@pkmn/engine 0.1.0-dev.d716e940 → 0.1.0-dev.dc33f678

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Files changed (45) hide show
  1. package/README.md +55 -44
  2. package/build/pkg/addon.js +3 -2
  3. package/build/pkg/addon.js.map +1 -1
  4. package/build/pkg/data/ids.json +12 -12
  5. package/build/pkg/data/layout.json +26 -4
  6. package/build/pkg/data/protocol.json +69 -12
  7. package/build/pkg/data.d.ts +2 -2
  8. package/build/pkg/gen1.js +15 -18
  9. package/build/pkg/gen1.js.map +1 -1
  10. package/build/pkg/index.js.map +1 -1
  11. package/build/pkg/protocol.js +56 -37
  12. package/build/pkg/protocol.js.map +1 -1
  13. package/build.zig +89 -65
  14. package/package.json +37 -19
  15. package/src/bin/install-pkmn-engine +10 -5
  16. package/src/lib/binding/node.zig +46 -141
  17. package/src/lib/binding/wasm.zig +4 -2
  18. package/src/lib/common/battle.zig +17 -0
  19. package/src/lib/common/data.zig +15 -27
  20. package/src/lib/common/debug.zig +20 -11
  21. package/src/lib/common/js.zig +118 -0
  22. package/src/lib/common/optional.zig +67 -0
  23. package/src/lib/common/options.zig +9 -0
  24. package/src/lib/common/protocol.zig +733 -207
  25. package/src/lib/common/rational.zig +353 -0
  26. package/src/lib/common/rng.zig +15 -15
  27. package/src/lib/common/util.zig +12 -0
  28. package/src/lib/gen1/README.md +286 -204
  29. package/src/lib/gen1/calc.zig +426 -0
  30. package/src/lib/gen1/chance.zig +1060 -0
  31. package/src/lib/gen1/data/moves.zig +192 -180
  32. package/src/lib/gen1/data/species.zig +2 -2
  33. package/src/lib/gen1/data/types.zig +5 -5
  34. package/src/lib/gen1/data.zig +77 -65
  35. package/src/lib/gen1/helpers.zig +574 -18
  36. package/src/lib/gen1/mechanics.zig +827 -579
  37. package/src/lib/gen2/README.md +106 -85
  38. package/src/lib/gen2/data/items.zig +12 -18
  39. package/src/lib/gen2/data/moves.zig +660 -566
  40. package/src/lib/gen2/data/species.zig +1 -1
  41. package/src/lib/gen2/data/types.zig +131 -28
  42. package/src/lib/gen2/data.zig +132 -84
  43. package/src/lib/gen2/helpers.zig +16 -22
  44. package/src/lib/gen2/mechanics.zig +2426 -12
  45. package/src/lib/pkmn.zig +61 -2
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,13 +13,13 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
24
25
  const Heal = protocol.Heal;
@@ -56,19 +57,15 @@ const BOOSTS = &[_][2]u8{
56
57
 
57
58
  const MAX_STAT_VALUE = 999;
58
59
 
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 {
60
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
61
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
62
+ if (battle.turn == 0) return start(battle, options);
64
63
 
65
64
  var s1 = false;
66
65
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
66
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
67
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
68
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
69
 
73
70
  var p1 = battle.side(.P1);
74
71
  var p2 = battle.side(.P2);
@@ -76,19 +73,19 @@ pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
76
73
  var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
74
  var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
75
 
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;
76
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
77
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
78
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
79
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
80
  }
84
81
 
85
82
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
83
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
84
 
88
- return endTurn(battle, log);
85
+ return endTurn(battle, options);
89
86
  }
90
87
 
91
- fn start(battle: anytype, log: anytype) !Result {
88
+ fn start(battle: anytype, options: anytype) !Result {
92
89
  const p1 = battle.side(.P1);
93
90
  const p2 = battle.side(.P2);
94
91
 
@@ -100,10 +97,10 @@ fn start(battle: anytype, log: anytype) !Result {
100
97
  assert(!showdown or p2_slot == 1);
101
98
  if (p2_slot == 0) return Result.Win;
102
99
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
100
+ try switchIn(battle, .P1, p1_slot, true, options);
101
+ try switchIn(battle, .P2, p2_slot, true, options);
105
102
 
106
- return endTurn(battle, log);
103
+ return endTurn(battle, options);
107
104
  }
108
105
 
109
106
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +114,6 @@ fn selectMove(
117
114
  choice: Choice,
118
115
  foe_choice: Choice,
119
116
  skip_turn: *bool,
120
- from: *?Move,
121
117
  ) ?Result {
122
118
  if (choice.type == .Pass) return null;
123
119
 
@@ -126,7 +122,7 @@ fn selectMove(
126
122
  const stored = side.stored();
127
123
 
128
124
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
125
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
126
 
131
127
  // pre-battle menu
132
128
  if (volatiles.Recharging) {
@@ -134,7 +130,6 @@ fn selectMove(
134
130
  return null;
135
131
  }
136
132
  if (volatiles.Rage) {
137
- from.* = side.last_used_move;
138
133
  if (showdown) {
139
134
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
140
135
  saveMove(battle, player, null);
@@ -144,7 +139,6 @@ fn selectMove(
144
139
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
145
140
  if (!showdown) volatiles.Flinch = false;
146
141
  if (volatiles.Thrashing or volatiles.Charging) {
147
- from.* = side.last_selected_move;
148
142
  if (showdown) {
149
143
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
144
  saveMove(battle, player, null);
@@ -165,9 +159,7 @@ fn selectMove(
165
159
  return null;
166
160
  }
167
161
  if (volatiles.Binding) {
168
- from.* = side.last_used_move;
169
162
  if (showdown) {
170
- if (foe_choice.type == .Switch) from.* = null;
171
163
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
172
164
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
173
165
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -179,11 +171,7 @@ fn selectMove(
179
171
  assert(choice.data == 0);
180
172
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
181
173
  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));
174
+ const last = side.active.move(battle.lastMove(player).index);
187
175
  if (last.id == .Metronome) side.last_selected_move = last.id;
188
176
  if (last.id == .MirrorMove) return Result.Error;
189
177
  }
@@ -207,16 +195,13 @@ fn selectMove(
207
195
  if (choice.data == 0) {
208
196
  const struggle = ok: {
209
197
  for (side.active.moves, 0..) |move, i| {
210
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
198
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
211
199
  }
212
200
  break :ok true;
213
201
  };
214
-
215
202
  assert(struggle);
216
- saveMove(battle, player, choice);
217
- } else {
218
- saveMove(battle, player, choice);
219
203
  }
204
+ saveMove(battle, player, choice);
220
205
 
221
206
  return null;
222
207
  }
@@ -229,23 +214,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
229
214
  if (c.data == 0) {
230
215
  side.last_selected_move = .Struggle;
231
216
  } else {
232
- assert(showdown or side.active.volatiles.disabled_move != c.data);
217
+ assert(showdown or side.active.volatiles.disable_move != c.data);
233
218
  const move = side.active.move(c.data);
234
219
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
235
220
  // sometimes required...), but a 0 PP move can be used automatically
236
221
  assert(showdown or move.pp != 0);
237
222
 
238
223
  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
- }
224
+ battle.lastMove(player).index = @intCast(c.data);
244
225
  }
245
226
  }
246
227
  }
247
228
 
248
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
229
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
249
230
  var side = battle.side(player);
250
231
  var foe = battle.foe(player);
251
232
  var active = &side.active;
@@ -258,11 +239,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
258
239
  side.order[0] = side.order[slot - 1];
259
240
  side.order[slot - 1] = out;
260
241
 
261
- if (player == .P1) {
262
- battle.last_moves.p1_index = 1;
263
- } else {
264
- battle.last_moves.p2_index = 1;
265
- }
242
+ battle.lastMove(player).index = 1;
266
243
 
267
244
  side.last_used_move = .None;
268
245
  foe.last_used_move = .None;
@@ -278,17 +255,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
278
255
 
279
256
  foe.active.volatiles.Binding = false;
280
257
 
281
- try log.switched(battle.active(player), incoming);
258
+ try options.log.switched(battle.active(player), incoming);
259
+ options.chance.switched(player, side.order[0], out);
282
260
 
283
261
  if (showdown and incoming.status == Status.TOX) {
284
262
  incoming.status = Status.init(.PSN);
285
263
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
286
264
  // rather not clutter up turnOrder just for this (incorrect) log message
287
- try log.status(battle.active(player), incoming.status, .Silent);
265
+ try options.log.status(battle.active(player), incoming.status, .Silent);
288
266
  }
289
267
  }
290
268
 
291
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
269
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
292
270
  assert(c1.type != .Pass or c2.type != .Pass);
293
271
 
294
272
  if (c1.type == .Pass) return .P2;
@@ -322,7 +300,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
322
300
  battle.rng.advance(1);
323
301
  }
324
302
 
325
- const p1 = Rolls.speedTie(battle);
303
+ const p1 = try Rolls.speedTie(battle, options);
326
304
  if (!showdown) return if (p1) .P1 else .P2;
327
305
 
328
306
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -347,13 +325,11 @@ fn doTurn(
347
325
  player_choice: Choice,
348
326
  player_rewrap: bool,
349
327
  player_skip: bool,
350
- player_from: ?Move,
351
328
  foe_player: Player,
352
329
  foe_choice: Choice,
353
330
  foe_rewrap: bool,
354
331
  foe_skip: bool,
355
- foe_from: ?Move,
356
- log: anytype,
332
+ options: anytype,
357
333
  ) !?Result {
358
334
  assert(player_choice.type != .Pass);
359
335
 
@@ -365,36 +341,37 @@ fn doTurn(
365
341
  player_choice,
366
342
  player_rewrap,
367
343
  player_skip,
368
- player_from,
369
344
  &residual,
370
- log,
345
+ options,
371
346
  )) |r| return r;
372
347
  if (!replace) {
373
348
  if (player_choice.type != .Switch) {
374
- if (try checkFaint(battle, foe_player, log)) |r| return r;
349
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
375
350
  }
376
- if (residual) try handleResidual(battle, player, log);
377
- if (try checkFaint(battle, player, log)) |r| return r;
351
+ if (residual) try handleResidual(battle, player, options);
352
+ if (try checkFaint(battle, player, options)) |r| return r;
378
353
  } else if (foe_choice.type == .Pass) return null;
379
354
 
355
+ options.chance.clearPending();
356
+
380
357
  residual = true;
381
358
  replace = battle.side(foe_player).stored().hp == 0;
382
- if (try executeMove(
359
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
360
+ if (if (calc) null else try executeMove(
383
361
  battle,
384
362
  foe_player,
385
363
  foe_choice,
386
364
  foe_rewrap,
387
365
  foe_skip,
388
- foe_from,
389
366
  &residual,
390
- log,
367
+ options,
391
368
  )) |r| return r;
392
369
  if (!replace) {
393
- if (foe_choice.type != .Switch) {
394
- if (try checkFaint(battle, player, log)) |r| return r;
370
+ if (!calc and foe_choice.type != .Switch) {
371
+ if (try checkFaint(battle, player, options)) |r| return r;
395
372
  }
396
- if (residual) try handleResidual(battle, foe_player, log);
397
- if (try checkFaint(battle, foe_player, log)) |r| return r;
373
+ if (residual) try handleResidual(battle, foe_player, options);
374
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
398
375
  }
399
376
 
400
377
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -413,14 +390,13 @@ fn executeMove(
413
390
  choice: Choice,
414
391
  rewrap: bool,
415
392
  skip: bool,
416
- from: ?Move,
417
393
  residual: *bool,
418
- log: anytype,
394
+ options: anytype,
419
395
  ) !?Result {
420
396
  var side = battle.side(player);
421
397
 
422
398
  if (choice.type == .Switch) {
423
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
399
+ try switchIn(battle, player, choice.data, false, options);
424
400
  return null;
425
401
  }
426
402
 
@@ -430,13 +406,13 @@ fn executeMove(
430
406
  if (side.last_selected_move == .SKIP_TURN) {
431
407
  assert(!showdown);
432
408
  if (battle.foe(player).active.volatiles.Binding) {
433
- try log.cant(battle.active(player), .Bound);
409
+ try options.log.cant(battle.active(player), .Bound);
434
410
  }
435
411
  return null;
436
412
  }
437
413
 
438
414
  assert(choice.type == .Move);
439
- var mslot = @intCast(u4, choice.data);
415
+ var mslot: u4 = @intCast(choice.data);
440
416
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
441
417
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
442
418
  var auto = showdown and side.last_selected_move != .None;
@@ -445,14 +421,13 @@ fn executeMove(
445
421
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
446
422
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
447
423
  assert(!showdown);
448
- mslot = @intCast(u4, if (player == .P1)
449
- battle.last_moves.p1_index
450
- else
451
- battle.last_moves.p2_index);
424
+ mslot = @intCast(battle.lastMove(player).index);
452
425
  const stored = side.stored();
453
426
  // 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);
427
+ auto = isForced(&side.active) or
428
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
429
+ side.last_selected_move == .HyperBeam or
430
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
456
431
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
457
432
  // thawed, in which case we will desync unless the last_selected_move happened to be at
458
433
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -469,15 +444,12 @@ fn executeMove(
469
444
  } else if (showdown and side.active.volatiles.Charging) {
470
445
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
471
446
  assert(mslot == 1);
472
- mslot = @intCast(u4, if (player == .P1)
473
- battle.last_moves.p1_index
474
- else
475
- battle.last_moves.p2_index);
447
+ mslot = @intCast(battle.lastMove(player).index);
476
448
  }
477
449
 
478
450
  var skip_can = false;
479
451
  var skip_pp = false;
480
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
452
+ switch (try beforeMove(battle, player, skip, residual, options)) {
481
453
  .done => return null,
482
454
  .skip_can => skip_can = true,
483
455
  .skip_pp => skip_pp = true,
@@ -485,11 +457,11 @@ fn executeMove(
485
457
  .err => return @as(?Result, Result.Error),
486
458
  }
487
459
 
488
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
489
- return null;
490
- }
460
+ const can = skip_can or
461
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
462
+ if (!can) return null;
491
463
 
492
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
464
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
493
465
  }
494
466
 
495
467
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -498,10 +470,10 @@ fn beforeMove(
498
470
  battle: anytype,
499
471
  player: Player,
500
472
  skip: bool,
501
- from: ?Move,
502
473
  residual: *bool,
503
- log: anytype,
474
+ options: anytype,
504
475
  ) !BeforeMove {
476
+ var log = options.log;
505
477
  var side = battle.side(player);
506
478
  const foe = battle.foe(player);
507
479
  var active = &side.active;
@@ -510,11 +482,21 @@ fn beforeMove(
510
482
  var volatiles = &active.volatiles;
511
483
 
512
484
  if (Status.is(stored.status, .SLP)) {
513
- const status = stored.status;
485
+ const before = stored.status;
514
486
  // 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);
487
+ if (options.calc.modify(player, .sleep)) |extend| {
488
+ if (!extend) stored.status = 0;
489
+ } else {
490
+ stored.status -= 1;
491
+ }
492
+
493
+ const duration = Status.duration(stored.status);
494
+ if (!Status.is(stored.status, .EXT)) {
495
+ try options.chance.sleep(player, duration);
496
+ }
497
+
498
+ if (duration == 0) {
499
+ try log.curestatus(ident, before, .Message);
518
500
  stored.status = 0; // clears EXT if present
519
501
  } else {
520
502
  try log.cant(ident, .Sleep);
@@ -548,15 +530,21 @@ fn beforeMove(
548
530
  return .done;
549
531
  }
550
532
 
551
- if (volatiles.disabled_duration > 0) {
552
- volatiles.disabled_duration -= 1;
553
- if (volatiles.disabled_duration == 0) {
554
- volatiles.disabled_move = 0;
533
+ if (volatiles.disable_duration > 0) {
534
+ if (options.calc.modify(player, .disable)) |extend| {
535
+ if (!extend) volatiles.disable_duration = 0;
536
+ } else {
537
+ volatiles.disable_duration -= 1;
538
+ }
539
+ try options.chance.disable(player, volatiles.disable_duration);
540
+
541
+ if (volatiles.disable_duration == 0) {
542
+ volatiles.disable_move = 0;
555
543
  try log.end(ident, .Disable);
556
544
  }
557
545
  }
558
546
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
559
- if (showdown and try disabled(side, ident, log)) return .done;
547
+ if (showdown and try disabled(side, ident, options)) return .done;
560
548
 
561
549
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
562
550
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -568,14 +556,20 @@ fn beforeMove(
568
556
  if (volatiles.Confusion) {
569
557
  assert(volatiles.confusion > 0);
570
558
 
571
- volatiles.confusion -= 1;
559
+ if (options.calc.modify(player, .confusion)) |extend| {
560
+ if (!extend) volatiles.confusion = 0;
561
+ } else {
562
+ volatiles.confusion -= 1;
563
+ }
564
+ try options.chance.confusion(player, volatiles.confusion);
565
+
572
566
  if (volatiles.confusion == 0) {
573
567
  volatiles.Confusion = false;
574
568
  try log.end(ident, .Confusion);
575
569
  } else {
576
570
  try log.activate(ident, .Confusion);
577
571
 
578
- if (Rolls.confused(battle)) {
572
+ if (try Rolls.confused(battle, player, options)) {
579
573
  assert(!volatiles.MultiHit);
580
574
  if (!volatiles.Rage) volatiles.state = 0;
581
575
  volatiles.Bide = false;
@@ -585,6 +579,7 @@ fn beforeMove(
585
579
  volatiles.Charging = false;
586
580
  volatiles.Binding = false;
587
581
  volatiles.Invulnerable = false;
582
+ options.chance.clearDurations(player, null);
588
583
  {
589
584
  // This feels (and is) disgusting but the cartridge literally just overwrites
590
585
  // the opponent's defense with the user's defense and resets it after. As a
@@ -604,7 +599,7 @@ fn beforeMove(
604
599
 
605
600
  const uncapped = battle.last_damage;
606
601
  // Skipping adjustDamage / randomizeDamage / checkHit
607
- _ = try applyDamage(battle, player, target, .Confusion, log);
602
+ _ = try applyDamage(battle, player, target, .Confusion, options);
608
603
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
609
604
  if (showdown) battle.last_damage = uncapped;
610
605
 
@@ -613,14 +608,15 @@ fn beforeMove(
613
608
  }
614
609
  }
615
610
 
616
- if (!showdown and try disabled(side, ident, log)) return .done;
611
+ if (!showdown and try disabled(side, ident, options)) return .done;
617
612
 
618
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
613
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
619
614
  if (!volatiles.Rage) volatiles.state = 0;
620
615
  volatiles.Bide = false;
621
616
  volatiles.Thrashing = false;
622
617
  volatiles.Charging = false;
623
618
  volatiles.Binding = false;
619
+ options.chance.clearDurations(player, null);
624
620
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
625
621
  try log.cant(ident, .Paralysis);
626
622
  return .done;
@@ -640,7 +636,13 @@ fn beforeMove(
640
636
 
641
637
  assert(volatiles.attacks > 0);
642
638
 
643
- volatiles.attacks -= 1;
639
+ if (options.calc.modify(player, .attacking)) |extend| {
640
+ if (!extend) volatiles.attacks = 0;
641
+ } else {
642
+ volatiles.attacks -= 1;
643
+ }
644
+ try options.chance.attacking(player, volatiles.attacks);
645
+
644
646
  if (volatiles.attacks != 0) {
645
647
  try log.activate(ident, .Bide);
646
648
  return .done;
@@ -658,15 +660,15 @@ fn beforeMove(
658
660
  }
659
661
 
660
662
  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);
663
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
664
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
663
665
 
664
666
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
665
667
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
666
668
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
667
669
  if (showdown) {
668
670
  residual.* = false;
669
- try handleResidual(battle, player, log);
671
+ try handleResidual(battle, player, options);
670
672
  }
671
673
 
672
674
  return .done;
@@ -674,17 +676,23 @@ fn beforeMove(
674
676
 
675
677
  if (volatiles.Thrashing) {
676
678
  assert(volatiles.attacks > 0);
677
- assert(from != null);
678
- volatiles.attacks -= 1;
679
- if (!showdown and handleThrashing(battle, active)) {
679
+
680
+ if (options.calc.modify(player, .attacking)) |extend| {
681
+ if (!extend) volatiles.attacks = 0;
682
+ } else {
683
+ volatiles.attacks -= 1;
684
+ }
685
+ try options.chance.attacking(player, volatiles.attacks);
686
+
687
+ if (!showdown and handleThrashing(battle, active, player, options)) {
680
688
  try log.start(battle.active(player), .ConfusionSilent);
681
689
  }
682
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
690
+ try log.move(ident, side.last_selected_move, battle.active(player.foe()));
683
691
  if (showdown) {
684
692
  // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
685
693
  // used in useMove and doesn't have the notion of skipping canMove semantics
686
694
  side.last_used_move = side.last_selected_move;
687
- if (handleThrashing(battle, active)) {
695
+ if (handleThrashing(battle, active, player, options)) {
688
696
  try log.start(battle.active(player), .ConfusionSilent);
689
697
  }
690
698
  }
@@ -693,18 +701,20 @@ fn beforeMove(
693
701
 
694
702
  if (volatiles.Binding) {
695
703
  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
- );
704
+
705
+ if (options.calc.modify(player, .binding)) |extend| {
706
+ if (!extend) volatiles.attacks = 0;
707
+ } else {
708
+ volatiles.attacks -= 1;
709
+ }
710
+ try options.chance.binding(player, volatiles.attacks);
711
+
712
+ try log.move(battle.active(player), side.last_selected_move, battle.active(player.foe()));
703
713
  if (showdown or battle.last_damage != 0) {
704
714
  const sub = showdown and foe.active.volatiles.Substitute;
705
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
715
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
706
716
  if (battle.foe(player).stored().hp > 0 and !sub) {
707
- try buildRage(battle, player.foe(), log);
717
+ try buildRage(battle, player.foe(), options);
708
718
  }
709
719
  }
710
720
  return .done;
@@ -719,53 +729,42 @@ fn canMove(
719
729
  mslot: u4,
720
730
  auto: bool,
721
731
  skip_pp: bool,
722
- from: ?Move,
732
+ from: Move,
723
733
  residual: *bool,
724
- log: anytype,
734
+ options: anytype,
725
735
  ) !bool {
726
736
  var side = battle.side(player);
727
737
  const player_ident = battle.active(player);
728
738
  const move = Move.get(side.last_selected_move);
729
739
 
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
740
  var skip = skip_pp;
735
741
  if (side.active.volatiles.Charging) {
736
742
  side.active.volatiles.Charging = false;
737
743
  side.active.volatiles.Invulnerable = false;
738
744
  } else if (move.effect == .Charge) {
739
- try log.move(player_ident, side.last_selected_move, .{}, from);
745
+ try options.log.moveFrom(player_ident, side.last_selected_move, .{}, from);
740
746
  setCounterable(battle, player, side, move);
741
- try Effects.charge(battle, player, log);
747
+ try Effects.charge(battle, player, options);
742
748
  return false;
743
749
  }
744
750
 
745
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
751
+ side.last_used_move = side.last_selected_move;
746
752
  if (!skip) decrementPP(side, mslot, auto);
747
753
 
748
754
  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);
755
+ try options.log.moveFrom(player_ident, side.last_selected_move, battle.active(target), from);
757
756
  setCounterable(battle, player, side, move);
758
757
 
759
758
  if (move.effect.onBegin()) {
760
- try onBegin(battle, player, move, mslot, residual, log);
759
+ try onBegin(battle, player, move, mslot, residual, options);
761
760
  return false;
762
761
  }
763
762
 
764
763
  if (move.effect == .Thrashing) {
765
- Effects.thrashing(battle, player);
764
+ Effects.thrashing(battle, player, options);
766
765
  } else if (!showdown and move.effect == .Binding) {
767
766
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
768
- Effects.binding(battle, player, false);
767
+ try Effects.binding(battle, player, false, options);
769
768
  }
770
769
 
771
770
  return true;
@@ -779,11 +778,7 @@ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data)
779
778
  // as the desync results from actually having two separate battle states that subtly disagree
780
779
  const counterable = side.last_selected_move != .Counter and move.bp > 0 and
781
780
  (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
- }
781
+ battle.lastMove(player).counterable = @intFromBool(counterable);
787
782
  }
788
783
 
789
784
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
@@ -795,12 +790,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
795
790
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
796
791
  if (volatiles.Bide) return;
797
792
 
798
- assert(active.move(mslot).pp > 0 or auto);
799
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
793
+ var move_slot = active.move(mslot);
794
+ assert(move_slot.pp > 0 or auto);
795
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
800
796
  if (volatiles.Transform) return;
801
797
 
802
- assert(side.stored().move(mslot).pp > 0 or auto);
803
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
798
+ move_slot = side.stored().move(mslot);
799
+ assert(move_slot.pp > 0 or auto);
800
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
804
801
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
805
802
  }
806
803
 
@@ -808,12 +805,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
808
805
  var active = &side.active;
809
806
  const volatiles = &active.volatiles;
810
807
 
811
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
808
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
812
809
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
813
810
  if (showdown and volatiles.Transform) return;
814
811
 
815
812
  assert(mslot > 0 and mslot <= 4);
816
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
813
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
817
814
  }
818
815
 
819
816
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -824,8 +821,9 @@ fn doMove(
824
821
  rewrap: bool,
825
822
  auto: bool,
826
823
  residual: *bool,
827
- log: anytype,
824
+ options: anytype,
828
825
  ) !?Result {
826
+ var log = options.log;
829
827
  var side = battle.side(player);
830
828
  const foe = battle.foe(player);
831
829
 
@@ -840,23 +838,27 @@ fn doMove(
840
838
  var hits: u4 = 1;
841
839
  var effectiveness = Effectiveness.neutral;
842
840
 
841
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
842
+ if (showdown and !counter) battle.last_damage = 0;
843
+
843
844
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
844
845
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
845
- return specialDamage(battle, player, move, log);
846
+ return specialDamage(battle, player, move, options);
846
847
  }
847
848
 
848
849
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
849
850
  // calling moveHit early covers most of that but we also need to check type immunity first
850
851
  var miss = showdown and miss: {
851
852
  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);
853
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
854
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
854
855
  if (immune and move.effect != .Binding) break :miss true;
855
856
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
856
857
  battle.last_damage = 0;
857
858
  break :miss true;
858
859
  }
859
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
860
+ break :miss (move.target != .Self and
861
+ !moveHit(battle, player, move, &immune, &mist, options));
860
862
  };
861
863
  assert(!immune or miss or (showdown and move.effect == .Binding));
862
864
 
@@ -864,16 +866,16 @@ fn doMove(
864
866
  const skip = status or immune;
865
867
  if ((!showdown or (!skip or counter)) and !miss) blk: {
866
868
  if (showdown and move.effect.isMulti()) {
867
- Effects.multiHit(battle, player, move);
869
+ try Effects.multiHit(battle, player, move, options);
868
870
  hits = side.active.volatiles.attacks;
869
871
  late = false;
870
872
  }
871
873
 
872
874
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
873
875
  const check = !showdown or (!counter and move.effect != .OHKO);
874
- if (check) crit = checkCriticalHit(battle, player, move);
876
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
875
877
 
876
- if (counter) return counterDamage(battle, player, move, log);
878
+ if (counter) return counterDamage(battle, player, move, options);
877
879
 
878
880
  battle.last_damage = 0;
879
881
 
@@ -895,17 +897,15 @@ fn doMove(
895
897
  effectiveness = adjustDamage(battle, player);
896
898
  immune = effectiveness == 0;
897
899
  }
898
- randomizeDamage(battle);
900
+ try randomizeDamage(battle, player, options);
899
901
  }
900
902
  }
901
903
 
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
-
904
+ var zero = battle.last_damage == 0;
905
905
  miss = if (showdown or skip)
906
906
  miss
907
907
  else
908
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
908
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
909
909
 
910
910
  assert(showdown or miss or battle.last_damage > 0 or skip);
911
911
  assert((!showdown and miss) or !(ohko and immune));
@@ -913,11 +913,11 @@ fn doMove(
913
913
 
914
914
  if (!showdown or !miss) {
915
915
  if (move.effect == .MirrorMove) {
916
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
916
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
917
917
  } else if (move.effect == .Metronome) {
918
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
918
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
919
919
  } else if (move.effect.onEnd()) {
920
- try onEnd(battle, player, move, log);
920
+ try onEnd(battle, player, move, options);
921
921
  return null;
922
922
  }
923
923
  }
@@ -936,29 +936,34 @@ fn doMove(
936
936
  if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
937
937
  try log.fail(foe_ident, .None);
938
938
  } else {
939
+ if (showdown or !zero) try options.chance.commit(player, .miss);
939
940
  try log.lastmiss();
940
941
  try log.miss(battle.active(player));
941
942
  }
942
943
  if (move.effect == .JumpKick) {
943
944
  // Recoil is supposed to be damage/8 but damage will always be 0 here
944
- assert(battle.last_damage == 0);
945
+ assert(showdown or battle.last_damage == 0);
945
946
  battle.last_damage = 1;
946
- _ = try applyDamage(battle, player, player.foe(), .None, log);
947
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
947
948
  if (showdown and side.stored().hp == 0) residual.* = false;
948
949
  } else if (move.effect == .Explode) {
949
950
  try Effects.explode(battle, player);
950
- try buildRage(battle, player.foe(), log);
951
+ try buildRage(battle, player.foe(), options);
951
952
  } else if (showdown and move.effect == .Disable) {
952
- try buildRage(battle, player.foe(), log);
953
+ try buildRage(battle, player.foe(), options);
954
+ } else if (!showdown and immune and move.effect == .Binding) {
955
+ try options.chance.commit(player, .binding);
953
956
  }
954
957
  return null;
958
+ } else {
959
+ try options.chance.commit(player, .hit);
955
960
  }
956
961
 
957
962
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
958
963
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
959
964
  // it up above before damage calculation).
960
965
  if (!showdown and move.effect.isMulti()) {
961
- Effects.multiHit(battle, player, move);
966
+ try Effects.multiHit(battle, player, move, options);
962
967
  hits = side.active.volatiles.attacks;
963
968
  }
964
969
 
@@ -976,11 +981,13 @@ fn doMove(
976
981
  try log.resisted(battle.active(player.foe()));
977
982
  }
978
983
  }
979
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
984
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
980
985
  if (hit == 0 and ohko) try log.ohko();
981
986
  hit += 1;
982
987
  if (foe.stored().hp == 0) break;
983
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
988
+ if (!late and (!sub or move.effect == .Explode)) {
989
+ try buildRage(battle, player.foe(), options);
990
+ }
984
991
  // If the substitute breaks during a multi-hit attack, the attack ends
985
992
  if (nullified) break;
986
993
  }
@@ -990,13 +997,13 @@ fn doMove(
990
997
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
991
998
  side.active.volatiles.attacks = 0;
992
999
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
993
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1000
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
994
1001
  }
995
1002
  try log.hitcount(battle.active(player.foe()), hit);
996
1003
  } else if (showdown) {
997
1004
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
998
1005
  if (move.effect == .Binding) {
999
- Effects.binding(battle, player, rewrap);
1006
+ try Effects.binding(battle, player, rewrap, options);
1000
1007
  if (immune) {
1001
1008
  battle.last_damage = 0;
1002
1009
  assert(foe.stored().hp > 0);
@@ -1005,7 +1012,7 @@ fn doMove(
1005
1012
  try log.activate(battle.active(player.foe()), .Substitute);
1006
1013
  } else {
1007
1014
  try log.damage(battle.active(player.foe()), foe.stored(), .None);
1008
- try buildRage(battle, player.foe(), log);
1015
+ try buildRage(battle, player.foe(), options);
1009
1016
  }
1010
1017
  return null;
1011
1018
  }
@@ -1019,12 +1026,12 @@ fn doMove(
1019
1026
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
1020
1027
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
1021
1028
  // 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);
1029
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
1023
1030
 
1024
1031
  if (foe.stored().hp == 0) return null;
1025
1032
 
1026
1033
  // 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);
1034
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1028
1035
 
1029
1036
  if (!move.effect.isSpecial()) {
1030
1037
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1035,29 +1042,29 @@ fn doMove(
1035
1042
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1036
1043
  // puts the |-status| message before |-hitcount| instead of after.
1037
1044
  if (move.effect == .Twineedle) {
1038
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1045
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1039
1046
  } else if (move.effect == .Disable) {
1040
- const result = try Effects.disable(battle, player, move, log);
1041
- if (showdown) try buildRage(battle, player.foe(), log);
1047
+ const result = try Effects.disable(battle, player, move, options);
1048
+ if (showdown) try buildRage(battle, player.foe(), options);
1042
1049
  return result;
1043
1050
  } else {
1044
- try moveEffect(battle, player, move, log);
1051
+ try moveEffect(battle, player, move, options);
1045
1052
  }
1046
1053
  }
1047
1054
 
1048
1055
  return null;
1049
1056
  }
1050
1057
 
1051
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1058
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1052
1059
  const side = battle.side(player);
1053
1060
 
1054
1061
  // 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;
1062
+ var rate = @as(u16, Species.chance(side.stored().species));
1063
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1064
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1065
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1059
1066
 
1060
- return Rolls.criticalHit(battle, chance);
1067
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
1061
1068
  }
1062
1069
 
1063
1070
  fn calcDamage(
@@ -1123,7 +1130,7 @@ fn calcDamage(
1123
1130
  d = @min(997, d);
1124
1131
  d += 2;
1125
1132
 
1126
- battle.last_damage = @intCast(u16, d);
1133
+ battle.last_damage = @intCast(d);
1127
1134
 
1128
1135
  return true;
1129
1136
  }
@@ -1137,9 +1144,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1137
1144
  var d = battle.last_damage;
1138
1145
  if (side.active.types.includes(move.type)) d +%= d / 2;
1139
1146
 
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));
1147
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1148
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1149
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1143
1150
 
1144
1151
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1145
1152
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1159,17 +1166,20 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1159
1166
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1160
1167
  }
1161
1168
 
1162
- fn randomizeDamage(battle: anytype) void {
1169
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1163
1170
  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);
1171
+ const random = try Rolls.damage(battle, player, options);
1172
+ options.calc.base(player.foe(), battle.last_damage);
1173
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1174
+ options.calc.final(player.foe(), battle.last_damage);
1166
1175
  }
1167
1176
 
1168
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1177
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1169
1178
  const side = battle.side(player);
1170
1179
  const foe = battle.foe(player);
1171
1180
 
1172
- if (!try checkHit(battle, player, move, log)) return null;
1181
+ if (!try checkHit(battle, player, move, options)) return null;
1182
+ try options.chance.commit(player, .hit);
1173
1183
 
1174
1184
  battle.last_damage = switch (side.last_selected_move) {
1175
1185
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1178,10 +1188,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1178
1188
  .DragonRage => 40,
1179
1189
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1180
1190
  .Psywave => power: {
1181
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1191
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1182
1192
  // GLITCH: Psywave infinite glitch loop
1183
1193
  if (!showdown and max <= 1) return Result.Error;
1184
- break :power Rolls.psywave(battle, max);
1194
+ break :power try Rolls.psywave(battle, player, max, options);
1185
1195
  },
1186
1196
  else => unreachable,
1187
1197
  };
@@ -1189,17 +1199,17 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1189
1199
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1190
1200
 
1191
1201
  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);
1202
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1203
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1194
1204
 
1195
1205
  return null;
1196
1206
  }
1197
1207
 
1198
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1208
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1199
1209
  const foe = battle.foe(player);
1200
1210
 
1201
1211
  if (battle.last_damage == 0) {
1202
- try log.fail(battle.active(player), .None);
1212
+ try options.log.fail(battle.active(player), .None);
1203
1213
  return null;
1204
1214
  }
1205
1215
 
@@ -1210,36 +1220,33 @@ fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1210
1220
  else
1211
1221
  foe.last_selected_move);
1212
1222
 
1213
- const used = (if (player.foe() == .P1)
1214
- battle.last_moves.p1_counterable
1215
- else
1216
- battle.last_moves.p2_counterable) != 0;
1217
-
1223
+ const used = battle.lastMove(player.foe()).counterable != 0;
1218
1224
  const selected = foe_last_selected_move.bp > 0 and
1219
1225
  foe.last_selected_move != .Counter and
1220
1226
  (foe_last_selected_move.type == .Normal or
1221
1227
  foe_last_selected_move.type == .Fighting);
1222
1228
 
1223
1229
  if (!used and !selected) {
1224
- try log.fail(battle.active(player), .None);
1230
+ try options.log.fail(battle.active(player), .None);
1225
1231
  return null;
1226
1232
  }
1227
1233
 
1228
1234
  if (!used or !selected) {
1229
1235
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1230
1236
  if (!showdown) return Result.Error;
1231
- try log.fail(battle.active(player), .None);
1237
+ try options.log.fail(battle.active(player), .None);
1232
1238
  return null;
1233
1239
  }
1234
1240
 
1235
1241
  battle.last_damage *|= 2;
1236
1242
 
1237
1243
  // Pokémon Showdown calls checkHit before Counter
1238
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1244
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1245
+ try options.chance.commit(player, .hit);
1239
1246
 
1240
1247
  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);
1248
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1249
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1243
1250
  return null;
1244
1251
  }
1245
1252
 
@@ -1248,7 +1255,7 @@ fn applyDamage(
1248
1255
  target_player: Player,
1249
1256
  sub_player: Player,
1250
1257
  reason: Damage,
1251
- log: anytype,
1258
+ options: anytype,
1252
1259
  ) !bool {
1253
1260
  assert(showdown or battle.last_damage != 0);
1254
1261
 
@@ -1263,19 +1270,20 @@ fn applyDamage(
1263
1270
  subbed.active.volatiles.substitute = 0;
1264
1271
  subbed.active.volatiles.Substitute = false;
1265
1272
  // battle.last_damage is not updated with the amount of HP the Substitute had
1266
- try log.end(battle.active(sub_player), .Substitute);
1273
+ try options.log.end(battle.active(sub_player), .Substitute);
1274
+ options.calc.capped(target_player);
1267
1275
  return true;
1268
1276
  } else {
1269
1277
  // 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);
1278
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1279
+ try options.log.activate(battle.active(sub_player), .Substitute);
1272
1280
  return false;
1273
1281
  }
1274
1282
  }
1275
1283
 
1276
1284
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1277
1285
  target.stored().hp -= battle.last_damage;
1278
- try log.damage(battle.active(target_player), target.stored(), reason);
1286
+ try options.log.damage(battle.active(target_player), target.stored(), reason);
1279
1287
  return false;
1280
1288
  }
1281
1289
 
@@ -1286,22 +1294,24 @@ fn mirrorMove(
1286
1294
  rewrap: bool,
1287
1295
  auto: bool,
1288
1296
  residual: *bool,
1289
- log: anytype,
1290
- ) !?Result {
1297
+ options: anytype,
1298
+ ) anyerror!?Result {
1291
1299
  var side = battle.side(player);
1292
1300
  const foe = battle.foe(player);
1293
1301
 
1294
1302
  side.last_selected_move = foe.last_used_move;
1295
1303
 
1296
1304
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1297
- try log.fail(battle.active(player), .None);
1305
+ try options.log.fail(battle.active(player), .None);
1298
1306
  return null;
1299
1307
  } else if (!showdown or foe.last_used_move != .Struggle) {
1300
1308
  incrementPP(side, mslot);
1301
1309
  }
1302
1310
 
1303
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1304
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1311
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1312
+ return null;
1313
+ }
1314
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1305
1315
  }
1306
1316
 
1307
1317
  fn metronome(
@@ -1311,35 +1321,48 @@ fn metronome(
1311
1321
  rewrap: bool,
1312
1322
  auto: bool,
1313
1323
  residual: *bool,
1314
- log: anytype,
1315
- ) !?Result {
1324
+ options: anytype,
1325
+ ) anyerror!?Result {
1316
1326
  var side = battle.side(player);
1317
1327
 
1318
- side.last_selected_move = Rolls.metronome(battle);
1328
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1319
1329
  incrementPP(side, mslot);
1320
1330
 
1321
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1322
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1331
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1332
+ return null;
1333
+ }
1334
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1323
1335
  }
1324
1336
 
1325
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1337
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1326
1338
  var immune = false;
1327
1339
  var mist = false;
1328
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1340
+
1341
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1342
+
1329
1343
  assert(!immune);
1330
1344
  if (mist) {
1331
1345
  assert(!showdown);
1332
1346
  const foe_ident = battle.active(player.foe());
1333
- try log.activate(foe_ident, .Mist);
1334
- try log.fail(foe_ident, .None);
1347
+ try options.log.activate(foe_ident, .Mist);
1348
+ try options.log.fail(foe_ident, .None);
1335
1349
  } else {
1336
- try log.lastmiss();
1337
- try log.miss(battle.active(player));
1350
+ try options.chance.commit(player, .miss);
1351
+ try options.log.lastmiss();
1352
+ try options.log.miss(battle.active(player));
1338
1353
  }
1354
+
1339
1355
  return false;
1340
1356
  }
1341
1357
 
1342
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1358
+ fn moveHit(
1359
+ battle: anytype,
1360
+ player: Player,
1361
+ move: Move.Data,
1362
+ immune: *bool,
1363
+ mist: *bool,
1364
+ options: anytype,
1365
+ ) bool {
1343
1366
  var side = battle.side(player);
1344
1367
  const foe = battle.foe(player);
1345
1368
 
@@ -1378,10 +1401,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1378
1401
  const overwritten = overwrite and state > 0;
1379
1402
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1380
1403
 
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)];
1404
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1405
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1383
1406
  accuracy = accuracy * boost[0] / boost[1];
1384
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1407
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1385
1408
  accuracy = accuracy * boost[0] / boost[1];
1386
1409
  accuracy = @min(255, @max(1, accuracy));
1387
1410
 
@@ -1390,7 +1413,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1390
1413
  if (overwrite) side.active.volatiles.state = accuracy;
1391
1414
 
1392
1415
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1393
- break :miss !Rolls.hit(battle, accuracy);
1416
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1394
1417
  };
1395
1418
 
1396
1419
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1400,7 +1423,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1400
1423
  }
1401
1424
 
1402
1425
  if (!miss) return true;
1403
- battle.last_damage = 0;
1426
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1404
1427
  side.active.volatiles.Binding = false;
1405
1428
  return false;
1406
1429
  }
@@ -1408,8 +1431,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1408
1431
  fn checkFaint(
1409
1432
  battle: anytype,
1410
1433
  player: Player,
1411
- log: anytype,
1412
- ) @TypeOf(log).Error!?Result {
1434
+ options: anytype,
1435
+ ) @TypeOf(options.log).Error!?Result {
1413
1436
  const side = battle.side(player);
1414
1437
  if (side.stored().hp > 0) return null;
1415
1438
 
@@ -1421,29 +1444,29 @@ fn checkFaint(
1421
1444
  const tie = player_out and foe_out;
1422
1445
  const more = tie or player_out or foe_out;
1423
1446
 
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;
1447
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1448
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1426
1449
 
1427
1450
  assert(!side.active.volatiles.MultiHit);
1428
1451
  assert(!foe.active.volatiles.MultiHit);
1429
1452
 
1430
1453
  if (tie) {
1431
- try log.tie();
1454
+ try options.log.tie();
1432
1455
  return Result.Tie;
1433
1456
  } else if (player_out) {
1434
- try log.win(player.foe());
1457
+ try options.log.win(player.foe());
1435
1458
  return if (player == .P1) Result.Lose else Result.Win;
1436
1459
  } else if (foe_out) {
1437
- try log.win(player);
1460
+ try options.log.win(player);
1438
1461
  return if (player == .P1) Result.Win else Result.Lose;
1439
1462
  }
1440
1463
 
1441
1464
  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 };
1465
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1466
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1444
1467
  }
1445
1468
 
1446
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1469
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1447
1470
  var side = battle.side(player);
1448
1471
  var foe = battle.foe(player);
1449
1472
  assert(side.stored().hp == 0);
@@ -1476,32 +1499,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1476
1499
  side.stored().stats.spe;
1477
1500
  }
1478
1501
 
1479
- try log.faint(battle.active(player), done);
1502
+ try options.log.faint(battle.active(player), done);
1503
+ options.calc.capped(player);
1480
1504
  return null;
1481
1505
  }
1482
1506
 
1483
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1507
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1484
1508
  var side = battle.side(player);
1485
1509
  var stored = side.stored();
1486
1510
  const ident = battle.active(player);
1487
1511
  var volatiles = &side.active.volatiles;
1488
1512
 
1489
1513
  const brn = Status.is(stored.status, .BRN);
1490
- if (brn or Status.is(stored.status, .PSN)) blk: {
1514
+ if (brn or Status.is(stored.status, .PSN)) {
1491
1515
  var damage = @max(stored.stats.hp / 16, 1);
1492
-
1493
1516
  if (volatiles.Toxic) {
1494
1517
  volatiles.toxic += 1;
1495
1518
  damage *= volatiles.toxic;
1496
1519
  }
1520
+ damage = @min(damage, stored.hp);
1497
1521
 
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);
1522
+ if (!showdown or damage > 0) {
1523
+ stored.hp -= damage;
1524
+ // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1525
+ try options.log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1526
+ }
1505
1527
  }
1506
1528
 
1507
1529
  if (volatiles.LeechSeed) {
@@ -1526,42 +1548,42 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1526
1548
  stored.hp -= amount;
1527
1549
 
1528
1550
  // As above, Pokémon Showdown uses damageOf but its not relevant
1529
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1551
+ if (amount > 0) try options.log.damage(ident, stored, .LeechSeed);
1530
1552
 
1531
1553
  const before = foe_stored.hp;
1532
1554
  // Uncapped damage is added back to the foe
1533
1555
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1534
1556
  // 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);
1557
+ if (foe_stored.hp > before) try options.log.heal(foe_ident, foe_stored, .Silent);
1536
1558
  }
1537
1559
  }
1538
1560
 
1539
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1561
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1540
1562
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1541
1563
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1542
1564
 
1543
1565
  battle.turn += 1;
1544
1566
 
1545
- if (showdown and options.ebc and checkEBC(battle)) {
1546
- try log.tie();
1567
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1568
+ try options.log.tie();
1547
1569
  return Result.Tie;
1548
1570
  }
1549
1571
 
1550
1572
  if (showdown and battle.turn >= 1000) {
1551
- try log.tie();
1573
+ try options.log.tie();
1552
1574
  return Result.Tie;
1553
1575
  } else if (battle.turn >= 65535) {
1554
1576
  return Result.Error;
1555
1577
  }
1556
1578
 
1557
- try log.turn(battle.turn);
1579
+ try options.log.turn(battle.turn);
1558
1580
 
1559
1581
  return Result.Default;
1560
1582
  }
1561
1583
 
1562
1584
  fn checkEBC(battle: anytype) bool {
1563
1585
  for (battle.sides, 0..) |side, i| {
1564
- const foe = battle.sides[~@intCast(u1, i)];
1586
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1565
1587
 
1566
1588
  var foe_all_ghosts = true;
1567
1589
  var foe_all_transform = true;
@@ -1613,10 +1635,10 @@ fn checkEBC(battle: anytype) bool {
1613
1635
  return false;
1614
1636
  }
1615
1637
 
1616
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1617
- if (side.active.volatiles.disabled_move != 0) {
1638
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1639
+ if (side.active.volatiles.disable_move != 0) {
1618
1640
  // 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;
1641
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1620
1642
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1621
1643
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1622
1644
  m
@@ -1624,28 +1646,28 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1624
1646
  side.last_selected_move;
1625
1647
  if (m != .None and m == last) {
1626
1648
  side.active.volatiles.Charging = false;
1627
- try log.disabled(ident, last);
1649
+ try options.log.disabled(ident, last);
1628
1650
  return true;
1629
1651
  }
1630
1652
  }
1631
1653
  return false;
1632
1654
  }
1633
1655
 
1634
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1656
+ inline fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1635
1657
  const side = battle.side(who);
1636
1658
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1637
- try Effects.boost(battle, who, Move.get(.Rage), log);
1659
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1638
1660
  }
1639
1661
  }
1640
1662
 
1641
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1663
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1642
1664
  var volatiles = &active.volatiles;
1643
1665
  assert(volatiles.Thrashing);
1644
1666
  if (volatiles.attacks > 0) return false;
1645
1667
 
1646
1668
  volatiles.Thrashing = false;
1647
1669
  volatiles.Confusion = true;
1648
- volatiles.confusion = Rolls.confusionDuration(battle);
1670
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1649
1671
  return true;
1650
1672
  }
1651
1673
 
@@ -1655,42 +1677,42 @@ inline fn onBegin(
1655
1677
  move: Move.Data,
1656
1678
  mslot: u8,
1657
1679
  residual: *bool,
1658
- log: anytype,
1680
+ options: anytype,
1659
1681
  ) !void {
1660
1682
  assert(move.effect.onBegin());
1661
1683
  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),
1684
+ .Confusion => Effects.confusion(battle, player, move, options),
1685
+ .Conversion => Effects.conversion(battle, player, options),
1686
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1687
+ .Haze => Effects.haze(battle, player, options),
1688
+ .Heal => Effects.heal(battle, player, options),
1689
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1690
+ .LightScreen => Effects.lightScreen(battle, player, options),
1691
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1692
+ .Mist => Effects.mist(battle, player, options),
1693
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1694
+ .Poison => Effects.poison(battle, player, move, options),
1695
+ .Reflect => Effects.reflect(battle, player, options),
1696
+ .Splash => Effects.splash(battle, player, options),
1697
+ .Substitute => Effects.substitute(battle, player, residual, options),
1698
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1699
+ .Transform => Effects.transform(battle, player, options),
1678
1700
  else => unreachable,
1679
1701
  };
1680
1702
  }
1681
1703
 
1682
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1704
+ inline fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1683
1705
  assert(move.effect.onEnd());
1684
1706
  return switch (move.effect) {
1685
- .Bide => Effects.bide(battle, player, log),
1707
+ .Bide => Effects.bide(battle, player, options),
1686
1708
  // zig fmt: off
1687
1709
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1688
1710
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1689
- Effects.boost(battle, player, move, log),
1711
+ Effects.boost(battle, player, move, options),
1690
1712
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1691
- Effects.unboost(battle, player, move, log),
1713
+ Effects.unboost(battle, player, move, options),
1692
1714
  // zig fmt: on
1693
- .Sleep => Effects.sleep(battle, player, move, log),
1715
+ .Sleep => Effects.sleep(battle, player, move, options),
1694
1716
  else => unreachable,
1695
1717
  };
1696
1718
  }
@@ -1700,51 +1722,51 @@ inline fn alwaysHappens(
1700
1722
  player: Player,
1701
1723
  move: Move.Data,
1702
1724
  residual: *bool,
1703
- log: anytype,
1725
+ options: anytype,
1704
1726
  ) !void {
1705
1727
  assert(move.effect.alwaysHappens());
1706
1728
  return switch (move.effect) {
1707
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1729
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1708
1730
  .Explode => Effects.explode(battle, player),
1709
- .PayDay => Effects.payDay(battle, player, log),
1731
+ .PayDay => Effects.payDay(battle, player, options),
1710
1732
  .Rage => Effects.rage(battle, player),
1711
- .Recoil => Effects.recoil(battle, player, residual, log),
1733
+ .Recoil => Effects.recoil(battle, player, residual, options),
1712
1734
  .JumpKick, .Binding => {},
1713
1735
  else => unreachable,
1714
1736
  };
1715
1737
  }
1716
1738
 
1717
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1739
+ inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1718
1740
  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),
1741
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1742
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1743
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1744
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1745
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1724
1746
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1725
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1726
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1747
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1748
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1727
1749
  // zig fmt: off
1728
1750
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1729
- Effects.unboost(battle, player, move, log),
1751
+ Effects.unboost(battle, player, move, options),
1730
1752
  // zig fmt: on
1731
1753
  else => {},
1732
1754
  };
1733
1755
  }
1734
1756
 
1735
1757
  pub const Effects = struct {
1736
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1758
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1737
1759
  var side = battle.side(player);
1738
1760
 
1739
1761
  side.active.volatiles.Bide = true;
1740
1762
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1741
1763
  side.active.volatiles.state = 0;
1742
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1764
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1743
1765
 
1744
- try log.start(battle.active(player), .Bide);
1766
+ try options.log.start(battle.active(player), .Bide);
1745
1767
  }
1746
1768
 
1747
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1769
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1748
1770
  var foe = battle.foe(player);
1749
1771
  var foe_stored = foe.stored();
1750
1772
 
@@ -1755,83 +1777,97 @@ pub const Effects = struct {
1755
1777
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1756
1778
  if (Status.is(foe_stored.status, .FRZ)) {
1757
1779
  assert(move.type == .Fire);
1758
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1780
+ try options.log.curestatus(
1781
+ battle.active(player.foe()),
1782
+ foe_stored.status,
1783
+ .Message,
1784
+ );
1759
1785
  foe_stored.status = 0;
1760
1786
  }
1761
1787
  return;
1762
1788
  }
1763
1789
 
1764
1790
  if (foe.active.types.includes(move.type)) return;
1765
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1791
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1792
+ return;
1793
+ }
1766
1794
 
1767
1795
  foe_stored.status = Status.init(.BRN);
1768
1796
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1769
1797
 
1770
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1798
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
1771
1799
  }
1772
1800
 
1773
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1801
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1774
1802
  var side = battle.side(player);
1775
1803
  var volatiles = &side.active.volatiles;
1776
1804
 
1777
1805
  volatiles.Charging = true;
1778
1806
  const move = side.last_selected_move;
1779
1807
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1780
- try log.laststill();
1781
- try log.prepare(battle.active(player), move);
1808
+ try options.log.laststill();
1809
+ try options.log.prepare(battle.active(player), move);
1782
1810
  }
1783
1811
 
1784
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1812
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1785
1813
  var foe = battle.foe(player);
1786
1814
  const sub = foe.active.volatiles.Substitute;
1787
1815
 
1788
1816
  if (move.effect == .ConfusionChance) {
1789
- if (!Rolls.confusionChance(battle)) return;
1817
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1790
1818
  } else {
1791
1819
  if (showdown) {
1792
- if (!try checkHit(battle, player, move, log)) {
1820
+ if (!try checkHit(battle, player, move, options)) {
1793
1821
  return;
1794
1822
  } else if (sub) {
1795
- return log.fail(battle.active(player.foe()), .None);
1823
+ return options.log.fail(battle.active(player.foe()), .None);
1796
1824
  }
1797
1825
  } else {
1798
1826
  if (sub) {
1799
- return log.fail(battle.active(player.foe()), .None);
1800
- } else if (!try checkHit(battle, player, move, log)) {
1827
+ return options.log.fail(battle.active(player.foe()), .None);
1828
+ } else if (!try checkHit(battle, player, move, options)) {
1801
1829
  return;
1802
1830
  }
1803
1831
  }
1832
+ try options.chance.commit(player, .hit);
1804
1833
  }
1805
1834
 
1806
1835
  if (foe.active.volatiles.Confusion) return;
1807
1836
  foe.active.volatiles.Confusion = true;
1808
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1837
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1809
1838
 
1810
- try log.start(battle.active(player.foe()), .Confusion);
1839
+ try options.log.start(battle.active(player.foe()), .Confusion);
1811
1840
  }
1812
1841
 
1813
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1842
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1814
1843
  const foe = battle.foe(player);
1815
1844
 
1816
1845
  if (foe.active.volatiles.Invulnerable) {
1817
- try log.lastmiss();
1818
- return log.miss(battle.active(player));
1846
+ try options.log.lastmiss();
1847
+ return options.log.miss(battle.active(player));
1819
1848
  }
1820
1849
 
1821
1850
  battle.side(player).active.types = foe.active.types;
1822
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1851
+ return options.log.typechange(
1852
+ battle.active(player),
1853
+ foe.active.types,
1854
+ battle.active(player.foe()),
1855
+ );
1823
1856
  }
1824
1857
 
1825
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1858
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1826
1859
  var foe = battle.foe(player);
1827
1860
  var volatiles = &foe.active.volatiles;
1828
1861
  const foe_ident = battle.active(player.foe());
1829
1862
 
1830
1863
  // Pokémon Showdown handles hit/miss earlier in doMove
1831
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1864
+ if (!showdown) {
1865
+ if (!try checkHit(battle, player, move, options)) return null;
1866
+ try options.chance.commit(player, .hit);
1867
+ }
1832
1868
 
1833
- if (volatiles.disabled_move != 0) {
1834
- try log.fail(foe_ident, .None);
1869
+ if (volatiles.disable_move != 0) {
1870
+ try options.log.fail(foe_ident, .None);
1835
1871
  return null;
1836
1872
  }
1837
1873
 
@@ -1847,7 +1883,7 @@ pub const Effects = struct {
1847
1883
  // Technically this is still considered simply a "miss" on the cartridge,
1848
1884
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1849
1885
  if (n == 0) {
1850
- try log.fail(foe_ident, .None);
1886
+ try options.log.fail(foe_ident, .None);
1851
1887
  return null;
1852
1888
  } else if (err) {
1853
1889
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1855,14 +1891,16 @@ pub const Effects = struct {
1855
1891
  return Result.Error;
1856
1892
  }
1857
1893
 
1858
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1859
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1894
+ volatiles.disable_move =
1895
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1896
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1860
1897
 
1861
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1898
+ const id = foe.active.move(volatiles.disable_move).id;
1899
+ try options.log.startEffect(foe_ident, .Disable, id);
1862
1900
  return null;
1863
1901
  }
1864
1902
 
1865
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1903
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1866
1904
  var side = battle.side(player);
1867
1905
  var stored = side.stored();
1868
1906
 
@@ -1877,7 +1915,7 @@ pub const Effects = struct {
1877
1915
  if (stored.hp == stored.stats.hp) return;
1878
1916
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1879
1917
 
1880
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1918
+ try options.log.drain(battle.active(player), stored, battle.active(player.foe()));
1881
1919
  }
1882
1920
 
1883
1921
  fn explode(battle: anytype, player: Player) !void {
@@ -1891,26 +1929,28 @@ pub const Effects = struct {
1891
1929
  side.active.volatiles.LeechSeed = false;
1892
1930
  }
1893
1931
 
1894
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1932
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1895
1933
  var volatiles = &battle.foe(player).active.volatiles;
1896
1934
 
1897
1935
  if (volatiles.Substitute) return;
1898
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1936
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1937
+ return;
1938
+ }
1899
1939
 
1900
1940
  volatiles.Flinch = true;
1901
1941
  volatiles.Recharging = false;
1902
1942
  }
1903
1943
 
1904
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1944
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1905
1945
  var side = battle.side(player);
1906
1946
 
1907
1947
  if (side.active.volatiles.FocusEnergy) return;
1908
1948
  side.active.volatiles.FocusEnergy = true;
1909
1949
 
1910
- try log.start(battle.active(player), .FocusEnergy);
1950
+ try options.log.start(battle.active(player), .FocusEnergy);
1911
1951
  }
1912
1952
 
1913
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1953
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1914
1954
  var foe = battle.foe(player);
1915
1955
  var foe_stored = foe.stored();
1916
1956
  const foe_ident = battle.active(player.foe());
@@ -1922,17 +1962,18 @@ pub const Effects = struct {
1922
1962
  }
1923
1963
 
1924
1964
  if (foe.active.types.includes(move.type)) return;
1925
- if (!Rolls.secondaryChance(battle, true)) return;
1965
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1926
1966
  // Freeze Clause Mod
1927
1967
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1928
1968
 
1929
1969
  foe_stored.status = Status.init(.FRZ);
1930
1970
  // GLITCH: Hyper Beam recharging status is not cleared
1931
1971
 
1932
- try log.status(foe_ident, foe_stored.status, .None);
1972
+ try options.log.status(foe_ident, foe_stored.status, .None);
1933
1973
  }
1934
1974
 
1935
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1975
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1976
+ var log = options.log;
1936
1977
  var side = battle.side(player);
1937
1978
  var foe = battle.foe(player);
1938
1979
 
@@ -1954,7 +1995,7 @@ pub const Effects = struct {
1954
1995
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1955
1996
  if (showdown) {
1956
1997
  for (&battle.sides, 0..) |*s, i| {
1957
- const p = @intToEnum(Player, i);
1998
+ const p: Player = @enumFromInt(i);
1958
1999
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1959
2000
  if (p != player and Status.any(s.stored().status)) {
1960
2001
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
@@ -1963,7 +2004,7 @@ pub const Effects = struct {
1963
2004
  s.stored().status = Status.init(.PSN);
1964
2005
  try log.status(battle.active(p), s.stored().status, .None);
1965
2006
  }
1966
- try clearVolatiles(battle, p, log);
2007
+ try clearVolatiles(battle, p, p != player, options);
1967
2008
  }
1968
2009
  } else {
1969
2010
  if (Status.any(foe_stored.status)) {
@@ -1973,71 +2014,76 @@ pub const Effects = struct {
1973
2014
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
1974
2015
  foe_stored.status = 0;
1975
2016
  }
1976
- try clearVolatiles(battle, player, log);
1977
- try clearVolatiles(battle, player.foe(), log);
2017
+ try clearVolatiles(battle, player, false, options);
2018
+ try clearVolatiles(battle, player.foe(), true, options);
1978
2019
  }
1979
2020
  }
1980
2021
 
1981
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2022
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1982
2023
  var side = battle.side(player);
1983
2024
  var stored = side.stored();
1984
2025
  const ident = battle.active(player);
1985
2026
 
1986
2027
  // GLITCH: HP recovery move failure glitches
1987
2028
  const delta = stored.stats.hp - stored.hp;
1988
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2029
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2030
+ return try options.log.fail(ident, .None);
2031
+ }
1989
2032
 
1990
2033
  const rest = side.last_selected_move == .Rest;
1991
2034
  if (rest) {
1992
2035
  // Adding the sleep status runs the sleep condition handler to roll duration
1993
2036
  if (showdown) battle.rng.advance(1);
1994
2037
  stored.status = Status.slf(2);
1995
- try log.statusFrom(ident, stored.status, Move.Rest);
2038
+ try options.log.statusFrom(ident, stored.status, Move.Rest);
1996
2039
  stored.hp = stored.stats.hp;
1997
2040
  } else {
1998
2041
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1999
2042
  }
2000
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2043
+ try options.log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2001
2044
  }
2002
2045
 
2003
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2046
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
2004
2047
  battle.side(player).active.volatiles.Recharging = true;
2005
- try log.mustrecharge(battle.active(player));
2048
+ try options.log.mustrecharge(battle.active(player));
2006
2049
  }
2007
2050
 
2008
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2051
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2009
2052
  var foe = battle.foe(player);
2010
2053
 
2011
2054
  if (showdown) {
2012
2055
  // Invulnerability trumps type immunity on Pokémon Showdown
2013
2056
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
2014
- return log.immune(battle.active(player.foe()), .None);
2057
+ return options.log.immune(battle.active(player.foe()), .None);
2015
2058
  }
2016
- if (!try checkHit(battle, player, move, log)) return;
2059
+ if (!try checkHit(battle, player, move, options)) return;
2017
2060
  if (foe.active.volatiles.LeechSeed) return;
2018
2061
  } else {
2019
- if (!try checkHit(battle, player, move, log)) return;
2062
+ if (!try checkHit(battle, player, move, options)) return;
2020
2063
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
2021
- try log.lastmiss();
2022
- return log.miss(battle.active(player));
2064
+ try options.log.lastmiss();
2065
+ return options.log.miss(battle.active(player));
2023
2066
  }
2024
2067
  }
2025
2068
 
2069
+ try options.chance.commit(player, .hit);
2026
2070
  foe.active.volatiles.LeechSeed = true;
2027
2071
 
2028
- try log.start(battle.active(player.foe()), .LeechSeed);
2072
+ try options.log.start(battle.active(player.foe()), .LeechSeed);
2029
2073
  }
2030
2074
 
2031
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2075
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
2032
2076
  var side = battle.side(player);
2033
2077
 
2034
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2078
+ if (side.active.volatiles.LightScreen) {
2079
+ return options.log.fail(battle.active(player), .None);
2080
+ }
2035
2081
  side.active.volatiles.LightScreen = true;
2036
2082
 
2037
- try log.start(battle.active(player), .LightScreen);
2083
+ try options.log.start(battle.active(player), .LightScreen);
2038
2084
  }
2039
2085
 
2040
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2086
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2041
2087
  var side = battle.side(player);
2042
2088
  var foe = battle.foe(player);
2043
2089
 
@@ -2053,7 +2099,7 @@ pub const Effects = struct {
2053
2099
  const has_mimic = has_mimic: {
2054
2100
  for (side.active.moves, 0..) |m, i| {
2055
2101
  if (m.id == .Mimic) {
2056
- oslot = @intCast(u8, i + 1);
2102
+ oslot = @intCast(i + 1);
2057
2103
  break :has_mimic true;
2058
2104
  }
2059
2105
  }
@@ -2061,38 +2107,43 @@ pub const Effects = struct {
2061
2107
  };
2062
2108
  if (!has_mimic) {
2063
2109
  // 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);
2110
+ if (!try checkHit(battle, player, move, options)) return;
2111
+ try options.chance.commit(player, .hit);
2112
+ return try options.log.fail(battle.active(player.foe()), .None);
2066
2113
  }
2067
2114
  }
2068
- if (!try checkHit(battle, player, move, log)) return;
2115
+ if (!try checkHit(battle, player, move, options)) return;
2116
+ try options.chance.commit(player, .hit);
2069
2117
 
2070
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2118
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2071
2119
  side.active.move(oslot).id = foe.active.move(rslot).id;
2072
2120
 
2073
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2121
+ try options.log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2074
2122
  }
2075
2123
 
2076
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2124
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2077
2125
  var side = battle.side(player);
2078
2126
 
2079
2127
  if (side.active.volatiles.Mist) return;
2080
2128
  side.active.volatiles.Mist = true;
2081
2129
 
2082
- try log.start(battle.active(player), .Mist);
2130
+ try options.log.start(battle.active(player), .Mist);
2083
2131
  }
2084
2132
 
2085
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2133
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2086
2134
  var side = battle.side(player);
2087
2135
 
2088
2136
  assert(!side.active.volatiles.MultiHit);
2089
2137
  side.active.volatiles.MultiHit = true;
2090
2138
 
2091
- side.active.volatiles.attacks =
2092
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2139
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2140
+ try Rolls.distribution(battle, .MultiHit, player, options)
2141
+ else
2142
+ 2;
2093
2143
  }
2094
2144
 
2095
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2145
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2146
+ var log = options.log;
2096
2147
  var foe = battle.foe(player);
2097
2148
  var foe_stored = foe.stored();
2098
2149
  const foe_ident = battle.active(player.foe());
@@ -2103,7 +2154,7 @@ pub const Effects = struct {
2103
2154
  if (showdown) {
2104
2155
  // Invulnerability trumps type immunity on Pokémon Showdown
2105
2156
  if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2106
- if (!try checkHit(battle, player, move, log)) return;
2157
+ if (!try checkHit(battle, player, move, options)) return;
2107
2158
  }
2108
2159
  if (Status.any(foe_stored.status)) {
2109
2160
  return log.fail(
@@ -2113,8 +2164,9 @@ pub const Effects = struct {
2113
2164
  }
2114
2165
  if (!showdown) {
2115
2166
  if (immune) return log.immune(foe_ident, .None);
2116
- if (!try checkHit(battle, player, move, log)) return;
2167
+ if (!try checkHit(battle, player, move, options)) return;
2117
2168
  }
2169
+ try options.chance.commit(player, .hit);
2118
2170
 
2119
2171
  foe_stored.status = Status.init(.PAR);
2120
2172
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
@@ -2122,7 +2174,7 @@ pub const Effects = struct {
2122
2174
  try log.status(foe_ident, foe_stored.status, .None);
2123
2175
  }
2124
2176
 
2125
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2177
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2126
2178
  var foe = battle.foe(player);
2127
2179
  var foe_stored = foe.stored();
2128
2180
 
@@ -2134,25 +2186,30 @@ pub const Effects = struct {
2134
2186
 
2135
2187
  // Body Slam can't paralyze a Normal type Pokémon
2136
2188
  if (foe.active.types.includes(move.type)) return;
2137
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2189
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2190
+ return;
2191
+ }
2138
2192
 
2139
2193
  foe_stored.status = Status.init(.PAR);
2140
2194
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2141
2195
 
2142
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2196
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
2143
2197
  }
2144
2198
 
2145
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2146
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2199
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2200
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2201
+ try options.log.fieldactivate();
2202
+ }
2147
2203
  }
2148
2204
 
2149
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2205
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2206
+ var log = options.log;
2150
2207
  var foe = battle.foe(player);
2151
2208
  var foe_stored = foe.stored();
2152
2209
  const foe_ident = battle.active(player.foe());
2153
2210
  const toxic = battle.side(player).last_selected_move == .Toxic;
2154
2211
 
2155
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2212
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2156
2213
  return;
2157
2214
  } else if (foe.active.volatiles.Substitute) {
2158
2215
  if (move.effect != .Poison) return;
@@ -2176,8 +2233,13 @@ pub const Effects = struct {
2176
2233
  }
2177
2234
 
2178
2235
  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;
2236
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2237
+ try options.chance.commit(player, .hit);
2238
+ } else {
2239
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2240
+ return;
2241
+ }
2242
+ }
2181
2243
 
2182
2244
  foe_stored.status = Status.init(.PSN);
2183
2245
  if (toxic) {
@@ -2195,28 +2257,36 @@ pub const Effects = struct {
2195
2257
  volatiles.Rage = true;
2196
2258
  }
2197
2259
 
2198
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2260
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2199
2261
  var side = battle.side(player);
2200
2262
  var stored = side.stored();
2201
2263
 
2202
- const damage = @intCast(i16, @max(battle.last_damage /
2264
+ assert(showdown or battle.last_damage > 0);
2265
+ if (showdown and battle.last_damage == 0) return;
2266
+
2267
+ const damage: i16 = @intCast(@max(battle.last_damage /
2203
2268
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2204
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2269
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2205
2270
 
2206
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2271
+ try options.log.damageOf(
2272
+ battle.active(player),
2273
+ stored,
2274
+ .RecoilOf,
2275
+ battle.active(player.foe()),
2276
+ );
2207
2277
  if (showdown and stored.hp == 0) residual.* = false;
2208
2278
  }
2209
2279
 
2210
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2280
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2211
2281
  var side = battle.side(player);
2212
2282
 
2213
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2283
+ if (side.active.volatiles.Reflect) return options.log.fail(battle.active(player), .None);
2214
2284
  side.active.volatiles.Reflect = true;
2215
2285
 
2216
- try log.start(battle.active(player), .Reflect);
2286
+ try options.log.start(battle.active(player), .Reflect);
2217
2287
  }
2218
2288
 
2219
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2289
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2220
2290
  var foe = battle.foe(player);
2221
2291
  var foe_stored = foe.stored();
2222
2292
  const foe_ident = battle.active(player.foe());
@@ -2227,13 +2297,14 @@ pub const Effects = struct {
2227
2297
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2228
2298
  } else {
2229
2299
  if (Status.any(foe_stored.status)) {
2230
- return log.fail(
2300
+ return options.log.fail(
2231
2301
  foe_ident,
2232
2302
  if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2233
2303
  );
2234
2304
  }
2235
2305
  // 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;
2306
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2307
+ try options.chance.commit(player, .hit);
2237
2308
  }
2238
2309
 
2239
2310
  // Sleep Clause Mod
@@ -2244,31 +2315,32 @@ pub const Effects = struct {
2244
2315
  }
2245
2316
  foe.active.volatiles.Recharging = false;
2246
2317
 
2247
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2248
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2318
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2319
+ const last = battle.side(player).last_selected_move;
2320
+ try options.log.statusFrom(foe_ident, foe_stored.status, last);
2249
2321
  }
2250
2322
 
2251
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2252
- try log.activate(battle.active(player), .Splash);
2323
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2324
+ try options.log.activate(battle.active(player), .Splash);
2253
2325
  }
2254
2326
 
2255
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2327
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2256
2328
  var side = battle.side(player);
2257
2329
  if (side.active.volatiles.Substitute) {
2258
- try log.fail(battle.active(player), .Substitute);
2330
+ try options.log.fail(battle.active(player), .Substitute);
2259
2331
  return;
2260
2332
  }
2261
2333
 
2262
2334
  assert(side.stored().stats.hp <= 1023);
2263
2335
  // 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);
2336
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2265
2337
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2266
2338
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2267
2339
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2268
2340
  // avoid having to convert to floating point)
2269
2341
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2270
2342
  if (side.stored().hp < required_hp) {
2271
- try log.fail(battle.active(player), .Weak);
2343
+ try options.log.fail(battle.active(player), .Weak);
2272
2344
  return;
2273
2345
  }
2274
2346
 
@@ -2276,31 +2348,37 @@ pub const Effects = struct {
2276
2348
  side.stored().hp -= hp;
2277
2349
  side.active.volatiles.substitute = hp + 1;
2278
2350
  side.active.volatiles.Substitute = true;
2279
- try log.start(battle.active(player), .Substitute);
2351
+ try options.log.start(battle.active(player), .Substitute);
2280
2352
  if (hp > 0) {
2281
- try log.damage(battle.active(player), side.stored(), .None);
2353
+ try options.log.damage(battle.active(player), side.stored(), .None);
2282
2354
  if (showdown and side.stored().hp == 0) residual.* = false;
2283
2355
  }
2284
2356
  }
2285
2357
 
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
-
2358
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2289
2359
  // 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;
2360
+ if (showdown) {
2361
+ if (battle.side(player).last_selected_move == .Teleport) return;
2362
+ if (try checkHit(battle, player, move, options)) {
2363
+ try options.chance.commit(player, .hit);
2364
+ }
2365
+ battle.last_damage = 0;
2366
+ } else {
2367
+ try options.log.fail(battle.active(player), .None);
2368
+ try options.log.laststill();
2369
+ }
2292
2370
  }
2293
2371
 
2294
- fn thrashing(battle: anytype, player: Player) void {
2372
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2295
2373
  var volatiles = &battle.side(player).active.volatiles;
2296
2374
  assert(!volatiles.Thrashing);
2297
2375
  assert(!volatiles.Bide);
2298
2376
 
2299
2377
  volatiles.Thrashing = true;
2300
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2378
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2301
2379
  }
2302
2380
 
2303
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2381
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2304
2382
  var side = battle.side(player);
2305
2383
  const foe = battle.foe(player);
2306
2384
  const foe_ident = battle.active(player.foe());
@@ -2326,10 +2404,10 @@ pub const Effects = struct {
2326
2404
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2327
2405
  }
2328
2406
 
2329
- try log.transform(battle.active(player), foe_ident);
2407
+ try options.log.transform(battle.active(player), foe_ident);
2330
2408
  }
2331
2409
 
2332
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2410
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2333
2411
  var side = battle.side(player);
2334
2412
  var foe = battle.foe(player);
2335
2413
 
@@ -2341,10 +2419,12 @@ pub const Effects = struct {
2341
2419
  foe.active.volatiles.Recharging = false;
2342
2420
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2343
2421
 
2344
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2422
+ side.active.volatiles.attacks =
2423
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2345
2424
  }
2346
2425
 
2347
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2426
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2427
+ var log = options.log;
2348
2428
  var side = battle.side(player);
2349
2429
  const ident = battle.active(player);
2350
2430
 
@@ -2356,7 +2436,7 @@ pub const Effects = struct {
2356
2436
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2357
2437
  if (boosts.atk == 6) return try log.fail(ident, .None);
2358
2438
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2359
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2439
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2360
2440
  const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2361
2441
  if (stats.atk == MAX_STAT_VALUE) {
2362
2442
  boosts.atk -= 1;
@@ -2367,7 +2447,7 @@ pub const Effects = struct {
2367
2447
  }
2368
2448
  return try log.fail(ident, .None);
2369
2449
  }
2370
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2450
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2371
2451
  const stat = unmodifiedStats(battle, side).atk;
2372
2452
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2373
2453
  try log.boost(ident, reason, n);
@@ -2378,7 +2458,7 @@ pub const Effects = struct {
2378
2458
  assert(boosts.def >= -6 and boosts.def <= 6);
2379
2459
  if (boosts.def == 6) return try log.fail(ident, .None);
2380
2460
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2381
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2461
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2382
2462
  if (stats.def == MAX_STAT_VALUE) {
2383
2463
  boosts.def -= 1;
2384
2464
  if (showdown) {
@@ -2387,7 +2467,7 @@ pub const Effects = struct {
2387
2467
  }
2388
2468
  return try log.fail(ident, .None);
2389
2469
  }
2390
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2470
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2391
2471
  const stat = unmodifiedStats(battle, side).def;
2392
2472
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2393
2473
  try log.boost(ident, .Defense, n);
@@ -2395,7 +2475,7 @@ pub const Effects = struct {
2395
2475
  .SpeedUp2 => {
2396
2476
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2397
2477
  if (boosts.spe == 6) return try log.fail(ident, .None);
2398
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2478
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2399
2479
  if (stats.spe == MAX_STAT_VALUE) {
2400
2480
  boosts.spe -= 1;
2401
2481
  if (showdown) {
@@ -2404,7 +2484,7 @@ pub const Effects = struct {
2404
2484
  }
2405
2485
  return try log.fail(ident, .None);
2406
2486
  }
2407
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2487
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2408
2488
  const stat = unmodifiedStats(battle, side).spe;
2409
2489
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2410
2490
  try log.boost(ident, .Speed, 2);
@@ -2413,7 +2493,7 @@ pub const Effects = struct {
2413
2493
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2414
2494
  if (boosts.spc == 6) return try log.fail(ident, .None);
2415
2495
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2416
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2496
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2417
2497
  if (stats.spc == MAX_STAT_VALUE) {
2418
2498
  boosts.spc -= 1;
2419
2499
  if (showdown) {
@@ -2424,7 +2504,7 @@ pub const Effects = struct {
2424
2504
  }
2425
2505
  return try log.fail(ident, .None);
2426
2506
  }
2427
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2507
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2428
2508
  const stat = unmodifiedStats(battle, side).spc;
2429
2509
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2430
2510
  try log.boost(ident, .SpecialAttack, n);
@@ -2433,7 +2513,7 @@ pub const Effects = struct {
2433
2513
  .EvasionUp1 => {
2434
2514
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2435
2515
  if (boosts.evasion == 6) return try log.fail(ident, .None);
2436
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2516
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2437
2517
  try log.boost(ident, .Evasion, 1);
2438
2518
  },
2439
2519
  else => unreachable,
@@ -2443,28 +2523,32 @@ pub const Effects = struct {
2443
2523
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2444
2524
  }
2445
2525
 
2446
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2526
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2527
+ var log = options.log;
2447
2528
  var foe = battle.foe(player);
2448
2529
  const foe_ident = battle.active(player.foe());
2530
+ const secondary = move.effect.isStatDownChance();
2449
2531
 
2450
- if (foe.active.volatiles.Substitute) {
2451
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2452
- }
2532
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(foe_ident, .None);
2453
2533
 
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
2534
+ if (secondary) {
2535
+ const proc = try Rolls.unboost(battle, player, options);
2536
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2537
+ } else {
2538
+ // checkHit already checks for Invulnerable
2539
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2540
+ try options.chance.commit(player, .hit);
2458
2541
  }
2459
2542
 
2460
2543
  var stats = &foe.active.stats;
2461
2544
  var boosts = &foe.active.boosts;
2545
+ const fail = showdown or !secondary;
2462
2546
 
2463
2547
  switch (move.effect) {
2464
2548
  .AttackDown1, .AttackDownChance => {
2465
2549
  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));
2550
+ if (boosts.atk == -6) return if (fail) try log.fail(foe_ident, .None);
2551
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2468
2552
  if (stats.atk == 1) {
2469
2553
  boosts.atk += 1;
2470
2554
  if (showdown) {
@@ -2473,16 +2557,16 @@ pub const Effects = struct {
2473
2557
  }
2474
2558
  return try log.fail(foe_ident, .None);
2475
2559
  }
2476
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2560
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2477
2561
  const stat = unmodifiedStats(battle, foe).atk;
2478
2562
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2479
2563
  try log.boost(foe_ident, .Attack, -1);
2480
2564
  },
2481
2565
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2482
2566
  assert(boosts.def >= -6 and boosts.def <= 6);
2483
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2567
+ if (boosts.def == -6) return if (fail) try log.fail(foe_ident, .None);
2484
2568
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2485
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2569
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2486
2570
  if (stats.def == 1) {
2487
2571
  boosts.def += 1;
2488
2572
  if (showdown) {
@@ -2491,15 +2575,15 @@ pub const Effects = struct {
2491
2575
  }
2492
2576
  return try log.fail(foe_ident, .None);
2493
2577
  }
2494
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2578
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2495
2579
  const stat = unmodifiedStats(battle, foe).def;
2496
2580
  stats.def = @max(1, stat * mod[0] / mod[1]);
2497
2581
  try log.boost(foe_ident, .Defense, -@as(i8, n));
2498
2582
  },
2499
2583
  .SpeedDown1, .SpeedDownChance => {
2500
2584
  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));
2585
+ if (boosts.spe == -6) return if (fail) try log.fail(foe_ident, .None);
2586
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2503
2587
  if (stats.spe == 1) {
2504
2588
  boosts.spe += 1;
2505
2589
  if (showdown) {
@@ -2508,7 +2592,7 @@ pub const Effects = struct {
2508
2592
  }
2509
2593
  return try log.fail(foe_ident, .None);
2510
2594
  }
2511
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2595
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2512
2596
  const stat = unmodifiedStats(battle, foe).spe;
2513
2597
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2514
2598
  try log.boost(foe_ident, .Speed, -1);
@@ -2516,8 +2600,8 @@ pub const Effects = struct {
2516
2600
  },
2517
2601
  .SpecialDownChance => {
2518
2602
  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));
2603
+ if (boosts.spc == -6) return if (fail) try log.fail(foe_ident, .None);
2604
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2521
2605
  if (stats.spc == 1) {
2522
2606
  boosts.spc += 1;
2523
2607
  if (showdown) {
@@ -2528,7 +2612,7 @@ pub const Effects = struct {
2528
2612
  }
2529
2613
  return try log.fail(foe_ident, .None);
2530
2614
  }
2531
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2615
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2532
2616
  const stat = unmodifiedStats(battle, foe).spc;
2533
2617
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2534
2618
  try log.boost(foe_ident, .SpecialAttack, -1);
@@ -2536,8 +2620,8 @@ pub const Effects = struct {
2536
2620
  },
2537
2621
  .AccuracyDown1 => {
2538
2622
  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));
2623
+ if (boosts.accuracy == -6) return if (fail) try log.fail(foe_ident, .None);
2624
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2541
2625
  try log.boost(foe_ident, .Accuracy, -1);
2542
2626
  },
2543
2627
  else => unreachable,
@@ -2562,19 +2646,22 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2562
2646
  }
2563
2647
  }
2564
2648
 
2565
- inline fn isForced(active: ActivePokemon) bool {
2649
+ inline fn isForced(active: anytype) bool {
2566
2650
  return active.volatiles.Recharging or active.volatiles.Rage or
2567
2651
  active.volatiles.Thrashing or active.volatiles.Charging;
2568
2652
  }
2569
2653
 
2570
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2654
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2655
+ var log = options.log;
2571
2656
  var side = battle.side(who);
2572
2657
  var volatiles = &side.active.volatiles;
2573
2658
  const ident = battle.active(who);
2574
2659
 
2575
- if (volatiles.disabled_move != 0) {
2576
- volatiles.disabled_move = 0;
2577
- volatiles.disabled_duration = 0;
2660
+ options.chance.clearDurations(who, clear);
2661
+
2662
+ if (volatiles.disable_move != 0) {
2663
+ volatiles.disable_move = 0;
2664
+ volatiles.disable_duration = 0;
2578
2665
  try log.end(ident, .DisableSilent);
2579
2666
  }
2580
2667
  if (volatiles.Confusion) {
@@ -2584,15 +2671,15 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2584
2671
  }
2585
2672
  if (volatiles.Mist) {
2586
2673
  volatiles.Mist = false;
2587
- try log.end(ident, .Mist);
2674
+ try log.end(ident, .MistSilent);
2588
2675
  }
2589
2676
  if (volatiles.FocusEnergy) {
2590
2677
  volatiles.FocusEnergy = false;
2591
- try log.end(ident, .FocusEnergy);
2678
+ try log.end(ident, .FocusEnergySilent);
2592
2679
  }
2593
2680
  if (volatiles.LeechSeed) {
2594
2681
  volatiles.LeechSeed = false;
2595
- try log.end(ident, .LeechSeed);
2682
+ try log.end(ident, .LeechSeedSilent);
2596
2683
  }
2597
2684
  if (!showdown and volatiles.Toxic) {
2598
2685
  volatiles.Toxic = false;
@@ -2600,152 +2687,313 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2600
2687
  }
2601
2688
  if (volatiles.LightScreen) {
2602
2689
  volatiles.LightScreen = false;
2603
- try log.end(ident, .LightScreen);
2690
+ try log.end(ident, .LightScreenSilent);
2604
2691
  }
2605
2692
  if (volatiles.Reflect) {
2606
2693
  volatiles.Reflect = false;
2607
- try log.end(ident, .Reflect);
2694
+ try log.end(ident, .ReflectSilent);
2608
2695
  }
2609
2696
  if (showdown and volatiles.Toxic) {
2610
2697
  volatiles.Toxic = false;
2611
2698
  // Pokémon Showdown erroneously clears the toxic counter
2612
2699
  volatiles.toxic = 0;
2613
- try log.end(ident, .Toxic);
2700
+ try log.end(ident, .ToxicSilent);
2614
2701
  }
2615
2702
  }
2616
2703
 
2617
2704
  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
- }
2705
+ inline fn speedTie(battle: anytype, options: anytype) !bool {
2706
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2707
+ player == .P1
2708
+ else if (showdown)
2709
+ battle.rng.range(u8, 0, 2) == 0
2710
+ else
2711
+ battle.rng.next() < Gen12.percent(50) + 1;
2622
2712
 
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;
2713
+ try options.chance.speedTie(p1);
2714
+ return p1;
2626
2715
  }
2627
2716
 
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
- }
2717
+ inline fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2718
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2719
+ val == .true
2720
+ else if (showdown)
2721
+ battle.rng.chance(u8, rate, 256)
2722
+ else
2723
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2635
2724
 
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;
2725
+ try options.chance.criticalHit(player, crit, rate);
2726
+ return crit;
2639
2727
  }
2640
2728
 
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
- }
2729
+ inline fn damage(battle: anytype, player: anytype, options: anytype) !u8 {
2730
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2731
+ val
2732
+ else roll: {
2733
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2734
+ while (true) {
2735
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2736
+ if (r >= 217) break :roll r;
2737
+ }
2738
+ };
2645
2739
 
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;
2740
+ assert(roll >= 217 and roll <= 255);
2741
+ try options.chance.damage(player, roll);
2742
+ return roll;
2649
2743
  }
2650
2744
 
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);
2745
+ inline fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2746
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2747
+ val == .true
2748
+ else if (showdown)
2749
+ battle.rng.chance(u8, accuracy, 256)
2750
+ else
2751
+ battle.rng.next() < accuracy;
2752
+
2753
+ options.chance.hit(ok, accuracy);
2754
+ return ok;
2654
2755
  }
2655
2756
 
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);
2757
+ inline fn confused(battle: anytype, player: Player, options: anytype) !bool {
2758
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2759
+ val == .true
2760
+ else if (showdown)
2761
+ !battle.rng.chance(u8, 128, 256)
2762
+ else
2763
+ battle.rng.next() >= Gen12.percent(50) + 1;
2764
+
2765
+ try options.chance.confused(player, cfz);
2766
+ return cfz;
2659
2767
  }
2660
2768
 
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));
2769
+ inline fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2770
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2771
+ val == .true
2772
+ else if (showdown)
2773
+ battle.rng.chance(u8, 63, 256)
2774
+ else
2775
+ battle.rng.next() < Gen12.percent(25);
2776
+
2777
+ try options.chance.paralyzed(player, par);
2778
+ return par;
2664
2779
  }
2665
2780
 
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));
2781
+ inline fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2782
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2783
+ val == .true
2784
+ else if (showdown)
2785
+ battle.rng.chance(u8, 25, 256)
2786
+ else
2787
+ battle.rng.next() < Gen12.percent(10);
2788
+
2789
+ try options.chance.secondaryChance(player, proc, 25);
2790
+ return proc;
2669
2791
  }
2670
2792
 
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
- }
2793
+ inline fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2794
+ const rate: u8 = if (low) 26 else 77;
2795
+
2796
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2797
+ val == .true
2798
+ else if (showdown)
2799
+ battle.rng.chance(u8, rate, 256)
2800
+ else
2801
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2802
+
2803
+ try options.chance.secondaryChance(player, proc, rate);
2804
+ return proc;
2677
2805
  }
2678
2806
 
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);
2807
+ inline fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2808
+ const rate: u8 = if (low) 52 else 103;
2809
+
2810
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2811
+ val == .true
2812
+ else if (showdown)
2813
+ battle.rng.chance(u8, rate, 256)
2814
+ else
2815
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2816
+
2817
+ try options.chance.secondaryChance(player, proc, rate);
2818
+ return proc;
2682
2819
  }
2683
2820
 
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);
2821
+ inline fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2822
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2823
+ val == .true
2824
+ else if (showdown)
2825
+ battle.rng.chance(u8, 85, 256)
2826
+ else
2827
+ battle.rng.next() < Gen12.percent(33) + 1;
2828
+
2829
+ try options.chance.secondaryChance(player, proc, 85);
2830
+ return proc;
2831
+ }
2832
+
2833
+ inline fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2834
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2835
+ val
2836
+ else if (showdown)
2837
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2838
+ else move: {
2839
+ while (true) {
2840
+ const r = battle.rng.next();
2841
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2842
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2843
+ break :move @enumFromInt(r);
2704
2844
  }
2705
- }
2845
+ };
2706
2846
 
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
- }
2847
+ try options.chance.metronome(player, move);
2848
+ return move;
2711
2849
  }
2712
2850
 
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);
2851
+ inline fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2852
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2853
+ val - 1
2854
+ else if (showdown)
2855
+ battle.rng.range(u8, 0, max)
2856
+ else power: {
2857
+ while (true) {
2858
+ const r = battle.rng.next();
2859
+ if (r < max) break :power r;
2860
+ }
2861
+ };
2862
+
2863
+ assert(power < max);
2864
+ try options.chance.psywave(player, power, max);
2865
+ return power;
2716
2866
  }
2717
2867
 
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
- }
2868
+ inline fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2869
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2870
+ @intCast(val)
2871
+ else if (showdown)
2872
+ battle.rng.range(u3, 1, 8)
2873
+ else duration: {
2874
+ while (true) {
2875
+ const r = battle.rng.next() & 7;
2876
+ if (r != 0) break :duration @intCast(r);
2877
+ }
2878
+ };
2879
+
2880
+ assert(duration >= 1 and duration <= 7);
2881
+ options.chance.duration(.sleep, player, player.foe(), duration);
2882
+ return duration;
2730
2883
  }
2731
2884
 
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
- }
2885
+ inline fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2886
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2887
+ val
2888
+ else if (showdown)
2889
+ battle.rng.range(u4, 1, 9)
2890
+ else
2891
+ @intCast((battle.rng.next() & 7) + 1);
2892
+
2893
+ assert(duration >= 1 and duration <= 8);
2894
+ options.chance.duration(.disable, player, player.foe(), duration);
2895
+ return duration;
2738
2896
  }
2739
2897
 
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);
2898
+ inline fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2899
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2900
+ @intCast(val)
2901
+ else if (showdown)
2902
+ battle.rng.range(u3, 2, 6)
2903
+ else
2904
+ @intCast((battle.rng.next() & 3) + 2);
2905
+
2906
+ assert(duration >= 2 and duration <= 5);
2907
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2908
+ return duration;
2744
2909
  }
2745
2910
 
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;
2911
+ inline fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2912
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2913
+ @intCast(val)
2914
+ else if (showdown)
2915
+ battle.rng.range(u3, 2, 4)
2916
+ else
2917
+ @intCast((battle.rng.next() & 1) + 2);
2918
+
2919
+ assert(duration >= 2 and duration <= 3);
2920
+ options.chance.duration(.attacking, player, player, duration);
2921
+ return duration;
2922
+ }
2923
+
2924
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2925
+
2926
+ inline fn distribution(
2927
+ battle: anytype,
2928
+ comptime effect: Move.Effect,
2929
+ player: Player,
2930
+ options: anytype,
2931
+ ) !u3 {
2932
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2933
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2934
+ @intCast(val)
2935
+ else if (showdown)
2936
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2937
+ else n: {
2938
+ const r = (battle.rng.next() & 3);
2939
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2940
+ };
2941
+
2942
+ assert(n >= 2 and n <= 5);
2943
+ if (effect == .Binding) {
2944
+ options.chance.duration(.binding, player, player, n);
2945
+ } else {
2946
+ try options.chance.multiHit(player, n);
2947
+ }
2948
+ return n;
2949
+ }
2950
+
2951
+ fn moveSlot(
2952
+ battle: anytype,
2953
+ player: Player,
2954
+ moves: []MoveSlot,
2955
+ check_pp: u4,
2956
+ options: anytype,
2957
+ ) !u4 {
2958
+ // TODO: consider throwing error instead of rerolling?
2959
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2960
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2961
+ val
2962
+ else
2963
+ null
2964
+ else
2965
+ null;
2966
+
2967
+ const slot: u4 = overridden orelse slot: {
2968
+ if (showdown) {
2969
+ if (check_pp == 0) {
2970
+ var i: usize = moves.len;
2971
+ while (i > 0) {
2972
+ i -= 1;
2973
+ if (moves[i].id != .None) {
2974
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2975
+ }
2976
+ }
2977
+ } else {
2978
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2979
+ var i: usize = 0;
2980
+ while (i < moves.len and r > 0) : (i += 1) {
2981
+ if (moves[i].pp > 0) {
2982
+ r -= 1;
2983
+ if (r == 0) break :slot @intCast(i + 1);
2984
+ }
2985
+ }
2986
+ }
2987
+ }
2988
+
2989
+ while (true) {
2990
+ const r: u4 = @intCast(battle.rng.next() & 3);
2991
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2992
+ }
2993
+ };
2994
+
2995
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2996
+ return slot;
2749
2997
  }
2750
2998
  };
2751
2999
 
@@ -2753,14 +3001,14 @@ test "RNG agreement" {
2753
3001
  if (!showdown) return;
2754
3002
  var expected: [256]u32 = undefined;
2755
3003
  for (0..expected.len) |i| {
2756
- expected[i] = @intCast(u32, i * 0x1000000);
3004
+ expected[i] = @intCast(i * 0x1000000);
2757
3005
  }
2758
3006
 
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 };
3007
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3008
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3009
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3010
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3011
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2764
3012
 
2765
3013
  for (0..expected.len) |i| {
2766
3014
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2796,7 +3044,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2796
3044
  const side = battle.side(player);
2797
3045
  const foe = battle.foe(player);
2798
3046
 
2799
- var active = side.active;
3047
+ var active = &side.active;
2800
3048
  const stored = side.stored();
2801
3049
 
2802
3050
  // While players are not given any input options on the cartridge in these cases,
@@ -2810,7 +3058,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2810
3058
  // strictly correct as the player would not have been presented the option to move or
2811
3059
  // switch at all.
2812
3060
  if (isForced(active)) {
2813
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3061
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2814
3062
  n += 1;
2815
3063
  return n;
2816
3064
  }
@@ -2850,7 +3098,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2850
3098
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2851
3099
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2852
3100
  const struggle =
2853
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3101
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2854
3102
  const s = if (struggle) 0 else slot;
2855
3103
  out[n] = .{ .type = .Move, .data = s };
2856
3104
  n += 1;
@@ -2865,7 +3113,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2865
3113
  const m = active.moves[slot - 1];
2866
3114
  if (m.id == .None) break;
2867
3115
  if (m.pp == 0) continue;
2868
- if (active.volatiles.disabled_move == slot) continue;
3116
+ if (active.volatiles.disable_move == slot) continue;
2869
3117
  out[n] = .{ .type = .Move, .data = slot };
2870
3118
  n += 1;
2871
3119
  }