@pkmn/engine 0.1.0-dev.d716e940 → 0.1.0-dev.d73cd76c

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (87) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +114 -69
  3. package/build/pkg/addon/browser.d.ts +3 -0
  4. package/build/pkg/addon/browser.js +47 -0
  5. package/build/pkg/addon/browser.js.map +1 -0
  6. package/build/pkg/addon/node.d.ts +3 -0
  7. package/build/pkg/addon/node.js +110 -0
  8. package/build/pkg/addon/node.js.map +1 -0
  9. package/build/pkg/addon/wasm.d.ts +2 -0
  10. package/build/pkg/addon/wasm.js +53 -0
  11. package/build/pkg/addon/wasm.js.map +1 -0
  12. package/build/pkg/addon.d.ts +26 -4
  13. package/build/pkg/addon.js +39 -70
  14. package/build/pkg/addon.js.map +1 -1
  15. package/build/pkg/data/ids.json +12 -12
  16. package/build/pkg/data/layout.json +39 -4
  17. package/build/pkg/data/protocol.json +84 -13
  18. package/build/pkg/data.d.ts +27 -5
  19. package/build/pkg/data.js.map +1 -1
  20. package/build/pkg/gen1.d.ts +15 -18
  21. package/build/pkg/gen1.js +43 -37
  22. package/build/pkg/gen1.js.map +1 -1
  23. package/build/pkg/index.d.ts +42 -91
  24. package/build/pkg/index.js +23 -70
  25. package/build/pkg/index.js.map +1 -1
  26. package/build/pkg/protocol.d.ts +29 -1
  27. package/build/pkg/protocol.js +123 -102
  28. package/build/pkg/protocol.js.map +1 -1
  29. package/build/tools/debug.js +84 -73
  30. package/build/tools/debug.js.map +1 -1
  31. package/build/tools/display/debug.jsx +66 -0
  32. package/build/tools/display/debug.jsx.map +1 -0
  33. package/build/tools/display/index.js +152 -0
  34. package/build/tools/display/index.js.map +1 -0
  35. package/build/tools/display/ui.jsx +360 -0
  36. package/build/tools/display/ui.jsx.map +1 -0
  37. package/build/tools/display/util.js +157 -0
  38. package/build/tools/display/util.js.map +1 -0
  39. package/build.zig +428 -176
  40. package/package.json +72 -122
  41. package/src/bin/install-pkmn-engine +56 -25
  42. package/src/bin/pkmn-debug +1 -1
  43. package/src/lib/bindings/c.zig +201 -0
  44. package/src/lib/bindings/node.zig +117 -0
  45. package/src/lib/bindings/wasm.zig +51 -0
  46. package/src/lib/common/array.zig +70 -0
  47. package/src/lib/common/battle.zig +17 -0
  48. package/src/lib/common/data.zig +19 -31
  49. package/src/lib/common/debug.zig +58 -33
  50. package/src/lib/common/js.zig +114 -0
  51. package/src/lib/common/optional.zig +71 -0
  52. package/src/lib/common/options.zig +15 -0
  53. package/src/lib/common/protocol.zig +1037 -462
  54. package/src/lib/common/rational.zig +440 -0
  55. package/src/lib/common/rng.zig +31 -24
  56. package/src/lib/common/util.zig +64 -0
  57. package/src/lib/gen1/calc.zig +975 -0
  58. package/src/lib/gen1/chance.zig +1246 -0
  59. package/src/lib/gen1/data/moves.zig +203 -193
  60. package/src/lib/gen1/data/species.zig +6 -8
  61. package/src/lib/gen1/data/types.zig +12 -13
  62. package/src/lib/gen1/data.zig +98 -89
  63. package/src/lib/gen1/helpers.zig +159 -51
  64. package/src/lib/gen1/mechanics.zig +1211 -846
  65. package/src/lib/gen2/calc.zig +150 -0
  66. package/src/lib/gen2/chance.zig +914 -0
  67. package/src/lib/gen2/data/items.zig +15 -23
  68. package/src/lib/gen2/data/moves.zig +665 -573
  69. package/src/lib/gen2/data/species.zig +3 -5
  70. package/src/lib/gen2/data/types.zig +141 -36
  71. package/src/lib/gen2/data.zig +136 -100
  72. package/src/lib/gen2/generated.zig +801 -0
  73. package/src/lib/gen2/helpers.zig +81 -58
  74. package/src/lib/gen2/mechanics.zig +3582 -30
  75. package/src/lib/napi.h +2 -0
  76. package/src/lib/node.zig +14 -0
  77. package/src/lib/pkmn.zig +172 -17
  78. package/src/lib/wasm.zig +13 -0
  79. package/src/tools/display/dom.ts +108 -0
  80. package/src/tools/display/ui.css +354 -0
  81. package/build/test/display.js +0 -400
  82. package/build/test/display.js.map +0 -1
  83. package/src/lib/binding/node.zig +0 -229
  84. package/src/lib/binding/wasm.zig +0 -10
  85. package/src/lib/gen1/README.md +0 -812
  86. package/src/lib/gen2/README.md +0 -309
  87. package/src/test/display/pkmn.html.tmpl +0 -368
@@ -1,35 +1,29 @@
1
- const std = @import("std");
1
+ const DEBUG = @import("../common/debug.zig").print;
2
2
 
3
+ const builtin = @import("builtin");
4
+ const chance = @import("chance.zig");
3
5
  const common = @import("../common/data.zig");
4
- const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
+ const data = @import("data.zig");
7
+ const pkmn = @import("../pkmn.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
-
9
- const data = @import("data.zig");
10
+ const std = @import("std");
10
11
 
11
12
  const assert = std.debug.assert;
12
-
13
- const expectEqual = std.testing.expectEqual;
14
-
15
- const Choice = common.Choice;
16
- const ID = common.ID;
17
- const Player = common.Player;
18
- const Result = common.Result;
19
-
20
- const showdown = options.showdown;
21
-
22
13
  const Boost = protocol.Boost;
14
+ const Choice = common.Choice;
23
15
  const Damage = protocol.Damage;
24
- const Heal = protocol.Heal;
25
-
26
- const Gen12 = rng.Gen12;
27
-
28
- const ActivePokemon = data.ActivePokemon;
29
16
  const Effectiveness = data.Effectiveness;
17
+ const expectEqual = std.testing.expectEqual;
18
+ const Fail = protocol.Fail;
19
+ const Gen12 = rng.Gen12;
20
+ const Heal = protocol.Heal;
21
+ const ID = common.ID;
30
22
  const Move = data.Move;
31
23
  const MoveSlot = data.MoveSlot;
32
- const Pokemon = data.Pokemon;
24
+ const Player = common.Player;
25
+ const Result = common.Result;
26
+ const showdown = pkmn.options.showdown;
33
27
  const Side = data.Side;
34
28
  const Species = data.Species;
35
29
  const Stats = data.Stats;
@@ -56,54 +50,50 @@ const BOOSTS = &[_][2]u8{
56
50
 
57
51
  const MAX_STAT_VALUE = 999;
58
52
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
53
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
54
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
55
+ if (battle.turn == 0) return start(battle, options);
64
56
 
65
57
  var s1 = false;
66
58
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
59
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
60
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
61
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
62
 
73
63
  var p1 = battle.side(.P1);
74
64
  var p2 = battle.side(.P2);
75
65
 
76
- var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
- var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
66
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
67
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
68
 
79
- if (turnOrder(battle, c1, c2) == .P1) {
80
- if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, log)) |r| return r;
69
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
70
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
71
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
72
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
73
  }
84
74
 
85
75
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
76
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
77
 
88
- return endTurn(battle, log);
78
+ return endTurn(battle, options);
89
79
  }
90
80
 
91
- fn start(battle: anytype, log: anytype) !Result {
81
+ fn start(battle: anytype, options: anytype) !Result {
92
82
  const p1 = battle.side(.P1);
93
83
  const p2 = battle.side(.P2);
94
84
 
95
- var p1_slot = findFirstAlive(p1);
85
+ const p1_slot = findFirstAlive(p1);
96
86
  assert(!showdown or p1_slot == 1);
97
- if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
87
+ if (p1_slot == 0) return if (findFirstAlive(p2) == 0) .Tie else .Lose;
98
88
 
99
- var p2_slot = findFirstAlive(p2);
89
+ const p2_slot = findFirstAlive(p2);
100
90
  assert(!showdown or p2_slot == 1);
101
- if (p2_slot == 0) return Result.Win;
91
+ if (p2_slot == 0) return .Win;
102
92
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
93
+ try switchIn(battle, .P1, p1_slot, true, options);
94
+ try switchIn(battle, .P2, p2_slot, true, options);
105
95
 
106
- return endTurn(battle, log);
96
+ return endTurn(battle, options);
107
97
  }
108
98
 
109
99
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +107,6 @@ fn selectMove(
117
107
  choice: Choice,
118
108
  foe_choice: Choice,
119
109
  skip_turn: *bool,
120
- from: *?Move,
121
110
  ) ?Result {
122
111
  if (choice.type == .Pass) return null;
123
112
 
@@ -126,7 +115,7 @@ fn selectMove(
126
115
  const stored = side.stored();
127
116
 
128
117
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
118
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
119
 
131
120
  // pre-battle menu
132
121
  if (volatiles.Recharging) {
@@ -134,7 +123,6 @@ fn selectMove(
134
123
  return null;
135
124
  }
136
125
  if (volatiles.Rage) {
137
- from.* = side.last_used_move;
138
126
  if (showdown) {
139
127
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
140
128
  saveMove(battle, player, null);
@@ -144,7 +132,6 @@ fn selectMove(
144
132
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
145
133
  if (!showdown) volatiles.Flinch = false;
146
134
  if (volatiles.Thrashing or volatiles.Charging) {
147
- from.* = side.last_selected_move;
148
135
  if (showdown) {
149
136
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
137
  saveMove(battle, player, null);
@@ -165,27 +152,24 @@ fn selectMove(
165
152
  return null;
166
153
  }
167
154
  if (volatiles.Binding) {
168
- from.* = side.last_used_move;
169
155
  if (showdown) {
170
- if (foe_choice.type == .Switch) from.* = null;
171
156
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
172
157
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
173
158
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
174
159
  // set the selected move will not actually be used, it will just be reported as having
175
160
  // been used (this differs from how Pokémon Showdown works, but its impossible to
176
- // replicate the incorrect behavior with the correct mechanisms).
161
+ // replicate the incorrect behavior with the correct mechanisms)
177
162
  saveMove(battle, player, choice);
178
163
  } else {
179
164
  assert(choice.data == 0);
180
165
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
181
166
  if (foe_choice.type == .Switch) {
182
- const slot = if (player == .P1)
183
- battle.last_moves.p1_index
184
- else
185
- battle.last_moves.p2_index;
186
- const last = side.active.move(@intCast(u4, slot));
167
+ const last = side.active.move(battle.lastMove(player).index);
187
168
  if (last.id == .Metronome) side.last_selected_move = last.id;
188
- if (last.id == .MirrorMove) return Result.Error;
169
+ if (last.id == .MirrorMove) {
170
+ if (!pkmn.options.mod) return .Error;
171
+ side.last_selected_move = last.id;
172
+ }
189
173
  }
190
174
  }
191
175
  return null;
@@ -207,16 +191,13 @@ fn selectMove(
207
191
  if (choice.data == 0) {
208
192
  const struggle = ok: {
209
193
  for (side.active.moves, 0..) |move, i| {
210
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
194
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
211
195
  }
212
196
  break :ok true;
213
197
  };
214
-
215
198
  assert(struggle);
216
- saveMove(battle, player, choice);
217
- } else {
218
- saveMove(battle, player, choice);
219
199
  }
200
+ saveMove(battle, player, choice);
220
201
 
221
202
  return null;
222
203
  }
@@ -229,23 +210,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
229
210
  if (c.data == 0) {
230
211
  side.last_selected_move = .Struggle;
231
212
  } else {
232
- assert(showdown or side.active.volatiles.disabled_move != c.data);
213
+ assert(showdown or side.active.volatiles.disable_move != c.data);
233
214
  const move = side.active.move(c.data);
234
215
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
235
216
  // sometimes required...), but a 0 PP move can be used automatically
236
217
  assert(showdown or move.pp != 0);
237
218
 
238
219
  side.last_selected_move = move.id;
239
- if (player == .P1) {
240
- battle.last_moves.p1_index = @intCast(u3, c.data);
241
- } else {
242
- battle.last_moves.p2_index = @intCast(u3, c.data);
243
- }
220
+ battle.lastMove(player).index = @intCast(c.data);
244
221
  }
245
222
  }
246
223
  }
247
224
 
248
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
225
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
249
226
  var side = battle.side(player);
250
227
  var foe = battle.foe(player);
251
228
  var active = &side.active;
@@ -258,11 +235,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
258
235
  side.order[0] = side.order[slot - 1];
259
236
  side.order[slot - 1] = out;
260
237
 
261
- if (player == .P1) {
262
- battle.last_moves.p1_index = 1;
263
- } else {
264
- battle.last_moves.p2_index = 1;
265
- }
238
+ battle.lastMove(player).index = 1;
266
239
 
267
240
  side.last_used_move = .None;
268
241
  foe.last_used_move = .None;
@@ -275,20 +248,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
275
248
  active.moves = incoming.moves;
276
249
 
277
250
  statusModify(incoming.status, &active.stats);
251
+ options.chance.switched(player, slot);
278
252
 
279
253
  foe.active.volatiles.Binding = false;
280
254
 
281
- try log.switched(battle.active(player), incoming);
255
+ try options.log.switched(.{ battle.active(player), incoming });
282
256
 
283
257
  if (showdown and incoming.status == Status.TOX) {
284
258
  incoming.status = Status.init(.PSN);
285
259
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
286
260
  // rather not clutter up turnOrder just for this (incorrect) log message
287
- try log.status(battle.active(player), incoming.status, .Silent);
261
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
288
262
  }
289
263
  }
290
264
 
291
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
265
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
292
266
  assert(c1.type != .Pass or c2.type != .Pass);
293
267
 
294
268
  if (c1.type == .Pass) return .P2;
@@ -322,7 +296,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
322
296
  battle.rng.advance(1);
323
297
  }
324
298
 
325
- const p1 = Rolls.speedTie(battle);
299
+ const p1 = try Rolls.speedTie(battle, options);
326
300
  if (!showdown) return if (p1) .P1 else .P2;
327
301
 
328
302
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -347,13 +321,11 @@ fn doTurn(
347
321
  player_choice: Choice,
348
322
  player_rewrap: bool,
349
323
  player_skip: bool,
350
- player_from: ?Move,
351
324
  foe_player: Player,
352
325
  foe_choice: Choice,
353
326
  foe_rewrap: bool,
354
327
  foe_skip: bool,
355
- foe_from: ?Move,
356
- log: anytype,
328
+ options: anytype,
357
329
  ) !?Result {
358
330
  assert(player_choice.type != .Pass);
359
331
 
@@ -365,36 +337,37 @@ fn doTurn(
365
337
  player_choice,
366
338
  player_rewrap,
367
339
  player_skip,
368
- player_from,
369
340
  &residual,
370
- log,
341
+ options,
371
342
  )) |r| return r;
372
343
  if (!replace) {
373
344
  if (player_choice.type != .Switch) {
374
- if (try checkFaint(battle, foe_player, log)) |r| return r;
345
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
375
346
  }
376
- if (residual) try handleResidual(battle, player, log);
377
- if (try checkFaint(battle, player, log)) |r| return r;
347
+ if (residual) try handleResidual(battle, player, options);
348
+ if (try checkFaint(battle, player, false, options)) |r| return r;
378
349
  } else if (foe_choice.type == .Pass) return null;
379
350
 
351
+ if (!showdown) options.chance.clearPending();
352
+
380
353
  residual = true;
381
354
  replace = battle.side(foe_player).stored().hp == 0;
382
- if (try executeMove(
355
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
356
+ if (if (calc) null else try executeMove(
383
357
  battle,
384
358
  foe_player,
385
359
  foe_choice,
386
360
  foe_rewrap,
387
361
  foe_skip,
388
- foe_from,
389
362
  &residual,
390
- log,
363
+ options,
391
364
  )) |r| return r;
392
365
  if (!replace) {
393
- if (foe_choice.type != .Switch) {
394
- if (try checkFaint(battle, player, log)) |r| return r;
366
+ if (!calc and foe_choice.type != .Switch) {
367
+ if (try checkFaint(battle, player, true, options)) |r| return r;
395
368
  }
396
- if (residual) try handleResidual(battle, foe_player, log);
397
- if (try checkFaint(battle, foe_player, log)) |r| return r;
369
+ if (residual) try handleResidual(battle, foe_player, options);
370
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
398
371
  }
399
372
 
400
373
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -413,14 +386,13 @@ fn executeMove(
413
386
  choice: Choice,
414
387
  rewrap: bool,
415
388
  skip: bool,
416
- from: ?Move,
417
389
  residual: *bool,
418
- log: anytype,
390
+ options: anytype,
419
391
  ) !?Result {
420
392
  var side = battle.side(player);
421
393
 
422
394
  if (choice.type == .Switch) {
423
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
395
+ try switchIn(battle, player, choice.data, false, options);
424
396
  return null;
425
397
  }
426
398
 
@@ -430,13 +402,13 @@ fn executeMove(
430
402
  if (side.last_selected_move == .SKIP_TURN) {
431
403
  assert(!showdown);
432
404
  if (battle.foe(player).active.volatiles.Binding) {
433
- try log.cant(battle.active(player), .Bound);
405
+ try options.log.cant(.{ battle.active(player), .Bound });
434
406
  }
435
407
  return null;
436
408
  }
437
409
 
438
410
  assert(choice.type == .Move);
439
- var mslot = @intCast(u4, choice.data);
411
+ var mslot: u4 = @intCast(choice.data);
440
412
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
441
413
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
442
414
  var auto = showdown and side.last_selected_move != .None;
@@ -445,23 +417,22 @@ fn executeMove(
445
417
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
446
418
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
447
419
  assert(!showdown);
448
- mslot = @intCast(u4, if (player == .P1)
449
- battle.last_moves.p1_index
450
- else
451
- battle.last_moves.p2_index);
420
+ mslot = @intCast(battle.lastMove(player).index);
452
421
  const stored = side.stored();
453
422
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
454
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
455
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
423
+ auto = pkmn.options.mod or isForced(&side.active) or
424
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
425
+ side.last_selected_move == .HyperBeam or
426
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
456
427
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
457
428
  // thawed, in which case we will desync unless the last_selected_move happened to be at
458
- // index 1 and the current Pokémon has the same move in its first slot.
429
+ // index 1 and the current Pokémon has the same move in its first slot
459
430
  if (!auto) {
460
431
  // side.active.moves(slot) is safe to check even though the slot in question might not
461
432
  // technically be from this Pokémon because it must be exactly 1 to not desync and
462
433
  // every Pokémon must have at least one move
463
434
  if (mslot != 1 or side.active.move(mslot).id != side.last_selected_move) {
464
- return Result.Error;
435
+ return .Error;
465
436
  } else {
466
437
  auto = true;
467
438
  }
@@ -469,27 +440,43 @@ fn executeMove(
469
440
  } else if (showdown and side.active.volatiles.Charging) {
470
441
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
471
442
  assert(mslot == 1);
472
- mslot = @intCast(u4, if (player == .P1)
473
- battle.last_moves.p1_index
474
- else
475
- battle.last_moves.p2_index);
443
+ mslot = @intCast(battle.lastMove(player).index);
476
444
  }
477
445
 
478
446
  var skip_can = false;
479
447
  var skip_pp = false;
480
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
448
+ switch (try beforeMove(battle, player, skip, residual, options)) {
481
449
  .done => return null,
482
450
  .skip_can => skip_can = true,
483
451
  .skip_pp => skip_pp = true,
484
452
  .ok => {},
485
- .err => return @as(?Result, Result.Error),
453
+ .err => return .Error,
486
454
  }
487
455
 
488
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
489
- return null;
456
+ // Pokémon Showdown incorrectly implements PP deduction when handling the Hyper Beam automatic
457
+ // selection glitch - if the move was proced due to Metronome / Mirror Move it either subtracts
458
+ // from the Hyper Beam slot if present or skips PP deduction entirely...
459
+ if (showdown and !skip_pp and side.last_selected_move == .HyperBeam and
460
+ side.last_selected_move != side.active.move(mslot).id)
461
+ {
462
+ assert(mslot == 1);
463
+ const has_beam = has_beam: {
464
+ for (side.active.moves, 0..) |m, i| {
465
+ if (m.id == .HyperBeam) {
466
+ mslot = @intCast(i + 1);
467
+ break :has_beam true;
468
+ }
469
+ }
470
+ break :has_beam false;
471
+ };
472
+ if (!has_beam) skip_pp = true;
490
473
  }
491
474
 
492
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
475
+ const can = skip_can or
476
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
477
+ if (!can) return null;
478
+
479
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
493
480
  }
494
481
 
495
482
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -498,10 +485,10 @@ fn beforeMove(
498
485
  battle: anytype,
499
486
  player: Player,
500
487
  skip: bool,
501
- from: ?Move,
502
488
  residual: *bool,
503
- log: anytype,
489
+ options: anytype,
504
490
  ) !BeforeMove {
491
+ var log = options.log;
505
492
  var side = battle.side(player);
506
493
  const foe = battle.foe(player);
507
494
  var active = &side.active;
@@ -510,27 +497,42 @@ fn beforeMove(
510
497
  var volatiles = &active.volatiles;
511
498
 
512
499
  if (Status.is(stored.status, .SLP)) {
513
- const status = stored.status;
500
+ const before = stored.status;
501
+ const slf = Status.is(stored.status, .EXT);
514
502
  // Even if the EXT bit is set this will still correctly modify the sleep duration
515
- stored.status -= 1;
516
- if (Status.duration(stored.status) == 0) {
517
- try log.curestatus(ident, status, .Message);
503
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
504
+ .started, .ended => stored.status = 0,
505
+ .continuing => if (Status.duration(stored.status) > 1) {
506
+ stored.status -= 1;
507
+ },
508
+ else => unreachable,
509
+ } else {
510
+ stored.status -= 1;
511
+ }
512
+
513
+ const duration = Status.duration(stored.status);
514
+ try options.chance.sleep(player, if (slf)
515
+ .None
516
+ else if (duration == 0) .ended else .continuing);
517
+
518
+ if (duration == 0) {
519
+ try log.curestatus(.{ ident, before, .Message });
518
520
  stored.status = 0; // clears EXT if present
519
521
  } else {
520
- try log.cant(ident, .Sleep);
522
+ try log.cant(.{ ident, .Sleep });
521
523
  }
522
524
  side.last_used_move = .None;
523
525
  return .done;
524
526
  }
525
527
 
526
528
  if (Status.is(stored.status, .FRZ)) {
527
- try log.cant(ident, .Freeze);
529
+ try log.cant(.{ ident, .Freeze });
528
530
  side.last_used_move = .None;
529
531
  return .done;
530
532
  }
531
533
 
532
534
  if (skip or foe.active.volatiles.Binding) {
533
- try log.cant(ident, .Bound);
535
+ try log.cant(.{ ident, .Bound });
534
536
  return .done;
535
537
  }
536
538
 
@@ -538,44 +540,61 @@ fn beforeMove(
538
540
  // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
539
541
  // Pokémon can sometimes flinch multiple times from the same original hit
540
542
  if (!showdown) volatiles.Flinch = false;
541
- try log.cant(ident, .Flinch);
543
+ try log.cant(.{ ident, .Flinch });
542
544
  return .done;
543
545
  }
544
546
 
545
547
  if (volatiles.Recharging) {
546
548
  volatiles.Recharging = false;
547
- try log.cant(ident, .Recharge);
549
+ try log.cant(.{ ident, .Recharge });
548
550
  return .done;
549
551
  }
550
552
 
551
- if (volatiles.disabled_duration > 0) {
552
- volatiles.disabled_duration -= 1;
553
- if (volatiles.disabled_duration == 0) {
554
- volatiles.disabled_move = 0;
555
- try log.end(ident, .Disable);
553
+ if (volatiles.disable_duration > 0) {
554
+ volatiles.disable_duration =
555
+ decrement(.disable, player, options, volatiles.disable_duration);
556
+ try options.chance.disable(
557
+ player,
558
+ if (volatiles.disable_duration == 0) .ended else .continuing,
559
+ );
560
+
561
+ if (volatiles.disable_duration == 0) {
562
+ volatiles.disable_move = 0;
563
+ try log.end(.{ ident, .Disable });
556
564
  }
557
565
  }
558
566
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
559
- if (showdown and try disabled(side, ident, log)) return .done;
567
+ if (showdown and try disabled(side, ident, options)) return .done;
560
568
 
561
569
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
562
570
  // before the side had a selected a move - we simply need to assume this leads to a desync
563
571
  if (side.last_selected_move == .None) {
564
- assert(!showdown);
572
+ assert(!pkmn.options.mod);
565
573
  return .err;
566
574
  }
567
575
 
568
576
  if (volatiles.Confusion) {
569
577
  assert(volatiles.confusion > 0);
578
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
579
+ .started, .ended => volatiles.confusion = 0,
580
+ .continuing => if (volatiles.confusion > 1) {
581
+ volatiles.confusion -= 1;
582
+ },
583
+ .overwritten => {},
584
+ else => unreachable,
585
+ } else {
586
+ volatiles.confusion -= 1;
587
+ }
588
+
589
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
570
590
 
571
- volatiles.confusion -= 1;
572
591
  if (volatiles.confusion == 0) {
573
592
  volatiles.Confusion = false;
574
- try log.end(ident, .Confusion);
593
+ try log.end(.{ ident, .Confusion });
575
594
  } else {
576
- try log.activate(ident, .Confusion);
595
+ try log.activate(.{ ident, .Confusion });
577
596
 
578
- if (Rolls.confused(battle)) {
597
+ if (try Rolls.confused(battle, player, options)) {
579
598
  assert(!volatiles.MultiHit);
580
599
  if (!volatiles.Rage) volatiles.state = 0;
581
600
  volatiles.Bide = false;
@@ -585,6 +604,9 @@ fn beforeMove(
585
604
  volatiles.Charging = false;
586
605
  volatiles.Binding = false;
587
606
  volatiles.Invulnerable = false;
607
+
608
+ options.chance.observe(.attacking, player, .None);
609
+ options.chance.observe(.binding, player, .None);
588
610
  {
589
611
  // This feels (and is) disgusting but the cartridge literally just overwrites
590
612
  // the opponent's defense with the user's defense and resets it after. As a
@@ -592,19 +614,14 @@ fn beforeMove(
592
614
  const def = foe.active.stats.def;
593
615
  foe.active.stats.def = active.stats.def;
594
616
  defer foe.active.stats.def = def;
595
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
617
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
618
+ return .err;
619
+ }
596
620
  }
597
- // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
598
- // on the targeting behavior of the confused Pokémon's selected move which results
599
- // in the wrong behavior with respect to the Substitute + Confusion glitch
600
- const target = if (showdown and Move.get(side.last_selected_move).target == .Self)
601
- player
602
- else
603
- player.foe();
604
621
 
605
622
  const uncapped = battle.last_damage;
606
623
  // Skipping adjustDamage / randomizeDamage / checkHit
607
- _ = try applyDamage(battle, player, target, .Confusion, log);
624
+ _ = try applyDamage(battle, player, player.foe(), .Confusion, options);
608
625
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
609
626
  if (showdown) battle.last_damage = uncapped;
610
627
 
@@ -613,16 +630,20 @@ fn beforeMove(
613
630
  }
614
631
  }
615
632
 
616
- if (!showdown and try disabled(side, ident, log)) return .done;
633
+ if (!showdown and try disabled(side, ident, options)) return .done;
617
634
 
618
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
635
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
619
636
  if (!volatiles.Rage) volatiles.state = 0;
620
637
  volatiles.Bide = false;
621
638
  volatiles.Thrashing = false;
622
639
  volatiles.Charging = false;
623
640
  volatiles.Binding = false;
641
+
642
+ options.chance.observe(.attacking, player, .None);
643
+ options.chance.observe(.binding, player, .None);
644
+
624
645
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
625
- try log.cant(ident, .Paralysis);
646
+ try log.cant(.{ ident, .Paralysis });
626
647
  return .done;
627
648
  }
628
649
 
@@ -638,73 +659,82 @@ fn beforeMove(
638
659
  volatiles.state +%= battle.last_damage;
639
660
  }
640
661
 
641
- assert(volatiles.attacks > 0);
662
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
663
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
642
664
 
643
- volatiles.attacks -= 1;
644
665
  if (volatiles.attacks != 0) {
645
- try log.activate(ident, .Bide);
666
+ try log.activate(.{ ident, .Bide });
646
667
  return .done;
647
668
  }
648
669
 
649
670
  volatiles.Bide = false;
650
- try log.end(ident, .Bide);
671
+ try log.end(.{ ident, .Bide });
651
672
 
652
673
  battle.last_damage = volatiles.state *% 2;
653
674
  volatiles.state = 0;
654
675
 
655
676
  if (battle.last_damage == 0) {
656
- try log.fail(ident, .None);
677
+ try log.fail(.{ ident, .None });
657
678
  return .done;
658
679
  }
659
680
 
660
681
  const sub = showdown and foe.active.volatiles.Substitute;
661
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
662
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
682
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
683
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
663
684
 
664
685
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
665
686
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
666
687
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
667
688
  if (showdown) {
668
689
  residual.* = false;
669
- try handleResidual(battle, player, log);
690
+ try handleResidual(battle, player, options);
670
691
  }
671
692
 
672
693
  return .done;
673
694
  }
674
695
 
675
696
  if (volatiles.Thrashing) {
676
- assert(volatiles.attacks > 0);
677
- assert(from != null);
678
- volatiles.attacks -= 1;
679
- if (!showdown and handleThrashing(battle, active)) {
680
- try log.start(battle.active(player), .ConfusionSilent);
681
- }
682
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
683
- if (showdown) {
684
- // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
685
- // used in useMove and doesn't have the notion of skipping canMove semantics
686
- side.last_used_move = side.last_selected_move;
687
- if (handleThrashing(battle, active)) {
688
- try log.start(battle.active(player), .ConfusionSilent);
689
- }
697
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
698
+
699
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
700
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
701
+
702
+ if (volatiles.attacks == 0) {
703
+ const overwritten = volatiles.Confusion;
704
+
705
+ volatiles.Thrashing = false;
706
+ volatiles.Confusion = true;
707
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
708
+
709
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
710
+ // ended (the engine's protocol is always from the omniscient perspective and clients
711
+ // can be expected to recognize this pattern and pass the information only to the
712
+ // correct player)
713
+ try log.start(.{ battle.active(player), .ConfusionSilent });
714
+ options.chance.observe(.confusion, player, if (overwritten)
715
+ if (pkmn.options.overwrite) .overwritten else .continuing
716
+ else
717
+ .started);
718
+ if (!overwritten) options.calc.confusion(player);
690
719
  }
720
+
721
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
722
+ // used in useMove and doesn't have the notion of skipping canMove semantics
723
+ if (showdown) side.last_used_move = side.last_selected_move;
724
+
691
725
  return .skip_can;
692
726
  }
693
727
 
694
728
  if (volatiles.Binding) {
695
- assert(volatiles.attacks > 0);
696
- volatiles.attacks -= 1;
697
- try log.move(
698
- battle.active(player),
699
- side.last_selected_move,
700
- battle.active(player.foe()),
701
- side.last_selected_move,
702
- );
729
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
730
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
731
+
732
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
703
733
  if (showdown or battle.last_damage != 0) {
704
734
  const sub = showdown and foe.active.volatiles.Substitute;
705
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
735
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
706
736
  if (battle.foe(player).stored().hp > 0 and !sub) {
707
- try buildRage(battle, player.foe(), log);
737
+ try buildRage(battle, player.foe(), options);
708
738
  }
709
739
  }
710
740
  return .done;
@@ -719,53 +749,46 @@ fn canMove(
719
749
  mslot: u4,
720
750
  auto: bool,
721
751
  skip_pp: bool,
722
- from: ?Move,
752
+ from: Move,
723
753
  residual: *bool,
724
- log: anytype,
754
+ options: anytype,
725
755
  ) !bool {
726
756
  var side = battle.side(player);
727
757
  const player_ident = battle.active(player);
728
758
  const move = Move.get(side.last_selected_move);
729
759
 
730
- const foe_last = battle.foe(player).last_used_move;
731
- const special = from != null and (from.? == .Metronome and
732
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
733
-
734
- var skip = skip_pp;
735
760
  if (side.active.volatiles.Charging) {
736
761
  side.active.volatiles.Charging = false;
737
762
  side.active.volatiles.Invulnerable = false;
738
763
  } else if (move.effect == .Charge) {
739
- try log.move(player_ident, side.last_selected_move, .{}, from);
764
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
765
  setCounterable(battle, player, side, move);
741
- try Effects.charge(battle, player, log);
766
+ try Effects.charge(battle, player, options);
742
767
  return false;
743
768
  }
744
769
 
745
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
746
- if (!skip) decrementPP(side, mslot, auto);
770
+ side.last_used_move = side.last_selected_move;
771
+ if (!skip_pp) decrementPP(side, mslot, auto);
747
772
 
748
773
  const target = if (move.target == .Self) player else player.foe();
749
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
750
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
751
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
752
- // meaning sometimes we lose this information. from is still set because it not being null is
753
- // relevant for control flow, but we don't have anything useful to put in the log. This is
754
- // regrettable, but this information is more "nice to have" than required
755
- const f = if (from != null and from.? == .None) null else from;
756
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
774
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
757
775
  setCounterable(battle, player, side, move);
758
776
 
759
777
  if (move.effect.onBegin()) {
760
- try onBegin(battle, player, move, mslot, residual, log);
778
+ try onBegin(battle, player, move, mslot, residual, options);
761
779
  return false;
762
780
  }
763
781
 
764
782
  if (move.effect == .Thrashing) {
765
- Effects.thrashing(battle, player);
766
- } else if (!showdown and move.effect == .Binding) {
767
- // Pokémon Showdown handles this after hit/miss checks and damage calculation
768
- Effects.binding(battle, player, false);
783
+ Effects.thrashing(battle, player, options);
784
+ } else if (move.effect == .Binding) {
785
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
786
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
787
+ if (showdown) {
788
+ battle.foe(player).active.volatiles.Recharging = false;
789
+ } else {
790
+ try Effects.binding(battle, player, false, options);
791
+ }
769
792
  }
770
793
 
771
794
  return true;
@@ -779,11 +802,7 @@ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data)
779
802
  // as the desync results from actually having two separate battle states that subtly disagree
780
803
  const counterable = side.last_selected_move != .Counter and move.bp > 0 and
781
804
  (move.type == .Normal or move.type == .Fighting);
782
- if (player == .P1) {
783
- battle.last_moves.p1_counterable = @boolToInt(counterable);
784
- } else {
785
- battle.last_moves.p2_counterable = @boolToInt(counterable);
786
- }
805
+ battle.lastMove(player).counterable = @intFromBool(counterable);
787
806
  }
788
807
 
789
808
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
@@ -795,25 +814,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
795
814
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
796
815
  if (volatiles.Bide) return;
797
816
 
798
- assert(active.move(mslot).pp > 0 or auto);
799
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
817
+ var move_slot = active.move(mslot);
818
+ assert(move_slot.pp > 0 or auto);
819
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
800
820
  if (volatiles.Transform) return;
801
821
 
802
- assert(side.stored().move(mslot).pp > 0 or auto);
803
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
822
+ move_slot = side.stored().move(mslot);
823
+ assert(move_slot.pp > 0 or auto);
824
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
804
825
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
805
826
  }
806
827
 
807
- fn incrementPP(side: *Side, mslot: u4) void {
828
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
808
829
  var active = &side.active;
809
830
  const volatiles = &active.volatiles;
810
831
 
811
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
832
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
812
833
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
813
834
  if (showdown and volatiles.Transform) return;
814
835
 
836
+ const n = options.calc.overridden(player, .pp) orelse 1;
837
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
838
+
815
839
  assert(mslot > 0 and mslot <= 4);
816
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
840
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
817
841
  }
818
842
 
819
843
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -824,8 +848,9 @@ fn doMove(
824
848
  rewrap: bool,
825
849
  auto: bool,
826
850
  residual: *bool,
827
- log: anytype,
851
+ options: anytype,
828
852
  ) !?Result {
853
+ var log = options.log;
829
854
  var side = battle.side(player);
830
855
  const foe = battle.foe(player);
831
856
 
@@ -840,40 +865,44 @@ fn doMove(
840
865
  var hits: u4 = 1;
841
866
  var effectiveness = Effectiveness.neutral;
842
867
 
868
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
869
+ if (showdown and !counter) battle.last_damage = 0;
870
+
843
871
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
844
872
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
845
- return specialDamage(battle, player, move, log);
873
+ return specialDamage(battle, player, move, options);
846
874
  }
847
875
 
848
876
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
849
877
  // calling moveHit early covers most of that but we also need to check type immunity first
850
878
  var miss = showdown and miss: {
851
879
  immune = move.target != .Self and !status and !counter and
852
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
853
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
880
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
881
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
854
882
  if (immune and move.effect != .Binding) break :miss true;
855
883
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
856
884
  battle.last_damage = 0;
857
885
  break :miss true;
858
886
  }
859
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
887
+ break :miss (move.target != .Self and
888
+ !try moveHit(battle, player, move, &immune, &mist, options));
860
889
  };
861
890
  assert(!immune or miss or (showdown and move.effect == .Binding));
862
891
 
863
892
  var late = showdown and move.effect != .Explode;
864
893
  const skip = status or immune;
865
- if ((!showdown or (!skip or counter)) and !miss) blk: {
894
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
866
895
  if (showdown and move.effect.isMulti()) {
867
- Effects.multiHit(battle, player, move);
896
+ try Effects.multiHit(battle, player, move, options);
868
897
  hits = side.active.volatiles.attacks;
869
898
  late = false;
870
899
  }
871
900
 
872
901
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
873
902
  const check = !showdown or (!counter and move.effect != .OHKO);
874
- if (check) crit = checkCriticalHit(battle, player, move);
903
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
875
904
 
876
- if (counter) return counterDamage(battle, player, move, log);
905
+ if (counter) return counterDamage(battle, player, move, options);
877
906
 
878
907
  battle.last_damage = 0;
879
908
 
@@ -884,9 +913,10 @@ fn doMove(
884
913
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
885
914
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
886
915
  battle.last_damage = if (ohko) 65535 else 0;
887
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
888
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
889
- return @as(?Result, Result.Error);
916
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
917
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
918
+ if (!showdown) try options.chance.commit(player, .err);
919
+ return .Error;
890
920
  }
891
921
  if (battle.last_damage == 0) {
892
922
  immune = true;
@@ -895,17 +925,16 @@ fn doMove(
895
925
  effectiveness = adjustDamage(battle, player);
896
926
  immune = effectiveness == 0;
897
927
  }
898
- randomizeDamage(battle);
928
+ try randomizeDamage(battle, player, options);
899
929
  }
900
930
  }
901
931
 
902
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
903
- if (showdown and skip) battle.last_damage = 0;
904
-
905
- miss = if (showdown or skip)
906
- miss
907
- else
908
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
932
+ var missed: bool = undefined;
933
+ const zero = battle.last_damage == 0;
934
+ if (!showdown and !skip) {
935
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
936
+ miss = missed or zero;
937
+ }
909
938
 
910
939
  assert(showdown or miss or battle.last_damage > 0 or skip);
911
940
  assert((!showdown and miss) or !(ohko and immune));
@@ -913,11 +942,11 @@ fn doMove(
913
942
 
914
943
  if (!showdown or !miss) {
915
944
  if (move.effect == .MirrorMove) {
916
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
945
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
917
946
  } else if (move.effect == .Metronome) {
918
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
947
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
919
948
  } else if (move.effect.onEnd()) {
920
- try onEnd(battle, player, move, log);
949
+ try onEnd(battle, player, move, options);
921
950
  return null;
922
951
  }
923
952
  }
@@ -929,36 +958,60 @@ fn doMove(
929
958
  ohko = (!showdown or (!immune and !invulnerable)) and
930
959
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
931
960
  if (ohko) {
932
- try log.immune(foe_ident, .OHKO);
961
+ try log.immune(.{ foe_ident, .OHKO });
933
962
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
934
- try log.immune(foe_ident, .None);
963
+ try log.immune(.{ foe_ident, .None });
964
+ if (!showdown) {
965
+ if (move.effect == .Binding) {
966
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
967
+ // then simply clears it later on if the move happens to miss in moveHit.
968
+ // However, moveHit can return true and we'll still end up in the outer miss
969
+ // handling block because attacking into an immune Pokemon does zero damage
970
+ // (considered missing)
971
+ assert(zero);
972
+ // Thus we still need to actually save the hit result (but not the crit roll).
973
+ // Using .miss for this commit would accomplish what we want, but is somewhat
974
+ // misleading as its entirely possible the move actually did hit (and the target
975
+ // is now trapped) so we use the .binding value instead which is effectively
976
+ // identical, just doesn't claim to know about the actual results of the hit
977
+ // roll)
978
+ try options.chance.commit(player, .binding);
979
+ } else {
980
+ // The .glitch option allows for conditionally committing if we are in a
981
+ // division-by-zero freeze alternative timeline scenario
982
+ try options.chance.commit(player, .glitch);
983
+ }
984
+ }
935
985
  } else if (mist) {
936
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
937
- try log.fail(foe_ident, .None);
986
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
987
+ try log.fail(.{ foe_ident, .None });
938
988
  } else {
939
- try log.lastmiss();
940
- try log.miss(battle.active(player));
989
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
990
+ try log.lastmiss(.{});
991
+ try log.miss(.{battle.active(player)});
941
992
  }
942
993
  if (move.effect == .JumpKick) {
943
994
  // Recoil is supposed to be damage/8 but damage will always be 0 here
944
- assert(battle.last_damage == 0);
995
+ assert(showdown or battle.last_damage == 0);
945
996
  battle.last_damage = 1;
946
- _ = try applyDamage(battle, player, player.foe(), .None, log);
997
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
947
998
  if (showdown and side.stored().hp == 0) residual.* = false;
948
999
  } else if (move.effect == .Explode) {
949
1000
  try Effects.explode(battle, player);
950
- try buildRage(battle, player.foe(), log);
1001
+ try buildRage(battle, player.foe(), options);
951
1002
  } else if (showdown and move.effect == .Disable) {
952
- try buildRage(battle, player.foe(), log);
1003
+ try buildRage(battle, player.foe(), options);
953
1004
  }
954
1005
  return null;
1006
+ } else if (!showdown) {
1007
+ try options.chance.commit(player, .hit);
955
1008
  }
956
1009
 
957
1010
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
958
1011
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
959
- // it up above before damage calculation).
1012
+ // it up above before damage calculation)
960
1013
  if (!showdown and move.effect.isMulti()) {
961
- Effects.multiHit(battle, player, move);
1014
+ try Effects.multiHit(battle, player, move, options);
962
1015
  hits = side.active.volatiles.attacks;
963
1016
  }
964
1017
 
@@ -966,21 +1019,23 @@ fn doMove(
966
1019
  const sub = showdown and foe.active.volatiles.Substitute;
967
1020
 
968
1021
  var nullified = false;
969
- var hit: u4 = 0;
1022
+ var hit: usize = 0;
970
1023
  while (hit < hits) {
971
1024
  if (hit == 0) {
972
- if (crit) try log.crit(battle.active(player.foe()));
1025
+ if (crit) try log.crit(.{battle.active(player.foe())});
973
1026
  if (effectiveness > Effectiveness.neutral) {
974
- try log.supereffective(battle.active(player.foe()));
1027
+ try log.supereffective(.{battle.active(player.foe())});
975
1028
  } else if (effectiveness < Effectiveness.neutral) {
976
- try log.resisted(battle.active(player.foe()));
1029
+ try log.resisted(.{battle.active(player.foe())});
977
1030
  }
978
1031
  }
979
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
980
- if (hit == 0 and ohko) try log.ohko();
1032
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1033
+ if (hit == 0 and ohko) try log.ohko(.{});
981
1034
  hit += 1;
982
1035
  if (foe.stored().hp == 0) break;
983
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
1036
+ if (!late and (!sub or move.effect == .Explode)) {
1037
+ try buildRage(battle, player.foe(), options);
1038
+ }
984
1039
  // If the substitute breaks during a multi-hit attack, the attack ends
985
1040
  if (nullified) break;
986
1041
  }
@@ -990,41 +1045,39 @@ fn doMove(
990
1045
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
991
1046
  side.active.volatiles.attacks = 0;
992
1047
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
993
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1048
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
994
1049
  }
995
- try log.hitcount(battle.active(player.foe()), hit);
996
- } else if (showdown) {
1050
+ try log.hitcount(.{ battle.active(player.foe()), @as(u4, @intCast(hit)) });
1051
+ } else if (showdown and move.effect == .Binding) {
997
1052
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
998
- if (move.effect == .Binding) {
999
- Effects.binding(battle, player, rewrap);
1000
- if (immune) {
1001
- battle.last_damage = 0;
1002
- assert(foe.stored().hp > 0);
1003
- // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1004
- if (sub) {
1005
- try log.activate(battle.active(player.foe()), .Substitute);
1006
- } else {
1007
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1008
- try buildRage(battle, player.foe(), log);
1009
- }
1010
- return null;
1053
+ try Effects.binding(battle, player, rewrap, options);
1054
+ if (immune) {
1055
+ battle.last_damage = 0;
1056
+ assert(foe.stored().hp > 0);
1057
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1058
+ if (sub) {
1059
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1060
+ } else {
1061
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1062
+ try buildRage(battle, player.foe(), options);
1011
1063
  }
1064
+ return null;
1012
1065
  }
1013
1066
  }
1014
1067
 
1015
1068
  // Substitute being broken nullifies the move's effect completely so even
1016
- // if an effect was intended to "always happen" it will still get skipped.
1069
+ // if an effect was intended to "always happen" it will still get skipped
1017
1070
  if (nullified) return null;
1018
1071
 
1019
1072
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
1020
1073
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
1021
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
1022
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1074
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1075
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
1023
1076
 
1024
1077
  if (foe.stored().hp == 0) return null;
1025
1078
 
1026
1079
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1027
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1080
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1028
1081
 
1029
1082
  if (!move.effect.isSpecial()) {
1030
1083
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1033,31 +1086,33 @@ fn doMove(
1033
1086
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
1034
1087
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
1035
1088
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1036
- // puts the |-status| message before |-hitcount| instead of after.
1089
+ // puts the |-status| message before |-hitcount| instead of after
1037
1090
  if (move.effect == .Twineedle) {
1038
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1091
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1039
1092
  } else if (move.effect == .Disable) {
1040
- const result = try Effects.disable(battle, player, move, log);
1041
- if (showdown) try buildRage(battle, player.foe(), log);
1093
+ const result = try Effects.disable(battle, player, move, options);
1094
+ if (showdown) try buildRage(battle, player.foe(), options);
1042
1095
  return result;
1043
1096
  } else {
1044
- try moveEffect(battle, player, move, log);
1097
+ try moveEffect(battle, player, move, options);
1045
1098
  }
1046
1099
  }
1047
1100
 
1048
1101
  return null;
1049
1102
  }
1050
1103
 
1051
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1104
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1052
1105
  const side = battle.side(player);
1053
1106
 
1054
1107
  // Base speed is used for the critical hit calculation, even when Transform-ed
1055
- var chance = @as(u16, Species.chance(side.stored().species));
1056
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
1057
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
1058
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1059
-
1060
- return Rolls.criticalHit(battle, chance);
1108
+ var rate: u16 = Species.chance(side.stored().species);
1109
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1110
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1111
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1112
+
1113
+ const spurious =
1114
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1115
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
1061
1116
  }
1062
1117
 
1063
1118
  fn calcDamage(
@@ -1066,6 +1121,7 @@ fn calcDamage(
1066
1121
  target_player: Player,
1067
1122
  m: ?Move.Data,
1068
1123
  crit: bool,
1124
+ options: anytype,
1069
1125
  ) bool {
1070
1126
  // Confusion (indicated when m == null) just needs a 40 BP physical move
1071
1127
  const cfz = m == null;
@@ -1077,28 +1133,8 @@ fn calcDamage(
1077
1133
 
1078
1134
  const special = move.type.special();
1079
1135
 
1080
- // zig fmt: off
1081
- var atk: u32 =
1082
- if (crit)
1083
- if (special) side.stored().stats.spc
1084
- else side.stored().stats.atk
1085
- else
1086
- if (special) side.active.stats.spc
1087
- else side.active.stats.atk;
1088
- var def: u32 =
1089
- if (crit)
1090
- if (special) target.stored().stats.spc
1091
- else target.stored().stats.def
1092
- else
1093
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1094
- if (special)
1095
- target.active.stats.spc *
1096
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1097
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1098
- else
1099
- target.active.stats.def *
1100
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1101
- // zig fmt: on
1136
+ var atk = attack(side, crit, special);
1137
+ var def = defense(target, crit, special, cfz);
1102
1138
 
1103
1139
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1104
1140
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1106,12 +1142,12 @@ fn calcDamage(
1106
1142
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1107
1143
  atk = @max((atk / 4) & 255, 1);
1108
1144
  // GLITCH: not adjusted to be a min of 1 on cartridge (can lead to division-by-zero freeze)
1109
- def = @max((def / 4) & 255, if (showdown) 1 else 0);
1145
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1110
1146
  }
1111
1147
 
1112
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1148
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1113
1149
 
1114
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1150
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1115
1151
 
1116
1152
  if (def == 0) return false;
1117
1153
 
@@ -1123,11 +1159,41 @@ fn calcDamage(
1123
1159
  d = @min(997, d);
1124
1160
  d += 2;
1125
1161
 
1126
- battle.last_damage = @intCast(u16, d);
1162
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1163
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1164
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1165
+ // that results in counter intuitive probabilities in the common case
1166
+ if (pkmn.options.chance and !pkmn.options.mod and move.effect != .Explode) {
1167
+ atk = attack(side, !crit, special);
1168
+ def = defense(target, !crit, special, false);
1169
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1170
+ }
1171
+
1172
+ battle.last_damage = @intCast(d);
1127
1173
 
1128
1174
  return true;
1129
1175
  }
1130
1176
 
1177
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1178
+ return if (crit)
1179
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1180
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1181
+ }
1182
+
1183
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1184
+ return if (crit)
1185
+ if (special) target.stored().stats.spc else target.stored().stats.def
1186
+ else
1187
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1188
+ if (special)
1189
+ target.active.stats.spc *
1190
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1191
+ else
1192
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1193
+ target.active.stats.def *
1194
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1195
+ }
1196
+
1131
1197
  fn adjustDamage(battle: anytype, player: Player) u16 {
1132
1198
  const side = battle.side(player);
1133
1199
  const foe = battle.foe(player);
@@ -1137,9 +1203,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1137
1203
  var d = battle.last_damage;
1138
1204
  if (side.active.types.includes(move.type)) d +%= d / 2;
1139
1205
 
1140
- const neutral = @enumToInt(Effectiveness.Neutral);
1141
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1142
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1206
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1207
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1208
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1143
1209
 
1144
1210
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1145
1211
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1159,17 +1225,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1159
1225
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1160
1226
  }
1161
1227
 
1162
- fn randomizeDamage(battle: anytype) void {
1228
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1163
1229
  if (battle.last_damage <= 1) return;
1164
- const random = Rolls.damage(battle);
1165
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1230
+ const random = try Rolls.damage(battle, player, options);
1231
+ options.calc.base(player.foe(), battle.last_damage);
1232
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1233
+ options.calc.final(player.foe(), battle.last_damage);
1166
1234
  }
1167
1235
 
1168
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1236
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1169
1237
  const side = battle.side(player);
1170
1238
  const foe = battle.foe(player);
1171
1239
 
1172
- if (!try checkHit(battle, player, move, log)) return null;
1240
+ if (!try checkHit(battle, player, move, options)) return null;
1173
1241
 
1174
1242
  battle.last_damage = switch (side.last_selected_move) {
1175
1243
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1178,68 +1246,68 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1178
1246
  .DragonRage => 40,
1179
1247
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1180
1248
  .Psywave => power: {
1181
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1249
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1182
1250
  // GLITCH: Psywave infinite glitch loop
1183
- if (!showdown and max <= 1) return Result.Error;
1184
- break :power Rolls.psywave(battle, max);
1251
+ if (!pkmn.options.mod and max <= 1) return .Error;
1252
+ break :power try Rolls.psywave(battle, player, max, options);
1185
1253
  },
1186
1254
  else => unreachable,
1187
1255
  };
1188
1256
 
1189
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1257
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else .Error;
1190
1258
 
1191
1259
  const sub = showdown and foe.active.volatiles.Substitute;
1192
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1193
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1260
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1261
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1194
1262
 
1195
1263
  return null;
1196
1264
  }
1197
1265
 
1198
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1266
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1199
1267
  const foe = battle.foe(player);
1200
1268
 
1201
1269
  if (battle.last_damage == 0) {
1202
- try log.fail(battle.active(player), .None);
1270
+ try options.log.fail(.{ battle.active(player), .None });
1203
1271
  return null;
1204
1272
  }
1205
1273
 
1206
1274
  // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1207
1275
  const foe_last_selected_move =
1208
1276
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1209
- .Splash
1210
- else
1211
- foe.last_selected_move);
1212
-
1213
- const used = (if (player.foe() == .P1)
1214
- battle.last_moves.p1_counterable
1215
- else
1216
- battle.last_moves.p2_counterable) != 0;
1277
+ .Splash
1278
+ else
1279
+ foe.last_selected_move);
1217
1280
 
1281
+ const used = battle.lastMove(player.foe()).counterable != 0;
1218
1282
  const selected = foe_last_selected_move.bp > 0 and
1219
1283
  foe.last_selected_move != .Counter and
1220
1284
  (foe_last_selected_move.type == .Normal or
1221
- foe_last_selected_move.type == .Fighting);
1285
+ foe_last_selected_move.type == .Fighting);
1222
1286
 
1223
1287
  if (!used and !selected) {
1224
- try log.fail(battle.active(player), .None);
1288
+ try options.log.fail(.{ battle.active(player), .None });
1225
1289
  return null;
1226
1290
  }
1227
1291
 
1228
1292
  if (!used or !selected) {
1229
1293
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1230
- if (!showdown) return Result.Error;
1231
- try log.fail(battle.active(player), .None);
1294
+ if (!pkmn.options.mod) return .Error;
1295
+ try options.log.fail(.{ battle.active(player), .None });
1232
1296
  return null;
1233
1297
  }
1234
1298
 
1235
- battle.last_damage *|= 2;
1299
+ // NOTE: llvm/llvm-project#58557
1300
+ battle.last_damage = if (comptime builtin.target.cpu.arch.isWasm())
1301
+ @max(battle.last_damage *% 2, std.math.maxInt(u16))
1302
+ else
1303
+ battle.last_damage *| 2;
1236
1304
 
1237
- // Pokémon Showdown calls checkHit before Counter
1238
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1305
+ // Pokémon Showdown calls moveHit before Counter
1306
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
1307
 
1240
1308
  const sub = showdown and foe.active.volatiles.Substitute;
1241
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1242
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1309
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1310
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1243
1311
  return null;
1244
1312
  }
1245
1313
 
@@ -1248,7 +1316,7 @@ fn applyDamage(
1248
1316
  target_player: Player,
1249
1317
  sub_player: Player,
1250
1318
  reason: Damage,
1251
- log: anytype,
1319
+ options: anytype,
1252
1320
  ) !bool {
1253
1321
  assert(showdown or battle.last_damage != 0);
1254
1322
 
@@ -1263,19 +1331,20 @@ fn applyDamage(
1263
1331
  subbed.active.volatiles.substitute = 0;
1264
1332
  subbed.active.volatiles.Substitute = false;
1265
1333
  // battle.last_damage is not updated with the amount of HP the Substitute had
1266
- try log.end(battle.active(sub_player), .Substitute);
1334
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1335
+ if (reason != .Confusion) options.calc.capped(sub_player);
1267
1336
  return true;
1268
1337
  } else {
1269
1338
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1270
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1271
- try log.activate(battle.active(sub_player), .Substitute);
1339
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1340
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1272
1341
  return false;
1273
1342
  }
1274
1343
  }
1275
1344
 
1276
1345
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1277
1346
  target.stored().hp -= battle.last_damage;
1278
- try log.damage(battle.active(target_player), target.stored(), reason);
1347
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1279
1348
  return false;
1280
1349
  }
1281
1350
 
@@ -1286,22 +1355,24 @@ fn mirrorMove(
1286
1355
  rewrap: bool,
1287
1356
  auto: bool,
1288
1357
  residual: *bool,
1289
- log: anytype,
1290
- ) !?Result {
1358
+ options: anytype,
1359
+ ) anyerror!?Result {
1291
1360
  var side = battle.side(player);
1292
1361
  const foe = battle.foe(player);
1293
1362
 
1294
1363
  side.last_selected_move = foe.last_used_move;
1295
1364
 
1296
1365
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1297
- try log.fail(battle.active(player), .None);
1366
+ try options.log.fail(.{ battle.active(player), .None });
1298
1367
  return null;
1299
1368
  } else if (!showdown or foe.last_used_move != .Struggle) {
1300
- incrementPP(side, mslot);
1369
+ incrementPP(side, player, mslot, options);
1301
1370
  }
1302
1371
 
1303
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1304
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1372
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1373
+ return null;
1374
+ }
1375
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1305
1376
  }
1306
1377
 
1307
1378
  fn metronome(
@@ -1311,35 +1382,51 @@ fn metronome(
1311
1382
  rewrap: bool,
1312
1383
  auto: bool,
1313
1384
  residual: *bool,
1314
- log: anytype,
1315
- ) !?Result {
1385
+ options: anytype,
1386
+ ) anyerror!?Result {
1316
1387
  var side = battle.side(player);
1317
1388
 
1318
- side.last_selected_move = Rolls.metronome(battle);
1319
- incrementPP(side, mslot);
1389
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1390
+ incrementPP(side, player, mslot, options);
1320
1391
 
1321
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1322
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1392
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1393
+ return null;
1394
+ }
1395
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1323
1396
  }
1324
1397
 
1325
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1398
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1326
1399
  var immune = false;
1327
1400
  var mist = false;
1328
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1401
+
1402
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1403
+ if (!showdown) try options.chance.commit(player, .hit);
1404
+ return true;
1405
+ }
1406
+
1329
1407
  assert(!immune);
1330
1408
  if (mist) {
1331
1409
  assert(!showdown);
1332
1410
  const foe_ident = battle.active(player.foe());
1333
- try log.activate(foe_ident, .Mist);
1334
- try log.fail(foe_ident, .None);
1411
+ try options.log.activate(.{ foe_ident, .Mist });
1412
+ try options.log.fail(.{ foe_ident, .None });
1335
1413
  } else {
1336
- try log.lastmiss();
1337
- try log.miss(battle.active(player));
1414
+ try options.log.lastmiss(.{});
1415
+ try options.log.miss(.{battle.active(player)});
1338
1416
  }
1417
+
1418
+ if (!showdown) try options.chance.commit(player, .miss);
1339
1419
  return false;
1340
1420
  }
1341
1421
 
1342
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1422
+ fn moveHit(
1423
+ battle: anytype,
1424
+ player: Player,
1425
+ move: Move.Data,
1426
+ immune: *bool,
1427
+ mist: *bool,
1428
+ options: anytype,
1429
+ ) !bool {
1343
1430
  var side = battle.side(player);
1344
1431
  const foe = battle.foe(player);
1345
1432
 
@@ -1359,7 +1446,16 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1359
1446
  break :miss true;
1360
1447
  }
1361
1448
  if (!showdown) {
1362
- if (move.effect == .Swift) return true;
1449
+ if (move.effect == .Swift) {
1450
+ // If Swift could cause a division-by-zero freeze (which doesn't exist on Pokémon
1451
+ // Showdown, hence why the block above doesn't include this code), we need the
1452
+ // damage roll to be committed. However, the commit code will not save this roll if
1453
+ // the glitch occurs and the move was not marked as having hit. To work around this
1454
+ // we flag that the move hit (as Swift trivially does), but pass the probability of
1455
+ // the hit as zero to ensure it doesn't actually get saved.
1456
+ try options.chance.hit(player, true, 0);
1457
+ return true;
1458
+ }
1363
1459
  if (foe.active.volatiles.Invulnerable) break :miss true;
1364
1460
  }
1365
1461
 
@@ -1378,10 +1474,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1378
1474
  const overwritten = overwrite and state > 0;
1379
1475
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1380
1476
 
1381
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1382
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1477
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1478
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1383
1479
  accuracy = accuracy * boost[0] / boost[1];
1384
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1480
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1385
1481
  accuracy = accuracy * boost[0] / boost[1];
1386
1482
  accuracy = @min(255, @max(1, accuracy));
1387
1483
 
@@ -1390,7 +1486,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1390
1486
  if (overwrite) side.active.volatiles.state = accuracy;
1391
1487
 
1392
1488
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1393
- break :miss !Rolls.hit(battle, accuracy);
1489
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1394
1490
  };
1395
1491
 
1396
1492
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1400,16 +1496,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1400
1496
  }
1401
1497
 
1402
1498
  if (!miss) return true;
1403
- battle.last_damage = 0;
1499
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1500
+
1404
1501
  side.active.volatiles.Binding = false;
1502
+ options.chance.observe(.binding, player, .None);
1503
+
1405
1504
  return false;
1406
1505
  }
1407
1506
 
1408
1507
  fn checkFaint(
1409
1508
  battle: anytype,
1410
1509
  player: Player,
1411
- log: anytype,
1412
- ) @TypeOf(log).Error!?Result {
1510
+ cap: bool,
1511
+ options: anytype,
1512
+ ) @TypeOf(options.log).Error!?Result {
1413
1513
  const side = battle.side(player);
1414
1514
  if (side.stored().hp > 0) return null;
1415
1515
 
@@ -1417,33 +1517,32 @@ fn checkFaint(
1417
1517
  const foe_fainted = foe.stored().hp == 0;
1418
1518
 
1419
1519
  const player_out = findFirstAlive(side) == 0;
1420
- const foe_out = findFirstAlive(foe) == 0;
1421
- const tie = player_out and foe_out;
1422
- const more = tie or player_out or foe_out;
1520
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1521
+ const more = player_out or foe_out;
1423
1522
 
1424
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1425
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1523
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1524
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1426
1525
 
1427
1526
  assert(!side.active.volatiles.MultiHit);
1428
1527
  assert(!foe.active.volatiles.MultiHit);
1429
1528
 
1430
- if (tie) {
1431
- try log.tie();
1432
- return Result.Tie;
1529
+ if (player_out and foe_out) {
1530
+ try options.log.tie(.{});
1531
+ return .Tie;
1433
1532
  } else if (player_out) {
1434
- try log.win(player.foe());
1435
- return if (player == .P1) Result.Lose else Result.Win;
1533
+ try options.log.win(.{player.foe()});
1534
+ return if (player == .P1) .Lose else .Win;
1436
1535
  } else if (foe_out) {
1437
- try log.win(player);
1438
- return if (player == .P1) Result.Win else Result.Lose;
1536
+ try options.log.win(.{player});
1537
+ return if (player == .P1) .Win else .Lose;
1439
1538
  }
1440
1539
 
1441
1540
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1442
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1443
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1541
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1542
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1444
1543
  }
1445
1544
 
1446
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1545
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1447
1546
  var side = battle.side(player);
1448
1547
  var foe = battle.foe(player);
1449
1548
  assert(side.stored().hp == 0);
@@ -1452,8 +1551,8 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1452
1551
  assert(!foe_volatiles.MultiHit);
1453
1552
  if (foe_volatiles.Bide) {
1454
1553
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1455
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1456
- if (foe_volatiles.state != 0) return Result.Error;
1554
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1555
+ if (foe_volatiles.state != 0) return .Error;
1457
1556
  }
1458
1557
 
1459
1558
  // Clearing these is not strictly necessary as provided the battle hasn't ended the side that
@@ -1476,32 +1575,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1476
1575
  side.stored().stats.spe;
1477
1576
  }
1478
1577
 
1479
- try log.faint(battle.active(player), done);
1578
+ try options.log.faint(.{ battle.active(player), done });
1579
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1580
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1581
+ if (cap) options.calc.capped(player);
1480
1582
  return null;
1481
1583
  }
1482
1584
 
1483
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1585
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1484
1586
  var side = battle.side(player);
1485
1587
  var stored = side.stored();
1486
1588
  const ident = battle.active(player);
1487
1589
  var volatiles = &side.active.volatiles;
1488
1590
 
1489
1591
  const brn = Status.is(stored.status, .BRN);
1490
- if (brn or Status.is(stored.status, .PSN)) blk: {
1592
+ if (brn or Status.is(stored.status, .PSN)) {
1491
1593
  var damage = @max(stored.stats.hp / 16, 1);
1492
-
1493
1594
  if (volatiles.Toxic) {
1494
1595
  volatiles.toxic += 1;
1495
1596
  damage *= volatiles.toxic;
1496
1597
  }
1598
+ damage = @min(damage, stored.hp);
1497
1599
 
1498
- const amount = @min(damage, stored.hp);
1499
- if (showdown and amount == 0) break :blk;
1500
-
1501
- stored.hp -= amount;
1502
-
1503
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1504
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1600
+ if (!showdown or damage > 0) {
1601
+ stored.hp -= damage;
1602
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1603
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1604
+ }
1505
1605
  }
1506
1606
 
1507
1607
  if (volatiles.LeechSeed) {
@@ -1525,43 +1625,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1525
1625
  const amount = @min(damage, stored.hp);
1526
1626
  stored.hp -= amount;
1527
1627
 
1528
- // As above, Pokémon Showdown uses damageOf but its not relevant
1529
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1628
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1629
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1530
1630
 
1531
1631
  const before = foe_stored.hp;
1532
1632
  // Uncapped damage is added back to the foe
1533
1633
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1534
1634
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1535
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1635
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1536
1636
  }
1537
1637
  }
1538
1638
 
1539
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1639
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1540
1640
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1541
1641
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1542
1642
 
1543
1643
  battle.turn += 1;
1544
1644
 
1545
- if (showdown and options.ebc and checkEBC(battle)) {
1546
- try log.tie();
1547
- return Result.Tie;
1645
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1646
+ try options.log.tie(.{});
1647
+ return .Tie;
1548
1648
  }
1549
1649
 
1550
- if (showdown and battle.turn >= 1000) {
1551
- try log.tie();
1552
- return Result.Tie;
1650
+ if (pkmn.options.mod and battle.turn >= 1000) {
1651
+ try options.log.tie(.{});
1652
+ return .Tie;
1553
1653
  } else if (battle.turn >= 65535) {
1554
- return Result.Error;
1654
+ return .Error;
1555
1655
  }
1556
1656
 
1557
- try log.turn(battle.turn);
1657
+ try options.log.turn(.{battle.turn});
1558
1658
 
1559
- return Result.Default;
1659
+ return .Default;
1560
1660
  }
1561
1661
 
1562
1662
  fn checkEBC(battle: anytype) bool {
1563
1663
  for (battle.sides, 0..) |side, i| {
1564
- const foe = battle.sides[~@intCast(u1, i)];
1664
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1565
1665
 
1566
1666
  var foe_all_ghosts = true;
1567
1667
  var foe_all_transform = true;
@@ -1613,10 +1713,10 @@ fn checkEBC(battle: anytype) bool {
1613
1713
  return false;
1614
1714
  }
1615
1715
 
1616
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1617
- if (side.active.volatiles.disabled_move != 0) {
1716
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1717
+ if (side.active.volatiles.disable_move != 0) {
1618
1718
  // A Pokémon that transforms after being disabled may end up with less move slots
1619
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1719
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1620
1720
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1621
1721
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1622
1722
  m
@@ -1624,127 +1724,115 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1624
1724
  side.last_selected_move;
1625
1725
  if (m != .None and m == last) {
1626
1726
  side.active.volatiles.Charging = false;
1627
- try log.disabled(ident, last);
1727
+ try options.log.cant(.{ ident, .Disable, last });
1628
1728
  return true;
1629
1729
  }
1630
1730
  }
1631
1731
  return false;
1632
1732
  }
1633
1733
 
1634
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1734
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1635
1735
  const side = battle.side(who);
1636
1736
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1637
- try Effects.boost(battle, who, Move.get(.Rage), log);
1737
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1638
1738
  }
1639
1739
  }
1640
1740
 
1641
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1642
- var volatiles = &active.volatiles;
1643
- assert(volatiles.Thrashing);
1644
- if (volatiles.attacks > 0) return false;
1645
-
1646
- volatiles.Thrashing = false;
1647
- volatiles.Confusion = true;
1648
- volatiles.confusion = Rolls.confusionDuration(battle);
1649
- return true;
1650
- }
1651
-
1652
- inline fn onBegin(
1741
+ fn onBegin(
1653
1742
  battle: anytype,
1654
1743
  player: Player,
1655
1744
  move: Move.Data,
1656
1745
  mslot: u8,
1657
1746
  residual: *bool,
1658
- log: anytype,
1747
+ options: anytype,
1659
1748
  ) !void {
1660
- assert(move.effect.onBegin());
1661
1749
  return switch (move.effect) {
1662
- .Confusion => Effects.confusion(battle, player, move, log),
1663
- .Conversion => Effects.conversion(battle, player, log),
1664
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1665
- .Haze => Effects.haze(battle, player, log),
1666
- .Heal => Effects.heal(battle, player, log),
1667
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1668
- .LightScreen => Effects.lightScreen(battle, player, log),
1669
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1670
- .Mist => Effects.mist(battle, player, log),
1671
- .Paralyze => Effects.paralyze(battle, player, move, log),
1672
- .Poison => Effects.poison(battle, player, move, log),
1673
- .Reflect => Effects.reflect(battle, player, log),
1674
- .Splash => Effects.splash(battle, player, log),
1675
- .Substitute => Effects.substitute(battle, player, residual, log),
1676
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1677
- .Transform => Effects.transform(battle, player, log),
1750
+ .Confusion => Effects.confusion(battle, player, move, options),
1751
+ .Conversion => Effects.conversion(battle, player, options),
1752
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1753
+ .Haze => Effects.haze(battle, player, options),
1754
+ .Heal => Effects.heal(battle, player, options),
1755
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1756
+ .LightScreen => Effects.lightScreen(battle, player, options),
1757
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1758
+ .Mist => Effects.mist(battle, player, options),
1759
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1760
+ .Poison => Effects.poison(battle, player, move, options),
1761
+ .Reflect => Effects.reflect(battle, player, options),
1762
+ .Splash => Effects.splash(battle, player, options),
1763
+ .Substitute => Effects.substitute(battle, player, residual, options),
1764
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1765
+ .Transform => Effects.transform(battle, player, options),
1678
1766
  else => unreachable,
1679
1767
  };
1680
1768
  }
1681
1769
 
1682
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1683
- assert(move.effect.onEnd());
1770
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1684
1771
  return switch (move.effect) {
1685
- .Bide => Effects.bide(battle, player, log),
1772
+ .Bide => Effects.bide(battle, player, options),
1686
1773
  // zig fmt: off
1687
1774
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1688
1775
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1689
- Effects.boost(battle, player, move, log),
1776
+ Effects.boost(battle, player, move, options),
1690
1777
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1691
- Effects.unboost(battle, player, move, log),
1778
+ Effects.unboost(battle, player, move, options),
1692
1779
  // zig fmt: on
1693
- .Sleep => Effects.sleep(battle, player, move, log),
1780
+ .Sleep => Effects.sleep(battle, player, move, options),
1694
1781
  else => unreachable,
1695
1782
  };
1696
1783
  }
1697
1784
 
1698
- inline fn alwaysHappens(
1785
+ fn alwaysHappens(
1699
1786
  battle: anytype,
1700
1787
  player: Player,
1701
1788
  move: Move.Data,
1702
1789
  residual: *bool,
1703
- log: anytype,
1790
+ options: anytype,
1704
1791
  ) !void {
1705
- assert(move.effect.alwaysHappens());
1706
1792
  return switch (move.effect) {
1707
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1793
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1708
1794
  .Explode => Effects.explode(battle, player),
1709
- .PayDay => Effects.payDay(battle, player, log),
1795
+ .PayDay => Effects.payDay(battle, player, options),
1710
1796
  .Rage => Effects.rage(battle, player),
1711
- .Recoil => Effects.recoil(battle, player, residual, log),
1797
+ .Recoil => Effects.recoil(battle, player, residual, options),
1712
1798
  .JumpKick, .Binding => {},
1713
1799
  else => unreachable,
1714
1800
  };
1715
1801
  }
1716
1802
 
1717
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1803
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1718
1804
  return switch (move.effect) {
1719
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1720
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1721
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1722
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1723
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1805
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1806
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1807
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1808
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1809
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1724
1810
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1725
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1726
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1811
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1812
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1727
1813
  // zig fmt: off
1728
1814
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1729
- Effects.unboost(battle, player, move, log),
1815
+ Effects.unboost(battle, player, move, options),
1730
1816
  // zig fmt: on
1731
1817
  else => {},
1732
1818
  };
1733
1819
  }
1734
1820
 
1735
1821
  pub const Effects = struct {
1736
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1822
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1737
1823
  var side = battle.side(player);
1738
1824
 
1739
1825
  side.active.volatiles.Bide = true;
1740
1826
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1827
+
1741
1828
  side.active.volatiles.state = 0;
1742
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1829
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1830
+ options.chance.observe(.attacking, player, .started);
1743
1831
 
1744
- try log.start(battle.active(player), .Bide);
1832
+ try options.log.start(.{ battle.active(player), .Bide });
1745
1833
  }
1746
1834
 
1747
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1835
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1748
1836
  var foe = battle.foe(player);
1749
1837
  var foe_stored = foe.stored();
1750
1838
 
@@ -1755,83 +1843,91 @@ pub const Effects = struct {
1755
1843
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1756
1844
  if (Status.is(foe_stored.status, .FRZ)) {
1757
1845
  assert(move.type == .Fire);
1758
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1846
+ try options.log.curestatus(.{
1847
+ battle.active(player.foe()),
1848
+ foe_stored.status,
1849
+ .Message,
1850
+ });
1759
1851
  foe_stored.status = 0;
1760
1852
  }
1761
1853
  return;
1762
1854
  }
1763
1855
 
1764
1856
  if (foe.active.types.includes(move.type)) return;
1765
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1857
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1858
+ return;
1859
+ }
1766
1860
 
1767
1861
  foe_stored.status = Status.init(.BRN);
1768
1862
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1769
1863
 
1770
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1864
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1771
1865
  }
1772
1866
 
1773
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1867
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1774
1868
  var side = battle.side(player);
1775
1869
  var volatiles = &side.active.volatiles;
1776
1870
 
1777
1871
  volatiles.Charging = true;
1778
1872
  const move = side.last_selected_move;
1779
1873
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1780
- try log.laststill();
1781
- try log.prepare(battle.active(player), move);
1874
+ try options.log.laststill(.{});
1875
+ try options.log.prepare(.{ battle.active(player), move });
1782
1876
  }
1783
1877
 
1784
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1878
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1785
1879
  var foe = battle.foe(player);
1786
1880
  const sub = foe.active.volatiles.Substitute;
1787
1881
 
1788
1882
  if (move.effect == .ConfusionChance) {
1789
- if (!Rolls.confusionChance(battle)) return;
1883
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1790
1884
  } else {
1791
1885
  if (showdown) {
1792
- if (!try checkHit(battle, player, move, log)) {
1793
- return;
1794
- } else if (sub) {
1795
- return log.fail(battle.active(player.foe()), .None);
1796
- }
1886
+ if (!try checkHit(battle, player, move, options)) return;
1887
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1797
1888
  } else {
1798
- if (sub) {
1799
- return log.fail(battle.active(player.foe()), .None);
1800
- } else if (!try checkHit(battle, player, move, log)) {
1801
- return;
1802
- }
1889
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1890
+ if (!try checkHit(battle, player, move, options)) return;
1803
1891
  }
1804
1892
  }
1805
1893
 
1806
1894
  if (foe.active.volatiles.Confusion) return;
1807
1895
  foe.active.volatiles.Confusion = true;
1808
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1809
1896
 
1810
- try log.start(battle.active(player.foe()), .Confusion);
1897
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1898
+ options.chance.observe(.confusion, player.foe(), .started);
1899
+ options.calc.confusion(player.foe());
1900
+
1901
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1811
1902
  }
1812
1903
 
1813
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1904
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1814
1905
  const foe = battle.foe(player);
1815
1906
 
1816
1907
  if (foe.active.volatiles.Invulnerable) {
1817
- try log.lastmiss();
1818
- return log.miss(battle.active(player));
1908
+ try options.log.lastmiss(.{});
1909
+ return options.log.miss(.{battle.active(player)});
1819
1910
  }
1820
1911
 
1821
1912
  battle.side(player).active.types = foe.active.types;
1822
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1913
+ return options.log.start(.{
1914
+ battle.active(player),
1915
+ .TypeChange,
1916
+ foe.active.types,
1917
+ battle.active(player.foe()),
1918
+ });
1823
1919
  }
1824
1920
 
1825
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1921
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1826
1922
  var foe = battle.foe(player);
1827
1923
  var volatiles = &foe.active.volatiles;
1828
1924
  const foe_ident = battle.active(player.foe());
1829
1925
 
1830
1926
  // Pokémon Showdown handles hit/miss earlier in doMove
1831
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1927
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1832
1928
 
1833
- if (volatiles.disabled_move != 0) {
1834
- try log.fail(foe_ident, .None);
1929
+ if (volatiles.disable_move != 0) {
1930
+ try options.log.fail(.{ foe_ident, .None });
1835
1931
  return null;
1836
1932
  }
1837
1933
 
@@ -1846,25 +1942,27 @@ pub const Effects = struct {
1846
1942
 
1847
1943
  // Technically this is still considered simply a "miss" on the cartridge,
1848
1944
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1849
- if (n == 0) {
1850
- try log.fail(foe_ident, .None);
1945
+ if (n == 0 or (pkmn.options.mod and err)) {
1946
+ try options.log.fail(.{ foe_ident, .None });
1851
1947
  return null;
1852
1948
  } else if (err) {
1853
1949
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1854
- assert(!showdown);
1855
- return Result.Error;
1950
+ return .Error;
1856
1951
  }
1857
1952
 
1858
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1859
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1953
+ volatiles.disable_move =
1954
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1955
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1956
+ options.chance.observe(.disable, player.foe(), .started);
1860
1957
 
1861
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1958
+ const id = foe.active.move(volatiles.disable_move).id;
1959
+ try options.log.start(.{ foe_ident, .Disable, id });
1862
1960
  return null;
1863
1961
  }
1864
1962
 
1865
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1866
- var side = battle.side(player);
1867
- var stored = side.stored();
1963
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1964
+ var stored = battle.side(player).stored();
1965
+ const ident = battle.active(player);
1868
1966
 
1869
1967
  if (battle.last_damage == 0) {
1870
1968
  assert(showdown);
@@ -1877,7 +1975,7 @@ pub const Effects = struct {
1877
1975
  if (stored.hp == stored.stats.hp) return;
1878
1976
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1879
1977
 
1880
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1978
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1881
1979
  }
1882
1980
 
1883
1981
  fn explode(battle: anytype, player: Player) !void {
@@ -1891,26 +1989,28 @@ pub const Effects = struct {
1891
1989
  side.active.volatiles.LeechSeed = false;
1892
1990
  }
1893
1991
 
1894
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1992
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1895
1993
  var volatiles = &battle.foe(player).active.volatiles;
1896
1994
 
1897
1995
  if (volatiles.Substitute) return;
1898
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1996
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1997
+ return;
1998
+ }
1899
1999
 
1900
2000
  volatiles.Flinch = true;
1901
2001
  volatiles.Recharging = false;
1902
2002
  }
1903
2003
 
1904
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
2004
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1905
2005
  var side = battle.side(player);
1906
2006
 
1907
2007
  if (side.active.volatiles.FocusEnergy) return;
1908
2008
  side.active.volatiles.FocusEnergy = true;
1909
2009
 
1910
- try log.start(battle.active(player), .FocusEnergy);
2010
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1911
2011
  }
1912
2012
 
1913
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2013
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1914
2014
  var foe = battle.foe(player);
1915
2015
  var foe_stored = foe.stored();
1916
2016
  const foe_ident = battle.active(player.foe());
@@ -1922,21 +2022,22 @@ pub const Effects = struct {
1922
2022
  }
1923
2023
 
1924
2024
  if (foe.active.types.includes(move.type)) return;
1925
- if (!Rolls.secondaryChance(battle, true)) return;
2025
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1926
2026
  // Freeze Clause Mod
1927
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2027
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1928
2028
 
1929
2029
  foe_stored.status = Status.init(.FRZ);
1930
2030
  // GLITCH: Hyper Beam recharging status is not cleared
1931
2031
 
1932
- try log.status(foe_ident, foe_stored.status, .None);
2032
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1933
2033
  }
1934
2034
 
1935
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2035
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2036
+ var log = options.log;
1936
2037
  var side = battle.side(player);
1937
2038
  var foe = battle.foe(player);
1938
2039
 
1939
- var side_stored = side.stored();
2040
+ const side_stored = side.stored();
1940
2041
  var foe_stored = foe.stored();
1941
2042
 
1942
2043
  const player_ident = battle.active(player);
@@ -1948,96 +2049,101 @@ pub const Effects = struct {
1948
2049
  side.active.stats = side_stored.stats;
1949
2050
  foe.active.stats = foe_stored.stats;
1950
2051
 
1951
- try log.activate(player_ident, .Haze);
1952
- try log.clearallboost();
2052
+ try log.activate(.{ player_ident, .Haze });
2053
+ try log.clearallboost(.{});
1953
2054
 
1954
2055
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1955
2056
  if (showdown) {
1956
2057
  for (&battle.sides, 0..) |*s, i| {
1957
- const p = @intToEnum(Player, i);
2058
+ const p: Player = @enumFromInt(i);
1958
2059
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1959
2060
  if (p != player and Status.any(s.stored().status)) {
1960
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2061
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1961
2062
  s.stored().status = 0;
2063
+ options.chance.observe(.sleep, p, .None);
1962
2064
  } else if (showdown and s.stored().status == Status.TOX) {
1963
2065
  s.stored().status = Status.init(.PSN);
1964
- try log.status(battle.active(p), s.stored().status, .None);
2066
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1965
2067
  }
1966
- try clearVolatiles(battle, p, log);
2068
+ try clearVolatiles(battle, p, options);
1967
2069
  }
1968
2070
  } else {
1969
2071
  if (Status.any(foe_stored.status)) {
1970
2072
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1971
2073
  foe.last_selected_move = .SKIP_TURN;
2074
+ options.chance.observe(.sleep, player.foe(), .None);
1972
2075
  }
1973
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2076
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1974
2077
  foe_stored.status = 0;
1975
2078
  }
1976
- try clearVolatiles(battle, player, log);
1977
- try clearVolatiles(battle, player.foe(), log);
2079
+ try clearVolatiles(battle, player, options);
2080
+ try clearVolatiles(battle, player.foe(), options);
1978
2081
  }
1979
2082
  }
1980
2083
 
1981
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2084
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1982
2085
  var side = battle.side(player);
1983
2086
  var stored = side.stored();
1984
2087
  const ident = battle.active(player);
1985
2088
 
1986
2089
  // GLITCH: HP recovery move failure glitches
1987
2090
  const delta = stored.stats.hp - stored.hp;
1988
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2091
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2092
+ return options.log.fail(.{ ident, .None });
2093
+ }
1989
2094
 
1990
2095
  const rest = side.last_selected_move == .Rest;
1991
2096
  if (rest) {
1992
2097
  // Adding the sleep status runs the sleep condition handler to roll duration
1993
2098
  if (showdown) battle.rng.advance(1);
1994
2099
  stored.status = Status.slf(2);
1995
- try log.statusFrom(ident, stored.status, Move.Rest);
2100
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1996
2101
  stored.hp = stored.stats.hp;
1997
2102
  } else {
1998
2103
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1999
2104
  }
2000
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2105
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
2001
2106
  }
2002
2107
 
2003
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2108
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
2004
2109
  battle.side(player).active.volatiles.Recharging = true;
2005
- try log.mustrecharge(battle.active(player));
2110
+ try options.log.mustrecharge(.{battle.active(player)});
2006
2111
  }
2007
2112
 
2008
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2113
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2009
2114
  var foe = battle.foe(player);
2010
2115
 
2011
2116
  if (showdown) {
2012
2117
  // Invulnerability trumps type immunity on Pokémon Showdown
2013
2118
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
2014
- return log.immune(battle.active(player.foe()), .None);
2119
+ return options.log.immune(.{ battle.active(player.foe()), .None });
2015
2120
  }
2016
- if (!try checkHit(battle, player, move, log)) return;
2121
+ if (!try checkHit(battle, player, move, options)) return;
2017
2122
  if (foe.active.volatiles.LeechSeed) return;
2018
2123
  } else {
2019
- if (!try checkHit(battle, player, move, log)) return;
2124
+ if (!try checkHit(battle, player, move, options)) return;
2020
2125
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
2021
- try log.lastmiss();
2022
- return log.miss(battle.active(player));
2126
+ try options.log.lastmiss(.{});
2127
+ return options.log.miss(.{battle.active(player)});
2023
2128
  }
2024
2129
  }
2025
2130
 
2026
2131
  foe.active.volatiles.LeechSeed = true;
2027
2132
 
2028
- try log.start(battle.active(player.foe()), .LeechSeed);
2133
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
2029
2134
  }
2030
2135
 
2031
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2136
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
2032
2137
  var side = battle.side(player);
2138
+ const ident = battle.active(player);
2033
2139
 
2034
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2140
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2035
2141
  side.active.volatiles.LightScreen = true;
2036
2142
 
2037
- try log.start(battle.active(player), .LightScreen);
2143
+ try options.log.start(.{ ident, .LightScreen });
2038
2144
  }
2039
2145
 
2040
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2146
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2041
2147
  var side = battle.side(player);
2042
2148
  var foe = battle.foe(player);
2043
2149
 
@@ -2053,7 +2159,7 @@ pub const Effects = struct {
2053
2159
  const has_mimic = has_mimic: {
2054
2160
  for (side.active.moves, 0..) |m, i| {
2055
2161
  if (m.id == .Mimic) {
2056
- oslot = @intCast(u8, i + 1);
2162
+ oslot = @intCast(i + 1);
2057
2163
  break :has_mimic true;
2058
2164
  }
2059
2165
  }
@@ -2061,38 +2167,41 @@ pub const Effects = struct {
2061
2167
  };
2062
2168
  if (!has_mimic) {
2063
2169
  // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2064
- if (!try checkHit(battle, player, move, log)) return;
2065
- return try log.fail(battle.active(player.foe()), .None);
2170
+ if (!try checkHit(battle, player, move, options)) return;
2171
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2066
2172
  }
2067
2173
  }
2068
- if (!try checkHit(battle, player, move, log)) return;
2174
+ if (!try checkHit(battle, player, move, options)) return;
2069
2175
 
2070
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2176
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2071
2177
  side.active.move(oslot).id = foe.active.move(rslot).id;
2072
2178
 
2073
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2179
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2074
2180
  }
2075
2181
 
2076
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2182
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2077
2183
  var side = battle.side(player);
2078
2184
 
2079
2185
  if (side.active.volatiles.Mist) return;
2080
2186
  side.active.volatiles.Mist = true;
2081
2187
 
2082
- try log.start(battle.active(player), .Mist);
2188
+ try options.log.start(.{ battle.active(player), .Mist });
2083
2189
  }
2084
2190
 
2085
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2191
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2086
2192
  var side = battle.side(player);
2087
2193
 
2088
2194
  assert(!side.active.volatiles.MultiHit);
2089
2195
  side.active.volatiles.MultiHit = true;
2090
2196
 
2091
- side.active.volatiles.attacks =
2092
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2197
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2198
+ try Rolls.distribution(battle, .MultiHit, player, options)
2199
+ else
2200
+ 2;
2093
2201
  }
2094
2202
 
2095
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2203
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2204
+ var log = options.log;
2096
2205
  var foe = battle.foe(player);
2097
2206
  var foe_stored = foe.stored();
2098
2207
  const foe_ident = battle.active(player.foe());
@@ -2102,27 +2211,28 @@ pub const Effects = struct {
2102
2211
 
2103
2212
  if (showdown) {
2104
2213
  // Invulnerability trumps type immunity on Pokémon Showdown
2105
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2106
- if (!try checkHit(battle, player, move, log)) return;
2214
+ if (immune and !foe.active.volatiles.Invulnerable) {
2215
+ return log.immune(.{ foe_ident, .None });
2216
+ } else if (!try checkHit(battle, player, move, options)) return;
2107
2217
  }
2108
2218
  if (Status.any(foe_stored.status)) {
2109
- return log.fail(
2219
+ return log.fail(.{
2110
2220
  foe_ident,
2111
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2112
- );
2221
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2222
+ });
2113
2223
  }
2114
2224
  if (!showdown) {
2115
- if (immune) return log.immune(foe_ident, .None);
2116
- if (!try checkHit(battle, player, move, log)) return;
2225
+ if (immune) return log.immune(.{ foe_ident, .None });
2226
+ if (!try checkHit(battle, player, move, options)) return;
2117
2227
  }
2118
2228
 
2119
2229
  foe_stored.status = Status.init(.PAR);
2120
2230
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2121
2231
 
2122
- try log.status(foe_ident, foe_stored.status, .None);
2232
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2123
2233
  }
2124
2234
 
2125
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2235
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2126
2236
  var foe = battle.foe(player);
2127
2237
  var foe_stored = foe.stored();
2128
2238
 
@@ -2134,50 +2244,59 @@ pub const Effects = struct {
2134
2244
 
2135
2245
  // Body Slam can't paralyze a Normal type Pokémon
2136
2246
  if (foe.active.types.includes(move.type)) return;
2137
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2247
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2248
+ return;
2249
+ }
2138
2250
 
2139
2251
  foe_stored.status = Status.init(.PAR);
2140
2252
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2141
2253
 
2142
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2254
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2143
2255
  }
2144
2256
 
2145
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2146
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2257
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2258
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2259
+ try options.log.fieldactivate(.{});
2260
+ }
2147
2261
  }
2148
2262
 
2149
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2263
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2264
+ var log = options.log;
2150
2265
  var foe = battle.foe(player);
2151
2266
  var foe_stored = foe.stored();
2152
2267
  const foe_ident = battle.active(player.foe());
2153
2268
  const toxic = battle.side(player).last_selected_move == .Toxic;
2154
2269
 
2155
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2270
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2156
2271
  return;
2157
2272
  } else if (foe.active.volatiles.Substitute) {
2158
2273
  if (move.effect != .Poison) return;
2159
- return log.fail(foe_ident, .None);
2274
+ return log.fail(.{ foe_ident, .None });
2160
2275
  } else if (Status.any(foe_stored.status)) {
2161
2276
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2162
2277
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2163
2278
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2164
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2279
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2165
2280
  if (!showdown)
2166
- .Poison
2281
+ Fail.Poison
2167
2282
  else if (toxic == (foe_stored.status == Status.TOX))
2168
- if (toxic) .Toxic else .Poison
2283
+ if (toxic) Fail.Toxic else Fail.Poison
2169
2284
  else
2170
- .None
2285
+ Fail.None
2171
2286
  else
2172
- .None);
2287
+ Fail.None });
2173
2288
  } else if (foe.active.types.includes(.Poison)) {
2174
2289
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2175
- return log.immune(foe_ident, .None);
2290
+ return log.immune(.{ foe_ident, .None });
2176
2291
  }
2177
2292
 
2178
2293
  if (move.effect == .Poison) {
2179
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2180
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2294
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2295
+ } else {
2296
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2297
+ return;
2298
+ }
2299
+ }
2181
2300
 
2182
2301
  foe_stored.status = Status.init(.PSN);
2183
2302
  if (toxic) {
@@ -2186,7 +2305,7 @@ pub const Effects = struct {
2186
2305
  foe.active.volatiles.toxic = 0;
2187
2306
  }
2188
2307
 
2189
- try log.status(foe_ident, foe_stored.status, .None);
2308
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2190
2309
  }
2191
2310
 
2192
2311
  fn rage(battle: anytype, player: Player) !void {
@@ -2195,28 +2314,37 @@ pub const Effects = struct {
2195
2314
  volatiles.Rage = true;
2196
2315
  }
2197
2316
 
2198
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2317
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2199
2318
  var side = battle.side(player);
2200
2319
  var stored = side.stored();
2201
2320
 
2202
- const damage = @intCast(i16, @max(battle.last_damage /
2321
+ assert(showdown or battle.last_damage > 0);
2322
+ if (showdown and battle.last_damage == 0) return;
2323
+
2324
+ const damage: i16 = @intCast(@max(battle.last_damage /
2203
2325
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2204
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2326
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2205
2327
 
2206
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2328
+ try options.log.damage(.{
2329
+ battle.active(player),
2330
+ stored,
2331
+ .RecoilOf,
2332
+ battle.active(player.foe()),
2333
+ });
2207
2334
  if (showdown and stored.hp == 0) residual.* = false;
2208
2335
  }
2209
2336
 
2210
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2337
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2211
2338
  var side = battle.side(player);
2339
+ const ident = battle.active(player);
2212
2340
 
2213
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2341
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2214
2342
  side.active.volatiles.Reflect = true;
2215
2343
 
2216
- try log.start(battle.active(player), .Reflect);
2344
+ try options.log.start(.{ ident, .Reflect });
2217
2345
  }
2218
2346
 
2219
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2347
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2220
2348
  var foe = battle.foe(player);
2221
2349
  var foe_stored = foe.stored();
2222
2350
  const foe_ident = battle.active(player.foe());
@@ -2227,80 +2355,87 @@ pub const Effects = struct {
2227
2355
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2228
2356
  } else {
2229
2357
  if (Status.any(foe_stored.status)) {
2230
- return log.fail(
2358
+ return options.log.fail(.{
2231
2359
  foe_ident,
2232
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2233
- );
2360
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2361
+ });
2234
2362
  }
2235
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2236
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2363
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2364
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2237
2365
  }
2238
2366
 
2239
2367
  // Sleep Clause Mod
2240
- if (showdown) {
2368
+ if (pkmn.options.mod) {
2241
2369
  for (foe.pokemon) |p| {
2242
2370
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2243
2371
  }
2244
2372
  }
2245
2373
  foe.active.volatiles.Recharging = false;
2246
2374
 
2247
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2248
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2375
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2376
+ options.chance.observe(.sleep, player.foe(), .started);
2377
+
2378
+ const last = battle.side(player).last_selected_move;
2379
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2249
2380
  }
2250
2381
 
2251
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2252
- try log.activate(battle.active(player), .Splash);
2382
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2383
+ try options.log.activate(.{ battle.active(player), .Splash });
2253
2384
  }
2254
2385
 
2255
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2386
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2256
2387
  var side = battle.side(player);
2257
2388
  if (side.active.volatiles.Substitute) {
2258
- try log.fail(battle.active(player), .Substitute);
2259
- return;
2389
+ return options.log.fail(.{ battle.active(player), .Substitute });
2260
2390
  }
2261
2391
 
2262
2392
  assert(side.stored().stats.hp <= 1023);
2263
2393
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2264
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2394
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2265
2395
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2266
2396
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2267
2397
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2268
2398
  // avoid having to convert to floating point)
2269
2399
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2270
2400
  if (side.stored().hp < required_hp) {
2271
- try log.fail(battle.active(player), .Weak);
2272
- return;
2401
+ return options.log.fail(.{ battle.active(player), .Weak });
2273
2402
  }
2274
2403
 
2275
2404
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2276
2405
  side.stored().hp -= hp;
2277
2406
  side.active.volatiles.substitute = hp + 1;
2278
2407
  side.active.volatiles.Substitute = true;
2279
- try log.start(battle.active(player), .Substitute);
2408
+ try options.log.start(.{ battle.active(player), .Substitute });
2280
2409
  if (hp > 0) {
2281
- try log.damage(battle.active(player), side.stored(), .None);
2410
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2282
2411
  if (showdown and side.stored().hp == 0) residual.* = false;
2283
2412
  }
2284
2413
  }
2285
2414
 
2286
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2287
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2288
-
2415
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2289
2416
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2290
- _ = try checkHit(battle, player, move, log);
2291
- battle.last_damage = 0;
2417
+ if (showdown) {
2418
+ if (battle.side(player).last_selected_move == .Teleport) return;
2419
+ _ = try checkHit(battle, player, move, options);
2420
+ battle.last_damage = 0;
2421
+ } else {
2422
+ try options.log.fail(.{ battle.active(player), .None });
2423
+ try options.log.laststill(.{});
2424
+ }
2292
2425
  }
2293
2426
 
2294
- fn thrashing(battle: anytype, player: Player) void {
2427
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2295
2428
  var volatiles = &battle.side(player).active.volatiles;
2296
2429
  assert(!volatiles.Thrashing);
2297
2430
  assert(!volatiles.Bide);
2298
2431
 
2299
2432
  volatiles.Thrashing = true;
2300
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2433
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2434
+
2435
+ options.chance.observe(.attacking, player, .started);
2301
2436
  }
2302
2437
 
2303
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2438
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2304
2439
  var side = battle.side(player);
2305
2440
  const foe = battle.foe(player);
2306
2441
  const foe_ident = battle.active(player.foe());
@@ -2326,25 +2461,28 @@ pub const Effects = struct {
2326
2461
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2327
2462
  }
2328
2463
 
2329
- try log.transform(battle.active(player), foe_ident);
2464
+ try options.log.transform(.{ battle.active(player), foe_ident });
2330
2465
  }
2331
2466
 
2332
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2467
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2333
2468
  var side = battle.side(player);
2334
2469
  var foe = battle.foe(player);
2335
2470
 
2336
2471
  if (side.active.volatiles.Binding) return;
2337
2472
  side.active.volatiles.Binding = true;
2338
2473
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2339
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2474
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2340
2475
  if (!showdown) {
2341
2476
  foe.active.volatiles.Recharging = false;
2342
2477
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2343
2478
 
2344
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2479
+ side.active.volatiles.attacks =
2480
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2481
+ options.chance.observe(.binding, player, .started);
2345
2482
  }
2346
2483
 
2347
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2484
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2485
+ var log = options.log;
2348
2486
  var side = battle.side(player);
2349
2487
  const ident = battle.active(player);
2350
2488
 
@@ -2354,87 +2492,87 @@ pub const Effects = struct {
2354
2492
  switch (move.effect) {
2355
2493
  .AttackUp1, .AttackUp2, .Rage => {
2356
2494
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2357
- if (boosts.atk == 6) return try log.fail(ident, .None);
2495
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2358
2496
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2359
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2360
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2497
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2498
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2361
2499
  if (stats.atk == MAX_STAT_VALUE) {
2362
2500
  boosts.atk -= 1;
2363
2501
  if (showdown) {
2364
- try log.boost(ident, reason, n);
2365
- try log.boost(ident, Boost.Attack, -1);
2502
+ try log.boost(.{ ident, reason, n });
2503
+ try log.boost(.{ ident, .Attack, -1 });
2366
2504
  if (move.effect == .Rage) return;
2367
2505
  }
2368
- return try log.fail(ident, .None);
2506
+ return log.fail(.{ ident, .None });
2369
2507
  }
2370
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2508
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2371
2509
  const stat = unmodifiedStats(battle, side).atk;
2372
2510
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2373
- try log.boost(ident, reason, n);
2511
+ try log.boost(.{ ident, reason, n });
2374
2512
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2375
2513
  if (showdown and move.effect == .Rage) return;
2376
2514
  },
2377
2515
  .DefenseUp1, .DefenseUp2 => {
2378
2516
  assert(boosts.def >= -6 and boosts.def <= 6);
2379
- if (boosts.def == 6) return try log.fail(ident, .None);
2517
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2380
2518
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2381
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2519
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2382
2520
  if (stats.def == MAX_STAT_VALUE) {
2383
2521
  boosts.def -= 1;
2384
2522
  if (showdown) {
2385
- try log.boost(ident, .Defense, n);
2386
- try log.boost(ident, .Defense, -1);
2523
+ try log.boost(.{ ident, .Defense, n });
2524
+ try log.boost(.{ ident, .Defense, -1 });
2387
2525
  }
2388
- return try log.fail(ident, .None);
2526
+ return log.fail(.{ ident, .None });
2389
2527
  }
2390
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2528
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2391
2529
  const stat = unmodifiedStats(battle, side).def;
2392
2530
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2393
- try log.boost(ident, .Defense, n);
2531
+ try log.boost(.{ ident, .Defense, n });
2394
2532
  },
2395
2533
  .SpeedUp2 => {
2396
2534
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2397
- if (boosts.spe == 6) return try log.fail(ident, .None);
2398
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2535
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2536
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2399
2537
  if (stats.spe == MAX_STAT_VALUE) {
2400
2538
  boosts.spe -= 1;
2401
2539
  if (showdown) {
2402
- try log.boost(ident, .Speed, 2);
2403
- try log.boost(ident, .Speed, -1);
2540
+ try log.boost(.{ ident, .Speed, 2 });
2541
+ try log.boost(.{ ident, .Speed, -1 });
2404
2542
  }
2405
- return try log.fail(ident, .None);
2543
+ return log.fail(.{ ident, .None });
2406
2544
  }
2407
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2545
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2408
2546
  const stat = unmodifiedStats(battle, side).spe;
2409
2547
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2410
- try log.boost(ident, .Speed, 2);
2548
+ try log.boost(.{ ident, .Speed, 2 });
2411
2549
  },
2412
2550
  .SpecialUp1, .SpecialUp2 => {
2413
2551
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2414
- if (boosts.spc == 6) return try log.fail(ident, .None);
2552
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2415
2553
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2416
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2554
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2417
2555
  if (stats.spc == MAX_STAT_VALUE) {
2418
2556
  boosts.spc -= 1;
2419
2557
  if (showdown) {
2420
- try log.boost(ident, .SpecialAttack, n);
2421
- try log.boost(ident, .SpecialAttack, -1);
2422
- try log.boost(ident, .SpecialDefense, n);
2423
- try log.boost(ident, .SpecialDefense, -1);
2558
+ try log.boost(.{ ident, .SpecialAttack, n });
2559
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2560
+ try log.boost(.{ ident, .SpecialDefense, n });
2561
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2424
2562
  }
2425
- return try log.fail(ident, .None);
2563
+ return log.fail(.{ ident, .None });
2426
2564
  }
2427
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2565
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2428
2566
  const stat = unmodifiedStats(battle, side).spc;
2429
2567
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2430
- try log.boost(ident, .SpecialAttack, n);
2431
- try log.boost(ident, .SpecialDefense, n);
2568
+ try log.boost(.{ ident, .SpecialAttack, n });
2569
+ try log.boost(.{ ident, .SpecialDefense, n });
2432
2570
  },
2433
2571
  .EvasionUp1 => {
2434
2572
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2435
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2436
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2437
- try log.boost(ident, .Evasion, 1);
2573
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2574
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2575
+ try log.boost(.{ ident, .Evasion, 1 });
2438
2576
  },
2439
2577
  else => unreachable,
2440
2578
  }
@@ -2443,102 +2581,105 @@ pub const Effects = struct {
2443
2581
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2444
2582
  }
2445
2583
 
2446
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2584
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2585
+ var log = options.log;
2447
2586
  var foe = battle.foe(player);
2448
2587
  const foe_ident = battle.active(player.foe());
2588
+ const secondary = move.effect.isStatDownChance();
2449
2589
 
2450
- if (foe.active.volatiles.Substitute) {
2451
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2452
- }
2590
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2453
2591
 
2454
- if (move.effect.isStatDownChance()) {
2455
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2456
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2457
- return; // checkHit already checks for Invulnerable
2592
+ if (secondary) {
2593
+ const proc = try Rolls.unboost(battle, player, options);
2594
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2595
+ } else {
2596
+ // checkHit already checks for Invulnerable
2597
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2458
2598
  }
2459
2599
 
2460
2600
  var stats = &foe.active.stats;
2461
2601
  var boosts = &foe.active.boosts;
2602
+ const fail = showdown or !secondary;
2462
2603
 
2463
2604
  switch (move.effect) {
2464
2605
  .AttackDown1, .AttackDownChance => {
2465
2606
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2466
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2467
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2607
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2608
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2468
2609
  if (stats.atk == 1) {
2469
2610
  boosts.atk += 1;
2470
2611
  if (showdown) {
2471
- try log.boost(foe_ident, .Attack, -1);
2472
- try log.boost(foe_ident, .Attack, 1);
2612
+ try log.boost(.{ foe_ident, .Attack, -1 });
2613
+ try log.boost(.{ foe_ident, .Attack, 1 });
2473
2614
  }
2474
- return try log.fail(foe_ident, .None);
2615
+ return log.fail(.{ foe_ident, .None });
2475
2616
  }
2476
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2617
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2477
2618
  const stat = unmodifiedStats(battle, foe).atk;
2478
2619
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2479
- try log.boost(foe_ident, .Attack, -1);
2620
+ try log.boost(.{ foe_ident, .Attack, -1 });
2480
2621
  },
2481
2622
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2482
2623
  assert(boosts.def >= -6 and boosts.def <= 6);
2483
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2624
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2484
2625
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2485
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2626
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2486
2627
  if (stats.def == 1) {
2487
2628
  boosts.def += 1;
2488
2629
  if (showdown) {
2489
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2490
- try log.boost(foe_ident, .Defense, 1);
2630
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2631
+ try log.boost(.{ foe_ident, .Defense, 1 });
2491
2632
  }
2492
- return try log.fail(foe_ident, .None);
2633
+ return log.fail(.{ foe_ident, .None });
2493
2634
  }
2494
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2635
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2495
2636
  const stat = unmodifiedStats(battle, foe).def;
2496
2637
  stats.def = @max(1, stat * mod[0] / mod[1]);
2497
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2638
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2498
2639
  },
2499
2640
  .SpeedDown1, .SpeedDownChance => {
2500
2641
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2501
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2502
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2642
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2643
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2503
2644
  if (stats.spe == 1) {
2504
2645
  boosts.spe += 1;
2505
2646
  if (showdown) {
2506
- try log.boost(foe_ident, .Speed, -1);
2507
- try log.boost(foe_ident, .Speed, 1);
2647
+ try log.boost(.{ foe_ident, .Speed, -1 });
2648
+ try log.boost(.{ foe_ident, .Speed, 1 });
2508
2649
  }
2509
- return try log.fail(foe_ident, .None);
2650
+ return log.fail(.{ foe_ident, .None });
2510
2651
  }
2511
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2652
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2512
2653
  const stat = unmodifiedStats(battle, foe).spe;
2513
2654
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2514
- try log.boost(foe_ident, .Speed, -1);
2655
+ try log.boost(.{ foe_ident, .Speed, -1 });
2515
2656
  assert(boosts.spe >= -6);
2516
2657
  },
2517
2658
  .SpecialDownChance => {
2518
2659
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2519
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2520
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2660
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2661
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2521
2662
  if (stats.spc == 1) {
2522
2663
  boosts.spc += 1;
2523
2664
  if (showdown) {
2524
- try log.boost(foe_ident, .SpecialAttack, -1);
2525
- try log.boost(foe_ident, .SpecialAttack, 1);
2526
- try log.boost(foe_ident, .SpecialDefense, -1);
2527
- try log.boost(foe_ident, .SpecialDefense, 1);
2665
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2666
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2667
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2668
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2528
2669
  }
2529
- return try log.fail(foe_ident, .None);
2670
+ return log.fail(.{ foe_ident, .None });
2530
2671
  }
2531
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2672
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2532
2673
  const stat = unmodifiedStats(battle, foe).spc;
2533
2674
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2534
- try log.boost(foe_ident, .SpecialAttack, -1);
2535
- try log.boost(foe_ident, .SpecialDefense, -1);
2675
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2676
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2536
2677
  },
2537
2678
  .AccuracyDown1 => {
2538
2679
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2539
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2540
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2541
- try log.boost(foe_ident, .Accuracy, -1);
2680
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2681
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2682
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2542
2683
  },
2543
2684
  else => unreachable,
2544
2685
  }
@@ -2562,37 +2703,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2562
2703
  }
2563
2704
  }
2564
2705
 
2565
- inline fn isForced(active: ActivePokemon) bool {
2706
+ fn isForced(active: anytype) bool {
2566
2707
  return active.volatiles.Recharging or active.volatiles.Rage or
2567
2708
  active.volatiles.Thrashing or active.volatiles.Charging;
2568
2709
  }
2569
2710
 
2570
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2711
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2712
+ var log = options.log;
2571
2713
  var side = battle.side(who);
2572
2714
  var volatiles = &side.active.volatiles;
2573
2715
  const ident = battle.active(who);
2574
2716
 
2575
- if (volatiles.disabled_move != 0) {
2576
- volatiles.disabled_move = 0;
2577
- volatiles.disabled_duration = 0;
2578
- try log.end(ident, .DisableSilent);
2717
+ if (volatiles.disable_move != 0) {
2718
+ volatiles.disable_move = 0;
2719
+ volatiles.disable_duration = 0;
2720
+ options.chance.observe(.disable, who, .None);
2721
+ try log.end(.{ ident, .DisableSilent });
2579
2722
  }
2580
2723
  if (volatiles.Confusion) {
2581
2724
  // volatiles.confusion is left unchanged
2582
2725
  volatiles.Confusion = false;
2583
- try log.end(ident, .ConfusionSilent);
2726
+ options.chance.observe(.confusion, who, .None);
2727
+ try log.end(.{ ident, .ConfusionSilent });
2584
2728
  }
2585
2729
  if (volatiles.Mist) {
2586
2730
  volatiles.Mist = false;
2587
- try log.end(ident, .Mist);
2731
+ try log.end(.{ ident, .MistSilent });
2588
2732
  }
2589
2733
  if (volatiles.FocusEnergy) {
2590
2734
  volatiles.FocusEnergy = false;
2591
- try log.end(ident, .FocusEnergy);
2735
+ try log.end(.{ ident, .FocusEnergySilent });
2592
2736
  }
2593
2737
  if (volatiles.LeechSeed) {
2594
2738
  volatiles.LeechSeed = false;
2595
- try log.end(ident, .LeechSeed);
2739
+ try log.end(.{ ident, .LeechSeedSilent });
2596
2740
  }
2597
2741
  if (!showdown and volatiles.Toxic) {
2598
2742
  volatiles.Toxic = false;
@@ -2600,152 +2744,373 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2600
2744
  }
2601
2745
  if (volatiles.LightScreen) {
2602
2746
  volatiles.LightScreen = false;
2603
- try log.end(ident, .LightScreen);
2747
+ try log.end(.{ ident, .LightScreenSilent });
2604
2748
  }
2605
2749
  if (volatiles.Reflect) {
2606
2750
  volatiles.Reflect = false;
2607
- try log.end(ident, .Reflect);
2751
+ try log.end(.{ ident, .ReflectSilent });
2608
2752
  }
2609
2753
  if (showdown and volatiles.Toxic) {
2610
2754
  volatiles.Toxic = false;
2611
2755
  // Pokémon Showdown erroneously clears the toxic counter
2612
2756
  volatiles.toxic = 0;
2613
- try log.end(ident, .Toxic);
2757
+ try log.end(.{ ident, .ToxicSilent });
2614
2758
  }
2615
2759
  }
2616
2760
 
2761
+ fn decrement(
2762
+ comptime field: chance.Action.Field,
2763
+ player: Player,
2764
+ options: anytype,
2765
+ n: anytype,
2766
+ ) @TypeOf(n) {
2767
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2768
+ .started, .ended => 0,
2769
+ .continuing => if (n > 1) n - 1 else n,
2770
+ else => unreachable,
2771
+ } else n - 1;
2772
+ }
2773
+
2617
2774
  pub const Rolls = struct {
2618
- inline fn speedTie(battle: anytype) bool {
2619
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2620
- return battle.rng.next() < Gen12.percent(50) + 1;
2621
- }
2775
+ fn speedTie(battle: anytype, options: anytype) !bool {
2776
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2777
+ player == .P1
2778
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2779
+ battle.rng.speedTie()
2780
+ else if (showdown)
2781
+ battle.rng.range(u8, 0, 2) == 0
2782
+ else
2783
+ battle.rng.next() < Gen12.percent(50) + 1;
2784
+
2785
+ try options.chance.speedTie(p1);
2786
+ return p1;
2787
+ }
2788
+
2789
+ fn criticalHit(
2790
+ battle: anytype,
2791
+ player: Player,
2792
+ rate: u8,
2793
+ spurious: bool,
2794
+ options: anytype,
2795
+ ) !bool {
2796
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2797
+ val == .true
2798
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2799
+ battle.rng.criticalHit(player, rate)
2800
+ else if (showdown)
2801
+ battle.rng.chance(u8, rate, 256)
2802
+ else
2803
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2804
+
2805
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2806
+ return crit;
2807
+ }
2808
+
2809
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2810
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2811
+ val
2812
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2813
+ battle.rng.damage(player)
2814
+ else roll: {
2815
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2816
+ while (true) {
2817
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2818
+ if (r >= 217) break :roll r;
2819
+ }
2820
+ };
2622
2821
 
2623
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2624
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2625
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2822
+ assert(roll >= 217 and roll <= 255);
2823
+ try options.chance.damage(player, roll);
2824
+ return roll;
2626
2825
  }
2627
2826
 
2628
- inline fn damage(battle: anytype) u8 {
2629
- if (showdown) return battle.rng.range(u8, 217, 256);
2630
- while (true) {
2631
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2632
- if (r >= 217) return r;
2633
- }
2634
- }
2827
+ const uN = if (pkmn.options.miss) u8 else u9;
2828
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2829
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2830
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2831
+ val == .true
2832
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2833
+ battle.rng.hit(player, acc)
2834
+ else if (showdown)
2835
+ battle.rng.chance(uN, acc, 256)
2836
+ else
2837
+ battle.rng.next() < acc;
2635
2838
 
2636
- inline fn hit(battle: anytype, accuracy: u16) bool {
2637
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2638
- return battle.rng.next() < accuracy;
2839
+ try options.chance.hit(player, ok, acc);
2840
+ return ok;
2639
2841
  }
2640
2842
 
2641
- inline fn confusionDuration(battle: anytype) u3 {
2642
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2643
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2644
- }
2843
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2844
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2845
+ val == .true
2846
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2847
+ battle.rng.confused(player)
2848
+ else if (showdown)
2849
+ !battle.rng.chance(u8, 128, 256)
2850
+ else
2851
+ battle.rng.next() >= Gen12.percent(50) + 1;
2645
2852
 
2646
- inline fn confused(battle: anytype) bool {
2647
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2648
- return battle.rng.next() >= Gen12.percent(50) + 1;
2853
+ try options.chance.confused(player, cfz);
2854
+ return cfz;
2649
2855
  }
2650
2856
 
2651
- inline fn paralyzed(battle: anytype) bool {
2652
- if (showdown) return battle.rng.chance(u8, 63, 256);
2653
- return battle.rng.next() < Gen12.percent(25);
2654
- }
2857
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2858
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2859
+ val == .true
2860
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2861
+ battle.rng.paralyzed(player)
2862
+ else if (showdown)
2863
+ battle.rng.chance(u8, 63, 256)
2864
+ else
2865
+ battle.rng.next() < Gen12.percent(25);
2655
2866
 
2656
- inline fn confusionChance(battle: anytype) bool {
2657
- if (showdown) return battle.rng.chance(u8, 25, 256);
2658
- return battle.rng.next() < Gen12.percent(10);
2867
+ try options.chance.paralyzed(player, par);
2868
+ return par;
2659
2869
  }
2660
2870
 
2661
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2662
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2663
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2664
- }
2871
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2872
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2873
+ val == .true
2874
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2875
+ battle.rng.secondaryChance(player, 25)
2876
+ else if (showdown)
2877
+ battle.rng.chance(u8, 25, 256)
2878
+ else
2879
+ battle.rng.next() < Gen12.percent(10);
2665
2880
 
2666
- inline fn poisonChance(battle: anytype, low: bool) bool {
2667
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2668
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2881
+ try options.chance.secondaryChance(player, proc, 25);
2882
+ return proc;
2669
2883
  }
2670
2884
 
2671
- inline fn sleepDuration(battle: anytype) u3 {
2672
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2673
- while (true) {
2674
- const r = battle.rng.next() & 7;
2675
- if (r != 0) return @intCast(u3, r);
2676
- }
2885
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2886
+ const rate: u8 = if (low) 26 else 77;
2887
+
2888
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2889
+ val == .true
2890
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2891
+ battle.rng.secondaryChance(player, rate)
2892
+ else if (showdown)
2893
+ battle.rng.chance(u8, rate, 256)
2894
+ else
2895
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2896
+
2897
+ try options.chance.secondaryChance(player, proc, rate);
2898
+ return proc;
2677
2899
  }
2678
2900
 
2679
- inline fn bideThrashDuration(battle: anytype) u3 {
2680
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2681
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2901
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2902
+ const rate: u8 = if (low) 52 else 103;
2903
+
2904
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2905
+ val == .true
2906
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2907
+ battle.rng.secondaryChance(player, rate)
2908
+ else if (showdown)
2909
+ battle.rng.chance(u8, rate, 256)
2910
+ else
2911
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2912
+
2913
+ try options.chance.secondaryChance(player, proc, rate);
2914
+ return proc;
2682
2915
  }
2683
2916
 
2684
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2685
- if (showdown) {
2686
- if (check_pp == 0) {
2687
- var i: usize = moves.len;
2688
- while (i > 0) {
2689
- i -= 1;
2690
- if (moves[i].id != .None) {
2691
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2692
- }
2693
- }
2694
- } else {
2695
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2696
- var i: usize = 0;
2697
- while (i < moves.len and r > 0) : (i += 1) {
2698
- if (moves[i].pp > 0) {
2699
- r -= 1;
2700
- if (r == 0) break;
2701
- }
2702
- }
2703
- return @intCast(u4, i + 1);
2917
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2918
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2919
+ val == .true
2920
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2921
+ battle.rng.secondaryChance(player, 85)
2922
+ else if (showdown)
2923
+ battle.rng.chance(u8, 85, 256)
2924
+ else
2925
+ battle.rng.next() < Gen12.percent(33) + 1;
2926
+
2927
+ try options.chance.secondaryChance(player, proc, 85);
2928
+ return proc;
2929
+ }
2930
+
2931
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2932
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2933
+ val
2934
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2935
+ battle.rng.metronome(player)
2936
+ else if (showdown)
2937
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2938
+ else move: {
2939
+ while (true) {
2940
+ const r = battle.rng.next();
2941
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2942
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2943
+ break :move @enumFromInt(r);
2704
2944
  }
2705
- }
2945
+ };
2706
2946
 
2707
- while (true) {
2708
- const r = @intCast(u4, battle.rng.next() & 3);
2709
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2710
- }
2947
+ try options.chance.metronome(player, move);
2948
+ return move;
2949
+ }
2950
+
2951
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2952
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2953
+ val - 1
2954
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2955
+ battle.rng.psywave(player)
2956
+ else if (showdown)
2957
+ battle.rng.range(u8, 0, max)
2958
+ else power: {
2959
+ while (true) {
2960
+ const r = battle.rng.next();
2961
+ if (r < max) break :power r;
2962
+ }
2963
+ };
2964
+
2965
+ assert(power < max);
2966
+ try options.chance.psywave(player, power, max);
2967
+ return power;
2711
2968
  }
2712
2969
 
2713
- inline fn disableDuration(battle: anytype) u4 {
2714
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2715
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2970
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2971
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2972
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2973
+ else
2974
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2975
+ battle.rng.sleepDuration(player)
2976
+ else if (showdown)
2977
+ battle.rng.range(u3, 1, 8)
2978
+ else duration: {
2979
+ while (true) {
2980
+ const r = battle.rng.next() & 7;
2981
+ if (r != 0) break :duration @intCast(r);
2982
+ }
2983
+ };
2984
+
2985
+ assert(duration >= 1 and duration <= 7);
2986
+ options.chance.duration(player, duration);
2987
+ return duration;
2716
2988
  }
2717
2989
 
2718
- inline fn metronome(battle: anytype) Move {
2719
- if (showdown) {
2720
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
2721
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
2722
- return @intToEnum(Move, r + mod);
2723
- }
2724
- while (true) {
2725
- const r = battle.rng.next();
2726
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
2727
- if (r >= @enumToInt(Move.Struggle)) continue;
2728
- return @intToEnum(Move, r);
2729
- }
2990
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2991
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2992
+ if (val >= 1 and val <= 8) val else null
2993
+ else
2994
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2995
+ battle.rng.disableDuration(player)
2996
+ else if (showdown)
2997
+ battle.rng.range(u4, 1, 9)
2998
+ else
2999
+ @intCast((battle.rng.next() & 7) + 1);
3000
+
3001
+ assert(duration >= 1 and duration <= 8);
3002
+ options.chance.duration(player, duration);
3003
+ return duration;
2730
3004
  }
2731
3005
 
2732
- inline fn psywave(battle: anytype, max: u8) u8 {
2733
- if (showdown) return battle.rng.range(u8, 0, max);
2734
- while (true) {
2735
- const r = battle.rng.next();
2736
- if (r < max) return r;
2737
- }
3006
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
3007
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3008
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3009
+ else
3010
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3011
+ battle.rng.confusionDuration(player)
3012
+ else if (showdown)
3013
+ battle.rng.range(u3, 2, 6)
3014
+ else
3015
+ @intCast((battle.rng.next() & 3) + 2);
3016
+
3017
+ assert(duration >= 2 and duration <= 5);
3018
+ options.chance.duration(player, duration);
3019
+ return duration;
2738
3020
  }
2739
3021
 
2740
- inline fn distribution(battle: anytype) u3 {
2741
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2742
- const r = (battle.rng.next() & 3);
2743
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
3022
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3023
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3024
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3025
+ else
3026
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3027
+ battle.rng.attackingDuration(player)
3028
+ else if (showdown)
3029
+ battle.rng.range(u3, 2, 4)
3030
+ else
3031
+ @intCast((battle.rng.next() & 1) + 2);
3032
+
3033
+ assert(duration >= 2 and duration <= 3);
3034
+ options.chance.duration(player, duration);
3035
+ return duration;
2744
3036
  }
2745
3037
 
2746
- inline fn unboost(battle: anytype) bool {
2747
- if (showdown) return battle.rng.chance(u8, 85, 256);
2748
- return battle.rng.next() < Gen12.percent(33) + 1;
3038
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3039
+
3040
+ fn distribution(
3041
+ battle: anytype,
3042
+ comptime effect: Move.Effect,
3043
+ player: Player,
3044
+ options: anytype,
3045
+ ) !u3 {
3046
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3047
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3048
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3049
+ else
3050
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3051
+ battle.rng.distribution(player)
3052
+ else if (showdown)
3053
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3054
+ else n: {
3055
+ const r = (battle.rng.next() & 3);
3056
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3057
+ };
3058
+
3059
+ assert(n >= 2 and n <= 5);
3060
+ if (effect == .Binding) {
3061
+ options.chance.duration(player, n);
3062
+ } else {
3063
+ try options.chance.multiHit(player, n);
3064
+ }
3065
+ return n;
3066
+ }
3067
+
3068
+ fn moveSlot(
3069
+ battle: anytype,
3070
+ player: Player,
3071
+ moves: []MoveSlot,
3072
+ check_pp: u4,
3073
+ options: anytype,
3074
+ ) !u4 {
3075
+ // TODO: consider throwing error instead of rerolling?
3076
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3077
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3078
+ val
3079
+ else
3080
+ null
3081
+ else
3082
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3083
+ battle.rng.moveSlot(player, moves, check_pp)
3084
+ else slot: {
3085
+ if (showdown) {
3086
+ if (check_pp == 0) {
3087
+ var i: usize = moves.len;
3088
+ while (i > 0) {
3089
+ i -= 1;
3090
+ if (moves[i].id != .None) {
3091
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3092
+ }
3093
+ }
3094
+ } else {
3095
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3096
+ var i: usize = 0;
3097
+ while (i < moves.len and r > 0) : (i += 1) {
3098
+ if (moves[i].pp > 0) {
3099
+ r -= 1;
3100
+ if (r == 0) break :slot @intCast(i + 1);
3101
+ }
3102
+ }
3103
+ }
3104
+ }
3105
+
3106
+ while (true) {
3107
+ const r: u4 = @intCast(battle.rng.next() & 3);
3108
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3109
+ }
3110
+ };
3111
+
3112
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3113
+ return slot;
2749
3114
  }
2750
3115
  };
2751
3116
 
@@ -2753,14 +3118,14 @@ test "RNG agreement" {
2753
3118
  if (!showdown) return;
2754
3119
  var expected: [256]u32 = undefined;
2755
3120
  for (0..expected.len) |i| {
2756
- expected[i] = @intCast(u32, i * 0x1000000);
3121
+ expected[i] = @intCast(i * 0x1000000);
2757
3122
  }
2758
3123
 
2759
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2760
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2761
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2762
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2763
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3124
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3125
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3126
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3127
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3128
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2764
3129
 
2765
3130
  for (0..expected.len) |i| {
2766
3131
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2780,11 +3145,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2780
3145
  },
2781
3146
  .Switch => {
2782
3147
  const side = battle.side(player);
2783
- var slot: u4 = 2;
3148
+ var slot: usize = 2;
2784
3149
  while (slot <= 6) : (slot += 1) {
2785
3150
  const id = side.order[slot - 1];
2786
3151
  if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
2787
- out[n] = .{ .type = .Switch, .data = slot };
3152
+ out[n] = .{ .type = .Switch, .data = @intCast(slot) };
2788
3153
  n += 1;
2789
3154
  }
2790
3155
  if (n == 0) {
@@ -2796,11 +3161,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2796
3161
  const side = battle.side(player);
2797
3162
  const foe = battle.foe(player);
2798
3163
 
2799
- var active = side.active;
3164
+ const active = &side.active;
2800
3165
  const stored = side.stored();
2801
3166
 
2802
3167
  // While players are not given any input options on the cartridge in these cases,
2803
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3168
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2804
3169
  //
2805
3170
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2806
3171
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2808,18 +3173,18 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2808
3173
  // passing due to being forced into using a move. Instead of introducing another option
2809
3174
  // we simply repurpose Move with no move slot, even though pedantically this is not
2810
3175
  // strictly correct as the player would not have been presented the option to move or
2811
- // switch at all.
3176
+ // switch at all
2812
3177
  if (isForced(active)) {
2813
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3178
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2814
3179
  n += 1;
2815
3180
  return n;
2816
3181
  }
2817
3182
 
2818
- var slot: u4 = 2;
3183
+ var slot: usize = 2;
2819
3184
  while (slot <= 6) : (slot += 1) {
2820
3185
  const id = side.order[slot - 1];
2821
3186
  if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
2822
- out[n] = .{ .type = .Switch, .data = slot };
3187
+ out[n] = .{ .type = .Switch, .data = @intCast(slot) };
2823
3188
  n += 1;
2824
3189
  }
2825
3190
 
@@ -2827,7 +3192,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2827
3192
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2828
3193
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2829
3194
  // either disables all other moves in the case of limited or requires you to select a
2830
- // move normally if sleeping/frozen/bound.
3195
+ // move normally if sleeping/frozen/bound
2831
3196
  if (!showdown and (limited or foe.active.volatiles.Binding or
2832
3197
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2833
3198
  {
@@ -2840,7 +3205,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2840
3205
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2841
3206
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2842
3207
  // Move will not result in forcing the subsequent use unless the user also had the
2843
- // proc-ed move in their moveset) and disabling all other moves.
3208
+ // proc-ed move in their moveset) and disabling all other moves
2844
3209
  if (limited) {
2845
3210
  assert(showdown);
2846
3211
  assert(side.last_selected_move != .None);
@@ -2850,9 +3215,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2850
3215
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2851
3216
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2852
3217
  const struggle =
2853
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3218
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2854
3219
  const s = if (struggle) 0 else slot;
2855
- out[n] = .{ .type = .Move, .data = s };
3220
+ out[n] = .{ .type = .Move, .data = @intCast(s) };
2856
3221
  n += 1;
2857
3222
  return n;
2858
3223
  }
@@ -2865,14 +3230,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2865
3230
  const m = active.moves[slot - 1];
2866
3231
  if (m.id == .None) break;
2867
3232
  if (m.pp == 0) continue;
2868
- if (active.volatiles.disabled_move == slot) continue;
2869
- out[n] = .{ .type = .Move, .data = slot };
3233
+ if (active.volatiles.disable_move == slot) continue;
3234
+ out[n] = .{ .type = .Move, .data = @intCast(slot) };
2870
3235
  n += 1;
2871
3236
  }
2872
3237
  // Struggle (Pokémon Showdown would use 'move 1' here)
2873
3238
  if (n == before) {
2874
3239
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2875
- if (!showdown) {
3240
+ if (!pkmn.options.mod) {
2876
3241
  while (slot <= 4) : (slot += 1) {
2877
3242
  if (active.moves[slot - 1].pp != 0) return n;
2878
3243
  }