown if roll is used
186
275
  const qkc = showdown and try Rolls.quickClaw(battle, .P1, options);
187
276
 
188
- if ((c1.type == .Switch) != (c2.type == .Switch)) return if (c1.type == .Switch) .P1 else .P2;
277
+ if ((c1.type == .Switch) != (c2.type == .Switch)) {
278
+ const m1 = .Pound; // TODO battle.side(.P1).last_selected_move;
279
+ const m2 = .Pound; // TODO battle.side(.P2).last_selected_move;
280
+ return if (c1.type == .Switch)
281
+ if (m1 == .Pursuit) .P2 else .P1
282
+ else if (m2 == .Pursuit) .P1 else .P2;
283
+ }
189
284
 
190
285
  // https://www.smogon.com/forums/threads/adv-switch-priority.3622189/
191
286
  // > In Gen 1 it's irrelevant [which player switches first] because switches happen instantly on
@@ -265,148 +360,3086 @@ fn doTurn(
265
360
  const volatiles = &battle.side(player).active.volatiles;
266
361
  const foe_volatiles = &battle.foe(player).active.volatiles;
267
362
 
363
+ // Technically this happens at the very beginning of update but its unused until now
364
+ // TODO: move into state and pass into betweenTurns
365
+ volatiles.frozen = false;
366
+ foe_volatiles.frozen = false;
367
+
268
368
  volatiles.DestinyBond = false;
269
- if (try executeMove(battle, player, player_choice, options)) |r| return r;
369
+ if (try executeMove(battle, player, player_choice, true, options)) |r| return r;
270
370
  foe_volatiles.Protect = false;
271
371
  foe_volatiles.Endure = false;
272
372
  foe_volatiles.DestinyBond = false;
373
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
374
+ if (try handleResidual(battle, player, options)) {
375
+ if (try checkFaint(battle, player, options)) |r| return r;
376
+ }
273
377
 
274
378
  // foe_volatiles.DestinyBond = false;
275
- if (try executeMove(battle, foe_player, foe_choice, options)) |r| return r;
379
+ if (try executeMove(battle, foe_player, foe_choice, false, options)) |r| return r;
276
380
  volatiles.Protect = false;
277
381
  volatiles.Endure = false;
278
382
  volatiles.DestinyBond = false;
383
+ if (try checkFaint(battle, player, options)) |r| return r;
384
+ if (try handleResidual(battle, foe_player, options)) {
385
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
386
+ }
279
387
 
280
- return null;
388
+ // FIXME
389
+ return betweenTurns(battle, 0, options);
281
390
  }
282
391
 
283
- fn executeMove(battle: anytype, player: Player, choice: Choice, options: anytype) !?Result {
392
+ fn executeMove(
393
+ battle: anytype,
394
+ player: Player,
395
+ choice: Choice,
396
+ first: bool,
397
+ options: anytype,
398
+ ) !?Result {
284
399
  if (choice.type == .Switch) {
285
- try switchIn(battle, player, choice.data, false, options);
400
+ try switchIn(battle, player, choice.data, .Switch, options);
286
401
  return null;
287
402
  }
288
403
 
289
404
  assert(choice.type == .Move);
290
405
  var mslot: u4 = @intCast(choice.data);
406
+ var move = Move.Pound; // TODO
407
+
408
+ if (!try beforeMove(battle, player, move, options)) return null;
409
+
410
+ // FIXME: need damage from doTurn
411
+ const m = Move.get(move);
412
+ var state: State = .{
413
+ .move = move,
414
+ .mslot = mslot,
415
+ .first = first,
416
+ .accuracy = m.accuracy,
417
+ .bp = m.bp,
418
+ .type = m.type,
419
+ };
420
+ try generated.runMove(battle, player, &state, options);
421
+ return null;
422
+ }
423
+
424
+ fn beforeMove(battle: anytype, player: Player, move: Move, options: anytype) !bool {
425
+ var log = options.log;
426
+ var side = battle.side(player);
427
+ // const foe = battle.foe(player);
428
+ var active = &side.active;
429
+ var stored = side.stored();
430
+ const ident = battle.active(player);
431
+ var volatiles = &active.volatiles;
432
+
433
+ if (volatiles.Recharging) {
434
+ volatiles.Recharging = false;
435
+ resetCant(volatiles);
436
+ try log.cant(.{ ident, .Recharge });
437
+ return false;
438
+ }
439
+
440
+ if (Status.is(stored.status, .SLP)) slp: {
441
+ const before = stored.status;
442
+ // Even if the EXT bit is set this will still correctly modify the sleep duration
443
+ // if (options.calc.modify(player, .sleep)) |extend| {
444
+ // if (!extend) stored.status = 0;
445
+ // } else {
446
+ stored.status -= 1;
447
+ // }
448
+
449
+ const duration = Status.duration(stored.status);
450
+ if (!Status.is(stored.status, .EXT)) {
451
+ try options.chance.sleep(player, duration);
452
+ }
453
+
454
+ if (duration == 0) {
455
+ try log.curestatus(.{ ident, before, .Message });
456
+ stored.status = 0; // clears EXT if present
457
+ resetCant(volatiles);
458
+ volatiles.Nightmare = false;
459
+ } else {
460
+ try log.cant(.{ ident, .Sleep });
461
+ if (move == .Snore or move == .SleepTalk) break :slp;
462
+ resetCant(volatiles);
463
+ return false;
464
+ }
465
+ }
466
+
467
+ if (Status.is(stored.status, .FRZ) and !(move == .FlameWheel or move == .SacredFire)) {
468
+ resetCant(volatiles);
469
+ try log.cant(.{ ident, .Freeze });
470
+ return false;
471
+ }
472
+
473
+ if (volatiles.Flinch) {
474
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
475
+ // Pokémon can sometimes flinch multiple times from the same original hit
476
+ // if (!showdown) volatiles.Flinch = false;
477
+ volatiles.Flinch = false;
478
+ resetCant(volatiles);
479
+ try log.cant(.{ ident, .Flinch });
480
+ return false;
481
+ }
482
+
483
+ if (volatiles.disable.duration > 0) {
484
+ // if (options.calc.modify(player, .disable)) |extend| {
485
+ // if (!extend) volatiles.disable.duration = 0;
486
+ // } else {
487
+ volatiles.disable.duration -= 1;
488
+ // }
489
+ try options.chance.disable(player, volatiles.disable.duration);
490
+
491
+ if (volatiles.disable.duration == 0) {
492
+ volatiles.disable.move = 0;
493
+ try log.end(.{ ident, .Disable });
494
+ }
495
+ }
496
+
497
+ if (volatiles.Confusion) {
498
+ assert(volatiles.confusion > 0);
499
+
500
+ // if (options.calc.modify(player, .confusion)) |extend| {
501
+ // if (!extend) volatiles.confusion = 0;
502
+ // } else {
503
+ volatiles.confusion -= 1;
504
+ // }
505
+ try options.chance.confusion(player, volatiles.confusion);
506
+
507
+ if (volatiles.confusion == 0) {
508
+ volatiles.Confusion = false;
509
+ try log.end(.{ ident, .Confusion });
510
+ } else {
511
+ try log.activate(.{ ident, .Confusion });
512
+
513
+ if (try Rolls.confused(battle, player, options)) {
514
+ volatiles.BeatUp = false;
515
+ volatiles.Flinch = false;
516
+ resetCant(volatiles);
517
+
518
+ // TODO HitConfusion
519
+
520
+ return false;
521
+ }
522
+ }
523
+ }
524
+
525
+ if (volatiles.Attract) {
526
+ try log.activate(.{ ident, .Attract });
527
+
528
+ if (try Rolls.attract(battle, player, options)) {
529
+ resetCant(volatiles);
530
+ try log.cant(.{ ident, .Attract });
531
+ return false;
532
+ }
533
+ }
534
+
535
+ if (side.active.volatiles.disable.move != 0) {
536
+ // A Pokémon that transforms after being disable may end up with less move slots
537
+ const m = side.active.moves[side.active.volatiles.disable.move - 1].id;
538
+ if (m != .None and m == move) {
539
+ side.active.volatiles.Charging = false;
540
+ resetCant(volatiles);
541
+ try options.log.cant(.{ ident, .Disable, move });
542
+ return false;
543
+ }
544
+ }
545
+
546
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
547
+ resetCant(volatiles);
548
+ try log.cant(.{ ident, .Paralysis });
549
+ return false;
550
+ }
551
+
552
+ return true;
553
+ }
554
+
555
+ fn resetCant(volatiles: *align(8) Volatiles) void {
556
+ volatiles.Bide = false;
557
+ volatiles.Thrashing = false;
558
+ volatiles.Charging = false;
559
+ volatiles.Underground = false;
560
+ volatiles.Flying = false;
561
+ volatiles.Rollout = false;
562
+
563
+ volatiles.fury_cutter = 0;
564
+ }
565
+
566
+ pub fn canMove(battle: anytype, player: Player, state: *State, options: anytype) !bool {
567
+ var side = battle.side(player);
568
+ var volatiles = &side.active.volatiles;
291
569
 
292
- // const move = Move.get(side.last_selected_move);
570
+ // FIXME: pass in target to avoid lookup?
571
+ const target = if (Move.get(state.move).target == .Self) player else player.foe();
572
+ try options.log.move(.{ battle.active(player), state.move, battle.active(target), state.from });
293
573
 
294
- // CheckTurn
574
+ const charging = false; // TODO charging uses doUse
575
+ const skip_pp = charging or state.move == .Struggle or
576
+ (volatiles.BeatUp or volatiles.Thrashing or volatiles.Bide);
577
+ if (!skip_pp) _ = decrementPP(side, state.move, state.mslot); // TODO if no pp return
295
578
 
296
- return doMove(battle, player, options, mslot);
579
+ return true;
580
+ }
581
+
582
+ pub fn canCharge(battle: anytype, player: Player, state: *State, options: anytype) !bool {
583
+ _ = battle;
584
+ _ = player;
585
+ _ = state;
586
+ _ = options;
587
+ // TODO skipsuncharge account for SolarBeam
588
+ return true;
297
589
  }
298
590
 
299
- fn decrementPP(side: *Side, mslot: u4) void {
591
+ pub fn decrementPP(side: *Side, move: Move, mslot: u4) bool {
300
592
  var active = &side.active;
301
593
  const volatiles = &active.volatiles;
302
594
 
303
- // TODO assert(side.last_selected_move != .Struggle);
595
+ assert(move != .Struggle);
304
596
  assert(!volatiles.Charging and !volatiles.BeatUp and !volatiles.Thrashing and !volatiles.Bide);
305
597
 
306
- assert(active.move(mslot).pp > 0);
307
- active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) -% 1;
308
- if (volatiles.Transform) return;
598
+ var move_slot = active.move(mslot);
599
+ if (move_slot.pp == 0) return false;
309
600
 
310
- // FIXME mimic
601
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
602
+ if (volatiles.Transform) return true;
311
603
 
312
- assert(side.stored().move(mslot).pp > 0);
313
- side.stored().move(mslot).pp = @as(u6, @intCast(side.stored().move(mslot).pp)) -% 1;
604
+ move_slot = side.stored().move(mslot);
605
+ assert(move_slot.pp > 0);
606
+
607
+ if (move_slot.id == .Mimic and move != .Mimic) return true;
608
+
609
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
314
610
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
611
+
612
+ return true;
315
613
  }
316
614
 
317
- fn doMove(battle: anytype, player: Player, options: anytype, mslot: u4) !?Result {
318
- _ = options;
319
- var side = battle.side(player);
320
- const move = Move.get(.Teleport); // side.last_selected_move
321
- switch (move.effect) {
322
- .Teleport => {
323
- // side.useMove();
324
- decrementPP(side, mslot);
325
- },
326
- else => @panic("TODO"),
615
+ pub fn doMove(
616
+ comptime secondary: bool,
617
+ battle: anytype,
618
+ player: Player,
619
+ state: *State,
620
+ options: anytype,
621
+ ) !bool {
622
+ try checkCriticalHit(battle, player, state, options);
623
+ try calcDamage(battle, player, state, options);
624
+ try adjustDamage(battle, player, state, options);
625
+ try randomizeDamage(battle, player, state, options);
626
+ try checkHit(battle, player, state, options);
627
+ if (secondary) try effectChance(battle, player, state, options);
628
+ try applyDamage(battle, player, state, options);
629
+ try reportOutcome(battle, player, state, options);
630
+ if (try destinyBond(battle, player, state, options)) return false;
631
+ try buildRage(battle, player, state, options);
632
+ try kingsRock(battle, player, state, options);
633
+ return true;
634
+ }
635
+
636
+ pub fn afterMove(
637
+ comptime kings: bool,
638
+ battle: anytype,
639
+ player: Player,
640
+ state: *State,
641
+ options: anytype,
642
+ ) !bool {
643
+ if (try destinyBond(battle, player, state, options)) return false;
644
+ try buildRage(battle, player, state, options);
645
+ if (kings) try kingsRock(battle, player, state, options);
646
+ return true;
647
+ }
648
+
649
+ pub fn checkCriticalHit(battle: anytype, player: Player, state: *State, options: anytype) !void {
650
+ const move = Move.get(state.move);
651
+ if (state.bp == 0) return;
652
+
653
+ const side = battle.side(player);
654
+ const pokemon = side.stored();
655
+
656
+ var stage: u8 =
657
+ if ((pokemon.species == .Chansey and pokemon.item == .LuckyPunch) or
658
+ (pokemon.species == .Farfetchd and pokemon.item == .Stick)) 2 else 0;
659
+ if (stage == 0) {
660
+ if (side.active.volatiles.FocusEnergy) stage += 1;
661
+ if (move.effect.isHighCritical()) stage += 2;
662
+ if (pokemon.item == .ScopeLens) stage += 1;
327
663
  }
328
- return null;
664
+ assert(stage <= 4);
665
+
666
+ state.crit = try Rolls.criticalHit(battle, player, CRITICAL_HITS[stage], options);
329
667
  }
330
668
 
331
- fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
332
- battle.turn += 1;
669
+ pub fn calcDamage(
670
+ battle: anytype,
671
+ player: Player,
672
+ state: *State,
673
+ options: anytype,
674
+ ) !void {
675
+ _ = battle;
676
+ _ = player;
677
+ _ = state;
678
+ _ = options;
679
+ }
333
680
 
334
- if (showdown and battle.turn >= 1000) {
335
- try options.log.tie();
336
- return Result.Tie;
337
- } else if (battle.turn >= 65535) {
338
- return Result.Error;
681
+ const FORESIGHT: Types = .{ .type1 = .Normal, .type2 = .Fighting };
682
+
683
+ pub fn adjustDamage(battle: anytype, player: Player, state: *State, _: anytype) !void {
684
+ if (state.move == .Struggle) return;
685
+
686
+ const side = battle.side(player);
687
+ const foe = battle.foe(player);
688
+ const types = foe.active.types;
689
+
690
+ var d = state.damage;
691
+ if ((state.type == .Water and battle.field.weather == .Rain) or
692
+ (state.type == .Fire and battle.field.weather == .Sun))
693
+ {
694
+ d = d *% @intFromEnum(Effectiveness.Super) / 10;
695
+ } else if ((state.type == .Water and battle.field.weather == .Sun) or
696
+ ((state.type == .Fire or state.move == .SolarBeam) and battle.field.weather == .Rain))
697
+ {
698
+ d = d *% @intFromEnum(Effectiveness.Resisted) / 10;
339
699
  }
340
700
 
341
- try options.log.turn(battle.turn);
701
+ if (side.active.types.includes(state.type)) d +%= d / 2;
702
+
703
+ const neutral = @intFromEnum(Effectiveness.Neutral);
704
+ const foresight = foe.active.volatiles.Foresight and FORESIGHT.includes(state.type);
705
+ const eff1: u16 = if (foresight and types.type1 == .Ghost)
706
+ neutral
707
+ else
708
+ @intFromEnum(state.type.effectiveness(types.type1));
709
+ const eff2: u16 = if (foresight and types.type2 == .Ghost)
710
+ neutral
711
+ else
712
+ @intFromEnum(state.type.effectiveness(types.type2));
713
+
714
+ // Type effectiveness matchup precedence only matters with (NVE, SE)
715
+ if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
716
+ types.type1.precedence() > types.type2.precedence())
717
+ {
718
+ assert(eff2 != neutral);
719
+ d = d *% eff2 / 10;
720
+ assert(types.type1 != types.type2);
721
+ assert(eff1 != neutral);
722
+ d = d *% eff1 / 10;
723
+ } else {
724
+ if (eff1 != neutral) d = d *% eff1 / 10;
725
+ if (types.type1 != types.type2 and eff2 != neutral) d = d *% eff2 / 10;
726
+ }
342
727
 
343
- return Result.Default;
728
+ state.effectiveness = if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
729
+ state.damage = d;
344
730
  }
345
731
 
346
- pub const Effects = struct {
347
- fn teleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
348
- _ = battle;
349
- _ = player;
350
- _ = move;
351
- _ = options;
732
+ pub fn randomizeDamage(battle: anytype, player: Player, state: *State, options: anytype) !void {
733
+ if (state.damage <= 1) return;
734
+ const random = try Rolls.damage(battle, player, options);
735
+ options.calc.base(player.foe(), state.damage);
736
+ state.damage = @intCast(@as(u32, state.damage) *% random / 255);
737
+ options.calc.final(player.foe(), state.damage);
738
+ }
739
+
740
+ pub fn applyDamage(
741
+ battle: anytype,
742
+ player: Player,
743
+ state: *State,
744
+ options: anytype,
745
+ ) !void {
746
+ // TODO failuretext (if not Bide) + applydamage
747
+ _ = battle;
748
+ _ = player;
749
+ _ = state;
750
+ _ = options;
751
+ }
752
+
753
+ // TODO: set damage = 0 if missed and not (High) Jump Kick
754
+ pub fn checkHit(
755
+ battle: anytype,
756
+ player: Player,
757
+ state: *State,
758
+ options: anytype,
759
+ ) !void {
760
+ const side = battle.side(player);
761
+ const foe = battle.foe(player);
762
+
763
+ const move = Move.get(state.move);
764
+
765
+ if (move.effect == .DreamEater and !Status.is(foe.stored().status, .SLP)) {
766
+ state.miss = true;
767
+ return;
768
+ }
769
+ if (foe.active.volatiles.Protect) {
770
+ state.miss = true;
771
+ return;
772
+ }
773
+ const drain = move.effect == .DrainHP or move.effect == .DreamEater;
774
+ if (drain and foe.active.volatiles.Substitute) {
775
+ state.miss = true;
776
+ return;
777
+ }
778
+ if (side.active.volatiles.LockOn) {
779
+ state.miss = !(foe.active.volatiles.Flying and move.extra.underground);
780
+ return;
781
+ }
782
+ assert(!(foe.active.volatiles.Flying and foe.active.volatiles.Underground));
783
+ if (foe.active.volatiles.Flying) {
784
+ if (!move.extra.flying) {
785
+ state.miss = true;
786
+ return;
787
+ }
788
+ } else if (foe.active.volatiles.Underground) {
789
+ if (!move.extra.underground) {
790
+ state.miss = true;
791
+ return;
792
+ }
793
+ }
794
+ if (move.effect == .Thunder) {
795
+ if (battle.field.weather == .Rain) {
796
+ state.miss = false;
797
+ return;
798
+ } else if (battle.field.weather == .Sun) {
799
+ // This latter part gets applied in a separate Thunder accuracy handler
800
+ // on the cartridge but it makes more sense to just do it here
801
+ state.accuracy = Gen12.percent(50) + 1;
802
+ }
803
+ }
804
+ if (move.effect == .AlwaysHit) {
805
+ state.miss = false;
806
+ return;
352
807
  }
353
- };
354
808
 
355
- fn statusModify(status: u8, stats: *Stats(u16)) void {
356
- if (Status.is(status, .PAR)) {
357
- stats.spe = @max(stats.spe / 4, 1);
358
- } else if (Status.is(status, .BRN)) {
359
- stats.atk = @max(stats.atk / 2, 1);
809
+ var accuracy: u16 = state.accuracy;
810
+ assert(accuracy > 0);
811
+ if (foe.active.boosts.evasion <= side.active.boosts.accuracy or
812
+ !foe.active.volatiles.Foresight)
813
+ {
814
+ var boost = ACCURACY_BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
815
+ accuracy = accuracy * boost[0] / boost[1];
816
+ boost = ACCURACY_BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
817
+ accuracy = accuracy * boost[0] / boost[1];
818
+ accuracy = @min(255, @max(1, accuracy));
819
+ }
820
+
821
+ if (foe.stored().item == .BrightPowder) {
822
+ accuracy -|= 20;
360
823
  }
824
+
825
+ // The accuracy roll is skipped entirely if maxed
826
+ state.miss = if (accuracy == 255)
827
+ false
828
+ else
829
+ !try Rolls.hit(battle, player, @intCast(accuracy), options);
361
830
  }
362
831
 
363
- inline fn isForced(active: anytype) bool {
364
- return active.volatiles.Recharging or active.volatiles.Rage or
365
- active.volatiles.Thrashing or active.volatiles.Charging or
366
- // FIXME TODO Underground or Flying?
367
- active.volatiles.Underground or active.volatiles.Flying or
368
- active.volatiles.Rollout;
832
+ fn checkFaint(
833
+ battle: anytype,
834
+ player: Player,
835
+ options: anytype,
836
+ ) @TypeOf(options.log).Error!?Result {
837
+ const side = battle.side(player);
838
+ const foe = battle.foe(player);
839
+
840
+ const player_fainted = side.stored().hp == 0;
841
+ const foe_fainted = foe.stored().hp == 0;
842
+ if (!(player_fainted or foe_fainted)) return null;
843
+
844
+ const player_out = player_fainted and findFirstAlive(side) == 0;
845
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
846
+ const more = player_out or foe_out;
847
+
848
+ if (player_fainted) try faint(battle, player, !(more or foe_fainted), options);
849
+ if (foe_fainted) try faint(battle, player.foe(), !more, options);
850
+
851
+ if (player_out and foe_out) {
852
+ try options.log.tie(.{});
853
+ return Result.Tie;
854
+ } else if (player_out) {
855
+ try options.log.win(.{player.foe()});
856
+ return if (player == .P1) Result.Lose else Result.Win;
857
+ } else if (foe_out) {
858
+ try options.log.win(.{player});
859
+ return if (player == .P1) Result.Win else Result.Lose;
860
+ }
861
+
862
+ const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
863
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
864
+ return .{ .p1 = foe_choice, .p2 = .Switch };
369
865
  }
370
866
 
371
- pub const Rolls = struct {
372
- inline fn speedTie(battle: anytype, options: anytype) !bool {
373
- const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
374
- player == .P1
375
- else if (showdown)
376
- battle.rng.range(u8, 0, 2) == 0
867
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !void {
868
+ var side = battle.side(player);
869
+ var foe = battle.foe(player);
870
+ assert(side.stored().hp == 0);
871
+
872
+ var foe_volatiles = &foe.active.volatiles;
873
+ foe_volatiles.BeatUp = false;
874
+
875
+ // We always need to clear status for Pokémon Showdown's Sleep/Freeze Clause Mod
876
+ const status = side.stored().status;
877
+
878
+ side.stored().status = 0;
879
+ // This shouldn't matter, but Pokémon Showdown decides double switching priority based on speed,
880
+ // and resets a Pokémon's stats when it faints... only it still factors in paralysis -_-
881
+ if (showdown) {
882
+ side.active.stats.spe = if (Status.is(status, .PAR))
883
+ @max(side.stored().stats.spe / 4, 1)
377
884
  else
378
- battle.rng.next() < Gen12.percent(50) + 1;
885
+ side.stored().stats.spe;
886
+ }
379
887
 
380
- try options.chance.speedTie(p1);
381
- return p1;
888
+ try options.log.faint(.{ battle.active(player), done });
889
+ options.calc.capped(player);
890
+ }
891
+
892
+ // TODO: see if we can move *before* applyDamage and include failuretext logic
893
+ pub fn reportOutcome(battle: anytype, player: Player, state: *State, options: anytype) !void {
894
+ const foe_ident = battle.active(player.foe());
895
+ if (state.crit) try options.log.crit(.{foe_ident});
896
+ if (!state.immune()) {
897
+ if (state.effectiveness > Effectiveness.neutral) {
898
+ try options.log.supereffective(.{foe_ident});
899
+ } else if (state.effectiveness < Effectiveness.neutral) {
900
+ try options.log.resisted(.{foe_ident});
901
+ }
382
902
  }
903
+ }
383
904
 
384
- inline fn quickClaw(battle: anytype, player: Player, options: anytype) !bool {
385
- const qkc = if (options.calc.overridden(player, .quick_claw)) |val|
386
- val == .true
387
- else if (showdown)
388
- battle.rng.chance(u8, 60, 256)
389
- else
390
- battle.rng.next() < 60;
905
+ pub fn effectChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
906
+ const rate = Move.get(state.move).chance;
907
+ assert(rate > 0);
908
+ // FIXME: only commit secondary chance roll if effect actually is successful (doesn't fail)
909
+ state.proc = !battle.foe(player).active.volatiles.Substitute and
910
+ try Rolls.secondaryChance(battle, player, rate, options);
911
+ }
391
912
 
392
- try options.chance.quickClaw(player, qkc);
393
- return qkc;
913
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !bool {
914
+ var side = battle.side(player);
915
+ var stored = side.stored();
916
+ const ident = battle.active(player);
917
+ var volatiles = &side.active.volatiles;
918
+
919
+ // TODO if (stored.hp == 0) return;
920
+ assert(stored.hp > 0);
921
+
922
+ const brn = Status.is(stored.status, .BRN);
923
+ if (brn or Status.is(stored.status, .PSN)) {
924
+ var damage: u16 = undefined;
925
+ if (volatiles.Toxic) {
926
+ volatiles.toxic += 1;
927
+ damage = @max(stored.stats.hp / 16, 1) * volatiles.toxic;
928
+ } else {
929
+ damage = @max(stored.stats.hp / 8, 1);
930
+ }
931
+
932
+ stored.hp -|= damage;
933
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation II
934
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
935
+ if (stored.hp == 0) return true;
394
936
  }
395
- };
396
937
 
397
- test "RNG agreement" {
398
- if (!showdown) return;
399
- var expected: [256]u32 = undefined;
400
- for (0..expected.len) |i| {
401
- expected[i] = @intCast(i * 0x1000000);
938
+ if (volatiles.LeechSeed) {
939
+ var foe = battle.foe(player);
940
+ var foe_stored = foe.stored();
941
+ const foe_ident = battle.active(player.foe());
942
+
943
+ // if (foe_stored.hp == 0) {
944
+ // assert(showdown);
945
+ // return;
946
+ // }
947
+
948
+ const damage = @max(stored.stats.hp / 8, 1);
949
+ stored.hp -|= damage;
950
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
951
+ try options.log.damage(.{ ident, stored, .LeechSeed });
952
+
953
+ const before = foe_stored.hp;
954
+ foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
955
+ // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
956
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
957
+ if (stored.hp == 0) return true;
958
+ }
959
+
960
+ if (volatiles.Nightmare) {
961
+ stored.hp -= @max(stored.stats.hp / 4, 1);
962
+ // ibid
963
+ try options.log.damage(.{ ident, stored, .Nightmare });
964
+ if (stored.hp == 0) return true;
402
965
  }
403
966
 
404
- var spe = rng.FixedRNG(2, expected.len){ .rolls = expected };
405
- var qkc = rng.FixedRNG(2, expected.len){ .rolls = expected };
967
+ if (volatiles.Curse) {
968
+ stored.hp -= @max(stored.stats.hp / 4, 1);
969
+ // ibid
970
+ try options.log.damage(.{ ident, stored, .Curse });
971
+ if (stored.hp == 0) return true;
972
+ }
406
973
 
407
- for (0..expected.len) |i| {
408
- try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
409
- try expectEqual(qkc.chance(u8, 60, 256), i < 60);
974
+ return false;
975
+ }
976
+
977
+ fn betweenTurns(battle: anytype, mslot: u4, options: anytype) !?Result {
978
+ const players = comptime std.enums.values(Player);
979
+
980
+ if (try checkFaint(battle, .P1, options)) |r| return r;
981
+
982
+ // Future Sight
983
+ inline for (players) |player| {
984
+ var side = battle.side(player);
985
+ var future_sight = &side.conditions.future_sight;
986
+
987
+ if (future_sight.count > 0) {
988
+ future_sight.count -= 1;
989
+ assert(future_sight.count != 0);
990
+ if (future_sight.count == 1) {
991
+ try options.log.end(.{ battle.active(player), .FutureSight });
992
+ // TODO doMove
993
+ }
994
+ }
995
+ }
996
+ if (try checkFaint(battle, .P1, options)) |r| return r;
997
+
998
+ // Weather
999
+ if (battle.field.weather != .None) {
1000
+ assert(battle.field.weather_duration > 0);
1001
+ battle.field.weather_duration -= 1;
1002
+
1003
+ if (battle.field.weather_duration == 0) {
1004
+ battle.field.weather = .None;
1005
+ try options.log.weather(.{ battle.field.weather, protocol.Weather.None });
1006
+ } else {
1007
+ try options.log.weather(.{ battle.field.weather, protocol.Weather.Upkeep });
1008
+ if (battle.field.weather == .Sandstorm) {
1009
+ inline for (players) |player| {
1010
+ var side = battle.side(player);
1011
+ const active = side.active;
1012
+ if (!(active.volatiles.Underground or active.types.sandstormImmune())) {
1013
+ side.stored().hp -|= @max(side.stored().stats.hp / 8, 1);
1014
+ try options.log.damage(.{
1015
+ battle.active(player),
1016
+ side.stored(),
1017
+ .Sandstorm,
1018
+ });
1019
+ }
1020
+ }
1021
+ if (try checkFaint(battle, .P1, options)) |r| return r;
1022
+ }
1023
+ }
1024
+ }
1025
+
1026
+ // Binding
1027
+ inline for (players) |player| {
1028
+ var side = battle.side(player);
1029
+ var volatiles = &side.active.volatiles;
1030
+ const ident = battle.active(player);
1031
+
1032
+ if (volatiles.bind.duration > 0 and !volatiles.Substitute) {
1033
+ volatiles.bind.duration -= 1;
1034
+ if (volatiles.bind.duration == 0) {
1035
+ const reason = @intFromEnum(End.Bind) + volatiles.bind.reason - 1;
1036
+ try options.log.end(.{ ident, @as(End, @enumFromInt(reason)) });
1037
+ } else {
1038
+ var reason = @intFromEnum(Activate.Bind) + volatiles.bind.reason - 1;
1039
+ try options.log.activate(.{ ident, @as(Activate, @enumFromInt(reason)) });
1040
+
1041
+ reason = @intFromEnum(Damage.Bind) + volatiles.bind.reason - 1;
1042
+ side.stored().hp -|= @max(side.stored().stats.hp / 16, 1);
1043
+ try options.log.damage(.{
1044
+ ident,
1045
+ side.stored(),
1046
+ @as(Damage, @enumFromInt(reason)),
1047
+ });
1048
+ }
1049
+ }
1050
+ }
1051
+ if (try checkFaint(battle, .P1, options)) |r| return r;
1052
+
1053
+ // Perish Song
1054
+ inline for (players) |player| {
1055
+ var side = battle.side(player);
1056
+ var volatiles = &side.active.volatiles;
1057
+
1058
+ if (volatiles.PerishSong) {
1059
+ assert(volatiles.perish_song > 0);
1060
+ volatiles.perish_song -= 1;
1061
+
1062
+ assert(volatiles.perish_song < 3);
1063
+ const reason = @intFromEnum(Start.PerishSong0) + volatiles.perish_song;
1064
+ try options.log.start(.{ battle.active(player), @as(Start, @enumFromInt(reason)) });
1065
+
1066
+ if (volatiles.perish_song == 0) {
1067
+ volatiles.PerishSong = false;
1068
+ side.stored().hp = 0;
1069
+ }
1070
+ }
1071
+ }
1072
+ if (try checkFaint(battle, .P1, options)) |r| return r;
1073
+
1074
+ // Leftovers
1075
+ inline for (players) |player| {
1076
+ var stored = battle.side(player).stored();
1077
+
1078
+ if (stored.item == .Leftovers) {
1079
+ const before = stored.hp;
1080
+ stored.hp = @min(stored.hp + @max(stored.stats.hp / 16, 1), stored.stats.hp);
1081
+ if (stored.hp > before) {
1082
+ try options.log.heal(.{ battle.active(player), stored, .Leftovers });
1083
+ }
1084
+ }
1085
+ }
1086
+
1087
+ // Mystery Berry
1088
+ inline for (players) |player| {
1089
+ var stored = battle.side(player).stored();
1090
+
1091
+ if (stored.item == .MysteryBerry) {
1092
+ // TODO stored and active moves, transform, etc
1093
+ }
1094
+ }
1095
+
1096
+ // Defrost
1097
+ inline for (players) |player| {
1098
+ var side = battle.side(player);
1099
+
1100
+ if (Status.is(side.stored().status, .FRZ) and
1101
+ !side.active.volatiles.frozen and
1102
+ try Rolls.defrost(battle, player, options))
1103
+ {
1104
+ try options.log.curestatus(.{ battle.active(player), side.stored().status, .Message });
1105
+ side.stored().status = 0;
1106
+ }
1107
+ }
1108
+
1109
+ // Side Conditions
1110
+ if (showdown) {
1111
+ inline for (players) |player| {
1112
+ try updateSideCondition(battle, player, "Reflect", "reflect", options);
1113
+ }
1114
+ inline for (players) |player| {
1115
+ try updateSideCondition(battle, player, "LightScreen", "light_screen", options);
1116
+ }
1117
+ inline for (players) |player| {
1118
+ try updateSideCondition(battle, player, "Safeguard", "safeguard", options);
1119
+ }
1120
+ } else {
1121
+ inline for (players) |player| {
1122
+ try updateSideCondition(battle, player, "Safeguard", "safeguard", options);
1123
+ }
1124
+ inline for (players) |player| {
1125
+ try updateSideCondition(battle, player, "LightScreen", "light_screen", options);
1126
+ try updateSideCondition(battle, player, "Reflect", "reflect", options);
1127
+ }
1128
+ }
1129
+
1130
+ // Healing items
1131
+ inline for (players) |player| {
1132
+ var side = battle.side(player);
1133
+ var stored = side.stored();
1134
+ const ident = battle.active(player);
1135
+
1136
+ const num = @intFromEnum(stored.item);
1137
+ if (num > @intFromEnum(Item.Berry)) {
1138
+ if (num <= @intFromEnum(Item.GoldBerry)) {
1139
+ const proc = if (showdown)
1140
+ stored.hp <= stored.stats.hp
1141
+ else
1142
+ stored.hp < stored.stats.hp;
1143
+ if (proc) {
1144
+ assert(stored.hp != 0);
1145
+ try options.log.enditem(.{ ident, stored.item, .Eat });
1146
+ stored.item = .None;
1147
+
1148
+ const offset = num - @intFromEnum(Item.Berry);
1149
+ assert(offset < 3);
1150
+ stored.hp = @min(stored.hp + ((offset + 1) * 10), stored.stats.hp);
1151
+ const reason: Heal = @enumFromInt(@intFromEnum(Heal.Berry) + offset);
1152
+ try options.log.heal(.{ ident, stored, reason });
1153
+ }
1154
+ } else if (num < @intFromEnum(Item.BitterBerry)) {
1155
+ const proc = if (stored.item == .MiracleBerry)
1156
+ Status.any(stored.status)
1157
+ else
1158
+ Status.is(stored.status, @enumFromInt(num - @intFromEnum(Item.MintBerry) + 2));
1159
+
1160
+ if (proc) {
1161
+ assert(Status.any(stored.status));
1162
+ try options.log.enditem(.{ ident, stored.item, .Eat });
1163
+ stored.item = .None;
1164
+
1165
+ // FIXME wtf?
1166
+ // side.active.volatiles.Toxic = false;
1167
+ // side.active.volatiles.Nightmare = false;
1168
+ if (stored.item == .MiracleBerry) {
1169
+ side.active.volatiles.Confusion = false;
1170
+ try options.log.end(.{ ident, .Confusion });
1171
+ }
1172
+ stored.status = 0;
1173
+
1174
+ // FIXME recalc stats
1175
+
1176
+ try options.log.curestatus(.{ ident, stored.status, .Message });
1177
+ }
1178
+ } else if (num == @intFromEnum(Item.BitterBerry)) {
1179
+ if (side.active.volatiles.Confusion) {
1180
+ try options.log.enditem(.{ ident, stored.item, .Eat });
1181
+ stored.item = .None;
1182
+
1183
+ side.active.volatiles.Confusion = false;
1184
+ try options.log.end(.{ ident, .Confusion });
1185
+ }
1186
+ }
1187
+ }
1188
+ }
1189
+
1190
+ // Encore
1191
+ inline for (players) |player| {
1192
+ var side = battle.side(player);
1193
+ var volatiles = &side.active.volatiles;
1194
+
1195
+ if (volatiles.Encore) {
1196
+ assert(volatiles.encore > 0);
1197
+ volatiles.encore -= 1;
1198
+
1199
+ if (volatiles.encore == 0 or side.active.move(mslot).pp == 0) {
1200
+ volatiles.Encore = false;
1201
+ try options.log.end(.{ battle.active(player), .Encore });
1202
+ }
1203
+ }
1204
+ }
1205
+
1206
+ return null;
1207
+ }
1208
+
1209
+ fn updateSideCondition(
1210
+ battle: anytype,
1211
+ player: Player,
1212
+ comptime key: []const u8,
1213
+ comptime value: []const u8,
1214
+ options: anytype,
1215
+ ) !void {
1216
+ var side = battle.side(player);
1217
+ if (@field(side.conditions, key)) {
1218
+ assert(@field(side.conditions, value) > 0);
1219
+ @field(side.conditions, value) -= 1;
1220
+
1221
+ if (@field(side.conditions, value) == 0) {
1222
+ @field(side.conditions, key) = false;
1223
+ try options.log.sideend(.{ player, @field(protocol.Side, key) });
1224
+ }
1225
+ }
1226
+ }
1227
+
1228
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1229
+ battle.turn += 1;
1230
+
1231
+ if (showdown and battle.turn >= 1000) {
1232
+ try options.log.tie(.{});
1233
+ return Result.Tie;
1234
+ } else if (battle.turn >= 65535) {
1235
+ return Result.Error;
1236
+ }
1237
+
1238
+ try options.log.turn(.{battle.turn});
1239
+
1240
+ return Result.Default;
1241
+ }
1242
+
1243
+ pub fn buildRage(battle: anytype, player: Player, state: *State, options: anytype) !void {
1244
+ assert(!state.miss); // TODO
1245
+ var foe = battle.foe(player);
1246
+ if (foe.active.volatiles.Rage) {
1247
+ if (showdown) {
1248
+ // TODO if showdown boost
1249
+ if (foe.active.boosts.atk < 6) {
1250
+ try Effects.boost(battle, player, state, options);
1251
+ }
1252
+ } else {
1253
+ foe.active.volatiles.rage +|= 1;
1254
+ try options.log.activate(.{ battle.active(player), .Rage });
1255
+ }
1256
+ }
1257
+ }
1258
+
1259
+ pub fn kingsRock(battle: anytype, player: Player, state: *State, options: anytype) !void {
1260
+ assert(!state.miss); // TODO
1261
+ var foe = battle.foe(player);
1262
+ const flinch = battle.side(player).stored().item == .KingsRock and
1263
+ !foe.active.volatiles.Substitute and
1264
+ try Rolls.item(battle, player, options);
1265
+ if (flinch) {
1266
+ foe.active.volatiles.Recharging = false;
1267
+ foe.active.volatiles.Flinch = true;
1268
+ }
1269
+ }
1270
+
1271
+ pub fn destinyBond(battle: anytype, player: Player, _: *State, options: anytype) !bool {
1272
+ const foe = battle.foe(player);
1273
+ if (foe.stored().hp > 0) return false;
1274
+
1275
+ if (foe.active.volatiles.DestinyBond) {
1276
+ battle.side(player).stored().hp = 0;
1277
+ try options.log.activate(.{ battle.active(player.foe()), .DestinyBond });
1278
+ }
1279
+ return true;
1280
+ }
1281
+
1282
+ pub const Effects = struct {
1283
+ pub fn attract(battle: anytype, player: Player, _: *State, options: anytype) !void {
1284
+ const side = battle.side(player);
1285
+ var foe = battle.foe(player);
1286
+
1287
+ const gender: u8 = @intFromEnum(side.stored().dvs.gender);
1288
+ const foe_gender: u8 = @intFromEnum(foe.stored().dvs.gender);
1289
+ if (gender + foe_gender != 1) {
1290
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1291
+ } else if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
1292
+ try options.log.lastmiss(.{});
1293
+ return options.log.miss(.{battle.active(player)});
1294
+ }
1295
+
1296
+ foe.active.volatiles.Attract = true;
1297
+ try options.log.start(.{ battle.active(player.foe()), .Attract });
1298
+ }
1299
+
1300
+ pub fn batonPass(battle: anytype, player: Player, state: *State, options: anytype) !void {
1301
+ _ = .{ battle, player, state, options }; // TODO
1302
+ }
1303
+
1304
+ pub fn beatUp(battle: anytype, player: Player, state: *State, options: anytype) !void {
1305
+ _ = .{ battle, player, state, options }; // TODO
1306
+ }
1307
+
1308
+ pub fn bellyDrum(battle: anytype, player: Player, state: *State, options: anytype) !void {
1309
+ _ = .{ battle, player, state, options }; // TODO
1310
+ // assert(!state.miss);
1311
+ // var side = battle.side(player);
1312
+ // try boostStat(battle, side, &side.active.stats, &side.active.boosts, "atk", 2);
1313
+ // TODO
1314
+ // |-boost|p1a: Poliwag|atk|2|[silent]
1315
+ // |-fail|p1a: Poliwag
1316
+ //
1317
+ }
1318
+
1319
+ pub const bide = struct {
1320
+ pub fn store(battle: anytype, player: Player, state: *State, options: anytype) !void {
1321
+ var side = battle.side(player);
1322
+ var volatiles = &side.active.volatiles;
1323
+
1324
+ const ident = battle.active(player);
1325
+
1326
+ if (!volatiles.Bide) return;
1327
+
1328
+ assert(volatiles.attacks > 0);
1329
+ // if (options.calc.modify(player, .attacking)) |extend| {
1330
+ // if (!extend) volatiles.attacks = 0;
1331
+ // } else {
1332
+ volatiles.attacks -= 1;
1333
+ // }
1334
+ try options.chance.attacking(player, volatiles.attacks);
1335
+
1336
+ if (volatiles.attacks != 0) return options.log.activate(.{ ident, .Bide });
1337
+
1338
+ volatiles.Bide = false;
1339
+ try options.log.end(.{ ident, .Bide });
1340
+
1341
+ state.damage = volatiles.bide *% 2;
1342
+ volatiles.bide = 0;
1343
+
1344
+ if (state.damage == 0) state.miss = true;
1345
+ }
1346
+
1347
+ pub fn unleash(battle: anytype, player: Player, state: *State, options: anytype) !void {
1348
+ _ = .{ battle, player, state, options }; // TODO
1349
+ }
1350
+ };
1351
+
1352
+ pub fn binding(battle: anytype, player: Player, state: *State, options: anytype) !void {
1353
+ var foe = battle.foe(player);
1354
+
1355
+ if (state.miss) return;
1356
+ if (foe.active.volatiles.bind.duration > 0) return;
1357
+ if (foe.active.volatiles.Substitute) return;
1358
+
1359
+ foe.active.volatiles.bind = .{
1360
+ .duration = Rolls.bindingDuration(battle, player, options),
1361
+ .reason = Move.get(state.move).extra.protocol,
1362
+ };
1363
+ }
1364
+
1365
+ pub fn burnChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
1366
+ var foe = battle.foe(player);
1367
+ var foe_stored = foe.stored();
1368
+
1369
+ if (foe.active.volatiles.Substitute) return;
1370
+ if (Status.any(foe_stored.status)) {
1371
+ if (Status.is(foe_stored.status, .FRZ)) {
1372
+ assert(Move.get(state.move).type == .Fire or state.move == .TriAttack);
1373
+ try options.log.curestatus(.{
1374
+ battle.active(player.foe()),
1375
+ foe_stored.status,
1376
+ .Message,
1377
+ });
1378
+ foe_stored.status = 0;
1379
+ }
1380
+ return;
1381
+ }
1382
+ if (!state.proc) return;
1383
+ if (foe.conditions.Safeguard) return;
1384
+ // Nothing is immune to Fire-type, but Ghosts are immune to burnChance called by Tri Attack
1385
+ if (state.immune()) return;
1386
+ if (foe.active.types.includes(Move.get(state.move).type) and state.move != .TriAttack) {
1387
+ return;
1388
+ }
1389
+
1390
+ foe_stored.status = Status.init(.BRN);
1391
+ foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1392
+
1393
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1394
+
1395
+ // TODO: check for status berry
1396
+ }
1397
+
1398
+ pub fn confusion(battle: anytype, player: Player, state: *State, options: anytype) !void {
1399
+ _ = .{ battle, player, state, options }; // TODO
1400
+ }
1401
+
1402
+ pub fn confusionChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
1403
+ _ = .{ battle, player, state, options }; // TODO
1404
+ }
1405
+
1406
+ pub fn conversion(battle: anytype, player: Player, _: *State, options: anytype) !void {
1407
+ var side = battle.side(player);
1408
+
1409
+ var n: u3 = 0;
1410
+ for (side.active.moves) |m| {
1411
+ if (convertible(side.active, m.id)) n += 1;
1412
+ }
1413
+ if (n == 0) return options.log.fail(.{ battle.active(player), .None });
1414
+
1415
+ side.active.types.type1 = try Rolls.conversion(battle, player, n, options);
1416
+ side.active.types.type2 = side.active.types.type1;
1417
+ }
1418
+
1419
+ pub fn conversion2(battle: anytype, player: Player, _: *State, options: anytype) !void {
1420
+ var side = battle.side(player);
1421
+
1422
+ const last = battle.foe(player).lastMove(false);
1423
+ if (last == .None) return options.log.fail(.{ battle.active(player), .None });
1424
+ const move = Move.get(last);
1425
+ if (move.type == .@"???") return options.log.fail(.{ battle.active(player), .None });
1426
+
1427
+ side.active.types.type1 = try Rolls.conversion2(battle, player, move.type, options);
1428
+ side.active.types.type2 = side.active.types.type1;
1429
+ }
1430
+
1431
+ pub fn counter(battle: anytype, player: Player, state: *State, _: anytype) !void {
1432
+ assert(state.move == .Counter or state.move == .MirrorCoat);
1433
+
1434
+ const foe = battle.foe(player);
1435
+
1436
+ state.miss = true;
1437
+ const last = foe.lastMove(false);
1438
+
1439
+ if (last == .None) return;
1440
+ if (last == state.move) return;
1441
+
1442
+ const immune = state.immune();
1443
+ state.effectiveness = Effectiveness.neutral;
1444
+ if (immune) {
1445
+ state.damage = 0;
1446
+ return;
1447
+ }
1448
+
1449
+ const move = Move.get(last);
1450
+ if (state.bp == 0) return;
1451
+ if (move.type.special() != (last == .MirrorCoat)) return;
1452
+ if (state.damage == 0) return;
1453
+
1454
+ state.damage *|= 2;
1455
+ state.miss = false;
1456
+ }
1457
+
1458
+ pub fn curse(battle: anytype, player: Player, state: *State, options: anytype) !void {
1459
+ var side = battle.side(player);
1460
+ var foe = battle.foe(player);
1461
+
1462
+ const ident = battle.active(player);
1463
+ const foe_ident = battle.active(player.foe());
1464
+
1465
+ if (side.active.types.includes(.Ghost)) {
1466
+ if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
1467
+ try options.log.lastmiss(.{});
1468
+ return options.log.miss(.{battle.active(player)});
1469
+ } else if (foe.active.volatiles.Substitute) {
1470
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
1471
+ } else if (foe.active.volatiles.Curse) {
1472
+ return options.log.fail(.{ foe_ident, .None });
1473
+ }
1474
+
1475
+ foe.active.volatiles.Curse = true;
1476
+ try options.log.start(.{ foe_ident, .Curse });
1477
+
1478
+ side.stored().hp -= @max(side.stored().stats.hp / 2, 1);
1479
+ try options.log.damage(.{ ident, side.stored(), .Curse });
1480
+ } else {
1481
+ var stats = &side.active.stats;
1482
+ var boosts = &side.active.boosts;
1483
+
1484
+ const max_atk = boosts.atk == 6 or stats.atk == MAX_STAT_VALUE;
1485
+ const max_def = boosts.def == 6 or stats.def == MAX_STAT_VALUE;
1486
+ if (max_atk and max_def) return options.log.fail(.{ ident, .None });
1487
+
1488
+ if (!(boosts.spe == -6 or stats.spe == 1)) {
1489
+ assert(boosts.spe >= -6 and boosts.spe <= 6);
1490
+ try unboostStat(battle, side, stats, boosts, "spe", 1);
1491
+ try options.log.boost(.{ ident, .Speed, @as(i8, -1) });
1492
+ }
1493
+ if (!max_atk) {
1494
+ assert(boosts.atk >= -6 and boosts.atk <= 6);
1495
+ try boostStat(battle, side, stats, boosts, "atk", 1);
1496
+ try options.log.boost(.{ ident, .Attack, @as(i8, 1) });
1497
+ }
1498
+ if (!max_def) {
1499
+ assert(boosts.def >= -6 and boosts.def <= 6);
1500
+ try boostStat(battle, side, stats, boosts, "def", 1);
1501
+ try options.log.boost(.{ ident, .Defense, @as(i8, 1) });
1502
+ }
1503
+ }
1504
+ }
1505
+
1506
+ pub fn defenseCurl(battle: anytype, player: Player, _: *State, _: anytype) !void {
1507
+ battle.side(player).active.volatiles.DefenseCurl = true;
1508
+ }
1509
+
1510
+ pub fn defrost(battle: anytype, player: Player, _: *State, options: anytype) !void {
1511
+ var side = battle.side(player);
1512
+ assert(Status.is(side.stored().status, .FRZ));
1513
+ try options.log.curestatus(.{ battle.active(player), side.stored().status, .Message });
1514
+ side.stored().status = 0;
1515
+ }
1516
+
1517
+ pub fn destinyBond(battle: anytype, player: Player, _: *State, options: anytype) !void {
1518
+ battle.side(player).active.volatiles.DestinyBond = true;
1519
+ try options.log.singlemove(.{ battle.active(player), Move.DestinyBond });
1520
+ }
1521
+
1522
+ pub fn disable(battle: anytype, player: Player, _: *State, options: anytype) !void {
1523
+ var foe = battle.foe(player);
1524
+ var volatiles = &foe.active.volatiles;
1525
+ const foe_ident = battle.active(player.foe());
1526
+
1527
+ if (volatiles.disable.move != 0) return options.log.fail(.{ foe_ident, .None });
1528
+
1529
+ const last = battle.foe(player).lastMove(false);
1530
+ if (last == .None or last == .Struggle) return options.log.fail(.{ foe_ident, .None });
1531
+
1532
+ var slot: u3 = 0;
1533
+ for (foe.active.moves) |m| {
1534
+ assert(m.id != .None);
1535
+ slot += 1;
1536
+ if (m.id == last) break;
1537
+ }
1538
+ const move = foe.active.move(slot);
1539
+ if (move.pp == 0) return options.log.fail(.{ foe_ident, .None });
1540
+
1541
+ volatiles.disable.move = slot;
1542
+ volatiles.disable.duration = Rolls.disableDuration(battle, player, options);
1543
+
1544
+ try options.log.start(.{ foe_ident, .Disable, move.id });
1545
+ }
1546
+
1547
+ pub const double = struct {
1548
+ pub fn flying(battle: anytype, player: Player, state: *State, _: anytype) !void {
1549
+ if (battle.foe(player).active.volatiles.Flying) state.damage *|= 2;
1550
+ }
1551
+
1552
+ pub fn underground(battle: anytype, player: Player, state: *State, _: anytype) !void {
1553
+ if (battle.foe(player).active.volatiles.Underground) state.damage *|= 2;
1554
+ }
1555
+
1556
+ pub fn minimize(battle: anytype, player: Player, state: *State, _: anytype) !void {
1557
+ if (battle.foe(player).active.volatiles.minimized) state.damage *|= 2;
1558
+ }
1559
+ };
1560
+
1561
+ pub fn drainHP(battle: anytype, player: Player, state: *State, options: anytype) !void {
1562
+ var stored = battle.side(player).stored();
1563
+ const ident = battle.active(player);
1564
+
1565
+ assert(state.damage != 0);
1566
+
1567
+ if (stored.hp == stored.stats.hp) return;
1568
+ stored.hp = @min(stored.stats.hp, stored.hp + @max(state.damage / 2, 1));
1569
+
1570
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1571
+ }
1572
+
1573
+ pub fn encore(battle: anytype, player: Player, state: *State, options: anytype) !void {
1574
+ var foe = battle.foe(player);
1575
+ var volatiles = &foe.active.volatiles;
1576
+ const foe_ident = battle.active(player.foe());
1577
+
1578
+ const last = battle.foe(player).lastMove(true);
1579
+ const failed = volatiles.Encore or
1580
+ (last == .None or last == .Struggle or
1581
+ last == .Encore or .last == .MirrorMove);
1582
+ if (failed) return options.log.fail(.{ foe_ident, .None });
1583
+
1584
+ var slot: u3 = 0;
1585
+ for (foe.active.moves) |m| {
1586
+ assert(m.id != .None);
1587
+ slot += 1;
1588
+ if (m.id == last) break;
1589
+ }
1590
+ const move = foe.active.move(slot);
1591
+ if (move.pp == 0) return options.log.fail(.{ foe_ident, .None });
1592
+
1593
+ volatiles.Encore = true;
1594
+ volatiles.encore = Rolls.encoreDuration(battle, player, options);
1595
+
1596
+ // TODO ???
1597
+ _ = state;
1598
+
1599
+ try options.log.start(.{ foe_ident, .Encore, move.id });
1600
+ }
1601
+
1602
+ pub fn explode(battle: anytype, player: Player, state: *State, options: anytype) !void {
1603
+ _ = .{ battle, player, state, options }; // TODO
1604
+ }
1605
+
1606
+ pub fn falseSwipe(battle: anytype, player: Player, state: *State, _: anytype) !void {
1607
+ const foe = battle.foe(player);
1608
+ assert(foe.stored().hp > 0);
1609
+ // FIXME crit?
1610
+ if (state.damage > foe.stored().hp) state.damage = foe.stored().hp - 1;
1611
+ }
1612
+
1613
+ pub fn fixedDamage(battle: anytype, player: Player, state: *State, options: anytype) !void {
1614
+ const side = battle.side(player);
1615
+ const foe = battle.foe(player);
1616
+
1617
+ state.damage = switch (Move.get(state.move).effect) {
1618
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1619
+ .LevelDamage => side.stored().level,
1620
+ .FixedDamage => if (state.move == .SonicBoom) 20 else 40,
1621
+ .Psywave => try Rolls.psywave(
1622
+ battle,
1623
+ player,
1624
+ @intCast(@as(u16, side.stored().level) * 3 / 2),
1625
+ options,
1626
+ ),
1627
+ else => unreachable,
1628
+ };
1629
+ }
1630
+
1631
+ pub fn flinchChance(battle: anytype, player: Player, state: *State, _: anytype) !void {
1632
+ const foe = battle.foe(player);
1633
+ const status = foe.stored().status;
1634
+ var volatiles = &foe.active.volatiles;
1635
+
1636
+ if (volatiles.Substitute) return;
1637
+ if (Status.is(status, .FRZ) or Status.is(status, .SLP)) return;
1638
+ if (!state.first) return;
1639
+ if (!state.proc) return;
1640
+
1641
+ volatiles.Flinch = true;
1642
+ volatiles.Recharging = false;
1643
+ }
1644
+
1645
+ pub fn flyDig(battle: anytype, player: Player, state: *State, options: anytype) !void {
1646
+ _ = .{ battle, player, state, options }; // TODO
1647
+ }
1648
+
1649
+ pub fn focusEnergy(battle: anytype, player: Player, _: *State, options: anytype) !void {
1650
+ var side = battle.side(player);
1651
+
1652
+ if (side.active.volatiles.FocusEnergy) {
1653
+ return if (!showdown) try options.log.fail(.{ battle.active(player), .None });
1654
+ }
1655
+
1656
+ side.active.volatiles.FocusEnergy = true;
1657
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1658
+ }
1659
+
1660
+ var SLOTS: [5]u4 = .{ 0, 0, 0, 0, 0 };
1661
+
1662
+ pub fn forceSwitch(battle: anytype, player: Player, state: *State, options: anytype) !void {
1663
+ assert(!state.miss); // FIXME ensure checkHit handles fail message
1664
+
1665
+ const foe = battle.foe(player);
1666
+
1667
+ if (state.first) return options.log.fail(.{ battle.active(player), .None });
1668
+
1669
+ var n: u4 = 0;
1670
+ var i: u4 = 0;
1671
+ for (foe.pokemon, 0..) |pokemon, j| {
1672
+ if (pokemon.species == .None) break;
1673
+ n += 1;
1674
+ if (pokemon.position == 1) continue;
1675
+ if (pokemon.hp > 0) {
1676
+ SLOTS[i] = @intCast(foe.pokemon[j].position);
1677
+ i += 1;
1678
+ }
1679
+ }
1680
+
1681
+ if (n == 0) return options.log.fail(.{ battle.active(player), .None });
1682
+
1683
+ const slot = try Rolls.forceSwitch(battle, player, SLOTS[0..i], n, options);
1684
+ try switchIn(battle, player.foe(), slot, .Drag, options);
1685
+ }
1686
+
1687
+ pub fn foresight(battle: anytype, player: Player, _: *State, options: anytype) !void {
1688
+ var foe = battle.foe(player);
1689
+
1690
+ if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
1691
+ try options.log.lastmiss(.{});
1692
+ return options.log.miss(.{battle.active(player)});
1693
+ } else if (foe.active.volatiles.Foresight) {
1694
+ return options.log.fail(.{ battle.active(player), .None });
1695
+ }
1696
+
1697
+ foe.active.volatiles.Foresight = true;
1698
+ try options.log.start(.{ battle.active(player.foe()), .FocusEnergy });
1699
+ }
1700
+
1701
+ pub fn freezeChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
1702
+ var foe = battle.foe(player);
1703
+ var foe_stored = foe.stored();
1704
+ const foe_ident = battle.active(player.foe());
1705
+
1706
+ if (foe.active.volatiles.Substitute) return;
1707
+ if (Status.any(foe_stored.status)) return;
1708
+
1709
+ // Nothing is immune to Ice-type, but Ghosts are immune to freezeChance called by Tri Attack
1710
+ if (state.immune()) return;
1711
+ if (battle.field.weather == .Sun) return;
1712
+ if (foe.active.types.includes(Move.get(state.move).type) and state.move != .TriAttack) {
1713
+ return;
1714
+ }
1715
+ if (!state.proc) return;
1716
+ if (foe.conditions.Safeguard) return;
1717
+ // Freeze Clause Mod
1718
+ if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1719
+
1720
+ foe_stored.status = Status.init(.FRZ);
1721
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1722
+
1723
+ // TODO: check for status berry
1724
+
1725
+ foe.active.volatiles.Recharging = false;
1726
+ foe.active.volatiles.frozen = true;
1727
+ }
1728
+
1729
+ pub fn furyCutter(battle: anytype, player: Player, state: *State, options: anytype) !void {
1730
+ _ = .{ battle, player, state, options }; // TODO
1731
+ }
1732
+
1733
+ pub fn futureSight(battle: anytype, player: Player, state: *State, options: anytype) !void {
1734
+ _ = .{ battle, player, state, options }; // TODO
1735
+ }
1736
+
1737
+ pub fn happiness(battle: anytype, player: Player, state: *State, _: anytype) !void {
1738
+ const val = battle.side(player).stored().happiness;
1739
+ const frustration = Move.get(state.move).effect == .Frustration;
1740
+ state.bp = ((if (frustration) 255 - val else val) * 10) / 25;
1741
+ }
1742
+
1743
+ pub fn haze(battle: anytype, player: Player, _: *State, options: anytype) !void {
1744
+ var side = battle.side(player);
1745
+ var stats = unmodifiedStats(battle, side);
1746
+ side.active.boosts = .{};
1747
+ inline for (STATS) |s| @field(side.active.stats, s) = @field(stats, s);
1748
+ statusModify(side.stored().status, &side.active.stats);
1749
+
1750
+ var foe = battle.foe(player);
1751
+ stats = unmodifiedStats(battle, foe);
1752
+ foe.active.boosts = .{};
1753
+ inline for (STATS) |s| @field(foe.active.stats, s) = @field(stats, s);
1754
+ statusModify(foe.stored().status, &foe.active.stats);
1755
+
1756
+ try options.log.clearallboost(.{});
1757
+ }
1758
+
1759
+ pub fn heal(battle: anytype, player: Player, state: *State, options: anytype) !void {
1760
+ var side = battle.side(player);
1761
+ var stored = side.stored();
1762
+ const ident = battle.active(player);
1763
+
1764
+ if (stored.stats.hp == stored.hp) return options.log.fail(.{ ident, .None });
1765
+
1766
+ const rest = state.move == .Rest;
1767
+ if (rest) {
1768
+ // Adding the sleep status runs the sleep condition handler to roll duration
1769
+ if (showdown) battle.rng.advance(1);
1770
+ side.active.volatiles.Toxic = false;
1771
+ stored.status = Status.slf(2);
1772
+ recomputeStats(battle, side);
1773
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1774
+ stored.hp = stored.stats.hp;
1775
+ } else {
1776
+ stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1777
+ }
1778
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1779
+ }
1780
+
1781
+ pub fn healBell(battle: anytype, player: Player, _: *State, options: anytype) !void {
1782
+ var side = battle.side(player);
1783
+ side.active.volatiles.Nightmare = false;
1784
+
1785
+ try options.log.cureteam(.{battle.active(player)});
1786
+ for (&side.pokemon) |*p| p.status = 0;
1787
+
1788
+ // We technically only need to recompute stats if the active Pokémon was burned/paralyzed,
1789
+ // but adding a branch to check for that is probably more expensive than just recomputing
1790
+ recomputeStats(battle, side);
1791
+ }
1792
+
1793
+ pub fn hiddenPower(battle: anytype, player: Player, state: *State, _: anytype) !void {
1794
+ const side = battle.side(player);
1795
+ state.bp = side.stored().dvs.power();
1796
+ state.type = side.stored().dvs.type;
1797
+ }
1798
+
1799
+ pub fn hyperBeam(battle: anytype, player: Player, _: *State, options: anytype) !void {
1800
+ battle.side(player).active.volatiles.Recharging = true;
1801
+ try options.log.mustrecharge(.{battle.active(player)});
1802
+ }
1803
+
1804
+ pub fn leechSeed(battle: anytype, player: Player, state: *State, options: anytype) !void {
1805
+ var foe = battle.foe(player);
1806
+
1807
+ if (showdown) {
1808
+ // Invulnerability trumps type immunity on Pokémon Showdown
1809
+ const invulnerable = foe.active.volatiles.Underground or foe.active.volatiles.Flying;
1810
+ if (!invulnerable and foe.active.types.includes(.Grass)) {
1811
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1812
+ }
1813
+ try checkHit(battle, player, state, options);
1814
+ if (state.miss) {
1815
+ try options.log.lastmiss(.{});
1816
+ return options.log.miss(.{battle.active(player)});
1817
+ }
1818
+ if (foe.active.volatiles.LeechSeed) return;
1819
+ } else {
1820
+ try checkHit(battle, player, state, options);
1821
+ const miss =
1822
+ state.miss or foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed;
1823
+ if (miss) {
1824
+ try options.log.lastmiss(.{});
1825
+ return options.log.miss(.{battle.active(player)});
1826
+ }
1827
+ }
1828
+
1829
+ foe.active.volatiles.LeechSeed = true;
1830
+
1831
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1832
+ }
1833
+
1834
+ pub fn lockOn(battle: anytype, player: Player, state: *State, options: anytype) !void {
1835
+ var foe = battle.foe(player);
1836
+ const foe_ident = battle.active(player.foe());
1837
+
1838
+ if (foe.active.volatiles.Substitute) {
1839
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
1840
+ } else if (state.miss) {
1841
+ return options.log.fail(.{ foe_ident, .None });
1842
+ }
1843
+
1844
+ foe.active.volatiles.LockOn = true;
1845
+ try options.log.activate(.{ battle.active(player), .LockOn });
1846
+ }
1847
+
1848
+ const MAGNITUDE_POWER = [_]u8{ 10, 30, 50, 70, 90, 110, 150 };
1849
+
1850
+ pub fn magnitude(battle: anytype, player: Player, state: *State, options: anytype) !void {
1851
+ const num = try Rolls.magnitude(battle, player, options);
1852
+ try options.log.activate(.{ battle.active(player), .Magnitude, num });
1853
+ state.bp = MAGNITUDE_POWER[num - 4];
1854
+ }
1855
+
1856
+ pub fn meanLook(battle: anytype, player: Player, _: *State, options: anytype) !void {
1857
+ var foe = battle.foe(player);
1858
+
1859
+ if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
1860
+ if (!showdown) return options.log.fail(.{ battle.active(player.foe()), .None });
1861
+ try options.log.lastmiss(.{});
1862
+ return options.log.miss(.{battle.active(player)});
1863
+ } else if (foe.active.volatiles.Trapped) {
1864
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1865
+ }
1866
+
1867
+ foe.active.volatiles.Trapped = true;
1868
+ }
1869
+
1870
+ pub fn metronome(
1871
+ battle: anytype,
1872
+ player: Player,
1873
+ state: *State,
1874
+ options: anytype,
1875
+ ) anyerror!void {
1876
+ var side = battle.side(player);
1877
+
1878
+ side.last_used_move = .None;
1879
+ side.active.volatiles.dirty = false;
1880
+
1881
+ // if (wPlayerCharging) ???
1882
+ // wPlayerCharging = 1
1883
+
1884
+ // FIXME
1885
+ state.move = try Rolls.metronome(battle, player, options);
1886
+ state.from = .Metronome;
1887
+ return generated.runMove(battle, player, state, options);
1888
+ }
1889
+
1890
+ pub fn mimic(battle: anytype, player: Player, state: *State, options: anytype) !void {
1891
+ _ = .{ battle, player, state, options }; // TODO
1892
+ }
1893
+
1894
+ pub fn mirrorMove(
1895
+ battle: anytype,
1896
+ player: Player,
1897
+ state: *State,
1898
+ options: anytype,
1899
+ ) anyerror!void {
1900
+ var side = battle.side(player);
1901
+ const foe = battle.foe(player);
1902
+
1903
+ side.last_used_move = .None;
1904
+ side.active.volatiles.dirty = false;
1905
+
1906
+ const last = foe.lastMove(false);
1907
+
1908
+ if (last == .None) return options.log.fail(.{ battle.active(player), .None });
1909
+ const knows = knows: for (side.active.moves) |m| {
1910
+ if (last == m.id) break :knows true;
1911
+ } else false;
1912
+ if (knows) return options.log.fail(.{ battle.active(player), .None });
1913
+
1914
+ // if (wPlayerCharging) ???
1915
+ // wPlayerCharging = 1
1916
+
1917
+ // FIXME
1918
+ state.move = last;
1919
+ state.from = .MirrorMove;
1920
+ return generated.runMove(battle, player, state, options);
1921
+ }
1922
+
1923
+ pub fn mist(battle: anytype, player: Player, _: *State, options: anytype) !void {
1924
+ var side = battle.side(player);
1925
+
1926
+ if (side.active.volatiles.Mist) return options.log.fail(.{ battle.active(player), .None });
1927
+ side.active.volatiles.Mist = true;
1928
+
1929
+ try options.log.start(.{ battle.active(player), .Mist });
1930
+ }
1931
+
1932
+ pub fn weatherHeal(battle: anytype, player: Player, _: *State, options: anytype) !void {
1933
+ var stored = battle.side(player).stored();
1934
+ const ident = battle.active(player);
1935
+
1936
+ if (stored.hp == stored.stats.hp) return options.log.fail(.{ ident, .None });
1937
+
1938
+ stored.hp = switch (battle.field.weather) {
1939
+ .Sun => stored.stats.hp,
1940
+ .None => @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2)),
1941
+ else => @min(stored.stats.hp, stored.hp + (stored.stats.hp / 4)),
1942
+ };
1943
+
1944
+ try options.log.heal(.{ ident, stored, .None });
1945
+ }
1946
+
1947
+ pub fn multiHit(battle: anytype, player: Player, state: *State, options: anytype) !void {
1948
+ _ = .{ battle, player, state, options }; // TODO
1949
+ }
1950
+
1951
+ pub fn nightmare(battle: anytype, player: Player, state: *State, options: anytype) !void {
1952
+ var foe = battle.foe(player);
1953
+ var foe_volatiles = &foe.active.volatiles;
1954
+ const foe_ident = battle.active(player.foe());
1955
+
1956
+ if (foe_volatiles.Flying or foe_volatiles.Underground) {
1957
+ if (!showdown) return options.log.fail(.{ battle.active(player.foe()), .None });
1958
+ try options.log.lastmiss(.{});
1959
+ return options.log.miss(.{battle.active(player)});
1960
+ } else if (foe_volatiles.Substitute) {
1961
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
1962
+ } else if (!Status.is(foe.stored().status, .SLP) or foe_volatiles.Nightmare) {
1963
+ return options.log.fail(.{ foe_ident, .None });
1964
+ }
1965
+
1966
+ foe_volatiles.Nightmare = true;
1967
+ try options.log.start(.{ battle.active(player.foe()), .Nightmare });
1968
+ }
1969
+
1970
+ pub const ohko = struct {
1971
+ // OHKO calls adjustDamage but only actually cares about immunity
1972
+ pub fn immune(battle: anytype, player: Player, state: *State, _: anytype) !void {
1973
+ const move = Move.get(state.move);
1974
+
1975
+ assert(move.type == .Normal or move.type == .Ground);
1976
+ const foe = battle.foe(player);
1977
+ const zero = if (move.type == .Normal)
1978
+ foe.active.types.includes(.Ghost) and !foe.active.volatiles.Foresight
1979
+ else
1980
+ foe.active.types.includes(.Flying);
1981
+ state.effectiveness = if (zero) 0 else Effectiveness.neutral;
1982
+ }
1983
+
1984
+ pub fn damage(battle: anytype, player: Player, state: *State, options: anytype) !void {
1985
+ const side = battle.side(player);
1986
+ const foe = battle.foe(player);
1987
+
1988
+ const foe_ident = battle.active(player.foe());
1989
+
1990
+ state.damage = 0;
1991
+ if (state.immune()) return options.log.immune(.{ foe_ident, .None });
1992
+ const delta = side.stored().level -| foe.stored().level;
1993
+ if (delta == 0) return options.log.immune(.{ foe_ident, .OHKO });
1994
+
1995
+ state.accuracy = 2 * delta +| Gen12.percent(30);
1996
+ try checkHit(battle, player, state, options);
1997
+ if (!state.miss) state.damage = 65535;
1998
+ state.ohko = true;
1999
+ }
2000
+ };
2001
+
2002
+ pub fn painSplit(battle: anytype, player: Player, state: *State, options: anytype) !void {
2003
+ var side = battle.side(player);
2004
+ var foe = battle.foe(player);
2005
+
2006
+ const ident = battle.active(player);
2007
+ const foe_ident = battle.active(player.foe());
2008
+
2009
+ if (state.miss) return options.log.fail(.{ foe_ident, .None });
2010
+ if (foe.active.volatiles.Substitute) {
2011
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
2012
+ }
2013
+
2014
+ const avg = @max((foe.stored().hp + side.stored().hp) / 2, 1);
2015
+ foe.stored().hp -= avg;
2016
+ side.stored().hp = avg;
2017
+
2018
+ try options.log.sethp(.{ foe_ident, foe.stored(), .Silent });
2019
+ try options.log.sethp(.{ ident, side.stored(), .None });
2020
+ }
2021
+
2022
+ pub fn paralyze(battle: anytype, player: Player, state: *State, options: anytype) !void {
2023
+ var foe = battle.foe(player);
2024
+ const foe_ident = battle.active(player.foe());
2025
+
2026
+ if (Status.is(foe.stored().status, .PAR)) {
2027
+ return options.log.fail(.{ foe_ident, .Paralysis });
2028
+ }
2029
+ if (state.immune()) return options.log.immune(.{ foe_ident, .None });
2030
+ if (Status.any(foe.stored().status)) return options.log.fail(.{ foe_ident, .None });
2031
+ if (state.miss) {
2032
+ try options.log.lastmiss(.{});
2033
+ return options.log.miss(.{battle.active(player)});
2034
+ } else if (foe.active.volatiles.Substitute) {
2035
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
2036
+ }
2037
+
2038
+ foe.stored().status = Status.init(.PAR);
2039
+ foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2040
+
2041
+ try options.log.status(.{ foe_ident, foe.stored().status, .None });
2042
+ }
2043
+
2044
+ pub fn paralyzeChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
2045
+ var foe = battle.foe(player);
2046
+ var foe_stored = foe.stored();
2047
+
2048
+ if (foe.active.volatiles.Substitute) return;
2049
+ if (Status.any(foe_stored.status)) return;
2050
+ if (state.immune()) return;
2051
+ if (!state.proc) return;
2052
+ if (foe.conditions.Safeguard) return;
2053
+
2054
+ foe_stored.status = Status.init(.PAR);
2055
+ foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2056
+
2057
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2058
+
2059
+ // TODO: check for status berry
2060
+ }
2061
+
2062
+ pub fn payDay(battle: anytype, player: Player, _: *State, options: anytype) !void {
2063
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2064
+ try options.log.fieldactivate(.{}); // FIXME .PayDay
2065
+ }
2066
+ }
2067
+
2068
+ pub fn perishSong(battle: anytype, player: Player, _: *State, options: anytype) !void {
2069
+ var side = battle.side(player);
2070
+ var foe = battle.foe(player);
2071
+
2072
+ if (foe.active.volatiles.PerishSong) {
2073
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2074
+ } else if (!side.active.volatiles.PerishSong) {
2075
+ side.active.volatiles.PerishSong = true;
2076
+ side.active.volatiles.perish_song = 4;
2077
+ try options.log.start(.{ battle.active(player), .PerishSong3Silent });
2078
+ }
2079
+ foe.active.volatiles.PerishSong = true;
2080
+ foe.active.volatiles.perish_song = 4;
2081
+ try options.log.start(.{ battle.active(player.foe()), .PerishSong3Silent });
2082
+
2083
+ try options.log.fieldactivate(.{}); // FIXME .PerishSong
2084
+ }
2085
+
2086
+ pub fn poison(battle: anytype, player: Player, state: *State, options: anytype) !void {
2087
+ var foe = battle.foe(player);
2088
+ var foe_stored = foe.stored();
2089
+ const foe_ident = battle.active(player.foe());
2090
+
2091
+ const toxic = state.move == .Toxic;
2092
+ if (state.immune() or foe.active.types.includes(.Poison)) {
2093
+ return options.log.immune(.{ foe_ident, .None });
2094
+ } else if (Status.any(foe_stored.status)) {
2095
+ // Pokémon Showdown considers Toxic to be a status even in Generation II and so
2096
+ // will not include a fail reason for Toxic vs. Poison or vice-versa...
2097
+ return options.log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2098
+ if (!showdown)
2099
+ Fail.Poison
2100
+ else if (toxic == (foe_stored.status == Status.TOX))
2101
+ if (toxic) Fail.Toxic else Fail.Poison
2102
+ else
2103
+ Fail.None
2104
+ else
2105
+ Fail.None });
2106
+ } else if (foe.active.volatiles.Substitute) {
2107
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
2108
+ } else if (state.miss) {
2109
+ try options.log.lastmiss(.{});
2110
+ return options.log.miss(.{battle.active(player)});
2111
+ }
2112
+
2113
+ foe_stored.status = Status.init(.PSN);
2114
+ if (toxic) {
2115
+ if (showdown) foe_stored.status = Status.TOX;
2116
+ foe.active.volatiles.Toxic = true;
2117
+ foe.active.volatiles.toxic = 0;
2118
+ }
2119
+
2120
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
2121
+
2122
+ // TODO: check for status berry
2123
+ }
2124
+
2125
+ pub fn poisonChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
2126
+ var foe = battle.foe(player);
2127
+ var foe_stored = foe.stored();
2128
+
2129
+ if (foe.active.volatiles.Substitute) return;
2130
+ if (Status.any(foe_stored.status)) return if (showdown) battle.rng.advance(1);
2131
+ if (state.immune() or foe.active.types.includes(.Poison)) return;
2132
+ if (!state.proc) return;
2133
+ if (foe.conditions.Safeguard) return;
2134
+
2135
+ foe_stored.status = Status.init(.PSN);
2136
+
2137
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2138
+
2139
+ // TODO: check for status berry
2140
+ }
2141
+
2142
+ pub fn present(battle: anytype, player: Player, state: *State, options: anytype) !void {
2143
+ _ = .{ battle, player, state, options }; // TODO
2144
+ }
2145
+
2146
+ pub fn protect(battle: anytype, player: Player, state: *State, options: anytype) !void {
2147
+ var side = battle.side(player);
2148
+ var volatiles = &side.active.volatiles;
2149
+
2150
+ const failed = !state.first or volatiles.Substitute or
2151
+ !try Rolls.protect(battle, player, volatiles.protect, options);
2152
+ if (failed) return options.log.fail(.{ battle.active(player), .None });
2153
+
2154
+ volatiles.protect = @max(8, volatiles.protect + 1);
2155
+ if (state.move == .Endure) {
2156
+ volatiles.Endure = true;
2157
+ } else {
2158
+ volatiles.Protect = true;
2159
+ }
2160
+ try options.log.singleturn(.{ battle.active(player), state.move });
2161
+ }
2162
+
2163
+ pub fn psychUp(battle: anytype, player: Player, _: *State, options: anytype) !void {
2164
+ var side = battle.side(player);
2165
+ const foe = battle.foe(player);
2166
+
2167
+ // Pokémon Showdown should fail when the enemy has no boosts/unboosts but doesn't
2168
+ if (!showdown and @as(u32, @bitCast(foe.active.boosts)) == 0) {
2169
+ return options.log.fail(.{ battle.active(player), .None });
2170
+ }
2171
+
2172
+ side.active.boosts = foe.active.boosts;
2173
+ try options.log.copyboost(.{ battle.active(player), battle.active(player.foe()) });
2174
+ }
2175
+
2176
+ pub fn pursuit(battle: anytype, player: Player, state: *State, _: anytype) !void {
2177
+ // TODO: remove switching variable and just look at Choice saved in Battle struct?
2178
+ if (battle.foe(player).active.volatiles.switching) state.damage *|= 2;
2179
+ }
2180
+
2181
+ pub const rage = struct {
2182
+ pub fn start(battle: anytype, player: Player, _: *State, options: anytype) !void {
2183
+ battle.side(player).active.volatiles.Rage = true;
2184
+ try options.log.singlemove(.{ battle.active(player), Move.Rage });
2185
+ }
2186
+
2187
+ pub fn damage(battle: anytype, player: Player, state: *State, _: anytype) !void {
2188
+ var side = battle.side(player);
2189
+ var volatiles = &side.active.volatiles;
2190
+
2191
+ assert(volatiles.Rage);
2192
+ state.damage *|= (volatiles.rage +| 1);
2193
+ }
2194
+ };
2195
+
2196
+ pub fn rainDance(battle: anytype, _: Player, _: *State, options: anytype) !void {
2197
+ return weather(battle, .Rain, options);
2198
+ }
2199
+
2200
+ pub fn rapidSpin(battle: anytype, player: Player, _: *State, options: anytype) !void {
2201
+ var side = battle.side(player);
2202
+
2203
+ if (side.active.volatiles.LeechSeed) {
2204
+ try options.log.end(.{ battle.active(player), .LeechSeedFrom });
2205
+ side.active.volatiles.LeechSeed = false;
2206
+ }
2207
+
2208
+ if (side.conditions.Spikes) {
2209
+ try options.log.sideend(.{ player, protocol.Side.Spikes, battle.active(player) });
2210
+ side.conditions.Spikes = false;
2211
+ }
2212
+
2213
+ if (side.active.volatiles.bind.duration > 0) {
2214
+ const reason = @intFromEnum(End.Bind) + side.active.volatiles.bind.reason - 1;
2215
+ try options.log.end(.{ battle.active(player), @as(End, @enumFromInt(reason)) });
2216
+ side.active.volatiles.bind = .{};
2217
+ }
2218
+ }
2219
+
2220
+ pub fn recoil(battle: anytype, player: Player, state: *State, options: anytype) !void {
2221
+ var side = battle.side(player);
2222
+ var stored = side.stored();
2223
+ const ident = battle.active(player);
2224
+
2225
+ assert(state.damage > 0);
2226
+
2227
+ const damage: i16 = @intCast(@max(state.damage / 4, 1));
2228
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2229
+
2230
+ try options.log.damage(.{ ident, stored, .RecoilOf, battle.active(player.foe()) });
2231
+ }
2232
+
2233
+ pub fn reversal(battle: anytype, player: Player, state: *State, options: anytype) !void {
2234
+ const stored = battle.side(player).stored();
2235
+
2236
+ // Pokémon Showdown Gen II implementation incorrectly inherits Gen IV's table instead
2237
+ state.bp = if (showdown) power: {
2238
+ const x = @max(1, stored.hp * 64 / stored.stats.hp);
2239
+ if (x < 2) break :power 200;
2240
+ if (x < 6) break :power 150;
2241
+ if (x < 13) break :power 100;
2242
+ if (x < 22) break :power 80;
2243
+ if (x < 43) break :power 40;
2244
+ break :power 20;
2245
+ } else power: {
2246
+ const x = @max(1, stored.hp * 48 / stored.stats.hp);
2247
+ if (x < 1) break :power 200;
2248
+ if (x < 4) break :power 150;
2249
+ if (x < 9) break :power 100;
2250
+ if (x < 16) break :power 80;
2251
+ if (x < 32) break :power 40;
2252
+ break :power 20;
2253
+ };
2254
+
2255
+ try calcDamage(battle, player, state, options);
2256
+ }
2257
+
2258
+ pub const rollout = struct {
2259
+ pub fn check(battle: anytype, player: Player, _: *State, _: anytype) !void {
2260
+ var side = battle.side(player);
2261
+
2262
+ if (!side.active.volatiles.Rollout) {
2263
+ side.active.volatiles.attacks = 0;
2264
+ } else {
2265
+ // TODO SkipToBattleCommand(doturn_command)
2266
+ }
2267
+ }
2268
+
2269
+ pub fn power(battle: anytype, player: Player, state: *State, _: anytype) !void {
2270
+ var side = battle.side(player);
2271
+
2272
+ if (Status.is(side.stored().status, .SLP)) return;
2273
+
2274
+ if (side.active.volatiles.attacks > 0) {
2275
+ // TODO set wSomeoneIsRampaging
2276
+ }
2277
+
2278
+ if (state.miss) {
2279
+ side.active.volatiles.Rollout = false;
2280
+ return;
2281
+ }
2282
+
2283
+ assert(side.active.volatiles.attacks < 5);
2284
+ side.active.volatiles.attacks += 1;
2285
+ side.active.volatiles.Rollout = side.active.volatiles.attacks != 5;
2286
+
2287
+ if (side.active.volatiles.DefenseCurl) state.damage *|= 2;
2288
+ }
2289
+ };
2290
+
2291
+ pub fn sandstorm(battle: anytype, player: Player, _: *State, options: anytype) !void {
2292
+ if (battle.field.weather != .Sandstorm) return weather(battle, .Sandstorm, options);
2293
+ return options.log.fail(.{ battle.active(player), .None });
2294
+ }
2295
+
2296
+ pub fn safeguard(battle: anytype, player: Player, _: *State, options: anytype) !void {
2297
+ return screens(battle, player, "Safeguard", "safeguard", options);
2298
+ }
2299
+
2300
+ pub fn reflect(battle: anytype, player: Player, _: *State, options: anytype) !void {
2301
+ return screens(battle, player, "Reflect", "reflect", options);
2302
+ }
2303
+
2304
+ pub fn lightScreen(battle: anytype, player: Player, _: *State, options: anytype) !void {
2305
+ return screens(battle, player, "LightScreen", "light_screen", options);
2306
+ }
2307
+
2308
+ fn screens(
2309
+ battle: anytype,
2310
+ player: Player,
2311
+ comptime key: []const u8,
2312
+ comptime value: []const u8,
2313
+ options: anytype,
2314
+ ) !void {
2315
+ var side = battle.side(player);
2316
+
2317
+ if (@field(side.conditions, key)) {
2318
+ return options.log.fail(.{ battle.active(player), .None });
2319
+ }
2320
+
2321
+ @field(side.conditions, key) = true;
2322
+ @field(side.conditions, value) = 5;
2323
+ try options.log.sidestart(.{ player, @field(protocol.Side, key) });
2324
+ }
2325
+
2326
+ pub fn sketch(battle: anytype, player: Player, _: *State, options: anytype) !void {
2327
+ var side = battle.side(player);
2328
+
2329
+ side.last_used_move = .None;
2330
+ side.active.volatiles.dirty = false;
2331
+
2332
+ if (showdown) {
2333
+ // yes, actually "Splash". '|nothing' gets blindly mapped to '|-activate||move:Splash'
2334
+ try options.log.activate(.{ battle.active(player), .Splash });
2335
+ } else {
2336
+ try options.log.fail(.{ battle.active(player), .None });
2337
+ }
2338
+ }
2339
+
2340
+ pub fn sleep(battle: anytype, player: Player, state: *State, options: anytype) !void {
2341
+ var foe = battle.foe(player);
2342
+ var foe_stored = foe.stored();
2343
+ const foe_ident = battle.active(player.foe());
2344
+
2345
+ if (Status.any(foe_stored.status)) {
2346
+ return options.log.fail(.{
2347
+ foe_ident,
2348
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2349
+ });
2350
+ }
2351
+
2352
+ if (foe.active.volatiles.Substitute) {
2353
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
2354
+ }
2355
+
2356
+ // Sleep Clause Mod
2357
+ if (showdown) {
2358
+ for (foe.pokemon) |p| {
2359
+ if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2360
+ }
2361
+ }
2362
+
2363
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2364
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, state.move });
2365
+ }
2366
+
2367
+ pub fn sleepTalk(battle: anytype, player: Player, state: *State, options: anytype) !void {
2368
+ const side = battle.side(player);
2369
+
2370
+ if (!Status.is(side.stored().status, .SLP)) {
2371
+ return if (!showdown) try options.log.fail(.{ battle.active(player), .None });
2372
+ }
2373
+
2374
+ var n: u3 = 0;
2375
+ for (side.active.moves, 0..) |m, i| {
2376
+ if (state.mslot - 1 != i and Move.get(m.id).extra.sleep_talk) n += 1;
2377
+ }
2378
+ if (n == 0) return options.log.fail(.{ battle.active(player), .None });
2379
+
2380
+ _ = try Rolls.sleepTalk(battle, player, n, state.mslot, options); // TODO
2381
+ }
2382
+
2383
+ pub fn snore(battle: anytype, player: Player, state: *State, options: anytype) !bool {
2384
+ if (Status.is(battle.side(player).stored().status, .SLP)) return true;
2385
+ state.damage = 0;
2386
+ state.miss = true; // TODO is this necessary?
2387
+ if (!showdown) try options.log.fail(.{ battle.active(player), .None });
2388
+ return false;
2389
+ }
2390
+
2391
+ pub fn spikes(battle: anytype, player: Player, _: *State, options: anytype) !void {
2392
+ var foe = battle.foe(player);
2393
+ if (foe.conditions.Spikes) return options.log.fail(.{ battle.active(player), .None });
2394
+
2395
+ foe.conditions.Spikes = true;
2396
+ try options.log.sidestart(.{ player.foe(), protocol.Side.Spikes });
2397
+ }
2398
+
2399
+ pub fn spite(battle: anytype, player: Player, state: *State, options: anytype) !void {
2400
+ _ = .{ battle, player, state, options }; // TODO
2401
+ // var foe = battle.foe(player);
2402
+
2403
+ // if (state.miss) return options.log.fail(.{ battle.active(player), .None });
2404
+
2405
+ // const last = foe.lastMove(false);
2406
+ // if (showdown) {
2407
+ // const roll = try Rolls.spite(battle, player, options);
2408
+ // } else {
2409
+ // if (last != .None) {}
2410
+ // }
2411
+ }
2412
+
2413
+ pub fn splash(battle: anytype, player: Player, _: *State, options: anytype) !void {
2414
+ try options.log.activate(.{ battle.active(player), .Splash });
2415
+ }
2416
+
2417
+ pub fn substitute(battle: anytype, player: Player, _: *State, options: anytype) !void {
2418
+ var side = battle.side(player);
2419
+ if (side.active.volatiles.Substitute) {
2420
+ return options.log.fail(.{ battle.active(player), .Substitute });
2421
+ }
2422
+
2423
+ assert(side.stored().stats.hp <= 1023);
2424
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2425
+
2426
+ if (hp == 0 or side.stored().hp <= hp) {
2427
+ return options.log.fail(.{ battle.active(player), .Weak });
2428
+ }
2429
+
2430
+ side.stored().hp -= hp;
2431
+ side.active.volatiles.substitute = hp;
2432
+ side.active.volatiles.Substitute = true;
2433
+ side.active.volatiles.bind = .{};
2434
+ try options.log.start(.{ battle.active(player), .Substitute });
2435
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2436
+ }
2437
+
2438
+ pub fn sunnyDay(battle: anytype, _: Player, _: *State, options: anytype) !void {
2439
+ return weather(battle, .Sun, options);
2440
+ }
2441
+
2442
+ fn weather(battle: anytype, w: Weather, options: anytype) !void {
2443
+ battle.field.weather = w;
2444
+ battle.field.weather_duration = 5;
2445
+ try options.log.weather(.{ w, protocol.Weather.None });
2446
+ }
2447
+
2448
+ pub fn teleport(battle: anytype, player: Player, _: *State, options: anytype) !void {
2449
+ if (showdown) return;
2450
+
2451
+ try options.log.fail(.{ battle.active(player), .None });
2452
+ try options.log.laststill(.{});
2453
+ }
2454
+
2455
+ pub fn thief(battle: anytype, player: Player, state: *State, options: anytype) !void {
2456
+ const side = battle.side(player);
2457
+ const foe = battle.foe(player);
2458
+
2459
+ if (side.stored().item != .None or foe.stored().item == .None) return;
2460
+ // Pokémon Showdown incorrectly allows you steal Mail
2461
+ if (!showdown and foe.stored().item.isMail()) return;
2462
+ if (!state.proc) return;
2463
+
2464
+ side.stored().item = foe.stored().item;
2465
+ foe.stored().item = .None;
2466
+
2467
+ try options.log.item(.{
2468
+ battle.active(player),
2469
+ side.stored().item,
2470
+ battle.active(player.foe()),
2471
+ });
2472
+ }
2473
+
2474
+ pub fn thrashing(battle: anytype, player: Player, _: *State, options: anytype) !void {
2475
+ var side = battle.side(player);
2476
+ if (Status.is(side.stored().status, .SLP)) return;
2477
+
2478
+ assert(!side.active.volatiles.Thrashing);
2479
+ side.active.volatiles.Thrashing = true;
2480
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2481
+ // TODO wSomeoneIsRampaging = true;
2482
+ }
2483
+
2484
+ pub fn transform(battle: anytype, player: Player, _: *State, options: anytype) !void {
2485
+ var side = battle.side(player);
2486
+ const foe = battle.foe(player);
2487
+ const foe_ident = battle.active(player.foe());
2488
+
2489
+ side.last_used_move = .None;
2490
+ side.active.volatiles.dirty = false;
2491
+
2492
+ if (foe.active.volatiles.Transform) {
2493
+ return options.log.fail(.{ battle.active(player), .None });
2494
+ } else if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
2495
+ if (!showdown) return options.log.fail(.{ battle.active(player), .None });
2496
+ try options.log.lastmiss(.{});
2497
+ return options.log.miss(.{battle.active(player)});
2498
+ }
2499
+
2500
+ side.active.volatiles.Transform = true;
2501
+ side.active.volatiles.transform = foe_ident.int();
2502
+ side.active.volatiles.disable = .{};
2503
+
2504
+ // HP is not copied by Transform
2505
+ side.active.stats.atk = foe.active.stats.atk;
2506
+ side.active.stats.def = foe.active.stats.def;
2507
+ side.active.stats.spe = foe.active.stats.spe;
2508
+ side.active.stats.spa = foe.active.stats.spa;
2509
+ side.active.stats.spd = foe.active.stats.spd;
2510
+
2511
+ side.active.species = foe.active.species;
2512
+ side.active.types = foe.active.types;
2513
+ side.active.boosts = foe.active.boosts;
2514
+ for (foe.active.moves, 0..) |m, i| {
2515
+ side.active.moves[i].id = m.id;
2516
+ side.active.moves[i].pp = if (m.id != .None) if (m.id == .Sketch) 1 else 5 else 0;
2517
+ }
2518
+
2519
+ try options.log.transform(.{ battle.active(player), foe_ident });
2520
+ }
2521
+
2522
+ pub fn triAttack(battle: anytype, player: Player, state: *State, options: anytype) !void {
2523
+ // FIXME only commit effectchance and triattack rolls if actually does something...
2524
+ try effectChance(battle, player, state, options);
2525
+ if (state.proc) {
2526
+ try switch (try Rolls.triAttack(battle, player, options)) {
2527
+ .PAR => paralyzeChance(battle, player, state, options),
2528
+ .FRZ => freezeChance(battle, player, state, options),
2529
+ .BRN => burnChance(battle, player, state, options),
2530
+ };
2531
+ } else if (!showdown) battle.rng.advance(1);
2532
+ }
2533
+
2534
+ pub fn tripleKick(battle: anytype, player: Player, state: *State, options: anytype) !void {
2535
+ _ = .{ battle, player, state, options }; // TODO
2536
+ }
2537
+
2538
+ const STAT_UP_REASONS =
2539
+ [_]Boost{ .Attack, .Defense, .Speed, .SpecialAttack, .SpecialDefense };
2540
+
2541
+ pub fn allStatUpChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
2542
+ var side = battle.side(player);
2543
+
2544
+ var stats = &side.active.stats;
2545
+ var boosts = &side.active.boosts;
2546
+
2547
+ if (!state.proc) return;
2548
+ inline for (STATS, STAT_UP_REASONS) |s, r| {
2549
+ assert(@field(boosts, s) >= -6 and @field(boosts, s) <= 6);
2550
+ if (@field(boosts, s) == 6 or @field(stats, s) == MAX_STAT_VALUE) {
2551
+ try options.log.boost(.{ battle.active(player), r, 0 });
2552
+ } else {
2553
+ try boostStat(battle, side, stats, boosts, s, 1);
2554
+ try options.log.boost(.{ battle.active(player), r, 1 });
2555
+ }
2556
+ }
2557
+ }
2558
+
2559
+ pub fn boost(battle: anytype, player: Player, state: *State, options: anytype) !void {
2560
+ var log = options.log;
2561
+ var side = battle.side(player);
2562
+ const ident = battle.active(player);
2563
+
2564
+ if (state.miss) return log.fail(.{ ident, .None });
2565
+
2566
+ var stats = &side.active.stats;
2567
+ var boosts = &side.active.boosts;
2568
+
2569
+ const move = Move.get(state.move);
2570
+ switch (move.effect) {
2571
+ .AttackUp1, .AttackUp2, .Rage, .Swagger => {
2572
+ assert(boosts.atk >= -6 and boosts.atk <= 6);
2573
+ if (boosts.atk == 6 or stats.atk == MAX_STAT_VALUE) {
2574
+ return log.fail(.{ ident, .None });
2575
+ }
2576
+ const n: u2 = if (move.effect == .AttackUp2 or move.effect == .Swagger) 2 else 1;
2577
+ try boostStat(battle, side, stats, boosts, "atk", n);
2578
+ const reason = if (showdown and move.effect == .Rage) Boost.Rage else Boost.Attack;
2579
+ try log.boost(.{ ident, reason, n });
2580
+ },
2581
+ .DefenseUp1, .DefenseUp2, .SkullBash => {
2582
+ assert(boosts.def >= -6 and boosts.def <= 6);
2583
+ if (boosts.def == 6 or stats.def == MAX_STAT_VALUE) {
2584
+ return log.fail(.{ ident, .None });
2585
+ }
2586
+ const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2587
+ try boostStat(battle, side, stats, boosts, "def", n);
2588
+ try log.boost(.{ ident, .Defense, n });
2589
+ },
2590
+ .SpeedUp2 => {
2591
+ assert(boosts.spe >= -6 and boosts.spe <= 6);
2592
+ if (boosts.spe == 6 or stats.spe == MAX_STAT_VALUE) {
2593
+ return log.fail(.{ ident, .None });
2594
+ }
2595
+ try boostStat(battle, side, stats, boosts, "spe", 2);
2596
+ try log.boost(.{ ident, .Speed, 2 });
2597
+ },
2598
+ .SpAtkUp1 => {
2599
+ assert(boosts.spa >= -6 and boosts.spa <= 6);
2600
+ if (boosts.spa == 6 or stats.spa == MAX_STAT_VALUE) {
2601
+ return log.fail(.{ ident, .None });
2602
+ }
2603
+ try boostStat(battle, side, stats, boosts, "spa", 1);
2604
+ try log.boost(.{ ident, .SpecialAttack, 1 });
2605
+ },
2606
+ .SpDefUp2 => {
2607
+ assert(boosts.spd >= -6 and boosts.spd <= 6);
2608
+ if (boosts.spd == 6 or stats.spd == MAX_STAT_VALUE) {
2609
+ return log.fail(.{ ident, .None });
2610
+ }
2611
+ try boostStat(battle, side, stats, boosts, "spd", 2);
2612
+ try log.boost(.{ ident, .SpecialDefense, 2 });
2613
+ },
2614
+ .EvasionUp1 => {
2615
+ assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2616
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2617
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2618
+ try log.boost(.{ ident, .Evasion, 1 });
2619
+ if (state.move == .Minimize) side.active.volatiles.minimized = true;
2620
+ },
2621
+ else => unreachable,
2622
+ }
2623
+ }
2624
+
2625
+ pub fn unboost(battle: anytype, player: Player, state: *State, options: anytype) !void {
2626
+ var log = options.log;
2627
+ var foe = battle.foe(player);
2628
+ const foe_ident = battle.active(player.foe());
2629
+
2630
+ if (foe.active.volatiles.Mist) {
2631
+ try log.activate(.{ foe_ident, .Mist });
2632
+ return log.fail(.{ foe_ident, .None });
2633
+ }
2634
+
2635
+ const fail = foe.active.volatiles.Substitute or state.miss or !state.proc;
2636
+
2637
+ var stats = &foe.active.stats;
2638
+ var boosts = &foe.active.boosts;
2639
+
2640
+ const move = Move.get(state.move);
2641
+ const none: Fail = .None;
2642
+ switch (move.effect) {
2643
+ .AttackDown1, .AttackDown2, .AttackDownChance => {
2644
+ assert(boosts.atk >= -6 and boosts.atk <= 6);
2645
+ if (fail or boosts.atk == -6) {
2646
+ return if (move.effect != .AttackDownChance) try log.fail(.{ foe_ident, none });
2647
+ } else if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
2648
+ try options.log.lastmiss(.{});
2649
+ return options.log.miss(.{battle.active(player)});
2650
+ } else if (stats.atk == 1) {
2651
+ return if (move.effect != .AttackDownChance) try log.fail(.{ foe_ident, none });
2652
+ }
2653
+ const n: u2 = if (move.effect == .AttackDown2) 2 else 1;
2654
+ try unboostStat(battle, foe, stats, boosts, "atk", n);
2655
+ try log.boost(.{ foe_ident, .Attack, -@as(i8, n) });
2656
+ },
2657
+ .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2658
+ assert(boosts.def >= -6 and boosts.def <= 6);
2659
+ if (fail or boosts.def == -6) {
2660
+ if (move.effect != .DefenseDownChance) try log.fail(.{ foe_ident, none });
2661
+ return;
2662
+ } else if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
2663
+ try options.log.lastmiss(.{});
2664
+ return options.log.miss(.{battle.active(player)});
2665
+ } else if (stats.def == 1) {
2666
+ if (move.effect != .DefenseDownChance) try log.fail(.{ foe_ident, none });
2667
+ return;
2668
+ }
2669
+ const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2670
+ try unboostStat(battle, foe, stats, boosts, "def", n);
2671
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2672
+ },
2673
+ .SpeedDown1, .SpeedDown2, .SpeedDownChance => {
2674
+ assert(boosts.spe >= -6 and boosts.spe <= 6);
2675
+ if (fail or boosts.spe == -6) {
2676
+ return if (move.effect != .SpeedDownChance) try log.fail(.{ foe_ident, none });
2677
+ } else if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
2678
+ try options.log.lastmiss(.{});
2679
+ return options.log.miss(.{battle.active(player)});
2680
+ } else if (stats.spe == 1) {
2681
+ return if (move.effect != .SpeedDownChance) try log.fail(.{ foe_ident, none });
2682
+ }
2683
+ const n: u2 = if (move.effect == .SpeedDown2) 2 else 1;
2684
+ try unboostStat(battle, foe, stats, boosts, "spe", n);
2685
+ try log.boost(.{ foe_ident, .Speed, -@as(i8, n) });
2686
+ },
2687
+ .SpDefDownChance => {
2688
+ assert(boosts.spd >= -6 and boosts.spd <= 6);
2689
+ if (fail or boosts.spd == -6) return;
2690
+ if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
2691
+ try options.log.lastmiss(.{});
2692
+ return options.log.miss(.{battle.active(player)});
2693
+ } else if (stats.spd == 1) return;
2694
+ try unboostStat(battle, foe, stats, boosts, "spd", 1);
2695
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2696
+ },
2697
+ .AccuracyDown1, .AccuracyDownChance => {
2698
+ assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2699
+ if (fail or boosts.accuracy == -6) {
2700
+ if (move.effect != .AccuracyDownChance) try log.fail(.{ foe_ident, none });
2701
+ return;
2702
+ } else if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
2703
+ try options.log.lastmiss(.{});
2704
+ return options.log.miss(.{battle.active(player)});
2705
+ }
2706
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2707
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2708
+ },
2709
+ else => unreachable,
2710
+ }
2711
+ }
2712
+ };
2713
+
2714
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2715
+ if (!side.active.volatiles.Transform) return &side.stored().stats;
2716
+ const id = ID.from(side.active.volatiles.transform);
2717
+ return &battle.side(id.player).pokemon[id.id - 1].stats;
2718
+ }
2719
+
2720
+ fn recomputeStats(battle: anytype, side: *Side) void {
2721
+ var stats = unmodifiedStats(battle, side);
2722
+ inline for (STATS) |s| {
2723
+ var mod = STAT_BOOSTS[@as(u4, @intCast(@as(i8, @field(side.active.boosts, s)) + 6))];
2724
+ const val = @field(stats, s) * mod[0] / mod[1];
2725
+ @field(side.active.stats, s) = @max(1, @min(MAX_STAT_VALUE, val));
2726
+ }
2727
+ }
2728
+
2729
+ fn statusModify(status: u8, stats: *Stats(u16)) void {
2730
+ if (Status.is(status, .PAR)) {
2731
+ stats.spe = @max(stats.spe / 4, 1);
2732
+ } else if (Status.is(status, .BRN)) {
2733
+ stats.atk = @max(stats.atk / 2, 1);
2734
+ }
2735
+ }
2736
+
2737
+ fn boostStat(
2738
+ battle: anytype,
2739
+ side: *Side,
2740
+ stats: *Stats(u16),
2741
+ boosts: *Boosts,
2742
+ comptime s: []const u8,
2743
+ n: u2,
2744
+ ) !void {
2745
+ @field(boosts, s) = @intCast(@min(6, @as(i8, @field(boosts, s)) + n));
2746
+ var mod = STAT_BOOSTS[@as(u4, @intCast(@as(i8, @field(boosts, s)) + 6))];
2747
+ const stat = @field(unmodifiedStats(battle, side), s);
2748
+ @field(stats, s) = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2749
+ if (comptime std.mem.eql(u8, s, "atk")) {
2750
+ if (Status.is(side.stored().status, .BRN)) {
2751
+ @field(stats, s) = @max(@field(stats, s) / 2, 1);
2752
+ }
2753
+ } else if (comptime std.mem.eql(u8, s, "spe")) {
2754
+ if (Status.is(side.stored().status, .PAR)) {
2755
+ @field(stats, s) = @max(@field(stats, s) / 4, 1);
2756
+ }
2757
+ }
2758
+ }
2759
+
2760
+ fn unboostStat(
2761
+ battle: anytype,
2762
+ side: *Side,
2763
+ stats: *Stats(u16),
2764
+ boosts: *Boosts,
2765
+ comptime s: []const u8,
2766
+ n: u2,
2767
+ ) !void {
2768
+ @field(boosts, s) = @intCast(@max(-6, @as(i8, @field(boosts, s)) - n));
2769
+ var mod = STAT_BOOSTS[@as(u4, @intCast(@as(i8, @field(boosts, s)) + 6))];
2770
+ const stat = @field(unmodifiedStats(battle, side), s);
2771
+ @field(stats, s) = @max(1, stat * mod[0] / mod[1]);
2772
+ if (comptime std.mem.eql(u8, s, "atk")) {
2773
+ if (Status.is(side.stored().status, .BRN)) {
2774
+ @field(stats, s) = @max(@field(stats, s) / 2, 1);
2775
+ }
2776
+ } else if (comptime std.mem.eql(u8, s, "spe")) {
2777
+ if (Status.is(side.stored().status, .PAR)) {
2778
+ @field(stats, s) = @max(@field(stats, s) / 4, 1);
2779
+ }
2780
+ }
2781
+ }
2782
+
2783
+ fn isForced(active: anytype) bool {
2784
+ return active.volatiles.Recharging or active.volatiles.Rage or
2785
+ active.volatiles.Thrashing or active.volatiles.Charging or
2786
+ active.volatiles.Rollout;
2787
+ }
2788
+
2789
+ fn convertible(active: ActivePokemon, m: Move) bool {
2790
+ if (m == .None) return false;
2791
+ const t = Move.get(m).type;
2792
+ return t != .@"???" and !active.types.includes(t);
2793
+ }
2794
+
2795
+ pub const Rolls = struct {
2796
+ fn speedTie(battle: anytype, options: anytype) !bool {
2797
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2798
+ player == .P1
2799
+ else if (showdown)
2800
+ battle.rng.range(u8, 0, 2) == 0
2801
+ else
2802
+ battle.rng.next() < Gen12.percent(50) + 1;
2803
+
2804
+ try options.chance.speedTie(p1);
2805
+ return p1;
2806
+ }
2807
+
2808
+ fn quickClaw(battle: anytype, player: Player, options: anytype) !bool {
2809
+ const qkc = if (options.calc.overridden(player, .quick_claw)) |val|
2810
+ val == .true
2811
+ else if (showdown)
2812
+ battle.rng.chance(u8, 60, 256)
2813
+ else
2814
+ battle.rng.next() < 60;
2815
+
2816
+ try options.chance.quickClaw(player, qkc);
2817
+ return qkc;
2818
+ }
2819
+
2820
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2821
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2822
+ val == .true
2823
+ else if (showdown)
2824
+ battle.rng.chance(u8, accuracy, 256)
2825
+ else
2826
+ battle.rng.next() < accuracy;
2827
+
2828
+ try options.chance.hit(player, ok, accuracy);
2829
+ return ok;
2830
+ }
2831
+
2832
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2833
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2834
+ val == .true
2835
+ else if (showdown)
2836
+ battle.rng.chance(u8, rate, 256)
2837
+ else
2838
+ battle.rng.next() < rate;
2839
+
2840
+ try options.chance.criticalHit(player, crit, rate);
2841
+ return crit;
2842
+ }
2843
+
2844
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2845
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2846
+ val
2847
+ else roll: {
2848
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2849
+ while (true) {
2850
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2851
+ if (r >= 217) break :roll r;
2852
+ }
2853
+ };
2854
+
2855
+ assert(roll >= 217 and roll <= 255);
2856
+ try options.chance.damage(player, roll);
2857
+ return roll;
2858
+ }
2859
+
2860
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2861
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2862
+ val == .true
2863
+ else if (showdown)
2864
+ !battle.rng.chance(u8, 128, 256)
2865
+ else
2866
+ battle.rng.next() >= Gen12.percent(50) + 1;
2867
+
2868
+ try options.chance.confused(player, cfz);
2869
+ return cfz;
2870
+ }
2871
+
2872
+ fn attract(battle: anytype, player: Player, options: anytype) !bool {
2873
+ const cant = if (options.calc.overridden(player, .attract)) |val|
2874
+ val == .true
2875
+ else if (showdown)
2876
+ battle.rng.chance(u8, 1, 2)
2877
+ else
2878
+ battle.rng.next() > Gen12.percent(50) + 1;
2879
+
2880
+ try options.chance.attract(player, cant);
2881
+ return cant;
2882
+ }
2883
+
2884
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2885
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2886
+ val == .true
2887
+ else if (showdown)
2888
+ battle.rng.chance(u8, 63, 256)
2889
+ else
2890
+ battle.rng.next() < Gen12.percent(25);
2891
+
2892
+ try options.chance.paralyzed(player, par);
2893
+ return par;
2894
+ }
2895
+
2896
+ fn defrost(battle: anytype, player: Player, options: anytype) !bool {
2897
+ const thaw = if (options.calc.overridden(player, .defrost)) |val|
2898
+ val == .true
2899
+ else if (showdown)
2900
+ battle.rng.chance(u8, 25, 256)
2901
+ else
2902
+ battle.rng.next() < Gen12.percent(10);
2903
+
2904
+ try options.chance.defrost(player, thaw);
2905
+ return thaw;
2906
+ }
2907
+
2908
+ fn secondaryChance(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2909
+ // GLITCH: 100% secondary chance will still fail 1/256 of the time
2910
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2911
+ val == .true
2912
+ else if (showdown)
2913
+ battle.rng.chance(u8, rate, 256)
2914
+ else
2915
+ battle.rng.next() < rate;
2916
+
2917
+ try options.chance.secondaryChance(player, proc, rate);
2918
+ return proc;
2919
+ }
2920
+
2921
+ fn item(battle: anytype, player: Player, options: anytype) !bool {
2922
+ const proc = if (options.calc.overridden(player, .item)) |val|
2923
+ val == .true
2924
+ else if (showdown)
2925
+ battle.rng.chance(u8, 30, 256)
2926
+ else
2927
+ battle.rng.next() < 30;
2928
+
2929
+ try options.chance.item(player, proc);
2930
+ return proc;
2931
+ }
2932
+
2933
+ fn triAttack(battle: anytype, player: Player, options: anytype) !TriAttack {
2934
+ const status: TriAttack = if (options.calc.overridden(player, .tri_attack)) |val|
2935
+ @enumFromInt(@intFromEnum(val) - 1)
2936
+ else if (showdown)
2937
+ @enumFromInt(battle.rng.range(u2, 0, 2))
2938
+ else loop: {
2939
+ while (true) {
2940
+ const r = std.math.rotr(u8, battle.rng.next(), 4) & 3;
2941
+ if (r != 0) break :loop @enumFromInt(r - 1);
2942
+ }
2943
+ };
2944
+
2945
+ try options.chance.triAttack(player, status);
2946
+ return status;
2947
+ }
2948
+
2949
+ fn present(battle: anytype, player: Player, options: anytype) !u8 {
2950
+ const power = if (options.calc.overridden(player, .present)) |val|
2951
+ (val - 1) * 40
2952
+ else if (showdown) power: {
2953
+ const r = battle.rng.range(u8, 0, 10);
2954
+ if (r < 2) break :power 0;
2955
+ if (r < 6) break :power 40;
2956
+ if (r < 9) break :power 80;
2957
+ break :power 120;
2958
+ } else power: {
2959
+ const r = battle.rng.next();
2960
+ if (r <= Gen12.percent(40)) break :power 40;
2961
+ if (r <= Gen12.percent(70) + 1) break :power 80;
2962
+ if (r <= Gen12.percent(80)) break :power 120;
2963
+ break :power 0;
2964
+ };
2965
+
2966
+ assert(power <= 120);
2967
+ try options.chance.present(player, power);
2968
+ return power;
2969
+ }
2970
+
2971
+ fn magnitude(battle: anytype, player: Player, options: anytype) !u8 {
2972
+ const num: u8 = if (options.calc.overridden(player, .magnitude)) |val|
2973
+ val + 3
2974
+ else if (showdown) num: {
2975
+ const r = battle.rng.range(u8, 0, 100);
2976
+ if (r < 5) break :num 4;
2977
+ if (r < 15) break :num 5;
2978
+ if (r < 35) break :num 6;
2979
+ if (r < 65) break :num 7;
2980
+ if (r < 85) break :num 8;
2981
+ if (r < 95) break :num 9;
2982
+ break :num 10;
2983
+ } else num: {
2984
+ const r = battle.rng.next();
2985
+ if (r <= Gen12.percent(5) + 1) break :num 4;
2986
+ if (r <= Gen12.percent(15)) break :num 5;
2987
+ if (r <= Gen12.percent(35)) break :num 6;
2988
+ if (r <= Gen12.percent(65) + 1) break :num 7;
2989
+ if (r <= Gen12.percent(85) + 1) break :num 8;
2990
+ if (r <= Gen12.percent(95)) break :num 9;
2991
+ break :num 10;
2992
+ };
2993
+
2994
+ assert(num >= 4 and num <= 10);
2995
+ try options.chance.magnitude(player, num);
2996
+ return num;
2997
+ }
2998
+
2999
+ fn tripleKick(battle: anytype, player: Player, options: anytype) !u2 {
3000
+ const hits = if (options.calc.overridden(player, .triple_kick)) |val|
3001
+ val
3002
+ else if (showdown)
3003
+ battle.rng.range(u2, 1, 4)
3004
+ else power: {
3005
+ while (true) {
3006
+ const r = battle.rng.next() & 3;
3007
+ if (r != 0) break :power r - 1;
3008
+ }
3009
+ };
3010
+
3011
+ assert(hits >= 1 and hits <= 3);
3012
+ try options.chance.tripleKick(player, hits);
3013
+ return hits;
3014
+ }
3015
+
3016
+ fn spite(battle: anytype, player: Player, options: anytype) !u8 {
3017
+ const pp = if (options.calc.overridden(player, .spite)) |val|
3018
+ val + 1
3019
+ else if (showdown)
3020
+ battle.rng.range(u8, 2, 6)
3021
+ else
3022
+ (battle.rng.next() & 3) + 2;
3023
+
3024
+ assert(pp >= 2 and pp <= 5);
3025
+ try options.chance.spite(player, pp);
3026
+ return pp;
3027
+ }
3028
+
3029
+ // Conversion 2 can at most choose between 7 types (vs. a Grass-type attack)
3030
+ var CONVERSION_2: [7]Type = [_]Type{.@"???"} ** 7;
3031
+
3032
+ fn conversion2(battle: anytype, player: Player, mtype: Type, options: anytype) !Type {
3033
+ var i: u8 = 0;
3034
+ const neutral = @intFromEnum(Effectiveness.Neutral);
3035
+ assert(mtype != .@"???");
3036
+ const ty: Type = if (options.calc.overridden(player, .conversion_2)) |val|
3037
+ @enumFromInt(@intFromEnum(val) - 1)
3038
+ else if (showdown) ty: {
3039
+ for (Type.SHOWDOWN) |t| {
3040
+ if (@intFromEnum(mtype.effectiveness(t)) < neutral) {
3041
+ CONVERSION_2[i] = t;
3042
+ i += 1;
3043
+ }
3044
+ }
3045
+ assert(i > 0 and i <= 7);
3046
+ break :ty CONVERSION_2[battle.rng.range(u8, 0, i)];
3047
+ } else ty: {
3048
+ while (true) {
3049
+ const r = battle.rng.next() & 0b11111;
3050
+ if (r == 6) continue; // BIRD
3051
+ if (r > 9 and r < 20) continue; // UNUSED_TYPES
3052
+ if (r > 27) continue; // TYPES_END
3053
+
3054
+ const t = Type.conversion2(r);
3055
+ if (@intFromEnum(mtype.effectiveness(t)) < neutral) {
3056
+ break :ty t;
3057
+ }
3058
+ }
3059
+ };
3060
+
3061
+ assert(ty != .@"???");
3062
+ try options.chance.conversion2(player, ty, mtype, i);
3063
+ return ty;
3064
+ }
3065
+
3066
+ fn protect(battle: anytype, player: Player, count: u8, options: anytype) !bool {
3067
+ assert(count <= 8);
3068
+ const num = if (count == 8) 0 else @as(u8, 255) >> @intCast(count);
3069
+
3070
+ const ok = if (options.calc.overridden(player, .protect)) |val|
3071
+ val == .true
3072
+ else if (showdown)
3073
+ battle.rng.chance(u8, num, 255)
3074
+ else protected: {
3075
+ while (true) {
3076
+ const r = battle.rng.next();
3077
+ if (r != 0) break :protected !(num <= r - 1);
3078
+ }
3079
+ };
3080
+
3081
+ try options.chance.protect(player, num, ok);
3082
+ return ok;
3083
+ }
3084
+
3085
+ fn conversion(battle: anytype, player: Player, n: u4, options: anytype) !Type {
3086
+ assert(n > 0);
3087
+
3088
+ const active = battle.side(player).active;
3089
+ const moves = active.moves;
3090
+
3091
+ // TODO: consider throwing error instead of rerolling?
3092
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
3093
+ if (convertible(active, moves[val - 1].id)) val else null
3094
+ else
3095
+ null;
3096
+
3097
+ const slot: u4 = overridden orelse slot: {
3098
+ if (showdown) {
3099
+ var r = battle.rng.range(u4, 0, n) + 1;
3100
+ var i: usize = 0;
3101
+ while (i < moves.len and r > 0) : (i += 1) {
3102
+ if (convertible(active, moves[i].id)) {
3103
+ r -= 1;
3104
+ if (r == 0) break :slot @intCast(i + 1);
3105
+ }
3106
+ }
3107
+ break :slot @intCast(i + 1);
3108
+ } else {
3109
+ while (true) {
3110
+ const r: u4 = @intCast(battle.rng.next() & 3);
3111
+ if (convertible(active, moves[r].id)) break :slot @intCast(r + 1);
3112
+ }
3113
+ }
3114
+ };
3115
+
3116
+ assert(n >= 1 and n <= 4);
3117
+ assert(slot >= 1 and slot <= 4);
3118
+ try options.chance.moveSlot(player, slot, n);
3119
+ return Move.get(active.move(slot).id).type;
3120
+ }
3121
+
3122
+ fn sleepTalk(battle: anytype, player: Player, n: u4, mslot: u4, options: anytype) !u4 {
3123
+ assert(n > 0);
3124
+
3125
+ const active = battle.side(player).active;
3126
+ const moves = active.moves;
3127
+
3128
+ // TODO: consider throwing error instead of rerolling?
3129
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
3130
+ if (val != mslot and Move.get(moves[val - 1].id).extra.sleep_talk) val else null
3131
+ else
3132
+ null;
3133
+
3134
+ const slot: u4 = overridden orelse slot: {
3135
+ if (showdown) {
3136
+ var r = battle.rng.range(u4, 0, n) + 1;
3137
+ var i: usize = 0;
3138
+ while (i < moves.len and r > 0) : (i += 1) {
3139
+ if (i + 1 != mslot and Move.get(moves[i].id).extra.sleep_talk) {
3140
+ r -= 1;
3141
+ if (r == 0) break :slot @intCast(i + 1);
3142
+ }
3143
+ }
3144
+ break :slot @intCast(i + 1);
3145
+ } else {
3146
+ while (true) {
3147
+ const r: u4 = @intCast(battle.rng.next() & 3);
3148
+ if (r + 1 == mslot or !Move.get(moves[r].id).extra.sleep_talk) continue;
3149
+ break :slot @intCast(r + 1);
3150
+ }
3151
+ }
3152
+ };
3153
+
3154
+ assert(n >= 1 and n <= 4);
3155
+ assert(slot >= 1 and slot <= 4);
3156
+ try options.chance.moveSlot(player, slot, n);
3157
+ return slot;
3158
+ }
3159
+
3160
+ fn forceSwitch(
3161
+ battle: anytype,
3162
+ player: Player,
3163
+ slots: []u4,
3164
+ n: u4,
3165
+ options: anytype,
3166
+ ) !u4 {
3167
+ const foe = battle.foe(player);
3168
+
3169
+ assert(slots.len < 5);
3170
+ assert(n > 0 and n <= 6);
3171
+
3172
+ // TODO: consider throwing error instead of rerolling?
3173
+ const overridden = if (options.calc.overridden(player, .force_switch)) |val| val: {
3174
+ for (slots) |slot| if (slot == val) break :val if (foe.get(slot).hp > 0) val else null;
3175
+ break :val null;
3176
+ } else null;
3177
+
3178
+ const slot: u4 = overridden orelse slot: {
3179
+ if (showdown) {
3180
+ break :slot slots[battle.rng.range(u4, 0, @as(u4, @intCast(slots.len)))];
3181
+ } else {
3182
+ while (true) {
3183
+ const r = battle.rng.next() & 7;
3184
+ if (r > n or r == 1) continue;
3185
+ if (foe.get(r).hp > 0) break :slot @intCast(r);
3186
+ }
3187
+ }
3188
+ };
3189
+
3190
+ assert(n >= 1 and n <= 6);
3191
+ assert(slot >= 1 and slot <= 6);
3192
+ try options.chance.forceSwitch(player, slot, n);
3193
+ return slot;
3194
+ }
3195
+
3196
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3197
+
3198
+ fn multiHit(battle: anytype, player: Player, options: anytype) !u3 {
3199
+ const n: u3 = if (options.calc.overridden(player, .multi_hit)) |val|
3200
+ @intCast(val)
3201
+ else if (showdown)
3202
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3203
+ else n: {
3204
+ const r = (battle.rng.next() & 3);
3205
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3206
+ };
3207
+
3208
+ assert(n >= 2 and n <= 5);
3209
+ try options.chance.multiHit(player, n);
3210
+ return n;
3211
+ }
3212
+
3213
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
3214
+ const power = if (options.calc.overridden(player, .psywave)) |val|
3215
+ val
3216
+ else if (showdown)
3217
+ battle.rng.range(u8, 1, max)
3218
+ else power: {
3219
+ while (true) {
3220
+ const r = battle.rng.next();
3221
+ if (r != 0 and r < max) break :power r;
3222
+ }
3223
+ };
3224
+
3225
+ assert(power != 0 and power < max);
3226
+ try options.chance.psywave(player, power, max);
3227
+ return power;
3228
+ }
3229
+
3230
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
3231
+ const moves = battle.side(player).active.moves;
3232
+
3233
+ var n: u2 = 0;
3234
+ for (moves) |m| {
3235
+ if (m.id == .None) break;
3236
+ if (Move.get(m.id).extra.metronome) n += 1;
3237
+ }
3238
+
3239
+ // TODO: consider throwing error instead of rerolling?
3240
+ const overridden = if (options.calc.overridden(player, .metronome)) |val| val: {
3241
+ for (moves) |m| if (m.id == val) break :val null;
3242
+ break :val val;
3243
+ } else null;
3244
+
3245
+ const move: Move = overridden orelse move: {
3246
+ if (showdown) {
3247
+ var r = battle.rng.range(u8, 0, @as(u8, @intCast(Move.METRONOME.len - n)));
3248
+ for (moves) |m| {
3249
+ if (m.id == .None) break;
3250
+ if (@intFromEnum(m.id) > @intFromEnum(Move.METRONOME[r])) break;
3251
+ if (Move.get(m.id).extra.metronome) r -= 1;
3252
+ }
3253
+ break :move Move.METRONOME[r];
3254
+ } else {
3255
+ outer: while (true) {
3256
+ const r = battle.rng.next();
3257
+ if (r == 0 or r >= Move.size) continue;
3258
+ const selected: Move = @enumFromInt(r);
3259
+ if (!Move.get(selected).extra.metronome) continue;
3260
+ for (moves) |m| if (m.id == selected) continue :outer;
3261
+ break :move selected;
3262
+ }
3263
+ }
3264
+ };
3265
+
3266
+ assert(Move.get(move).extra.metronome);
3267
+ try options.chance.metronome(player, move, n);
3268
+ return move;
3269
+ }
3270
+
3271
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
3272
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
3273
+ @intCast(val)
3274
+ else if (showdown)
3275
+ battle.rng.range(u3, 1, 7)
3276
+ else duration: {
3277
+ while (true) {
3278
+ const r = battle.rng.next() & 7;
3279
+ if (r != 0 and r != 7) break :duration @intCast(r);
3280
+ }
3281
+ };
3282
+
3283
+ assert(duration >= 1 and duration <= 6);
3284
+ options.chance.duration(.sleep, player, player.foe(), duration);
3285
+ return duration + 1;
3286
+ }
3287
+
3288
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
3289
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
3290
+ @intCast(val)
3291
+ else if (showdown)
3292
+ // Pokémon Showdown incorrectly uses the same duration for self-confusion
3293
+ battle.rng.range(u3, 2, 6)
3294
+ else
3295
+ @intCast((battle.rng.next() & if (self) 1 else 3) + 2);
3296
+
3297
+ assert(duration >= 2 and duration <= if (!showdown and self) 3 else 5);
3298
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
3299
+ return duration;
3300
+ }
3301
+
3302
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
3303
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
3304
+ @intCast(val)
3305
+ else if (showdown)
3306
+ // Pokémon Showdown incorrectly inherits Generation III's Disable duration
3307
+ battle.rng.range(u4, 2, 6)
3308
+ else duration: {
3309
+ while (true) {
3310
+ const r = battle.rng.next() & 7;
3311
+ if (r != 0) break :duration @intCast(r + 1);
3312
+ }
3313
+ };
3314
+
3315
+ assert(duration >= 2 and duration <= (if (showdown) 5 else 7));
3316
+ options.chance.duration(.disable, player, player.foe(), duration);
3317
+ return duration;
3318
+ }
3319
+
3320
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3321
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
3322
+ @intCast(val)
3323
+ else if (showdown)
3324
+ battle.rng.range(u3, 2, 4)
3325
+ else
3326
+ @intCast((battle.rng.next() & 1) + 2); // BUG: thrash is + 1 not +2
3327
+
3328
+ assert(duration >= 2 and duration <= 3);
3329
+ options.chance.duration(.attacking, player, player, duration);
3330
+ return duration;
3331
+ }
3332
+
3333
+ fn bindingDuration(battle: anytype, player: Player, options: anytype) u3 {
3334
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3335
+ @intCast(val)
3336
+ else if (showdown)
3337
+ // TODO: PS does range(3, 6) here which after subtracting 1 is actually 2-4 not 2-5!
3338
+ battle.rng.range(u3, 2, 5)
3339
+ else
3340
+ @intCast(battle.rng.next() & 3 + 2));
3341
+
3342
+ assert(duration >= 2 and duration <= 5);
3343
+ options.chance.duration(.binding, player, player.foe(), duration);
3344
+ return duration + 1;
3345
+ }
3346
+
3347
+ // TODO: consider sharing implementation with bindingDuration
3348
+ fn encoreDuration(battle: anytype, player: Player, options: anytype) u3 {
3349
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3350
+ @intCast(val)
3351
+ else if (showdown)
3352
+ battle.rng.range(u3, 2, 6)
3353
+ else
3354
+ @intCast(battle.rng.next() & 3 + 2));
3355
+
3356
+ assert(duration >= 2 and duration <= 5);
3357
+ options.chance.duration(.encore, player, player.foe(), duration);
3358
+ return duration + 1;
3359
+ }
3360
+ };
3361
+
3362
+ test "RNG agreement" {
3363
+ if (!showdown) return;
3364
+ var expected: [256]u32 = undefined;
3365
+ for (0..expected.len) |i| {
3366
+ expected[i] = @intCast(i * 0x1000000);
3367
+ }
3368
+
3369
+ var spe: rng.FixedRNG(2, expected.len) = .{ .rolls = expected };
3370
+ var qkc: rng.FixedRNG(2, expected.len) = .{ .rolls = expected };
3371
+ var cfz: rng.FixedRNG(2, expected.len) = .{ .rolls = expected };
3372
+ var atr: rng.FixedRNG(2, expected.len) = .{ .rolls = expected };
3373
+ var frz: rng.FixedRNG(2, expected.len) = .{ .rolls = expected };
3374
+ var fcb: rng.FixedRNG(2, expected.len) = .{ .rolls = expected };
3375
+
3376
+ for (0..expected.len) |i| {
3377
+ try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
3378
+ try expectEqual(qkc.chance(u8, 60, 256), i < 60);
3379
+ try expectEqual(!cfz.chance(u8, 128, 256), i >= Gen12.percent(50) + 1);
3380
+ try expectEqual(atr.chance(u8, 1, 2), i < Gen12.percent(50) + 1);
3381
+ try expectEqual(frz.chance(u8, 25, 256), i < Gen12.percent(10));
3382
+ try expectEqual(fcb.chance(u8, 30, 256), !(30 <= i));
3383
+ }
3384
+ }
3385
+
3386
+ test "Roll probabilities" {
3387
+ if (showdown) return;
3388
+
3389
+ var present = [4]u8{ 0, 0, 0, 0 };
3390
+ var magnitude = [7]u8{ 0, 0, 0, 0, 0, 0, 0 };
3391
+ for (0..256) |i| {
3392
+ present[
3393
+ if (i <= Gen12.percent(40))
3394
+ 1
3395
+ else if (i <= Gen12.percent(70) + 1)
3396
+ 2
3397
+ else if (i <= Gen12.percent(80))
3398
+ 3
3399
+ else
3400
+ 0
3401
+ ] += 1;
3402
+ magnitude[
3403
+ if (i <= Gen12.percent(5) + 1)
3404
+ 0
3405
+ else if (i <= Gen12.percent(15) + 1)
3406
+ 1
3407
+ else if (i <= Gen12.percent(35))
3408
+ 2
3409
+ else if (i <= Gen12.percent(65) + 1)
3410
+ 3
3411
+ else if (i <= Gen12.percent(85) + 1)
3412
+ 4
3413
+ else if (i <= Gen12.percent(95))
3414
+ 5
3415
+ else
3416
+ 6
3417
+ ] += 1;
3418
+ }
3419
+
3420
+ try expectEqualSlices(u8, &.{ 51, 103, 77, 25 }, &present);
3421
+ try expectEqualSlices(u8, &.{ 14, 26, 50, 77, 51, 25, 13 }, &magnitude);
3422
+ }
3423
+
3424
+ test "Reasons" {
3425
+ const moves = [_]Move{ .Bind, .Wrap, .FireSpin, .Clamp, .Whirlpool };
3426
+ for (moves) |move| {
3427
+ const reason = Move.get(move).extra.protocol - 1;
3428
+
3429
+ const activate: Activate = @enumFromInt(@intFromEnum(Activate.Bind) + reason);
3430
+ try expectEqualStrings(@tagName(move), @tagName(activate));
3431
+
3432
+ const damage: Damage = @enumFromInt(@intFromEnum(Damage.Bind) + reason);
3433
+ try expectEqualStrings(@tagName(move), @tagName(damage));
3434
+
3435
+ const end: End = @enumFromInt(@intFromEnum(End.Bind) + reason);
3436
+ try expectEqualStrings(@tagName(move), @tagName(end));
3437
+ }
3438
+
3439
+ const perish_song = [_]Start{ .PerishSong0, .PerishSong1, .PerishSong2, .PerishSong3 };
3440
+ for (perish_song, 0..) |ps, i| {
3441
+ const reason: Start = @enumFromInt(@intFromEnum(Start.PerishSong0) + i);
3442
+ try expectEqualStrings(@tagName(ps), @tagName(reason));
410
3443
  }
411
3444
  }
412
3445
 
@@ -454,7 +3487,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
454
3487
  }
455
3488
 
456
3489
  var slot: u4 = 2;
457
- while (!active.volatiles.trapped and slot <= 6) : (slot += 1) {
3490
+ while (!active.volatiles.Trapped and slot <= 6) : (slot += 1) {
458
3491
  const id = side.order[slot - 1];
459
3492
  if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
460
3493
  out[n] = .{ .type = .Switch, .data = slot };
@@ -488,7 +3521,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
488
3521
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
489
3522
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
490
3523
  const struggle =
491
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3524
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable.move == slot);
492
3525
  const s = if (struggle) 0 else slot;
493
3526
  out[n] = .{ .type = .Move, .data = s };
494
3527
  n += 1;
@@ -503,7 +3536,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
503
3536
  const m = active.moves[slot - 1];
504
3537
  if (m.id == .None) break;
505
3538
  if (m.pp == 0) continue;
506
- if (active.volatiles.disabled_move == slot) continue;
3539
+ if (active.volatiles.disable.move == slot) continue;
507
3540
  out[n] = .{ .type = .Move, .data = slot };
508
3541
  n += 1;
509
3542
  }