@pkmn/engine 0.1.0-dev.d97c6e03 → 0.1.0-dev.da4a0515

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Files changed (60) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +102 -68
  3. package/build/pkg/addon.d.ts +1 -1
  4. package/build/pkg/addon.js +13 -13
  5. package/build/pkg/addon.js.map +1 -1
  6. package/build/pkg/data/ids.json +12 -12
  7. package/build/pkg/data/layout.json +27 -5
  8. package/build/pkg/data/protocol.json +69 -12
  9. package/build/pkg/data.d.ts +4 -4
  10. package/build/pkg/data.js.map +1 -1
  11. package/build/pkg/gen1.d.ts +5 -4
  12. package/build/pkg/gen1.js +48 -32
  13. package/build/pkg/gen1.js.map +1 -1
  14. package/build/pkg/index.d.ts +17 -13
  15. package/build/pkg/index.js.map +1 -1
  16. package/build/pkg/protocol.d.ts +4 -2
  17. package/build/pkg/protocol.js +65 -44
  18. package/build/pkg/protocol.js.map +1 -1
  19. package/build/test/display.js +31 -14
  20. package/build/test/display.js.map +1 -1
  21. package/build/tools/debug.js +5 -4
  22. package/build/tools/debug.js.map +1 -1
  23. package/build.zig +157 -119
  24. package/package.json +56 -26
  25. package/src/bin/install-pkmn-engine +36 -23
  26. package/src/lib/common/battle.zig +17 -0
  27. package/src/lib/common/data.zig +19 -31
  28. package/src/lib/common/debug.zig +21 -11
  29. package/src/lib/common/js.zig +118 -0
  30. package/src/lib/common/optional.zig +67 -0
  31. package/src/lib/common/options.zig +12 -3
  32. package/src/lib/common/protocol.zig +942 -403
  33. package/src/lib/common/rational.zig +357 -0
  34. package/src/lib/common/rng.zig +35 -26
  35. package/src/lib/common/util.zig +12 -0
  36. package/src/lib/gen1/calc.zig +426 -0
  37. package/src/lib/gen1/chance.zig +1061 -0
  38. package/src/lib/gen1/data/moves.zig +202 -190
  39. package/src/lib/gen1/data/species.zig +5 -5
  40. package/src/lib/gen1/data/types.zig +10 -10
  41. package/src/lib/gen1/data.zig +101 -87
  42. package/src/lib/gen1/helpers.zig +602 -37
  43. package/src/lib/gen1/mechanics.zig +1086 -740
  44. package/src/lib/gen2/calc.zig +143 -0
  45. package/src/lib/gen2/chance.zig +1315 -0
  46. package/src/lib/gen2/data/items.zig +14 -20
  47. package/src/lib/gen2/data/moves.zig +664 -570
  48. package/src/lib/gen2/data/species.zig +2 -2
  49. package/src/lib/gen2/data/types.zig +137 -34
  50. package/src/lib/gen2/data.zig +130 -92
  51. package/src/lib/gen2/generated.zig +806 -0
  52. package/src/lib/gen2/helpers.zig +16 -22
  53. package/src/lib/gen2/mechanics.zig +3591 -12
  54. package/src/lib/node.zig +131 -0
  55. package/src/lib/pkmn.zig +88 -6
  56. package/src/lib/wasm.zig +13 -0
  57. package/src/lib/binding/node.zig +0 -229
  58. package/src/lib/binding/wasm.zig +0 -10
  59. package/src/lib/gen1/README.md +0 -791
  60. package/src/lib/gen2/README.md +0 -309
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,15 +13,16 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
25
+ const Fail = protocol.Fail;
24
26
  const Heal = protocol.Heal;
25
27
 
26
28
  const Gen12 = rng.Gen12;
@@ -56,52 +58,50 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
61
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
64
64
 
65
- var f1: ?Move = null;
66
- var f2: ?Move = null;
65
+ var s1 = false;
66
+ var s2 = false;
67
67
 
68
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
69
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
70
-
71
- if (turnOrder(battle, c1, c2) == .P1) {
72
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
73
- } else {
74
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
75
- }
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
76
70
 
77
71
  var p1 = battle.side(.P1);
78
- if (p1.active.volatiles.attacks == 0) {
79
- p1.active.volatiles.Binding = false;
80
- }
81
72
  var p2 = battle.side(.P2);
82
- if (p2.active.volatiles.attacks == 0) {
83
- p2.active.volatiles.Binding = false;
73
+
74
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
75
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
76
+
77
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
78
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
79
+ } else {
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
84
81
  }
85
82
 
86
- return endTurn(battle, log);
83
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
84
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
85
+
86
+ return endTurn(battle, options);
87
87
  }
88
88
 
89
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
90
90
  const p1 = battle.side(.P1);
91
91
  const p2 = battle.side(.P2);
92
92
 
93
- var p1_slot = findFirstAlive(p1);
93
+ const p1_slot = findFirstAlive(p1);
94
94
  assert(!showdown or p1_slot == 1);
95
95
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
96
96
 
97
- var p2_slot = findFirstAlive(p2);
97
+ const p2_slot = findFirstAlive(p2);
98
98
  assert(!showdown or p2_slot == 1);
99
99
  if (p2_slot == 0) return Result.Win;
100
100
 
101
- try switchIn(battle, .P1, p1_slot, true, log);
102
- try switchIn(battle, .P2, p2_slot, true, log);
101
+ try switchIn(battle, .P1, p1_slot, true, options);
102
+ try switchIn(battle, .P2, p2_slot, true, options);
103
103
 
104
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
105
105
  }
106
106
 
107
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -114,7 +114,7 @@ fn selectMove(
114
114
  player: Player,
115
115
  choice: Choice,
116
116
  foe_choice: Choice,
117
- from: *?Move,
117
+ skip_turn: *bool,
118
118
  ) ?Result {
119
119
  if (choice.type == .Pass) return null;
120
120
 
@@ -123,20 +123,27 @@ fn selectMove(
123
123
  const stored = side.stored();
124
124
 
125
125
  assert(!isForced(side.active) or
126
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
126
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
127
127
 
128
128
  // pre-battle menu
129
- if (volatiles.Recharging) return null;
129
+ if (volatiles.Recharging) {
130
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
131
+ return null;
132
+ }
130
133
  if (volatiles.Rage) {
131
- from.* = side.last_used_move;
132
- if (showdown) saveMove(battle, player, null);
134
+ if (showdown) {
135
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
136
+ saveMove(battle, player, null);
137
+ }
133
138
  return null;
134
139
  }
135
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
136
141
  if (!showdown) volatiles.Flinch = false;
137
142
  if (volatiles.Thrashing or volatiles.Charging) {
138
- from.* = side.last_selected_move;
139
- if (showdown) saveMove(battle, player, null);
143
+ if (showdown) {
144
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
145
+ saveMove(battle, player, null);
146
+ }
140
147
  return null;
141
148
  }
142
149
 
@@ -146,13 +153,14 @@ fn selectMove(
146
153
  // pre-move select
147
154
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
148
155
  assert(showdown or choice.data == 0);
149
- if (showdown) saveMove(battle, player, choice);
156
+ if (showdown) {
157
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
158
+ saveMove(battle, player, choice);
159
+ }
150
160
  return null;
151
161
  }
152
162
  if (volatiles.Binding) {
153
- from.* = side.last_used_move;
154
163
  if (showdown) {
155
- if (foe_choice.type == .Switch) from.* = null;
156
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
157
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
158
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -164,11 +172,7 @@ fn selectMove(
164
172
  assert(choice.data == 0);
165
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
166
174
  if (foe_choice.type == .Switch) {
167
- const slot = if (player == .P1)
168
- battle.last_selected_indexes.p1
169
- else
170
- battle.last_selected_indexes.p2;
171
- const last = side.active.move(@intCast(u4, slot));
175
+ const last = side.active.move(battle.lastMove(player).index);
172
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
173
177
  if (last.id == .MirrorMove) return Result.Error;
174
178
  }
@@ -177,6 +181,7 @@ fn selectMove(
177
181
  }
178
182
 
179
183
  if (battle.foe(player).active.volatiles.Binding) {
184
+ skip_turn.* = true;
180
185
  if (showdown) {
181
186
  saveMove(battle, player, choice);
182
187
  } else {
@@ -191,16 +196,13 @@ fn selectMove(
191
196
  if (choice.data == 0) {
192
197
  const struggle = ok: {
193
198
  for (side.active.moves, 0..) |move, i| {
194
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
199
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
195
200
  }
196
201
  break :ok true;
197
202
  };
198
-
199
203
  assert(struggle);
200
- saveMove(battle, player, choice);
201
- } else {
202
- saveMove(battle, player, choice);
203
204
  }
205
+ saveMove(battle, player, choice);
204
206
 
205
207
  return null;
206
208
  }
@@ -213,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
213
215
  if (c.data == 0) {
214
216
  side.last_selected_move = .Struggle;
215
217
  } else {
216
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
217
219
  const move = side.active.move(c.data);
218
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
219
221
  // sometimes required...), but a 0 PP move can be used automatically
220
222
  assert(showdown or move.pp != 0);
221
223
 
222
224
  side.last_selected_move = move.id;
223
- if (player == .P1) {
224
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
225
- } else {
226
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
227
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
228
226
  }
229
227
  }
230
228
  }
231
229
 
232
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
230
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
233
231
  var side = battle.side(player);
234
232
  var foe = battle.foe(player);
235
233
  var active = &side.active;
@@ -242,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
242
240
  side.order[0] = side.order[slot - 1];
243
241
  side.order[slot - 1] = out;
244
242
 
245
- if (player == .P1) {
246
- battle.last_selected_indexes.p1 = 1;
247
- } else {
248
- battle.last_selected_indexes.p2 = 1;
249
- }
243
+ battle.lastMove(player).index = 1;
250
244
 
251
245
  side.last_used_move = .None;
252
246
  foe.last_used_move = .None;
@@ -262,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
262
256
 
263
257
  foe.active.volatiles.Binding = false;
264
258
 
265
- try log.switched(battle.active(player), incoming);
259
+ try options.log.switched(.{ battle.active(player), incoming });
260
+ options.chance.switched(player, side.order[0], out);
266
261
 
267
262
  if (showdown and incoming.status == Status.TOX) {
268
263
  incoming.status = Status.init(.PSN);
269
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
270
265
  // rather not clutter up turnOrder just for this (incorrect) log message
271
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
272
267
  }
273
268
  }
274
269
 
275
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
276
271
  assert(c1.type != .Pass or c2.type != .Pass);
277
272
 
278
273
  if (c1.type == .Pass) return .P2;
@@ -302,9 +297,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
302
297
  const spe2 = battle.side(.P2).active.stats.spe;
303
298
  if (spe1 == spe2) {
304
299
  // Pokémon Showdown's beforeTurnCallback shenanigans
305
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
300
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
301
+ battle.rng.advance(1);
302
+ }
306
303
 
307
- const p1 = Rolls.speedTie(battle);
304
+ const p1 = try Rolls.speedTie(battle, options);
308
305
  if (!showdown) return if (p1) .P1 else .P2;
309
306
 
310
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -327,34 +324,55 @@ fn doTurn(
327
324
  battle: anytype,
328
325
  player: Player,
329
326
  player_choice: Choice,
330
- player_from: ?Move,
327
+ player_rewrap: bool,
328
+ player_skip: bool,
331
329
  foe_player: Player,
332
330
  foe_choice: Choice,
333
- foe_from: ?Move,
334
- log: anytype,
331
+ foe_rewrap: bool,
332
+ foe_skip: bool,
333
+ options: anytype,
335
334
  ) !?Result {
336
335
  assert(player_choice.type != .Pass);
337
336
 
338
337
  var residual = true;
339
338
  var replace = battle.side(player).stored().hp == 0;
340
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
339
+ if (try executeMove(
340
+ battle,
341
+ player,
342
+ player_choice,
343
+ player_rewrap,
344
+ player_skip,
345
+ &residual,
346
+ options,
347
+ )) |r| return r;
341
348
  if (!replace) {
342
349
  if (player_choice.type != .Switch) {
343
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
344
351
  }
345
- if (residual) try handleResidual(battle, player, log);
346
- if (try checkFaint(battle, player, log)) |r| return r;
352
+ if (residual) try handleResidual(battle, player, options);
353
+ if (try checkFaint(battle, player, options)) |r| return r;
347
354
  } else if (foe_choice.type == .Pass) return null;
348
355
 
356
+ options.chance.clearPending();
357
+
349
358
  residual = true;
350
359
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
362
+ battle,
363
+ foe_player,
364
+ foe_choice,
365
+ foe_rewrap,
366
+ foe_skip,
367
+ &residual,
368
+ options,
369
+ )) |r| return r;
352
370
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
371
+ if (!calc and foe_choice.type != .Switch) {
372
+ if (try checkFaint(battle, player, options)) |r| return r;
355
373
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
374
+ if (residual) try handleResidual(battle, foe_player, options);
375
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
358
376
  }
359
377
 
360
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +389,31 @@ fn executeMove(
371
389
  battle: anytype,
372
390
  player: Player,
373
391
  choice: Choice,
374
- from: ?Move,
392
+ rewrap: bool,
393
+ skip: bool,
375
394
  residual: *bool,
376
- log: anytype,
395
+ options: anytype,
377
396
  ) !?Result {
378
397
  var side = battle.side(player);
379
398
 
380
399
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
382
401
  return null;
383
402
  }
384
403
 
404
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
405
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
406
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
407
  if (side.last_selected_move == .SKIP_TURN) {
386
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
387
- // Binding instead gets handled in beforeMove after sleep and freeze
388
408
  assert(!showdown);
389
409
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
391
411
  }
392
412
  return null;
393
413
  }
394
414
 
395
415
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
397
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
419
  var auto = showdown and side.last_selected_move != .None;
@@ -402,14 +422,13 @@ fn executeMove(
402
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
424
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
425
+ mslot = @intCast(battle.lastMove(player).index);
409
426
  const stored = side.stored();
410
427
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
412
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
428
+ auto = isForced(&side.active) or
429
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
430
+ side.last_selected_move == .HyperBeam or
431
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
433
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
434
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -426,15 +445,12 @@ fn executeMove(
426
445
  } else if (showdown and side.active.volatiles.Charging) {
427
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
447
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
448
+ mslot = @intCast(battle.lastMove(player).index);
433
449
  }
434
450
 
435
451
  var skip_can = false;
436
452
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, residual, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
454
  .done => return null,
439
455
  .skip_can => skip_can = true,
440
456
  .skip_pp => skip_pp = true,
@@ -442,11 +458,11 @@ fn executeMove(
442
458
  .err => return @as(?Result, Result.Error),
443
459
  }
444
460
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
446
- return null;
447
- }
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
448
464
 
449
- return doMove(battle, player, mslot, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
450
466
  }
451
467
 
452
468
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -454,10 +470,11 @@ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
454
470
  fn beforeMove(
455
471
  battle: anytype,
456
472
  player: Player,
457
- from: ?Move,
473
+ skip: bool,
458
474
  residual: *bool,
459
- log: anytype,
475
+ options: anytype,
460
476
  ) !BeforeMove {
477
+ var log = options.log;
461
478
  var side = battle.side(player);
462
479
  const foe = battle.foe(player);
463
480
  var active = &side.active;
@@ -466,59 +483,69 @@ fn beforeMove(
466
483
  var volatiles = &active.volatiles;
467
484
 
468
485
  if (Status.is(stored.status, .SLP)) {
469
- const status = stored.status;
486
+ const before = stored.status;
470
487
  // Even if the EXT bit is set this will still correctly modify the sleep duration
471
- stored.status -= 1;
472
- if (Status.duration(stored.status) == 0) {
473
- try log.curestatus(ident, status, .Message);
488
+ if (options.calc.modify(player, .sleep)) |extend| {
489
+ if (!extend) stored.status = 0;
490
+ } else {
491
+ stored.status -= 1;
492
+ }
493
+
494
+ const duration = Status.duration(stored.status);
495
+ if (!Status.is(stored.status, .EXT)) {
496
+ try options.chance.sleep(player, duration);
497
+ }
498
+
499
+ if (duration == 0) {
500
+ try log.curestatus(.{ ident, before, .Message });
474
501
  stored.status = 0; // clears EXT if present
475
502
  } else {
476
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
477
504
  }
478
505
  side.last_used_move = .None;
479
506
  return .done;
480
507
  }
481
508
 
482
509
  if (Status.is(stored.status, .FRZ)) {
483
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
484
511
  side.last_used_move = .None;
485
512
  return .done;
486
513
  }
487
514
 
488
- if (foe.active.volatiles.Binding) {
489
- try log.cant(ident, .Bound);
515
+ if (skip or foe.active.volatiles.Binding) {
516
+ try log.cant(.{ ident, .Bound });
490
517
  return .done;
491
518
  }
492
519
 
493
- if (!showdown and volatiles.Flinch) {
494
- volatiles.Flinch = false;
495
- try log.cant(ident, .Flinch);
520
+ if (volatiles.Flinch) {
521
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
522
+ // Pokémon can sometimes flinch multiple times from the same original hit
523
+ if (!showdown) volatiles.Flinch = false;
524
+ try log.cant(.{ ident, .Flinch });
496
525
  return .done;
497
526
  }
498
527
 
499
528
  if (volatiles.Recharging) {
500
529
  volatiles.Recharging = false;
501
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
502
531
  return .done;
503
532
  }
504
533
 
505
- if (volatiles.disabled_duration > 0) {
506
- volatiles.disabled_duration -= 1;
507
- if (volatiles.disabled_duration == 0) {
508
- volatiles.disabled_move = 0;
509
- try log.end(ident, .Disable);
534
+ if (volatiles.disable_duration > 0) {
535
+ if (options.calc.modify(player, .disable)) |extend| {
536
+ if (!extend) volatiles.disable_duration = 0;
537
+ } else {
538
+ volatiles.disable_duration -= 1;
510
539
  }
511
- }
512
- // Pokémon Showdown's disable condition has a single onBeforeMove handler
513
- if (showdown and try disabled(side, ident, log)) return .done;
540
+ try options.chance.disable(player, volatiles.disable_duration);
514
541
 
515
- // Pokémon Showdown checks for Flinch *after* instead of before... and doesn't clear Flinch
516
- // until its imaginary "residual" phase, meaning Pokémon can sometimes flinch multiple times
517
- // from the same original hit
518
- if (showdown and volatiles.Flinch) {
519
- try log.cant(ident, .Flinch);
520
- return .done;
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
545
+ }
521
546
  }
547
+ // Pokémon Showdown's disable condition has a single onBeforeMove handler
548
+ if (showdown and try disabled(side, ident, options)) return .done;
522
549
 
523
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
524
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -530,14 +557,20 @@ fn beforeMove(
530
557
  if (volatiles.Confusion) {
531
558
  assert(volatiles.confusion > 0);
532
559
 
533
- volatiles.confusion -= 1;
560
+ if (options.calc.modify(player, .confusion)) |extend| {
561
+ if (!extend) volatiles.confusion = 0;
562
+ } else {
563
+ volatiles.confusion -= 1;
564
+ }
565
+ try options.chance.confusion(player, volatiles.confusion);
566
+
534
567
  if (volatiles.confusion == 0) {
535
568
  volatiles.Confusion = false;
536
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
537
570
  } else {
538
- try log.activate(ident, .Confusion);
571
+ try log.activate(.{ ident, .Confusion });
539
572
 
540
- if (Rolls.confused(battle)) {
573
+ if (try Rolls.confused(battle, player, options)) {
541
574
  assert(!volatiles.MultiHit);
542
575
  if (!volatiles.Rage) volatiles.state = 0;
543
576
  volatiles.Bide = false;
@@ -547,6 +580,7 @@ fn beforeMove(
547
580
  volatiles.Charging = false;
548
581
  volatiles.Binding = false;
549
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
550
584
  {
551
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
552
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -566,7 +600,7 @@ fn beforeMove(
566
600
 
567
601
  const uncapped = battle.last_damage;
568
602
  // Skipping adjustDamage / randomizeDamage / checkHit
569
- _ = try applyDamage(battle, player, target, .Confusion, log);
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
570
604
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
571
605
  if (showdown) battle.last_damage = uncapped;
572
606
 
@@ -575,83 +609,108 @@ fn beforeMove(
575
609
  }
576
610
  }
577
611
 
578
- if (!showdown and try disabled(side, ident, log)) return .done;
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
579
613
 
580
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
581
615
  if (!volatiles.Rage) volatiles.state = 0;
582
616
  volatiles.Bide = false;
583
617
  volatiles.Thrashing = false;
584
618
  volatiles.Charging = false;
585
619
  volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
586
621
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
587
- try log.cant(ident, .Paralysis);
622
+ try log.cant(.{ ident, .Paralysis });
588
623
  return .done;
589
624
  }
590
625
 
591
626
  if (volatiles.Bide) {
592
627
  assert(!volatiles.Thrashing and !volatiles.Rage);
593
628
 
594
- volatiles.state +%= battle.last_damage;
629
+ if (showdown) {
630
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
631
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
632
+ // addition because 65535 is sufficient to faint any Pokémon anyway
633
+ volatiles.state +|= battle.last_damage;
634
+ } else {
635
+ volatiles.state +%= battle.last_damage;
636
+ }
595
637
 
596
- assert(volatiles.attacks > 0);
638
+ if (options.calc.modify(player, .attacking)) |extend| {
639
+ if (!extend) volatiles.attacks = 0;
640
+ } else {
641
+ volatiles.attacks -= 1;
642
+ }
643
+ try options.chance.attacking(player, volatiles.attacks);
597
644
 
598
- volatiles.attacks -= 1;
599
645
  if (volatiles.attacks != 0) {
600
- try log.activate(ident, .Bide);
646
+ try log.activate(.{ ident, .Bide });
601
647
  return .done;
602
648
  }
603
649
 
604
650
  volatiles.Bide = false;
605
- try log.end(ident, .Bide);
651
+ try log.end(.{ ident, .Bide });
606
652
 
607
653
  battle.last_damage = volatiles.state *% 2;
608
654
  volatiles.state = 0;
609
655
 
610
656
  if (battle.last_damage == 0) {
611
- try log.fail(ident, .None);
657
+ try log.fail(.{ ident, .None });
612
658
  return .done;
613
659
  }
614
660
 
615
661
  const sub = showdown and foe.active.volatiles.Substitute;
616
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
617
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
662
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
663
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
618
664
 
619
665
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
620
666
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
621
667
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
622
668
  if (showdown) {
623
669
  residual.* = false;
624
- try handleResidual(battle, player, log);
670
+ try handleResidual(battle, player, options);
625
671
  }
626
672
 
627
673
  return .done;
628
674
  }
629
675
 
630
676
  if (volatiles.Thrashing) {
631
- assert(volatiles.attacks > 0);
632
- assert(from != null);
633
- volatiles.attacks -= 1;
634
- if (!showdown and handleThrashing(battle, active)) {
635
- try log.start(battle.active(player), .ConfusionSilent);
677
+ if (options.calc.modify(player, .attacking)) |extend| {
678
+ if (!extend) volatiles.attacks = 0;
679
+ } else {
680
+ volatiles.attacks -= 1;
636
681
  }
637
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
638
- if (showdown and handleThrashing(battle, active)) {
639
- try log.start(battle.active(player), .ConfusionSilent);
682
+ try options.chance.attacking(player, volatiles.attacks);
683
+
684
+ if (!showdown and handleThrashing(battle, active, player, options)) {
685
+ try log.start(.{ battle.active(player), .ConfusionSilent });
686
+ }
687
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
688
+ if (showdown) {
689
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
690
+ // used in useMove and doesn't have the notion of skipping canMove semantics
691
+ side.last_used_move = side.last_selected_move;
692
+ if (handleThrashing(battle, active, player, options)) {
693
+ try log.start(.{ battle.active(player), .ConfusionSilent });
694
+ }
640
695
  }
641
696
  return .skip_can;
642
697
  }
643
698
 
644
699
  if (volatiles.Binding) {
645
- assert(volatiles.attacks > 0);
646
- volatiles.attacks -= 1;
647
- try log.move(
648
- battle.active(player),
649
- side.last_selected_move,
650
- battle.active(player.foe()),
651
- side.last_selected_move,
652
- );
700
+ if (options.calc.modify(player, .binding)) |extend| {
701
+ if (!extend) volatiles.attacks = 0;
702
+ } else {
703
+ volatiles.attacks -= 1;
704
+ }
705
+ try options.chance.binding(player, volatiles.attacks);
706
+
707
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
653
708
  if (showdown or battle.last_damage != 0) {
654
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
709
+ const sub = showdown and foe.active.volatiles.Substitute;
710
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
711
+ if (battle.foe(player).stored().hp > 0 and !sub) {
712
+ try buildRage(battle, player.foe(), options);
713
+ }
655
714
  }
656
715
  return .done;
657
716
  }
@@ -665,56 +724,57 @@ fn canMove(
665
724
  mslot: u4,
666
725
  auto: bool,
667
726
  skip_pp: bool,
668
- from: ?Move,
727
+ from: Move,
669
728
  residual: *bool,
670
- log: anytype,
729
+ options: anytype,
671
730
  ) !bool {
672
731
  var side = battle.side(player);
673
732
  const player_ident = battle.active(player);
674
733
  const move = Move.get(side.last_selected_move);
675
734
 
676
- const foe_last = battle.foe(player).last_used_move;
677
- const special = from != null and (from.? == .Metronome and
678
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
679
-
680
- var skip = skip_pp;
681
735
  if (side.active.volatiles.Charging) {
682
736
  side.active.volatiles.Charging = false;
683
737
  side.active.volatiles.Invulnerable = false;
684
738
  } else if (move.effect == .Charge) {
685
- try log.move(player_ident, side.last_selected_move, .{}, from);
686
- try Effects.charge(battle, player, log);
739
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
+ setCounterable(battle, player, side, move);
741
+ try Effects.charge(battle, player, options);
687
742
  return false;
688
743
  }
689
744
 
690
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
691
- if (!skip) decrementPP(side, mslot, auto);
745
+ side.last_used_move = side.last_selected_move;
746
+ if (!skip_pp) decrementPP(side, mslot, auto);
692
747
 
693
748
  const target = if (move.target == .Self) player else player.foe();
694
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
695
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
696
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
697
- // meaning sometimes we lose this information. from is still set because it not being null is
698
- // relevant for control flow, but we don't have anything useful to put in the log. This is
699
- // regrettable, but this information is more "nice to have" than required
700
- const f = if (from != null and from.? == .None) null else from;
701
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
749
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
750
+ setCounterable(battle, player, side, move);
702
751
 
703
752
  if (move.effect.onBegin()) {
704
- try onBegin(battle, player, move, mslot, residual, log);
753
+ try onBegin(battle, player, move, mslot, residual, options);
705
754
  return false;
706
755
  }
707
756
 
708
757
  if (move.effect == .Thrashing) {
709
- Effects.thrashing(battle, player);
758
+ Effects.thrashing(battle, player, options);
710
759
  } else if (!showdown and move.effect == .Binding) {
711
760
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
712
- Effects.binding(battle, player);
761
+ try Effects.binding(battle, player, false, options);
713
762
  }
714
763
 
715
764
  return true;
716
765
  }
717
766
 
767
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
768
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
769
+ // in cases where an early return happens the data for a players last selected move does not get
770
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
771
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
772
+ // as the desync results from actually having two separate battle states that subtly disagree
773
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
774
+ (move.type == .Normal or move.type == .Fighting);
775
+ battle.lastMove(player).counterable = @intFromBool(counterable);
776
+ }
777
+
718
778
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
719
779
  if (side.last_selected_move == .Struggle) return;
720
780
 
@@ -724,12 +784,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
724
784
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
725
785
  if (volatiles.Bide) return;
726
786
 
727
- assert(active.move(mslot).pp > 0 or auto);
728
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
787
+ var move_slot = active.move(mslot);
788
+ assert(move_slot.pp > 0 or auto);
789
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
729
790
  if (volatiles.Transform) return;
730
791
 
731
- assert(side.stored().move(mslot).pp > 0 or auto);
732
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
792
+ move_slot = side.stored().move(mslot);
793
+ assert(move_slot.pp > 0 or auto);
794
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
733
795
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
734
796
  }
735
797
 
@@ -737,12 +799,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
737
799
  var active = &side.active;
738
800
  const volatiles = &active.volatiles;
739
801
 
740
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
802
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
741
803
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
742
804
  if (showdown and volatiles.Transform) return;
743
805
 
744
806
  assert(mslot > 0 and mslot <= 4);
745
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
807
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
746
808
  }
747
809
 
748
810
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -750,10 +812,12 @@ fn doMove(
750
812
  battle: anytype,
751
813
  player: Player,
752
814
  mslot: u4,
815
+ rewrap: bool,
753
816
  auto: bool,
754
817
  residual: *bool,
755
- log: anytype,
818
+ options: anytype,
756
819
  ) !?Result {
820
+ var log = options.log;
757
821
  var side = battle.side(player);
758
822
  const foe = battle.foe(player);
759
823
 
@@ -768,23 +832,27 @@ fn doMove(
768
832
  var hits: u4 = 1;
769
833
  var effectiveness = Effectiveness.neutral;
770
834
 
835
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
836
+ if (showdown and !counter) battle.last_damage = 0;
837
+
771
838
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
772
839
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
773
- return specialDamage(battle, player, move, log);
840
+ return specialDamage(battle, player, move, options);
774
841
  }
775
842
 
776
843
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
777
844
  // calling moveHit early covers most of that but we also need to check type immunity first
778
845
  var miss = showdown and miss: {
779
846
  immune = move.target != .Self and !status and !counter and
780
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
781
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
847
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
848
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
782
849
  if (immune and move.effect != .Binding) break :miss true;
783
850
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
784
851
  battle.last_damage = 0;
785
852
  break :miss true;
786
853
  }
787
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
854
+ break :miss (move.target != .Self and
855
+ !moveHit(battle, player, move, &immune, &mist, options));
788
856
  };
789
857
  assert(!immune or miss or (showdown and move.effect == .Binding));
790
858
 
@@ -792,16 +860,16 @@ fn doMove(
792
860
  const skip = status or immune;
793
861
  if ((!showdown or (!skip or counter)) and !miss) blk: {
794
862
  if (showdown and move.effect.isMulti()) {
795
- Effects.multiHit(battle, player, move);
863
+ try Effects.multiHit(battle, player, move, options);
796
864
  hits = side.active.volatiles.attacks;
797
865
  late = false;
798
866
  }
799
867
 
800
868
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
801
869
  const check = !showdown or (!counter and move.effect != .OHKO);
802
- if (check) crit = checkCriticalHit(battle, player, move);
870
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
803
871
 
804
- if (counter) return counterDamage(battle, player, move, log);
872
+ if (counter) return counterDamage(battle, player, move, options);
805
873
 
806
874
  battle.last_damage = 0;
807
875
 
@@ -823,17 +891,15 @@ fn doMove(
823
891
  effectiveness = adjustDamage(battle, player);
824
892
  immune = effectiveness == 0;
825
893
  }
826
- randomizeDamage(battle);
894
+ try randomizeDamage(battle, player, options);
827
895
  }
828
896
  }
829
897
 
830
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
831
- if (showdown and skip) battle.last_damage = 0;
832
-
898
+ const zero = battle.last_damage == 0;
833
899
  miss = if (showdown or skip)
834
900
  miss
835
901
  else
836
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
902
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
837
903
 
838
904
  assert(showdown or miss or battle.last_damage > 0 or skip);
839
905
  assert((!showdown and miss) or !(ohko and immune));
@@ -841,11 +907,11 @@ fn doMove(
841
907
 
842
908
  if (!showdown or !miss) {
843
909
  if (move.effect == .MirrorMove) {
844
- return mirrorMove(battle, player, mslot, auto, residual, log);
910
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
845
911
  } else if (move.effect == .Metronome) {
846
- return metronome(battle, player, mslot, auto, residual, log);
912
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
847
913
  } else if (move.effect.onEnd()) {
848
- try onEnd(battle, player, move, log);
914
+ try onEnd(battle, player, move, options);
849
915
  return null;
850
916
  }
851
917
  }
@@ -857,36 +923,41 @@ fn doMove(
857
923
  ohko = (!showdown or (!immune and !invulnerable)) and
858
924
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
859
925
  if (ohko) {
860
- try log.immune(foe_ident, .OHKO);
861
- } else if (immune and !invulnerable) {
862
- try log.immune(foe_ident, .None);
926
+ try log.immune(.{ foe_ident, .OHKO });
927
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
928
+ try log.immune(.{ foe_ident, .None });
863
929
  } else if (mist) {
864
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
865
- try log.fail(foe_ident, .None);
930
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
931
+ try log.fail(.{ foe_ident, .None });
866
932
  } else {
867
- try log.lastmiss();
868
- try log.miss(battle.active(player));
933
+ if (showdown or !zero) try options.chance.commit(player, .miss);
934
+ try log.lastmiss(.{});
935
+ try log.miss(.{battle.active(player)});
869
936
  }
870
937
  if (move.effect == .JumpKick) {
871
938
  // Recoil is supposed to be damage/8 but damage will always be 0 here
872
- assert(battle.last_damage == 0);
939
+ assert(showdown or battle.last_damage == 0);
873
940
  battle.last_damage = 1;
874
- _ = try applyDamage(battle, player, player.foe(), .None, log);
941
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
875
942
  if (showdown and side.stored().hp == 0) residual.* = false;
876
943
  } else if (move.effect == .Explode) {
877
944
  try Effects.explode(battle, player);
878
- try buildRage(battle, player.foe(), log);
945
+ try buildRage(battle, player.foe(), options);
879
946
  } else if (showdown and move.effect == .Disable) {
880
- try buildRage(battle, player.foe(), log);
947
+ try buildRage(battle, player.foe(), options);
948
+ } else if (!showdown and immune and move.effect == .Binding) {
949
+ try options.chance.commit(player, .binding);
881
950
  }
882
951
  return null;
952
+ } else {
953
+ try options.chance.commit(player, .hit);
883
954
  }
884
955
 
885
956
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
886
957
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
887
958
  // it up above before damage calculation).
888
959
  if (!showdown and move.effect.isMulti()) {
889
- Effects.multiHit(battle, player, move);
960
+ try Effects.multiHit(battle, player, move, options);
890
961
  hits = side.active.volatiles.attacks;
891
962
  }
892
963
 
@@ -897,18 +968,20 @@ fn doMove(
897
968
  var hit: u4 = 0;
898
969
  while (hit < hits) {
899
970
  if (hit == 0) {
900
- if (crit) try log.crit(battle.active(player.foe()));
971
+ if (crit) try log.crit(.{battle.active(player.foe())});
901
972
  if (effectiveness > Effectiveness.neutral) {
902
- try log.supereffective(battle.active(player.foe()));
973
+ try log.supereffective(.{battle.active(player.foe())});
903
974
  } else if (effectiveness < Effectiveness.neutral) {
904
- try log.resisted(battle.active(player.foe()));
975
+ try log.resisted(.{battle.active(player.foe())});
905
976
  }
906
977
  }
907
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
908
- if (hit == 0 and ohko) try log.ohko();
978
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
979
+ if (hit == 0 and ohko) try log.ohko(.{});
909
980
  hit += 1;
910
981
  if (foe.stored().hp == 0) break;
911
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
982
+ if (!late and (!sub or move.effect == .Explode)) {
983
+ try buildRage(battle, player.foe(), options);
984
+ }
912
985
  // If the substitute breaks during a multi-hit attack, the attack ends
913
986
  if (nullified) break;
914
987
  }
@@ -918,17 +991,23 @@ fn doMove(
918
991
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
919
992
  side.active.volatiles.attacks = 0;
920
993
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
921
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
994
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
922
995
  }
923
- try log.hitcount(battle.active(player.foe()), hit);
996
+ try log.hitcount(.{ battle.active(player.foe()), hit });
924
997
  } else if (showdown) {
925
998
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
926
999
  if (move.effect == .Binding) {
927
- Effects.binding(battle, player);
1000
+ try Effects.binding(battle, player, rewrap, options);
928
1001
  if (immune) {
929
1002
  battle.last_damage = 0;
1003
+ assert(foe.stored().hp > 0);
930
1004
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
931
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1005
+ if (sub) {
1006
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1007
+ } else {
1008
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1009
+ try buildRage(battle, player.foe(), options);
1010
+ }
932
1011
  return null;
933
1012
  }
934
1013
  }
@@ -941,12 +1020,12 @@ fn doMove(
941
1020
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
942
1021
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
943
1022
  // setup before the loop means we can avoid having to waste time doing no-op handler searches.
944
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1023
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
945
1024
 
946
1025
  if (foe.stored().hp == 0) return null;
947
1026
 
948
1027
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
949
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1028
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
950
1029
 
951
1030
  if (!move.effect.isSpecial()) {
952
1031
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -957,29 +1036,29 @@ fn doMove(
957
1036
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
958
1037
  // puts the |-status| message before |-hitcount| instead of after.
959
1038
  if (move.effect == .Twineedle) {
960
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1039
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
961
1040
  } else if (move.effect == .Disable) {
962
- const result = try Effects.disable(battle, player, move, log);
963
- if (showdown) try buildRage(battle, player.foe(), log);
1041
+ const result = try Effects.disable(battle, player, move, options);
1042
+ if (showdown) try buildRage(battle, player.foe(), options);
964
1043
  return result;
965
1044
  } else {
966
- try moveEffect(battle, player, move, log);
1045
+ try moveEffect(battle, player, move, options);
967
1046
  }
968
1047
  }
969
1048
 
970
1049
  return null;
971
1050
  }
972
1051
 
973
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1052
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
974
1053
  const side = battle.side(player);
975
1054
 
976
1055
  // Base speed is used for the critical hit calculation, even when Transform-ed
977
- var chance = @as(u16, Species.chance(side.stored().species));
978
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
979
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
980
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1056
+ var rate: u16 = Species.chance(side.stored().species);
1057
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1058
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1059
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
981
1060
 
982
- return Rolls.criticalHit(battle, chance);
1061
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
983
1062
  }
984
1063
 
985
1064
  fn calcDamage(
@@ -1031,9 +1110,9 @@ fn calcDamage(
1031
1110
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1032
1111
  }
1033
1112
 
1034
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1113
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1035
1114
 
1036
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1115
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1037
1116
 
1038
1117
  if (def == 0) return false;
1039
1118
 
@@ -1045,7 +1124,7 @@ fn calcDamage(
1045
1124
  d = @min(997, d);
1046
1125
  d += 2;
1047
1126
 
1048
- battle.last_damage = @intCast(u16, d);
1127
+ battle.last_damage = @intCast(d);
1049
1128
 
1050
1129
  return true;
1051
1130
  }
@@ -1059,9 +1138,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1059
1138
  var d = battle.last_damage;
1060
1139
  if (side.active.types.includes(move.type)) d +%= d / 2;
1061
1140
 
1062
- const neutral = @enumToInt(Effectiveness.Neutral);
1063
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1064
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1141
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1142
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1143
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1065
1144
 
1066
1145
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1067
1146
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1081,17 +1160,20 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1081
1160
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1082
1161
  }
1083
1162
 
1084
- fn randomizeDamage(battle: anytype) void {
1163
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1085
1164
  if (battle.last_damage <= 1) return;
1086
- const random = Rolls.damage(battle);
1087
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1165
+ const random = try Rolls.damage(battle, player, options);
1166
+ options.calc.base(player.foe(), battle.last_damage);
1167
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1168
+ options.calc.final(player.foe(), battle.last_damage);
1088
1169
  }
1089
1170
 
1090
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1171
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1091
1172
  const side = battle.side(player);
1092
1173
  const foe = battle.foe(player);
1093
1174
 
1094
- if (!try checkHit(battle, player, move, log)) return null;
1175
+ if (!try checkHit(battle, player, move, options)) return null;
1176
+ try options.chance.commit(player, .hit);
1095
1177
 
1096
1178
  battle.last_damage = switch (side.last_selected_move) {
1097
1179
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1100,10 +1182,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1100
1182
  .DragonRage => 40,
1101
1183
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1102
1184
  .Psywave => power: {
1103
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1185
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1104
1186
  // GLITCH: Psywave infinite glitch loop
1105
1187
  if (!showdown and max <= 1) return Result.Error;
1106
- break :power Rolls.psywave(battle, max);
1188
+ break :power try Rolls.psywave(battle, player, max, options);
1107
1189
  },
1108
1190
  else => unreachable,
1109
1191
  };
@@ -1111,57 +1193,54 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1111
1193
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1112
1194
 
1113
1195
  const sub = showdown and foe.active.volatiles.Substitute;
1114
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1115
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1196
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1197
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1116
1198
 
1117
1199
  return null;
1118
1200
  }
1119
1201
 
1120
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1202
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1121
1203
  const foe = battle.foe(player);
1122
1204
 
1123
1205
  if (battle.last_damage == 0) {
1124
- try log.fail(battle.active(player), .None);
1206
+ try options.log.fail(.{ battle.active(player), .None });
1125
1207
  return null;
1126
1208
  }
1127
1209
 
1128
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1129
- const foe_last_used_move =
1130
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1210
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1131
1211
  const foe_last_selected_move =
1132
1212
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1133
- .Counter
1213
+ .Splash
1134
1214
  else
1135
1215
  foe.last_selected_move);
1136
1216
 
1137
- const used = foe_last_used_move.bp > 0 and
1138
- foe.last_used_move != .Counter and
1139
- (foe_last_used_move.type == .Normal or
1140
- foe_last_used_move.type == .Fighting);
1141
-
1217
+ const used = battle.lastMove(player.foe()).counterable != 0;
1142
1218
  const selected = foe_last_selected_move.bp > 0 and
1143
1219
  foe.last_selected_move != .Counter and
1144
1220
  (foe_last_selected_move.type == .Normal or
1145
1221
  foe_last_selected_move.type == .Fighting);
1146
1222
 
1147
1223
  if (!used and !selected) {
1148
- try log.fail(battle.active(player), .None);
1224
+ try options.log.fail(.{ battle.active(player), .None });
1149
1225
  return null;
1150
1226
  }
1151
1227
 
1152
1228
  if (!used or !selected) {
1153
1229
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1154
1230
  if (!showdown) return Result.Error;
1155
- try log.fail(battle.active(player), .None);
1231
+ try options.log.fail(.{ battle.active(player), .None });
1156
1232
  return null;
1157
1233
  }
1158
1234
 
1159
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1235
+ battle.last_damage *|= 2;
1160
1236
 
1161
1237
  // Pokémon Showdown calls checkHit before Counter
1162
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1238
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
+ try options.chance.commit(player, .hit);
1163
1240
 
1164
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1241
+ const sub = showdown and foe.active.volatiles.Substitute;
1242
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1243
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1165
1244
  return null;
1166
1245
  }
1167
1246
 
@@ -1170,7 +1249,7 @@ fn applyDamage(
1170
1249
  target_player: Player,
1171
1250
  sub_player: Player,
1172
1251
  reason: Damage,
1173
- log: anytype,
1252
+ options: anytype,
1174
1253
  ) !bool {
1175
1254
  assert(showdown or battle.last_damage != 0);
1176
1255
 
@@ -1185,19 +1264,20 @@ fn applyDamage(
1185
1264
  subbed.active.volatiles.substitute = 0;
1186
1265
  subbed.active.volatiles.Substitute = false;
1187
1266
  // battle.last_damage is not updated with the amount of HP the Substitute had
1188
- try log.end(battle.active(sub_player), .Substitute);
1267
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1268
+ options.calc.capped(target_player);
1189
1269
  return true;
1190
1270
  } else {
1191
1271
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1192
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1193
- try log.activate(battle.active(sub_player), .Substitute);
1272
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1273
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1194
1274
  return false;
1195
1275
  }
1196
1276
  }
1197
1277
 
1198
1278
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1199
1279
  target.stored().hp -= battle.last_damage;
1200
- try log.damage(battle.active(target_player), target.stored(), reason);
1280
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1201
1281
  return false;
1202
1282
  }
1203
1283
 
@@ -1205,61 +1285,78 @@ fn mirrorMove(
1205
1285
  battle: anytype,
1206
1286
  player: Player,
1207
1287
  mslot: u4,
1288
+ rewrap: bool,
1208
1289
  auto: bool,
1209
1290
  residual: *bool,
1210
- log: anytype,
1211
- ) !?Result {
1291
+ options: anytype,
1292
+ ) anyerror!?Result {
1212
1293
  var side = battle.side(player);
1213
1294
  const foe = battle.foe(player);
1214
1295
 
1215
1296
  side.last_selected_move = foe.last_used_move;
1216
1297
 
1217
1298
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1218
- try log.fail(battle.active(player), .None);
1299
+ try options.log.fail(.{ battle.active(player), .None });
1219
1300
  return null;
1301
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1302
+ incrementPP(side, mslot);
1220
1303
  }
1221
1304
 
1222
- incrementPP(side, mslot);
1223
-
1224
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1225
- return doMove(battle, player, mslot, auto, residual, log);
1305
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1306
+ return null;
1307
+ }
1308
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1226
1309
  }
1227
1310
 
1228
1311
  fn metronome(
1229
1312
  battle: anytype,
1230
1313
  player: Player,
1231
1314
  mslot: u4,
1315
+ rewrap: bool,
1232
1316
  auto: bool,
1233
1317
  residual: *bool,
1234
- log: anytype,
1235
- ) !?Result {
1318
+ options: anytype,
1319
+ ) anyerror!?Result {
1236
1320
  var side = battle.side(player);
1237
1321
 
1238
- side.last_selected_move = Rolls.metronome(battle);
1322
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1239
1323
  incrementPP(side, mslot);
1240
1324
 
1241
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1242
- return doMove(battle, player, mslot, auto, residual, log);
1325
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1326
+ return null;
1327
+ }
1328
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1243
1329
  }
1244
1330
 
1245
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1331
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1246
1332
  var immune = false;
1247
1333
  var mist = false;
1248
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1334
+
1335
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1336
+
1249
1337
  assert(!immune);
1250
1338
  if (mist) {
1251
1339
  assert(!showdown);
1252
1340
  const foe_ident = battle.active(player.foe());
1253
- try log.activate(foe_ident, .Mist);
1254
- try log.fail(foe_ident, .None);
1341
+ try options.log.activate(.{ foe_ident, .Mist });
1342
+ try options.log.fail(.{ foe_ident, .None });
1255
1343
  } else {
1256
- try log.lastmiss();
1257
- try log.miss(battle.active(player));
1344
+ try options.chance.commit(player, .miss);
1345
+ try options.log.lastmiss(.{});
1346
+ try options.log.miss(.{battle.active(player)});
1258
1347
  }
1348
+
1259
1349
  return false;
1260
1350
  }
1261
1351
 
1262
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1352
+ fn moveHit(
1353
+ battle: anytype,
1354
+ player: Player,
1355
+ move: Move.Data,
1356
+ immune: *bool,
1357
+ mist: *bool,
1358
+ options: anytype,
1359
+ ) bool {
1263
1360
  var side = battle.side(player);
1264
1361
  const foe = battle.foe(player);
1265
1362
 
@@ -1298,10 +1395,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1298
1395
  const overwritten = overwrite and state > 0;
1299
1396
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1300
1397
 
1301
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1302
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1398
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1399
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1303
1400
  accuracy = accuracy * boost[0] / boost[1];
1304
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1401
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1305
1402
  accuracy = accuracy * boost[0] / boost[1];
1306
1403
  accuracy = @min(255, @max(1, accuracy));
1307
1404
 
@@ -1310,7 +1407,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1310
1407
  if (overwrite) side.active.volatiles.state = accuracy;
1311
1408
 
1312
1409
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1313
- break :miss !Rolls.hit(battle, accuracy);
1410
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1314
1411
  };
1315
1412
 
1316
1413
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1320,7 +1417,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1320
1417
  }
1321
1418
 
1322
1419
  if (!miss) return true;
1323
- battle.last_damage = 0;
1420
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1324
1421
  side.active.volatiles.Binding = false;
1325
1422
  return false;
1326
1423
  }
@@ -1328,8 +1425,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1328
1425
  fn checkFaint(
1329
1426
  battle: anytype,
1330
1427
  player: Player,
1331
- log: anytype,
1332
- ) @TypeOf(log).Error!?Result {
1428
+ options: anytype,
1429
+ ) @TypeOf(options.log).Error!?Result {
1333
1430
  const side = battle.side(player);
1334
1431
  if (side.stored().hp > 0) return null;
1335
1432
 
@@ -1337,33 +1434,32 @@ fn checkFaint(
1337
1434
  const foe_fainted = foe.stored().hp == 0;
1338
1435
 
1339
1436
  const player_out = findFirstAlive(side) == 0;
1340
- const foe_out = findFirstAlive(foe) == 0;
1341
- const tie = player_out and foe_out;
1342
- const more = tie or player_out or foe_out;
1437
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1438
+ const more = player_out or foe_out;
1343
1439
 
1344
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1345
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1440
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1441
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1346
1442
 
1347
1443
  assert(!side.active.volatiles.MultiHit);
1348
1444
  assert(!foe.active.volatiles.MultiHit);
1349
1445
 
1350
- if (tie) {
1351
- try log.tie();
1446
+ if (player_out and foe_out) {
1447
+ try options.log.tie(.{});
1352
1448
  return Result.Tie;
1353
1449
  } else if (player_out) {
1354
- try log.win(player.foe());
1450
+ try options.log.win(.{player.foe()});
1355
1451
  return if (player == .P1) Result.Lose else Result.Win;
1356
1452
  } else if (foe_out) {
1357
- try log.win(player);
1453
+ try options.log.win(.{player});
1358
1454
  return if (player == .P1) Result.Win else Result.Lose;
1359
1455
  }
1360
1456
 
1361
1457
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1362
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1363
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1458
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1459
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1364
1460
  }
1365
1461
 
1366
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1462
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1367
1463
  var side = battle.side(player);
1368
1464
  var foe = battle.foe(player);
1369
1465
  assert(side.stored().hp == 0);
@@ -1396,32 +1492,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1396
1492
  side.stored().stats.spe;
1397
1493
  }
1398
1494
 
1399
- try log.faint(battle.active(player), done);
1495
+ try options.log.faint(.{ battle.active(player), done });
1496
+ options.calc.capped(player);
1400
1497
  return null;
1401
1498
  }
1402
1499
 
1403
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1500
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1404
1501
  var side = battle.side(player);
1405
1502
  var stored = side.stored();
1406
1503
  const ident = battle.active(player);
1407
1504
  var volatiles = &side.active.volatiles;
1408
1505
 
1409
1506
  const brn = Status.is(stored.status, .BRN);
1410
- if (brn or Status.is(stored.status, .PSN)) blk: {
1507
+ if (brn or Status.is(stored.status, .PSN)) {
1411
1508
  var damage = @max(stored.stats.hp / 16, 1);
1412
-
1413
1509
  if (volatiles.Toxic) {
1414
1510
  volatiles.toxic += 1;
1415
1511
  damage *= volatiles.toxic;
1416
1512
  }
1513
+ damage = @min(damage, stored.hp);
1417
1514
 
1418
- const amount = @min(damage, stored.hp);
1419
- if (showdown and amount == 0) break :blk;
1420
-
1421
- stored.hp -= amount;
1422
-
1423
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1424
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1515
+ if (!showdown or damage > 0) {
1516
+ stored.hp -= damage;
1517
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1518
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1519
+ }
1425
1520
  }
1426
1521
 
1427
1522
  if (volatiles.LeechSeed) {
@@ -1445,47 +1540,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1445
1540
  const amount = @min(damage, stored.hp);
1446
1541
  stored.hp -= amount;
1447
1542
 
1448
- // As above, Pokémon Showdown uses damageOf but its not relevant
1449
- if (amount > 0) {
1450
- try log.damage(ident, stored, .LeechSeed);
1451
- // Pokémon Showdown erroneously updates last damage with uncapped Leech Seed damage
1452
- if (showdown) battle.last_damage = damage;
1453
- }
1543
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1544
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1454
1545
 
1455
1546
  const before = foe_stored.hp;
1456
1547
  // Uncapped damage is added back to the foe
1457
1548
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1458
1549
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1459
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1550
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1460
1551
  }
1461
1552
  }
1462
1553
 
1463
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1554
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1464
1555
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1465
1556
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1466
1557
 
1467
- if (showdown and options.ebc and checkEBC(battle)) {
1468
- try log.tie();
1558
+ battle.turn += 1;
1559
+
1560
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1561
+ try options.log.tie(.{});
1469
1562
  return Result.Tie;
1470
1563
  }
1471
1564
 
1472
- battle.turn += 1;
1473
-
1474
1565
  if (showdown and battle.turn >= 1000) {
1475
- try log.tie();
1566
+ try options.log.tie(.{});
1476
1567
  return Result.Tie;
1477
1568
  } else if (battle.turn >= 65535) {
1478
1569
  return Result.Error;
1479
1570
  }
1480
1571
 
1481
- try log.turn(battle.turn);
1572
+ try options.log.turn(.{battle.turn});
1482
1573
 
1483
1574
  return Result.Default;
1484
1575
  }
1485
1576
 
1486
1577
  fn checkEBC(battle: anytype) bool {
1487
1578
  for (battle.sides, 0..) |side, i| {
1488
- const foe = battle.sides[~@intCast(u1, i)];
1579
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1489
1580
 
1490
1581
  var foe_all_ghosts = true;
1491
1582
  var foe_all_transform = true;
@@ -1537,10 +1628,10 @@ fn checkEBC(battle: anytype) bool {
1537
1628
  return false;
1538
1629
  }
1539
1630
 
1540
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1541
- if (side.active.volatiles.disabled_move != 0) {
1631
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1632
+ if (side.active.volatiles.disable_move != 0) {
1542
1633
  // A Pokémon that transforms after being disabled may end up with less move slots
1543
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1634
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1544
1635
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1545
1636
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1546
1637
  m
@@ -1548,127 +1639,124 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1548
1639
  side.last_selected_move;
1549
1640
  if (m != .None and m == last) {
1550
1641
  side.active.volatiles.Charging = false;
1551
- try log.disabled(ident, last);
1642
+ try options.log.cant(.{ ident, .Disable, last });
1552
1643
  return true;
1553
1644
  }
1554
1645
  }
1555
1646
  return false;
1556
1647
  }
1557
1648
 
1558
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1649
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1559
1650
  const side = battle.side(who);
1560
1651
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1561
- try Effects.boost(battle, who, Move.get(.Rage), log);
1652
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1562
1653
  }
1563
1654
  }
1564
1655
 
1565
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1656
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1566
1657
  var volatiles = &active.volatiles;
1567
1658
  assert(volatiles.Thrashing);
1568
1659
  if (volatiles.attacks > 0) return false;
1569
1660
 
1570
1661
  volatiles.Thrashing = false;
1571
1662
  volatiles.Confusion = true;
1572
- volatiles.confusion = Rolls.confusionDuration(battle);
1663
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1573
1664
  return true;
1574
1665
  }
1575
1666
 
1576
- inline fn onBegin(
1667
+ fn onBegin(
1577
1668
  battle: anytype,
1578
1669
  player: Player,
1579
1670
  move: Move.Data,
1580
1671
  mslot: u8,
1581
1672
  residual: *bool,
1582
- log: anytype,
1673
+ options: anytype,
1583
1674
  ) !void {
1584
- assert(move.effect.onBegin());
1585
1675
  return switch (move.effect) {
1586
- .Confusion => Effects.confusion(battle, player, move, log),
1587
- .Conversion => Effects.conversion(battle, player, log),
1588
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1589
- .Haze => Effects.haze(battle, player, log),
1590
- .Heal => Effects.heal(battle, player, log),
1591
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1592
- .LightScreen => Effects.lightScreen(battle, player, log),
1593
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1594
- .Mist => Effects.mist(battle, player, log),
1595
- .Paralyze => Effects.paralyze(battle, player, move, log),
1596
- .Poison => Effects.poison(battle, player, move, log),
1597
- .Reflect => Effects.reflect(battle, player, log),
1598
- .Splash => Effects.splash(battle, player, log),
1599
- .Substitute => Effects.substitute(battle, player, residual, log),
1600
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1601
- .Transform => Effects.transform(battle, player, log),
1676
+ .Confusion => Effects.confusion(battle, player, move, options),
1677
+ .Conversion => Effects.conversion(battle, player, options),
1678
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1679
+ .Haze => Effects.haze(battle, player, options),
1680
+ .Heal => Effects.heal(battle, player, options),
1681
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1682
+ .LightScreen => Effects.lightScreen(battle, player, options),
1683
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1684
+ .Mist => Effects.mist(battle, player, options),
1685
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1686
+ .Poison => Effects.poison(battle, player, move, options),
1687
+ .Reflect => Effects.reflect(battle, player, options),
1688
+ .Splash => Effects.splash(battle, player, options),
1689
+ .Substitute => Effects.substitute(battle, player, residual, options),
1690
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1691
+ .Transform => Effects.transform(battle, player, options),
1602
1692
  else => unreachable,
1603
1693
  };
1604
1694
  }
1605
1695
 
1606
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1607
- assert(move.effect.onEnd());
1696
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1608
1697
  return switch (move.effect) {
1609
- .Bide => Effects.bide(battle, player, log),
1698
+ .Bide => Effects.bide(battle, player, options),
1610
1699
  // zig fmt: off
1611
1700
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1612
1701
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1613
- Effects.boost(battle, player, move, log),
1702
+ Effects.boost(battle, player, move, options),
1614
1703
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1615
- Effects.unboost(battle, player, move, log),
1704
+ Effects.unboost(battle, player, move, options),
1616
1705
  // zig fmt: on
1617
- .Sleep => Effects.sleep(battle, player, move, log),
1706
+ .Sleep => Effects.sleep(battle, player, move, options),
1618
1707
  else => unreachable,
1619
1708
  };
1620
1709
  }
1621
1710
 
1622
- inline fn alwaysHappens(
1711
+ fn alwaysHappens(
1623
1712
  battle: anytype,
1624
1713
  player: Player,
1625
1714
  move: Move.Data,
1626
1715
  residual: *bool,
1627
- log: anytype,
1716
+ options: anytype,
1628
1717
  ) !void {
1629
- assert(move.effect.alwaysHappens());
1630
1718
  return switch (move.effect) {
1631
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1719
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1632
1720
  .Explode => Effects.explode(battle, player),
1633
- .PayDay => Effects.payDay(battle, player, log),
1721
+ .PayDay => Effects.payDay(battle, player, options),
1634
1722
  .Rage => Effects.rage(battle, player),
1635
- .Recoil => Effects.recoil(battle, player, residual, log),
1723
+ .Recoil => Effects.recoil(battle, player, residual, options),
1636
1724
  .JumpKick, .Binding => {},
1637
1725
  else => unreachable,
1638
1726
  };
1639
1727
  }
1640
1728
 
1641
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1729
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1642
1730
  return switch (move.effect) {
1643
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1644
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1645
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1646
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1647
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1731
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1732
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1733
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1734
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1735
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1648
1736
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1649
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1650
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1737
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1738
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1651
1739
  // zig fmt: off
1652
1740
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1653
- Effects.unboost(battle, player, move, log),
1741
+ Effects.unboost(battle, player, move, options),
1654
1742
  // zig fmt: on
1655
1743
  else => {},
1656
1744
  };
1657
1745
  }
1658
1746
 
1659
1747
  pub const Effects = struct {
1660
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1748
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1661
1749
  var side = battle.side(player);
1662
1750
 
1663
1751
  side.active.volatiles.Bide = true;
1664
1752
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1665
1753
  side.active.volatiles.state = 0;
1666
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1754
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1667
1755
 
1668
- try log.start(battle.active(player), .Bide);
1756
+ try options.log.start(.{ battle.active(player), .Bide });
1669
1757
  }
1670
1758
 
1671
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1759
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1672
1760
  var foe = battle.foe(player);
1673
1761
  var foe_stored = foe.stored();
1674
1762
 
@@ -1679,83 +1767,92 @@ pub const Effects = struct {
1679
1767
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1680
1768
  if (Status.is(foe_stored.status, .FRZ)) {
1681
1769
  assert(move.type == .Fire);
1682
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1770
+ try options.log.curestatus(.{
1771
+ battle.active(player.foe()),
1772
+ foe_stored.status,
1773
+ .Message,
1774
+ });
1683
1775
  foe_stored.status = 0;
1684
1776
  }
1685
1777
  return;
1686
1778
  }
1687
1779
 
1688
1780
  if (foe.active.types.includes(move.type)) return;
1689
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1781
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1782
+ return;
1783
+ }
1690
1784
 
1691
1785
  foe_stored.status = Status.init(.BRN);
1692
1786
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1693
1787
 
1694
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1788
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1695
1789
  }
1696
1790
 
1697
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1791
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1698
1792
  var side = battle.side(player);
1699
1793
  var volatiles = &side.active.volatiles;
1700
1794
 
1701
1795
  volatiles.Charging = true;
1702
1796
  const move = side.last_selected_move;
1703
1797
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1704
- try log.laststill();
1705
- try log.prepare(battle.active(player), move);
1798
+ try options.log.laststill(.{});
1799
+ try options.log.prepare(.{ battle.active(player), move });
1706
1800
  }
1707
1801
 
1708
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1802
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1709
1803
  var foe = battle.foe(player);
1710
1804
  const sub = foe.active.volatiles.Substitute;
1711
1805
 
1712
1806
  if (move.effect == .ConfusionChance) {
1713
- if (!Rolls.confusionChance(battle)) return;
1807
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1714
1808
  } else {
1715
1809
  if (showdown) {
1716
- if (!try checkHit(battle, player, move, log)) {
1717
- return;
1718
- } else if (sub) {
1719
- return log.fail(battle.active(player.foe()), .None);
1720
- }
1810
+ if (!try checkHit(battle, player, move, options)) return;
1811
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1721
1812
  } else {
1722
- if (sub) {
1723
- return log.fail(battle.active(player.foe()), .None);
1724
- } else if (!try checkHit(battle, player, move, log)) {
1725
- return;
1726
- }
1813
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1814
+ if (!try checkHit(battle, player, move, options)) return;
1727
1815
  }
1816
+ try options.chance.commit(player, .hit);
1728
1817
  }
1729
1818
 
1730
1819
  if (foe.active.volatiles.Confusion) return;
1731
1820
  foe.active.volatiles.Confusion = true;
1732
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1821
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1733
1822
 
1734
- try log.start(battle.active(player.foe()), .Confusion);
1823
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1735
1824
  }
1736
1825
 
1737
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1826
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1738
1827
  const foe = battle.foe(player);
1739
1828
 
1740
1829
  if (foe.active.volatiles.Invulnerable) {
1741
- try log.lastmiss();
1742
- return log.miss(battle.active(player));
1830
+ try options.log.lastmiss(.{});
1831
+ return options.log.miss(.{battle.active(player)});
1743
1832
  }
1744
1833
 
1745
1834
  battle.side(player).active.types = foe.active.types;
1746
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1835
+ return options.log.start(.{
1836
+ battle.active(player),
1837
+ .TypeChange,
1838
+ foe.active.types,
1839
+ battle.active(player.foe()),
1840
+ });
1747
1841
  }
1748
1842
 
1749
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1843
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1750
1844
  var foe = battle.foe(player);
1751
1845
  var volatiles = &foe.active.volatiles;
1752
1846
  const foe_ident = battle.active(player.foe());
1753
1847
 
1754
1848
  // Pokémon Showdown handles hit/miss earlier in doMove
1755
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1849
+ if (!showdown) {
1850
+ if (!try checkHit(battle, player, move, options)) return null;
1851
+ try options.chance.commit(player, .hit);
1852
+ }
1756
1853
 
1757
- if (volatiles.disabled_move != 0) {
1758
- try log.fail(foe_ident, .None);
1854
+ if (volatiles.disable_move != 0) {
1855
+ try options.log.fail(.{ foe_ident, .None });
1759
1856
  return null;
1760
1857
  }
1761
1858
 
@@ -1771,7 +1868,7 @@ pub const Effects = struct {
1771
1868
  // Technically this is still considered simply a "miss" on the cartridge,
1772
1869
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1773
1870
  if (n == 0) {
1774
- try log.fail(foe_ident, .None);
1871
+ try options.log.fail(.{ foe_ident, .None });
1775
1872
  return null;
1776
1873
  } else if (err) {
1777
1874
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1779,16 +1876,18 @@ pub const Effects = struct {
1779
1876
  return Result.Error;
1780
1877
  }
1781
1878
 
1782
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1783
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1879
+ volatiles.disable_move =
1880
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1881
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1784
1882
 
1785
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1883
+ const id = foe.active.move(volatiles.disable_move).id;
1884
+ try options.log.start(.{ foe_ident, .Disable, id });
1786
1885
  return null;
1787
1886
  }
1788
1887
 
1789
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1790
- var side = battle.side(player);
1791
- var stored = side.stored();
1888
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1889
+ var stored = battle.side(player).stored();
1890
+ const ident = battle.active(player);
1792
1891
 
1793
1892
  if (battle.last_damage == 0) {
1794
1893
  assert(showdown);
@@ -1801,7 +1900,7 @@ pub const Effects = struct {
1801
1900
  if (stored.hp == stored.stats.hp) return;
1802
1901
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1803
1902
 
1804
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1903
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1805
1904
  }
1806
1905
 
1807
1906
  fn explode(battle: anytype, player: Player) !void {
@@ -1815,26 +1914,28 @@ pub const Effects = struct {
1815
1914
  side.active.volatiles.LeechSeed = false;
1816
1915
  }
1817
1916
 
1818
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1917
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1819
1918
  var volatiles = &battle.foe(player).active.volatiles;
1820
1919
 
1821
1920
  if (volatiles.Substitute) return;
1822
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1921
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1922
+ return;
1923
+ }
1823
1924
 
1824
1925
  volatiles.Flinch = true;
1825
1926
  volatiles.Recharging = false;
1826
1927
  }
1827
1928
 
1828
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1929
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1829
1930
  var side = battle.side(player);
1830
1931
 
1831
1932
  if (side.active.volatiles.FocusEnergy) return;
1832
1933
  side.active.volatiles.FocusEnergy = true;
1833
1934
 
1834
- try log.start(battle.active(player), .FocusEnergy);
1935
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1835
1936
  }
1836
1937
 
1837
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1938
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1838
1939
  var foe = battle.foe(player);
1839
1940
  var foe_stored = foe.stored();
1840
1941
  const foe_ident = battle.active(player.foe());
@@ -1846,21 +1947,22 @@ pub const Effects = struct {
1846
1947
  }
1847
1948
 
1848
1949
  if (foe.active.types.includes(move.type)) return;
1849
- if (!Rolls.secondaryChance(battle, true)) return;
1950
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1850
1951
  // Freeze Clause Mod
1851
1952
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1852
1953
 
1853
1954
  foe_stored.status = Status.init(.FRZ);
1854
1955
  // GLITCH: Hyper Beam recharging status is not cleared
1855
1956
 
1856
- try log.status(foe_ident, foe_stored.status, .None);
1957
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1857
1958
  }
1858
1959
 
1859
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1960
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1961
+ var log = options.log;
1860
1962
  var side = battle.side(player);
1861
1963
  var foe = battle.foe(player);
1862
1964
 
1863
- var side_stored = side.stored();
1965
+ const side_stored = side.stored();
1864
1966
  var foe_stored = foe.stored();
1865
1967
 
1866
1968
  const player_ident = battle.active(player);
@@ -1872,96 +1974,100 @@ pub const Effects = struct {
1872
1974
  side.active.stats = side_stored.stats;
1873
1975
  foe.active.stats = foe_stored.stats;
1874
1976
 
1875
- try log.activate(player_ident, .Haze);
1876
- try log.clearallboost();
1977
+ try log.activate(.{ player_ident, .Haze });
1978
+ try log.clearallboost(.{});
1877
1979
 
1878
1980
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1879
1981
  if (showdown) {
1880
1982
  for (&battle.sides, 0..) |*s, i| {
1881
- const p = @intToEnum(Player, i);
1983
+ const p: Player = @enumFromInt(i);
1882
1984
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1883
1985
  if (p != player and Status.any(s.stored().status)) {
1884
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1986
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1885
1987
  s.stored().status = 0;
1886
1988
  } else if (showdown and s.stored().status == Status.TOX) {
1887
1989
  s.stored().status = Status.init(.PSN);
1888
- try log.status(battle.active(p), s.stored().status, .None);
1990
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1889
1991
  }
1890
- try clearVolatiles(battle, p, log);
1992
+ try clearVolatiles(battle, p, p != player, options);
1891
1993
  }
1892
1994
  } else {
1893
1995
  if (Status.any(foe_stored.status)) {
1894
1996
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1895
1997
  foe.last_selected_move = .SKIP_TURN;
1896
1998
  }
1897
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1999
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1898
2000
  foe_stored.status = 0;
1899
2001
  }
1900
- try clearVolatiles(battle, player, log);
1901
- try clearVolatiles(battle, player.foe(), log);
2002
+ try clearVolatiles(battle, player, false, options);
2003
+ try clearVolatiles(battle, player.foe(), true, options);
1902
2004
  }
1903
2005
  }
1904
2006
 
1905
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2007
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1906
2008
  var side = battle.side(player);
1907
2009
  var stored = side.stored();
1908
2010
  const ident = battle.active(player);
1909
2011
 
1910
2012
  // GLITCH: HP recovery move failure glitches
1911
2013
  const delta = stored.stats.hp - stored.hp;
1912
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2014
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2015
+ return options.log.fail(.{ ident, .None });
2016
+ }
1913
2017
 
1914
2018
  const rest = side.last_selected_move == .Rest;
1915
2019
  if (rest) {
1916
2020
  // Adding the sleep status runs the sleep condition handler to roll duration
1917
2021
  if (showdown) battle.rng.advance(1);
1918
2022
  stored.status = Status.slf(2);
1919
- try log.statusFrom(ident, stored.status, Move.Rest);
2023
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1920
2024
  stored.hp = stored.stats.hp;
1921
2025
  } else {
1922
2026
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1923
2027
  }
1924
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2028
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1925
2029
  }
1926
2030
 
1927
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2031
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1928
2032
  battle.side(player).active.volatiles.Recharging = true;
1929
- try log.mustrecharge(battle.active(player));
2033
+ try options.log.mustrecharge(.{battle.active(player)});
1930
2034
  }
1931
2035
 
1932
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2036
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1933
2037
  var foe = battle.foe(player);
1934
2038
 
1935
2039
  if (showdown) {
1936
2040
  // Invulnerability trumps type immunity on Pokémon Showdown
1937
2041
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1938
- return log.immune(battle.active(player.foe()), .None);
2042
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1939
2043
  }
1940
- if (!try checkHit(battle, player, move, log)) return;
2044
+ if (!try checkHit(battle, player, move, options)) return;
1941
2045
  if (foe.active.volatiles.LeechSeed) return;
1942
2046
  } else {
1943
- if (!try checkHit(battle, player, move, log)) return;
2047
+ if (!try checkHit(battle, player, move, options)) return;
1944
2048
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1945
- try log.lastmiss();
1946
- return log.miss(battle.active(player));
2049
+ try options.log.lastmiss(.{});
2050
+ return options.log.miss(.{battle.active(player)});
1947
2051
  }
1948
2052
  }
1949
2053
 
2054
+ try options.chance.commit(player, .hit);
1950
2055
  foe.active.volatiles.LeechSeed = true;
1951
2056
 
1952
- try log.start(battle.active(player.foe()), .LeechSeed);
2057
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1953
2058
  }
1954
2059
 
1955
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2060
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1956
2061
  var side = battle.side(player);
2062
+ const ident = battle.active(player);
1957
2063
 
1958
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2064
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1959
2065
  side.active.volatiles.LightScreen = true;
1960
2066
 
1961
- try log.start(battle.active(player), .LightScreen);
2067
+ try options.log.start(.{ ident, .LightScreen });
1962
2068
  }
1963
2069
 
1964
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2070
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1965
2071
  var side = battle.side(player);
1966
2072
  var foe = battle.foe(player);
1967
2073
 
@@ -1977,46 +2083,51 @@ pub const Effects = struct {
1977
2083
  const has_mimic = has_mimic: {
1978
2084
  for (side.active.moves, 0..) |m, i| {
1979
2085
  if (m.id == .Mimic) {
1980
- oslot = @intCast(u8, i + 1);
2086
+ oslot = @intCast(i + 1);
1981
2087
  break :has_mimic true;
1982
2088
  }
1983
2089
  }
1984
2090
  break :has_mimic false;
1985
2091
  };
1986
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
1987
- // trigger |-miss| instead of |-fail|
1988
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
1989
- return try log.fail(battle.active(player.foe()), .None);
2092
+ if (!has_mimic) {
2093
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2094
+ if (!try checkHit(battle, player, move, options)) return;
2095
+ try options.chance.commit(player, .hit);
2096
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1990
2097
  }
1991
2098
  }
1992
- if (!try checkHit(battle, player, move, log)) return;
2099
+ if (!try checkHit(battle, player, move, options)) return;
2100
+ try options.chance.commit(player, .hit);
1993
2101
 
1994
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2102
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1995
2103
  side.active.move(oslot).id = foe.active.move(rslot).id;
1996
2104
 
1997
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2105
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1998
2106
  }
1999
2107
 
2000
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2108
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2001
2109
  var side = battle.side(player);
2002
2110
 
2003
2111
  if (side.active.volatiles.Mist) return;
2004
2112
  side.active.volatiles.Mist = true;
2005
2113
 
2006
- try log.start(battle.active(player), .Mist);
2114
+ try options.log.start(.{ battle.active(player), .Mist });
2007
2115
  }
2008
2116
 
2009
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2117
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2010
2118
  var side = battle.side(player);
2011
2119
 
2012
2120
  assert(!side.active.volatiles.MultiHit);
2013
2121
  side.active.volatiles.MultiHit = true;
2014
2122
 
2015
- side.active.volatiles.attacks =
2016
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2123
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2124
+ try Rolls.distribution(battle, .MultiHit, player, options)
2125
+ else
2126
+ 2;
2017
2127
  }
2018
2128
 
2019
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2129
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2130
+ var log = options.log;
2020
2131
  var foe = battle.foe(player);
2021
2132
  var foe_stored = foe.stored();
2022
2133
  const foe_ident = battle.active(player.foe());
@@ -2026,27 +2137,29 @@ pub const Effects = struct {
2026
2137
 
2027
2138
  if (showdown) {
2028
2139
  // Invulnerability trumps type immunity on Pokémon Showdown
2029
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2030
- if (!try checkHit(battle, player, move, log)) return;
2140
+ if (immune and !foe.active.volatiles.Invulnerable) {
2141
+ return log.immune(.{ foe_ident, .None });
2142
+ } else if (!try checkHit(battle, player, move, options)) return;
2031
2143
  }
2032
2144
  if (Status.any(foe_stored.status)) {
2033
- return log.fail(
2145
+ return log.fail(.{
2034
2146
  foe_ident,
2035
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2036
- );
2147
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2148
+ });
2037
2149
  }
2038
2150
  if (!showdown) {
2039
- if (immune) return log.immune(foe_ident, .None);
2040
- if (!try checkHit(battle, player, move, log)) return;
2151
+ if (immune) return log.immune(.{ foe_ident, .None });
2152
+ if (!try checkHit(battle, player, move, options)) return;
2041
2153
  }
2154
+ try options.chance.commit(player, .hit);
2042
2155
 
2043
2156
  foe_stored.status = Status.init(.PAR);
2044
2157
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2045
2158
 
2046
- try log.status(foe_ident, foe_stored.status, .None);
2159
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2047
2160
  }
2048
2161
 
2049
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2162
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2050
2163
  var foe = battle.foe(player);
2051
2164
  var foe_stored = foe.stored();
2052
2165
 
@@ -2058,50 +2171,60 @@ pub const Effects = struct {
2058
2171
 
2059
2172
  // Body Slam can't paralyze a Normal type Pokémon
2060
2173
  if (foe.active.types.includes(move.type)) return;
2061
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2174
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2175
+ return;
2176
+ }
2062
2177
 
2063
2178
  foe_stored.status = Status.init(.PAR);
2064
2179
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2065
2180
 
2066
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2181
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2067
2182
  }
2068
2183
 
2069
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2070
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2184
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2185
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2186
+ try options.log.fieldactivate(.{});
2187
+ }
2071
2188
  }
2072
2189
 
2073
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2190
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2191
+ var log = options.log;
2074
2192
  var foe = battle.foe(player);
2075
2193
  var foe_stored = foe.stored();
2076
2194
  const foe_ident = battle.active(player.foe());
2077
2195
  const toxic = battle.side(player).last_selected_move == .Toxic;
2078
2196
 
2079
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2197
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2080
2198
  return;
2081
2199
  } else if (foe.active.volatiles.Substitute) {
2082
2200
  if (move.effect != .Poison) return;
2083
- return log.fail(foe_ident, .None);
2201
+ return log.fail(.{ foe_ident, .None });
2084
2202
  } else if (Status.any(foe_stored.status)) {
2085
2203
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2086
2204
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2087
2205
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2088
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2206
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2089
2207
  if (!showdown)
2090
- .Poison
2208
+ Fail.Poison
2091
2209
  else if (toxic == (foe_stored.status == Status.TOX))
2092
- if (toxic) .Toxic else .Poison
2210
+ if (toxic) Fail.Toxic else Fail.Poison
2093
2211
  else
2094
- .None
2212
+ Fail.None
2095
2213
  else
2096
- .None);
2214
+ Fail.None });
2097
2215
  } else if (foe.active.types.includes(.Poison)) {
2098
2216
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2099
- return log.immune(foe_ident, .None);
2217
+ return log.immune(.{ foe_ident, .None });
2100
2218
  }
2101
2219
 
2102
2220
  if (move.effect == .Poison) {
2103
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2104
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2221
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2222
+ try options.chance.commit(player, .hit);
2223
+ } else {
2224
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2225
+ return;
2226
+ }
2227
+ }
2105
2228
 
2106
2229
  foe_stored.status = Status.init(.PSN);
2107
2230
  if (toxic) {
@@ -2110,7 +2233,7 @@ pub const Effects = struct {
2110
2233
  foe.active.volatiles.toxic = 0;
2111
2234
  }
2112
2235
 
2113
- try log.status(foe_ident, foe_stored.status, .None);
2236
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2114
2237
  }
2115
2238
 
2116
2239
  fn rage(battle: anytype, player: Player) !void {
@@ -2119,28 +2242,37 @@ pub const Effects = struct {
2119
2242
  volatiles.Rage = true;
2120
2243
  }
2121
2244
 
2122
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2245
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2123
2246
  var side = battle.side(player);
2124
2247
  var stored = side.stored();
2125
2248
 
2126
- const damage = @intCast(i16, @max(battle.last_damage /
2249
+ assert(showdown or battle.last_damage > 0);
2250
+ if (showdown and battle.last_damage == 0) return;
2251
+
2252
+ const damage: i16 = @intCast(@max(battle.last_damage /
2127
2253
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2128
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2254
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2129
2255
 
2130
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2256
+ try options.log.damage(.{
2257
+ battle.active(player),
2258
+ stored,
2259
+ .RecoilOf,
2260
+ battle.active(player.foe()),
2261
+ });
2131
2262
  if (showdown and stored.hp == 0) residual.* = false;
2132
2263
  }
2133
2264
 
2134
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2265
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2135
2266
  var side = battle.side(player);
2267
+ const ident = battle.active(player);
2136
2268
 
2137
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2269
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2138
2270
  side.active.volatiles.Reflect = true;
2139
2271
 
2140
- try log.start(battle.active(player), .Reflect);
2272
+ try options.log.start(.{ ident, .Reflect });
2141
2273
  }
2142
2274
 
2143
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2275
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2144
2276
  var foe = battle.foe(player);
2145
2277
  var foe_stored = foe.stored();
2146
2278
  const foe_ident = battle.active(player.foe());
@@ -2151,13 +2283,14 @@ pub const Effects = struct {
2151
2283
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2152
2284
  } else {
2153
2285
  if (Status.any(foe_stored.status)) {
2154
- return log.fail(
2286
+ return options.log.fail(.{
2155
2287
  foe_ident,
2156
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2157
- );
2288
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2289
+ });
2158
2290
  }
2159
2291
  // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2160
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2292
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2293
+ try options.chance.commit(player, .hit);
2161
2294
  }
2162
2295
 
2163
2296
  // Sleep Clause Mod
@@ -2168,63 +2301,68 @@ pub const Effects = struct {
2168
2301
  }
2169
2302
  foe.active.volatiles.Recharging = false;
2170
2303
 
2171
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2172
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2304
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2305
+ const last = battle.side(player).last_selected_move;
2306
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2173
2307
  }
2174
2308
 
2175
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2176
- try log.activate(battle.active(player), .Splash);
2309
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2310
+ try options.log.activate(.{ battle.active(player), .Splash });
2177
2311
  }
2178
2312
 
2179
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2313
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2180
2314
  var side = battle.side(player);
2181
2315
  if (side.active.volatiles.Substitute) {
2182
- try log.fail(battle.active(player), .Substitute);
2183
- return;
2316
+ return options.log.fail(.{ battle.active(player), .Substitute });
2184
2317
  }
2185
2318
 
2186
2319
  assert(side.stored().stats.hp <= 1023);
2187
2320
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2188
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2321
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2189
2322
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2190
2323
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2191
2324
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2192
2325
  // avoid having to convert to floating point)
2193
2326
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2194
2327
  if (side.stored().hp < required_hp) {
2195
- try log.fail(battle.active(player), .Weak);
2196
- return;
2328
+ return options.log.fail(.{ battle.active(player), .Weak });
2197
2329
  }
2198
2330
 
2199
2331
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2200
2332
  side.stored().hp -= hp;
2201
2333
  side.active.volatiles.substitute = hp + 1;
2202
2334
  side.active.volatiles.Substitute = true;
2203
- try log.start(battle.active(player), .Substitute);
2335
+ try options.log.start(.{ battle.active(player), .Substitute });
2204
2336
  if (hp > 0) {
2205
- try log.damage(battle.active(player), side.stored(), .None);
2337
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2206
2338
  if (showdown and side.stored().hp == 0) residual.* = false;
2207
2339
  }
2208
2340
  }
2209
2341
 
2210
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2211
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2212
-
2342
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2213
2343
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2214
- _ = try checkHit(battle, player, move, log);
2215
- battle.last_damage = 0;
2344
+ if (showdown) {
2345
+ if (battle.side(player).last_selected_move == .Teleport) return;
2346
+ if (try checkHit(battle, player, move, options)) {
2347
+ try options.chance.commit(player, .hit);
2348
+ }
2349
+ battle.last_damage = 0;
2350
+ } else {
2351
+ try options.log.fail(.{ battle.active(player), .None });
2352
+ try options.log.laststill(.{});
2353
+ }
2216
2354
  }
2217
2355
 
2218
- fn thrashing(battle: anytype, player: Player) void {
2356
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2219
2357
  var volatiles = &battle.side(player).active.volatiles;
2220
2358
  assert(!volatiles.Thrashing);
2221
2359
  assert(!volatiles.Bide);
2222
2360
 
2223
2361
  volatiles.Thrashing = true;
2224
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2362
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2225
2363
  }
2226
2364
 
2227
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2365
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2228
2366
  var side = battle.side(player);
2229
2367
  const foe = battle.foe(player);
2230
2368
  const foe_ident = battle.active(player.foe());
@@ -2250,10 +2388,10 @@ pub const Effects = struct {
2250
2388
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2251
2389
  }
2252
2390
 
2253
- try log.transform(battle.active(player), foe_ident);
2391
+ try options.log.transform(.{ battle.active(player), foe_ident });
2254
2392
  }
2255
2393
 
2256
- fn binding(battle: anytype, player: Player) void {
2394
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2257
2395
  var side = battle.side(player);
2258
2396
  var foe = battle.foe(player);
2259
2397
 
@@ -2261,12 +2399,16 @@ pub const Effects = struct {
2261
2399
  side.active.volatiles.Binding = true;
2262
2400
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2263
2401
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2264
- if (!showdown) foe.active.volatiles.Recharging = false;
2402
+ if (!showdown) {
2403
+ foe.active.volatiles.Recharging = false;
2404
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2265
2405
 
2266
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2406
+ side.active.volatiles.attacks =
2407
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2267
2408
  }
2268
2409
 
2269
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2410
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2411
+ var log = options.log;
2270
2412
  var side = battle.side(player);
2271
2413
  const ident = battle.active(player);
2272
2414
 
@@ -2276,87 +2418,87 @@ pub const Effects = struct {
2276
2418
  switch (move.effect) {
2277
2419
  .AttackUp1, .AttackUp2, .Rage => {
2278
2420
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2279
- if (boosts.atk == 6) return try log.fail(ident, .None);
2421
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2280
2422
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2281
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2282
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2423
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2424
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2283
2425
  if (stats.atk == MAX_STAT_VALUE) {
2284
2426
  boosts.atk -= 1;
2285
2427
  if (showdown) {
2286
- try log.boost(ident, reason, n);
2287
- try log.boost(ident, Boost.Attack, -1);
2428
+ try log.boost(.{ ident, reason, n });
2429
+ try log.boost(.{ ident, .Attack, -1 });
2288
2430
  if (move.effect == .Rage) return;
2289
2431
  }
2290
- return try log.fail(ident, .None);
2432
+ return log.fail(.{ ident, .None });
2291
2433
  }
2292
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2434
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2293
2435
  const stat = unmodifiedStats(battle, side).atk;
2294
2436
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2295
- try log.boost(ident, reason, n);
2437
+ try log.boost(.{ ident, reason, n });
2296
2438
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2297
2439
  if (showdown and move.effect == .Rage) return;
2298
2440
  },
2299
2441
  .DefenseUp1, .DefenseUp2 => {
2300
2442
  assert(boosts.def >= -6 and boosts.def <= 6);
2301
- if (boosts.def == 6) return try log.fail(ident, .None);
2443
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2302
2444
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2303
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2445
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2304
2446
  if (stats.def == MAX_STAT_VALUE) {
2305
2447
  boosts.def -= 1;
2306
2448
  if (showdown) {
2307
- try log.boost(ident, .Defense, n);
2308
- try log.boost(ident, .Defense, -1);
2449
+ try log.boost(.{ ident, .Defense, n });
2450
+ try log.boost(.{ ident, .Defense, -1 });
2309
2451
  }
2310
- return try log.fail(ident, .None);
2452
+ return log.fail(.{ ident, .None });
2311
2453
  }
2312
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2454
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2313
2455
  const stat = unmodifiedStats(battle, side).def;
2314
2456
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2315
- try log.boost(ident, .Defense, n);
2457
+ try log.boost(.{ ident, .Defense, n });
2316
2458
  },
2317
2459
  .SpeedUp2 => {
2318
2460
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2319
- if (boosts.spe == 6) return try log.fail(ident, .None);
2320
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2461
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2462
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2321
2463
  if (stats.spe == MAX_STAT_VALUE) {
2322
2464
  boosts.spe -= 1;
2323
2465
  if (showdown) {
2324
- try log.boost(ident, .Speed, 2);
2325
- try log.boost(ident, .Speed, -1);
2466
+ try log.boost(.{ ident, .Speed, 2 });
2467
+ try log.boost(.{ ident, .Speed, -1 });
2326
2468
  }
2327
- return try log.fail(ident, .None);
2469
+ return log.fail(.{ ident, .None });
2328
2470
  }
2329
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2471
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2330
2472
  const stat = unmodifiedStats(battle, side).spe;
2331
2473
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2332
- try log.boost(ident, .Speed, 2);
2474
+ try log.boost(.{ ident, .Speed, 2 });
2333
2475
  },
2334
2476
  .SpecialUp1, .SpecialUp2 => {
2335
2477
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2336
- if (boosts.spc == 6) return try log.fail(ident, .None);
2478
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2337
2479
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2338
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2480
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2339
2481
  if (stats.spc == MAX_STAT_VALUE) {
2340
2482
  boosts.spc -= 1;
2341
2483
  if (showdown) {
2342
- try log.boost(ident, .SpecialAttack, n);
2343
- try log.boost(ident, .SpecialAttack, -1);
2344
- try log.boost(ident, .SpecialDefense, n);
2345
- try log.boost(ident, .SpecialDefense, -1);
2484
+ try log.boost(.{ ident, .SpecialAttack, n });
2485
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2486
+ try log.boost(.{ ident, .SpecialDefense, n });
2487
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2346
2488
  }
2347
- return try log.fail(ident, .None);
2489
+ return log.fail(.{ ident, .None });
2348
2490
  }
2349
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2491
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2350
2492
  const stat = unmodifiedStats(battle, side).spc;
2351
2493
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2352
- try log.boost(ident, .SpecialAttack, n);
2353
- try log.boost(ident, .SpecialDefense, n);
2494
+ try log.boost(.{ ident, .SpecialAttack, n });
2495
+ try log.boost(.{ ident, .SpecialDefense, n });
2354
2496
  },
2355
2497
  .EvasionUp1 => {
2356
2498
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2357
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2358
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2359
- try log.boost(ident, .Evasion, 1);
2499
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2500
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2501
+ try log.boost(.{ ident, .Evasion, 1 });
2360
2502
  },
2361
2503
  else => unreachable,
2362
2504
  }
@@ -2365,102 +2507,106 @@ pub const Effects = struct {
2365
2507
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2366
2508
  }
2367
2509
 
2368
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2510
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2511
+ var log = options.log;
2369
2512
  var foe = battle.foe(player);
2370
2513
  const foe_ident = battle.active(player.foe());
2514
+ const secondary = move.effect.isStatDownChance();
2371
2515
 
2372
- if (foe.active.volatiles.Substitute) {
2373
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2374
- }
2516
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2375
2517
 
2376
- if (move.effect.isStatDownChance()) {
2377
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2378
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2379
- return; // checkHit already checks for Invulnerable
2518
+ if (secondary) {
2519
+ const proc = try Rolls.unboost(battle, player, options);
2520
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2521
+ } else {
2522
+ // checkHit already checks for Invulnerable
2523
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2524
+ try options.chance.commit(player, .hit);
2380
2525
  }
2381
2526
 
2382
2527
  var stats = &foe.active.stats;
2383
2528
  var boosts = &foe.active.boosts;
2529
+ const fail = showdown or !secondary;
2384
2530
 
2385
2531
  switch (move.effect) {
2386
2532
  .AttackDown1, .AttackDownChance => {
2387
2533
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2388
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2389
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2534
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2535
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2390
2536
  if (stats.atk == 1) {
2391
2537
  boosts.atk += 1;
2392
2538
  if (showdown) {
2393
- try log.boost(foe_ident, .Attack, -1);
2394
- try log.boost(foe_ident, .Attack, 1);
2539
+ try log.boost(.{ foe_ident, .Attack, -1 });
2540
+ try log.boost(.{ foe_ident, .Attack, 1 });
2395
2541
  }
2396
- return try log.fail(foe_ident, .None);
2542
+ return log.fail(.{ foe_ident, .None });
2397
2543
  }
2398
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2544
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2399
2545
  const stat = unmodifiedStats(battle, foe).atk;
2400
2546
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2401
- try log.boost(foe_ident, .Attack, -1);
2547
+ try log.boost(.{ foe_ident, .Attack, -1 });
2402
2548
  },
2403
2549
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2404
2550
  assert(boosts.def >= -6 and boosts.def <= 6);
2405
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2551
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2406
2552
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2407
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2553
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2408
2554
  if (stats.def == 1) {
2409
2555
  boosts.def += 1;
2410
2556
  if (showdown) {
2411
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2412
- try log.boost(foe_ident, .Defense, 1);
2557
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2558
+ try log.boost(.{ foe_ident, .Defense, 1 });
2413
2559
  }
2414
- return try log.fail(foe_ident, .None);
2560
+ return log.fail(.{ foe_ident, .None });
2415
2561
  }
2416
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2562
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2417
2563
  const stat = unmodifiedStats(battle, foe).def;
2418
2564
  stats.def = @max(1, stat * mod[0] / mod[1]);
2419
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2565
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2420
2566
  },
2421
2567
  .SpeedDown1, .SpeedDownChance => {
2422
2568
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2423
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2424
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2569
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2570
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2425
2571
  if (stats.spe == 1) {
2426
2572
  boosts.spe += 1;
2427
2573
  if (showdown) {
2428
- try log.boost(foe_ident, .Speed, -1);
2429
- try log.boost(foe_ident, .Speed, 1);
2574
+ try log.boost(.{ foe_ident, .Speed, -1 });
2575
+ try log.boost(.{ foe_ident, .Speed, 1 });
2430
2576
  }
2431
- return try log.fail(foe_ident, .None);
2577
+ return log.fail(.{ foe_ident, .None });
2432
2578
  }
2433
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2579
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2434
2580
  const stat = unmodifiedStats(battle, foe).spe;
2435
2581
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2436
- try log.boost(foe_ident, .Speed, -1);
2582
+ try log.boost(.{ foe_ident, .Speed, -1 });
2437
2583
  assert(boosts.spe >= -6);
2438
2584
  },
2439
2585
  .SpecialDownChance => {
2440
2586
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2441
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2442
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2587
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2588
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2443
2589
  if (stats.spc == 1) {
2444
2590
  boosts.spc += 1;
2445
2591
  if (showdown) {
2446
- try log.boost(foe_ident, .SpecialAttack, -1);
2447
- try log.boost(foe_ident, .SpecialAttack, 1);
2448
- try log.boost(foe_ident, .SpecialDefense, -1);
2449
- try log.boost(foe_ident, .SpecialDefense, 1);
2592
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2593
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2594
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2595
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2450
2596
  }
2451
- return try log.fail(foe_ident, .None);
2597
+ return log.fail(.{ foe_ident, .None });
2452
2598
  }
2453
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2599
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2454
2600
  const stat = unmodifiedStats(battle, foe).spc;
2455
2601
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2456
- try log.boost(foe_ident, .SpecialAttack, -1);
2457
- try log.boost(foe_ident, .SpecialDefense, -1);
2602
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2603
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2458
2604
  },
2459
2605
  .AccuracyDown1 => {
2460
2606
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2461
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2462
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2463
- try log.boost(foe_ident, .Accuracy, -1);
2607
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2608
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2609
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2464
2610
  },
2465
2611
  else => unreachable,
2466
2612
  }
@@ -2484,37 +2630,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2484
2630
  }
2485
2631
  }
2486
2632
 
2487
- inline fn isForced(active: ActivePokemon) bool {
2633
+ fn isForced(active: anytype) bool {
2488
2634
  return active.volatiles.Recharging or active.volatiles.Rage or
2489
2635
  active.volatiles.Thrashing or active.volatiles.Charging;
2490
2636
  }
2491
2637
 
2492
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2638
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2639
+ var log = options.log;
2493
2640
  var side = battle.side(who);
2494
2641
  var volatiles = &side.active.volatiles;
2495
2642
  const ident = battle.active(who);
2496
2643
 
2497
- if (volatiles.disabled_move != 0) {
2498
- volatiles.disabled_move = 0;
2499
- volatiles.disabled_duration = 0;
2500
- try log.end(ident, .DisableSilent);
2644
+ options.chance.clearDurations(who, clear);
2645
+
2646
+ if (volatiles.disable_move != 0) {
2647
+ volatiles.disable_move = 0;
2648
+ volatiles.disable_duration = 0;
2649
+ try log.end(.{ ident, .DisableSilent });
2501
2650
  }
2502
2651
  if (volatiles.Confusion) {
2503
2652
  // volatiles.confusion is left unchanged
2504
2653
  volatiles.Confusion = false;
2505
- try log.end(ident, .ConfusionSilent);
2654
+ try log.end(.{ ident, .ConfusionSilent });
2506
2655
  }
2507
2656
  if (volatiles.Mist) {
2508
2657
  volatiles.Mist = false;
2509
- try log.end(ident, .Mist);
2658
+ try log.end(.{ ident, .MistSilent });
2510
2659
  }
2511
2660
  if (volatiles.FocusEnergy) {
2512
2661
  volatiles.FocusEnergy = false;
2513
- try log.end(ident, .FocusEnergy);
2662
+ try log.end(.{ ident, .FocusEnergySilent });
2514
2663
  }
2515
2664
  if (volatiles.LeechSeed) {
2516
2665
  volatiles.LeechSeed = false;
2517
- try log.end(ident, .LeechSeed);
2666
+ try log.end(.{ ident, .LeechSeedSilent });
2518
2667
  }
2519
2668
  if (!showdown and volatiles.Toxic) {
2520
2669
  volatiles.Toxic = false;
@@ -2522,152 +2671,349 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2522
2671
  }
2523
2672
  if (volatiles.LightScreen) {
2524
2673
  volatiles.LightScreen = false;
2525
- try log.end(ident, .LightScreen);
2674
+ try log.end(.{ ident, .LightScreenSilent });
2526
2675
  }
2527
2676
  if (volatiles.Reflect) {
2528
2677
  volatiles.Reflect = false;
2529
- try log.end(ident, .Reflect);
2678
+ try log.end(.{ ident, .ReflectSilent });
2530
2679
  }
2531
2680
  if (showdown and volatiles.Toxic) {
2532
2681
  volatiles.Toxic = false;
2533
2682
  // Pokémon Showdown erroneously clears the toxic counter
2534
2683
  volatiles.toxic = 0;
2535
- try log.end(ident, .Toxic);
2684
+ try log.end(.{ ident, .ToxicSilent });
2536
2685
  }
2537
2686
  }
2538
2687
 
2539
2688
  pub const Rolls = struct {
2540
- inline fn speedTie(battle: anytype) bool {
2541
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2542
- return battle.rng.next() < Gen12.percent(50) + 1;
2543
- }
2689
+ fn speedTie(battle: anytype, options: anytype) !bool {
2690
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2691
+ player == .P1
2692
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2693
+ battle.rng.speedTie()
2694
+ else if (showdown)
2695
+ battle.rng.range(u8, 0, 2) == 0
2696
+ else
2697
+ battle.rng.next() < Gen12.percent(50) + 1;
2544
2698
 
2545
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2546
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2547
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2699
+ try options.chance.speedTie(p1);
2700
+ return p1;
2548
2701
  }
2549
2702
 
2550
- inline fn damage(battle: anytype) u8 {
2551
- if (showdown) return battle.rng.range(u8, 217, 256);
2552
- while (true) {
2553
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2554
- if (r >= 217) return r;
2555
- }
2556
- }
2703
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2704
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2705
+ val == .true
2706
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2707
+ battle.rng.criticalHit(player, rate)
2708
+ else if (showdown)
2709
+ battle.rng.chance(u8, rate, 256)
2710
+ else
2711
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2712
+
2713
+ try options.chance.criticalHit(player, crit, rate);
2714
+ return crit;
2715
+ }
2716
+
2717
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2718
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2719
+ val
2720
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2721
+ battle.rng.damage(player)
2722
+ else roll: {
2723
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2724
+ while (true) {
2725
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2726
+ if (r >= 217) break :roll r;
2727
+ }
2728
+ };
2557
2729
 
2558
- inline fn hit(battle: anytype, accuracy: u16) bool {
2559
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2560
- return battle.rng.next() < accuracy;
2730
+ assert(roll >= 217 and roll <= 255);
2731
+ try options.chance.damage(player, roll);
2732
+ return roll;
2561
2733
  }
2562
2734
 
2563
- inline fn confusionDuration(battle: anytype) u3 {
2564
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2565
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2566
- }
2735
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2736
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2737
+ val == .true
2738
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2739
+ battle.rng.hit(player, accuracy)
2740
+ else if (showdown)
2741
+ battle.rng.chance(u8, accuracy, 256)
2742
+ else
2743
+ battle.rng.next() < accuracy;
2567
2744
 
2568
- inline fn confused(battle: anytype) bool {
2569
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2570
- return battle.rng.next() >= Gen12.percent(50) + 1;
2745
+ options.chance.hit(ok, accuracy);
2746
+ return ok;
2571
2747
  }
2572
2748
 
2573
- inline fn paralyzed(battle: anytype) bool {
2574
- if (showdown) return battle.rng.chance(u8, 63, 256);
2575
- return battle.rng.next() < Gen12.percent(25);
2576
- }
2749
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2750
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2751
+ val == .true
2752
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2753
+ battle.rng.confused(player)
2754
+ else if (showdown)
2755
+ !battle.rng.chance(u8, 128, 256)
2756
+ else
2757
+ battle.rng.next() >= Gen12.percent(50) + 1;
2577
2758
 
2578
- inline fn confusionChance(battle: anytype) bool {
2579
- if (showdown) return battle.rng.chance(u8, 25, 256);
2580
- return battle.rng.next() < Gen12.percent(10);
2759
+ try options.chance.confused(player, cfz);
2760
+ return cfz;
2581
2761
  }
2582
2762
 
2583
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2584
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2585
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2763
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2764
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2765
+ val == .true
2766
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2767
+ battle.rng.paralyzed(player)
2768
+ else if (showdown)
2769
+ battle.rng.chance(u8, 63, 256)
2770
+ else
2771
+ battle.rng.next() < Gen12.percent(25);
2772
+
2773
+ try options.chance.paralyzed(player, par);
2774
+ return par;
2586
2775
  }
2587
2776
 
2588
- inline fn poisonChance(battle: anytype, low: bool) bool {
2589
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2590
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2777
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2778
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2779
+ val == .true
2780
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2781
+ battle.rng.secondaryChance(player, 25)
2782
+ else if (showdown)
2783
+ battle.rng.chance(u8, 25, 256)
2784
+ else
2785
+ battle.rng.next() < Gen12.percent(10);
2786
+
2787
+ try options.chance.secondaryChance(player, proc, 25);
2788
+ return proc;
2591
2789
  }
2592
2790
 
2593
- inline fn sleepDuration(battle: anytype) u3 {
2594
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2595
- while (true) {
2596
- const r = battle.rng.next() & 7;
2597
- if (r != 0) return @intCast(u3, r);
2598
- }
2791
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2792
+ const rate: u8 = if (low) 26 else 77;
2793
+
2794
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2795
+ val == .true
2796
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2797
+ battle.rng.secondaryChance(player, rate)
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;
2599
2805
  }
2600
2806
 
2601
- inline fn bideThrashDuration(battle: anytype) u3 {
2602
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2603
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2807
+ 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 (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2813
+ battle.rng.secondaryChance(player, rate)
2814
+ else if (showdown)
2815
+ battle.rng.chance(u8, rate, 256)
2816
+ else
2817
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2818
+
2819
+ try options.chance.secondaryChance(player, proc, rate);
2820
+ return proc;
2604
2821
  }
2605
2822
 
2606
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2607
- if (showdown) {
2608
- if (check_pp == 0) {
2609
- var i: usize = moves.len;
2610
- while (i > 0) {
2611
- i -= 1;
2612
- if (moves[i].id != .None) {
2613
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2614
- }
2615
- }
2616
- } else {
2617
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2618
- var i: usize = 0;
2619
- while (i < moves.len and r > 0) : (i += 1) {
2620
- if (moves[i].pp > 0) {
2621
- r -= 1;
2622
- if (r == 0) break;
2623
- }
2624
- }
2625
- return @intCast(u4, i + 1);
2823
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2824
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2825
+ val == .true
2826
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2827
+ battle.rng.secondaryChance(player, 85)
2828
+ else if (showdown)
2829
+ battle.rng.chance(u8, 85, 256)
2830
+ else
2831
+ battle.rng.next() < Gen12.percent(33) + 1;
2832
+
2833
+ try options.chance.secondaryChance(player, proc, 85);
2834
+ return proc;
2835
+ }
2836
+
2837
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2838
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2839
+ val
2840
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2841
+ battle.rng.metronome(player)
2842
+ else if (showdown)
2843
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2844
+ else move: {
2845
+ while (true) {
2846
+ const r = battle.rng.next();
2847
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2848
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2849
+ break :move @enumFromInt(r);
2626
2850
  }
2627
- }
2851
+ };
2628
2852
 
2629
- while (true) {
2630
- const r = @intCast(u4, battle.rng.next() & 3);
2631
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2632
- }
2633
- }
2853
+ try options.chance.metronome(player, move);
2854
+ return move;
2855
+ }
2856
+
2857
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2858
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2859
+ val - 1
2860
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2861
+ battle.rng.psywave(player)
2862
+ else if (showdown)
2863
+ battle.rng.range(u8, 0, max)
2864
+ else power: {
2865
+ while (true) {
2866
+ const r = battle.rng.next();
2867
+ if (r < max) break :power r;
2868
+ }
2869
+ };
2634
2870
 
2635
- inline fn disableDuration(battle: anytype) u4 {
2636
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2637
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2638
- }
2871
+ assert(power < max);
2872
+ try options.chance.psywave(player, power, max);
2873
+ return power;
2874
+ }
2875
+
2876
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2877
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2878
+ @intCast(val)
2879
+ else if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2880
+ battle.rng.sleepDuration(player)
2881
+ else if (showdown)
2882
+ battle.rng.range(u3, 1, 8)
2883
+ else duration: {
2884
+ while (true) {
2885
+ const r = battle.rng.next() & 7;
2886
+ if (r != 0) break :duration @intCast(r);
2887
+ }
2888
+ };
2639
2889
 
2640
- inline fn metronome(battle: anytype) Move {
2641
- if (showdown) {
2642
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
2643
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
2644
- return @intToEnum(Move, r + mod);
2645
- }
2646
- while (true) {
2647
- const r = battle.rng.next();
2648
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
2649
- if (r >= @enumToInt(Move.Struggle)) continue;
2650
- return @intToEnum(Move, r);
2651
- }
2890
+ assert(duration >= 1 and duration <= 7);
2891
+ options.chance.duration(.sleep, player, player.foe(), duration);
2892
+ return duration;
2652
2893
  }
2653
2894
 
2654
- inline fn psywave(battle: anytype, max: u8) u8 {
2655
- if (showdown) return battle.rng.range(u8, 0, max);
2656
- while (true) {
2657
- const r = battle.rng.next();
2658
- if (r < max) return r;
2659
- }
2895
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2896
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2897
+ val
2898
+ else if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2899
+ battle.rng.disableDuration(player)
2900
+ else if (showdown)
2901
+ battle.rng.range(u4, 1, 9)
2902
+ else
2903
+ @intCast((battle.rng.next() & 7) + 1);
2904
+
2905
+ assert(duration >= 1 and duration <= 8);
2906
+ options.chance.duration(.disable, player, player.foe(), duration);
2907
+ return duration;
2660
2908
  }
2661
2909
 
2662
- inline fn distribution(battle: anytype) u3 {
2663
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2664
- const r = (battle.rng.next() & 3);
2665
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2910
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2911
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2912
+ @intCast(val)
2913
+ else if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
2914
+ battle.rng.confusionDuration(player, self)
2915
+ else if (showdown)
2916
+ battle.rng.range(u3, 2, 6)
2917
+ else
2918
+ @intCast((battle.rng.next() & 3) + 2);
2919
+
2920
+ assert(duration >= 2 and duration <= 5);
2921
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2922
+ return duration;
2666
2923
  }
2667
2924
 
2668
- inline fn unboost(battle: anytype) bool {
2669
- if (showdown) return battle.rng.chance(u8, 85, 256);
2670
- return battle.rng.next() < Gen12.percent(33) + 1;
2925
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2926
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2927
+ @intCast(val)
2928
+ else if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
2929
+ battle.rng.attackingDuration(player)
2930
+ else if (showdown)
2931
+ battle.rng.range(u3, 2, 4)
2932
+ else
2933
+ @intCast((battle.rng.next() & 1) + 2);
2934
+
2935
+ assert(duration >= 2 and duration <= 3);
2936
+ options.chance.duration(.attacking, player, player, duration);
2937
+ return duration;
2938
+ }
2939
+
2940
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2941
+
2942
+ fn distribution(
2943
+ battle: anytype,
2944
+ comptime effect: Move.Effect,
2945
+ player: Player,
2946
+ options: anytype,
2947
+ ) !u3 {
2948
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2949
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2950
+ @intCast(val)
2951
+ else if (@hasDecl(@TypeOf(battle.rng), "distribution"))
2952
+ battle.rng.distribution(player)
2953
+ else if (showdown)
2954
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2955
+ else n: {
2956
+ const r = (battle.rng.next() & 3);
2957
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2958
+ };
2959
+
2960
+ assert(n >= 2 and n <= 5);
2961
+ if (effect == .Binding) {
2962
+ options.chance.duration(.binding, player, player, n);
2963
+ } else {
2964
+ try options.chance.multiHit(player, n);
2965
+ }
2966
+ return n;
2967
+ }
2968
+
2969
+ fn moveSlot(
2970
+ battle: anytype,
2971
+ player: Player,
2972
+ moves: []MoveSlot,
2973
+ check_pp: u4,
2974
+ options: anytype,
2975
+ ) !u4 {
2976
+ // TODO: consider throwing error instead of rerolling?
2977
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2978
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2979
+ val
2980
+ else
2981
+ null
2982
+ else
2983
+ null;
2984
+
2985
+ const slot: u4 = overridden orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
2986
+ battle.rng.moveSlot(player, moves, check_pp)
2987
+ else slot: {
2988
+ if (showdown) {
2989
+ if (check_pp == 0) {
2990
+ var i: usize = moves.len;
2991
+ while (i > 0) {
2992
+ i -= 1;
2993
+ if (moves[i].id != .None) {
2994
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2995
+ }
2996
+ }
2997
+ } else {
2998
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2999
+ var i: usize = 0;
3000
+ while (i < moves.len and r > 0) : (i += 1) {
3001
+ if (moves[i].pp > 0) {
3002
+ r -= 1;
3003
+ if (r == 0) break :slot @intCast(i + 1);
3004
+ }
3005
+ }
3006
+ }
3007
+ }
3008
+
3009
+ while (true) {
3010
+ const r: u4 = @intCast(battle.rng.next() & 3);
3011
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3012
+ }
3013
+ };
3014
+
3015
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3016
+ return slot;
2671
3017
  }
2672
3018
  };
2673
3019
 
@@ -2675,14 +3021,14 @@ test "RNG agreement" {
2675
3021
  if (!showdown) return;
2676
3022
  var expected: [256]u32 = undefined;
2677
3023
  for (0..expected.len) |i| {
2678
- expected[i] = @intCast(u32, i * 0x1000000);
3024
+ expected[i] = @intCast(i * 0x1000000);
2679
3025
  }
2680
3026
 
2681
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2682
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2683
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2684
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2685
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3027
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3028
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3029
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3030
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3031
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2686
3032
 
2687
3033
  for (0..expected.len) |i| {
2688
3034
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2718,7 +3064,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2718
3064
  const side = battle.side(player);
2719
3065
  const foe = battle.foe(player);
2720
3066
 
2721
- var active = side.active;
3067
+ const active = &side.active;
2722
3068
  const stored = side.stored();
2723
3069
 
2724
3070
  // While players are not given any input options on the cartridge in these cases,
@@ -2732,7 +3078,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2732
3078
  // strictly correct as the player would not have been presented the option to move or
2733
3079
  // switch at all.
2734
3080
  if (isForced(active)) {
2735
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3081
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2736
3082
  n += 1;
2737
3083
  return n;
2738
3084
  }
@@ -2772,7 +3118,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2772
3118
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2773
3119
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2774
3120
  const struggle =
2775
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3121
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2776
3122
  const s = if (struggle) 0 else slot;
2777
3123
  out[n] = .{ .type = .Move, .data = s };
2778
3124
  n += 1;
@@ -2787,7 +3133,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2787
3133
  const m = active.moves[slot - 1];
2788
3134
  if (m.id == .None) break;
2789
3135
  if (m.pp == 0) continue;
2790
- if (active.volatiles.disabled_move == slot) continue;
3136
+ if (active.volatiles.disable_move == slot) continue;
2791
3137
  out[n] = .{ .type = .Move, .data = slot };
2792
3138
  n += 1;
2793
3139
  }