@pkmn/engine 0.1.0-dev.d97c6e03 → 0.1.0-dev.dc33f678

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Files changed (51) hide show
  1. package/README.md +67 -56
  2. package/build/pkg/addon.d.ts +1 -1
  3. package/build/pkg/addon.js +7 -6
  4. package/build/pkg/addon.js.map +1 -1
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +27 -5
  7. package/build/pkg/data/protocol.json +69 -12
  8. package/build/pkg/data.d.ts +2 -2
  9. package/build/pkg/gen1.d.ts +5 -4
  10. package/build/pkg/gen1.js +48 -32
  11. package/build/pkg/gen1.js.map +1 -1
  12. package/build/pkg/index.d.ts +15 -12
  13. package/build/pkg/index.js.map +1 -1
  14. package/build/pkg/protocol.d.ts +4 -2
  15. package/build/pkg/protocol.js +60 -39
  16. package/build/pkg/protocol.js.map +1 -1
  17. package/build/test/display.js +29 -12
  18. package/build/test/display.js.map +1 -1
  19. package/build.zig +92 -68
  20. package/package.json +40 -21
  21. package/src/bin/install-pkmn-engine +11 -6
  22. package/src/lib/binding/node.zig +46 -141
  23. package/src/lib/binding/wasm.zig +5 -3
  24. package/src/lib/common/battle.zig +17 -0
  25. package/src/lib/common/data.zig +15 -27
  26. package/src/lib/common/debug.zig +21 -11
  27. package/src/lib/common/js.zig +118 -0
  28. package/src/lib/common/optional.zig +67 -0
  29. package/src/lib/common/options.zig +12 -3
  30. package/src/lib/common/protocol.zig +771 -245
  31. package/src/lib/common/rational.zig +353 -0
  32. package/src/lib/common/rng.zig +15 -15
  33. package/src/lib/common/util.zig +12 -0
  34. package/src/lib/gen1/README.md +285 -182
  35. package/src/lib/gen1/calc.zig +426 -0
  36. package/src/lib/gen1/chance.zig +1060 -0
  37. package/src/lib/gen1/data/moves.zig +192 -180
  38. package/src/lib/gen1/data/species.zig +2 -2
  39. package/src/lib/gen1/data/types.zig +5 -5
  40. package/src/lib/gen1/data.zig +79 -65
  41. package/src/lib/gen1/helpers.zig +577 -32
  42. package/src/lib/gen1/mechanics.zig +940 -614
  43. package/src/lib/gen2/README.md +106 -85
  44. package/src/lib/gen2/data/items.zig +12 -18
  45. package/src/lib/gen2/data/moves.zig +660 -566
  46. package/src/lib/gen2/data/species.zig +1 -1
  47. package/src/lib/gen2/data/types.zig +131 -28
  48. package/src/lib/gen2/data.zig +132 -84
  49. package/src/lib/gen2/helpers.zig +16 -22
  50. package/src/lib/gen2/mechanics.zig +2426 -12
  51. package/src/lib/pkmn.zig +65 -6
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,13 +13,13 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
24
25
  const Heal = protocol.Heal;
@@ -56,37 +57,35 @@ const BOOSTS = &[_][2]u8{
56
57
 
57
58
  const MAX_STAT_VALUE = 999;
58
59
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
60
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
61
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
62
+ if (battle.turn == 0) return start(battle, options);
64
63
 
65
- var f1: ?Move = null;
66
- var f2: ?Move = null;
64
+ var s1 = false;
65
+ var s2 = false;
67
66
 
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
- }
67
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
68
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
76
69
 
77
70
  var p1 = battle.side(.P1);
78
- if (p1.active.volatiles.attacks == 0) {
79
- p1.active.volatiles.Binding = false;
80
- }
81
71
  var p2 = battle.side(.P2);
82
- if (p2.active.volatiles.attacks == 0) {
83
- p2.active.volatiles.Binding = false;
72
+
73
+ var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
74
+ var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
75
+
76
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
77
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
78
+ } else {
79
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
84
80
  }
85
81
 
86
- return endTurn(battle, log);
82
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
83
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
84
+
85
+ return endTurn(battle, options);
87
86
  }
88
87
 
89
- fn start(battle: anytype, log: anytype) !Result {
88
+ fn start(battle: anytype, options: anytype) !Result {
90
89
  const p1 = battle.side(.P1);
91
90
  const p2 = battle.side(.P2);
92
91
 
@@ -98,10 +97,10 @@ fn start(battle: anytype, log: anytype) !Result {
98
97
  assert(!showdown or p2_slot == 1);
99
98
  if (p2_slot == 0) return Result.Win;
100
99
 
101
- try switchIn(battle, .P1, p1_slot, true, log);
102
- try switchIn(battle, .P2, p2_slot, true, log);
100
+ try switchIn(battle, .P1, p1_slot, true, options);
101
+ try switchIn(battle, .P2, p2_slot, true, options);
103
102
 
104
- return endTurn(battle, log);
103
+ return endTurn(battle, options);
105
104
  }
106
105
 
107
106
  fn findFirstAlive(side: *const Side) u8 {
@@ -114,7 +113,7 @@ fn selectMove(
114
113
  player: Player,
115
114
  choice: Choice,
116
115
  foe_choice: Choice,
117
- from: *?Move,
116
+ skip_turn: *bool,
118
117
  ) ?Result {
119
118
  if (choice.type == .Pass) return null;
120
119
 
@@ -123,20 +122,27 @@ fn selectMove(
123
122
  const stored = side.stored();
124
123
 
125
124
  assert(!isForced(side.active) or
126
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
125
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
127
126
 
128
127
  // pre-battle menu
129
- if (volatiles.Recharging) return null;
128
+ if (volatiles.Recharging) {
129
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
130
+ return null;
131
+ }
130
132
  if (volatiles.Rage) {
131
- from.* = side.last_used_move;
132
- if (showdown) saveMove(battle, player, null);
133
+ if (showdown) {
134
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
135
+ saveMove(battle, player, null);
136
+ }
133
137
  return null;
134
138
  }
135
139
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
136
140
  if (!showdown) volatiles.Flinch = false;
137
141
  if (volatiles.Thrashing or volatiles.Charging) {
138
- from.* = side.last_selected_move;
139
- if (showdown) saveMove(battle, player, null);
142
+ if (showdown) {
143
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
144
+ saveMove(battle, player, null);
145
+ }
140
146
  return null;
141
147
  }
142
148
 
@@ -146,13 +152,14 @@ fn selectMove(
146
152
  // pre-move select
147
153
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
148
154
  assert(showdown or choice.data == 0);
149
- if (showdown) saveMove(battle, player, choice);
155
+ if (showdown) {
156
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
157
+ saveMove(battle, player, choice);
158
+ }
150
159
  return null;
151
160
  }
152
161
  if (volatiles.Binding) {
153
- from.* = side.last_used_move;
154
162
  if (showdown) {
155
- if (foe_choice.type == .Switch) from.* = null;
156
163
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
157
164
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
158
165
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -164,11 +171,7 @@ fn selectMove(
164
171
  assert(choice.data == 0);
165
172
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
166
173
  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));
174
+ const last = side.active.move(battle.lastMove(player).index);
172
175
  if (last.id == .Metronome) side.last_selected_move = last.id;
173
176
  if (last.id == .MirrorMove) return Result.Error;
174
177
  }
@@ -177,6 +180,7 @@ fn selectMove(
177
180
  }
178
181
 
179
182
  if (battle.foe(player).active.volatiles.Binding) {
183
+ skip_turn.* = true;
180
184
  if (showdown) {
181
185
  saveMove(battle, player, choice);
182
186
  } else {
@@ -191,16 +195,13 @@ fn selectMove(
191
195
  if (choice.data == 0) {
192
196
  const struggle = ok: {
193
197
  for (side.active.moves, 0..) |move, i| {
194
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
198
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
195
199
  }
196
200
  break :ok true;
197
201
  };
198
-
199
202
  assert(struggle);
200
- saveMove(battle, player, choice);
201
- } else {
202
- saveMove(battle, player, choice);
203
203
  }
204
+ saveMove(battle, player, choice);
204
205
 
205
206
  return null;
206
207
  }
@@ -213,23 +214,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
213
214
  if (c.data == 0) {
214
215
  side.last_selected_move = .Struggle;
215
216
  } else {
216
- assert(showdown or side.active.volatiles.disabled_move != c.data);
217
+ assert(showdown or side.active.volatiles.disable_move != c.data);
217
218
  const move = side.active.move(c.data);
218
219
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
219
220
  // sometimes required...), but a 0 PP move can be used automatically
220
221
  assert(showdown or move.pp != 0);
221
222
 
222
223
  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
- }
224
+ battle.lastMove(player).index = @intCast(c.data);
228
225
  }
229
226
  }
230
227
  }
231
228
 
232
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
229
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
233
230
  var side = battle.side(player);
234
231
  var foe = battle.foe(player);
235
232
  var active = &side.active;
@@ -242,11 +239,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
242
239
  side.order[0] = side.order[slot - 1];
243
240
  side.order[slot - 1] = out;
244
241
 
245
- if (player == .P1) {
246
- battle.last_selected_indexes.p1 = 1;
247
- } else {
248
- battle.last_selected_indexes.p2 = 1;
249
- }
242
+ battle.lastMove(player).index = 1;
250
243
 
251
244
  side.last_used_move = .None;
252
245
  foe.last_used_move = .None;
@@ -262,17 +255,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
262
255
 
263
256
  foe.active.volatiles.Binding = false;
264
257
 
265
- try log.switched(battle.active(player), incoming);
258
+ try options.log.switched(battle.active(player), incoming);
259
+ options.chance.switched(player, side.order[0], out);
266
260
 
267
261
  if (showdown and incoming.status == Status.TOX) {
268
262
  incoming.status = Status.init(.PSN);
269
263
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
270
264
  // rather not clutter up turnOrder just for this (incorrect) log message
271
- try log.status(battle.active(player), incoming.status, .Silent);
265
+ try options.log.status(battle.active(player), incoming.status, .Silent);
272
266
  }
273
267
  }
274
268
 
275
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
269
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
276
270
  assert(c1.type != .Pass or c2.type != .Pass);
277
271
 
278
272
  if (c1.type == .Pass) return .P2;
@@ -302,9 +296,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
302
296
  const spe2 = battle.side(.P2).active.stats.spe;
303
297
  if (spe1 == spe2) {
304
298
  // Pokémon Showdown's beforeTurnCallback shenanigans
305
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
299
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
300
+ battle.rng.advance(1);
301
+ }
306
302
 
307
- const p1 = Rolls.speedTie(battle);
303
+ const p1 = try Rolls.speedTie(battle, options);
308
304
  if (!showdown) return if (p1) .P1 else .P2;
309
305
 
310
306
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -327,34 +323,55 @@ fn doTurn(
327
323
  battle: anytype,
328
324
  player: Player,
329
325
  player_choice: Choice,
330
- player_from: ?Move,
326
+ player_rewrap: bool,
327
+ player_skip: bool,
331
328
  foe_player: Player,
332
329
  foe_choice: Choice,
333
- foe_from: ?Move,
334
- log: anytype,
330
+ foe_rewrap: bool,
331
+ foe_skip: bool,
332
+ options: anytype,
335
333
  ) !?Result {
336
334
  assert(player_choice.type != .Pass);
337
335
 
338
336
  var residual = true;
339
337
  var replace = battle.side(player).stored().hp == 0;
340
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
338
+ if (try executeMove(
339
+ battle,
340
+ player,
341
+ player_choice,
342
+ player_rewrap,
343
+ player_skip,
344
+ &residual,
345
+ options,
346
+ )) |r| return r;
341
347
  if (!replace) {
342
348
  if (player_choice.type != .Switch) {
343
- if (try checkFaint(battle, foe_player, log)) |r| return r;
349
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
344
350
  }
345
- if (residual) try handleResidual(battle, player, log);
346
- if (try checkFaint(battle, player, log)) |r| return r;
351
+ if (residual) try handleResidual(battle, player, options);
352
+ if (try checkFaint(battle, player, options)) |r| return r;
347
353
  } else if (foe_choice.type == .Pass) return null;
348
354
 
355
+ options.chance.clearPending();
356
+
349
357
  residual = true;
350
358
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
359
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
360
+ if (if (calc) null else try executeMove(
361
+ battle,
362
+ foe_player,
363
+ foe_choice,
364
+ foe_rewrap,
365
+ foe_skip,
366
+ &residual,
367
+ options,
368
+ )) |r| return r;
352
369
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
370
+ if (!calc and foe_choice.type != .Switch) {
371
+ if (try checkFaint(battle, player, options)) |r| return r;
355
372
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
373
+ if (residual) try handleResidual(battle, foe_player, options);
374
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
358
375
  }
359
376
 
360
377
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +388,31 @@ fn executeMove(
371
388
  battle: anytype,
372
389
  player: Player,
373
390
  choice: Choice,
374
- from: ?Move,
391
+ rewrap: bool,
392
+ skip: bool,
375
393
  residual: *bool,
376
- log: anytype,
394
+ options: anytype,
377
395
  ) !?Result {
378
396
  var side = battle.side(player);
379
397
 
380
398
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
399
+ try switchIn(battle, player, choice.data, false, options);
382
400
  return null;
383
401
  }
384
402
 
403
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
404
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
405
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
406
  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
407
  assert(!showdown);
389
408
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
409
+ try options.log.cant(battle.active(player), .Bound);
391
410
  }
392
411
  return null;
393
412
  }
394
413
 
395
414
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
415
+ var mslot: u4 = @intCast(choice.data);
397
416
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
417
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
418
  var auto = showdown and side.last_selected_move != .None;
@@ -402,14 +421,13 @@ fn executeMove(
402
421
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
422
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
423
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
424
+ mslot = @intCast(battle.lastMove(player).index);
409
425
  const stored = side.stored();
410
426
  // 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);
427
+ auto = isForced(&side.active) or
428
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
429
+ side.last_selected_move == .HyperBeam or
430
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
431
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
432
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
433
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -426,15 +444,12 @@ fn executeMove(
426
444
  } else if (showdown and side.active.volatiles.Charging) {
427
445
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
446
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
447
+ mslot = @intCast(battle.lastMove(player).index);
433
448
  }
434
449
 
435
450
  var skip_can = false;
436
451
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, residual, log)) {
452
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
453
  .done => return null,
439
454
  .skip_can => skip_can = true,
440
455
  .skip_pp => skip_pp = true,
@@ -442,11 +457,11 @@ fn executeMove(
442
457
  .err => return @as(?Result, Result.Error),
443
458
  }
444
459
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
446
- return null;
447
- }
460
+ const can = skip_can or
461
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
462
+ if (!can) return null;
448
463
 
449
- return doMove(battle, player, mslot, auto, residual, log);
464
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
450
465
  }
451
466
 
452
467
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -454,10 +469,11 @@ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
454
469
  fn beforeMove(
455
470
  battle: anytype,
456
471
  player: Player,
457
- from: ?Move,
472
+ skip: bool,
458
473
  residual: *bool,
459
- log: anytype,
474
+ options: anytype,
460
475
  ) !BeforeMove {
476
+ var log = options.log;
461
477
  var side = battle.side(player);
462
478
  const foe = battle.foe(player);
463
479
  var active = &side.active;
@@ -466,11 +482,21 @@ fn beforeMove(
466
482
  var volatiles = &active.volatiles;
467
483
 
468
484
  if (Status.is(stored.status, .SLP)) {
469
- const status = stored.status;
485
+ const before = stored.status;
470
486
  // 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);
487
+ if (options.calc.modify(player, .sleep)) |extend| {
488
+ if (!extend) stored.status = 0;
489
+ } else {
490
+ stored.status -= 1;
491
+ }
492
+
493
+ const duration = Status.duration(stored.status);
494
+ if (!Status.is(stored.status, .EXT)) {
495
+ try options.chance.sleep(player, duration);
496
+ }
497
+
498
+ if (duration == 0) {
499
+ try log.curestatus(ident, before, .Message);
474
500
  stored.status = 0; // clears EXT if present
475
501
  } else {
476
502
  try log.cant(ident, .Sleep);
@@ -485,13 +511,15 @@ fn beforeMove(
485
511
  return .done;
486
512
  }
487
513
 
488
- if (foe.active.volatiles.Binding) {
514
+ if (skip or foe.active.volatiles.Binding) {
489
515
  try log.cant(ident, .Bound);
490
516
  return .done;
491
517
  }
492
518
 
493
- if (!showdown and volatiles.Flinch) {
494
- volatiles.Flinch = false;
519
+ if (volatiles.Flinch) {
520
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
521
+ // Pokémon can sometimes flinch multiple times from the same original hit
522
+ if (!showdown) volatiles.Flinch = false;
495
523
  try log.cant(ident, .Flinch);
496
524
  return .done;
497
525
  }
@@ -502,23 +530,21 @@ fn beforeMove(
502
530
  return .done;
503
531
  }
504
532
 
505
- if (volatiles.disabled_duration > 0) {
506
- volatiles.disabled_duration -= 1;
507
- if (volatiles.disabled_duration == 0) {
508
- volatiles.disabled_move = 0;
533
+ if (volatiles.disable_duration > 0) {
534
+ if (options.calc.modify(player, .disable)) |extend| {
535
+ if (!extend) volatiles.disable_duration = 0;
536
+ } else {
537
+ volatiles.disable_duration -= 1;
538
+ }
539
+ try options.chance.disable(player, volatiles.disable_duration);
540
+
541
+ if (volatiles.disable_duration == 0) {
542
+ volatiles.disable_move = 0;
509
543
  try log.end(ident, .Disable);
510
544
  }
511
545
  }
512
546
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
513
- if (showdown and try disabled(side, ident, log)) return .done;
514
-
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;
521
- }
547
+ if (showdown and try disabled(side, ident, options)) return .done;
522
548
 
523
549
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
524
550
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -530,14 +556,20 @@ fn beforeMove(
530
556
  if (volatiles.Confusion) {
531
557
  assert(volatiles.confusion > 0);
532
558
 
533
- volatiles.confusion -= 1;
559
+ if (options.calc.modify(player, .confusion)) |extend| {
560
+ if (!extend) volatiles.confusion = 0;
561
+ } else {
562
+ volatiles.confusion -= 1;
563
+ }
564
+ try options.chance.confusion(player, volatiles.confusion);
565
+
534
566
  if (volatiles.confusion == 0) {
535
567
  volatiles.Confusion = false;
536
568
  try log.end(ident, .Confusion);
537
569
  } else {
538
570
  try log.activate(ident, .Confusion);
539
571
 
540
- if (Rolls.confused(battle)) {
572
+ if (try Rolls.confused(battle, player, options)) {
541
573
  assert(!volatiles.MultiHit);
542
574
  if (!volatiles.Rage) volatiles.state = 0;
543
575
  volatiles.Bide = false;
@@ -547,6 +579,7 @@ fn beforeMove(
547
579
  volatiles.Charging = false;
548
580
  volatiles.Binding = false;
549
581
  volatiles.Invulnerable = false;
582
+ options.chance.clearDurations(player, null);
550
583
  {
551
584
  // This feels (and is) disgusting but the cartridge literally just overwrites
552
585
  // the opponent's defense with the user's defense and resets it after. As a
@@ -566,7 +599,7 @@ fn beforeMove(
566
599
 
567
600
  const uncapped = battle.last_damage;
568
601
  // Skipping adjustDamage / randomizeDamage / checkHit
569
- _ = try applyDamage(battle, player, target, .Confusion, log);
602
+ _ = try applyDamage(battle, player, target, .Confusion, options);
570
603
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
571
604
  if (showdown) battle.last_damage = uncapped;
572
605
 
@@ -575,14 +608,15 @@ fn beforeMove(
575
608
  }
576
609
  }
577
610
 
578
- if (!showdown and try disabled(side, ident, log)) return .done;
611
+ if (!showdown and try disabled(side, ident, options)) return .done;
579
612
 
580
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
613
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
581
614
  if (!volatiles.Rage) volatiles.state = 0;
582
615
  volatiles.Bide = false;
583
616
  volatiles.Thrashing = false;
584
617
  volatiles.Charging = false;
585
618
  volatiles.Binding = false;
619
+ options.chance.clearDurations(player, null);
586
620
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
587
621
  try log.cant(ident, .Paralysis);
588
622
  return .done;
@@ -591,11 +625,24 @@ fn beforeMove(
591
625
  if (volatiles.Bide) {
592
626
  assert(!volatiles.Thrashing and !volatiles.Rage);
593
627
 
594
- volatiles.state +%= battle.last_damage;
628
+ if (showdown) {
629
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
630
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
631
+ // addition because 65535 is sufficient to faint any Pokémon anyway
632
+ volatiles.state +|= battle.last_damage;
633
+ } else {
634
+ volatiles.state +%= battle.last_damage;
635
+ }
595
636
 
596
637
  assert(volatiles.attacks > 0);
597
638
 
598
- volatiles.attacks -= 1;
639
+ if (options.calc.modify(player, .attacking)) |extend| {
640
+ if (!extend) volatiles.attacks = 0;
641
+ } else {
642
+ volatiles.attacks -= 1;
643
+ }
644
+ try options.chance.attacking(player, volatiles.attacks);
645
+
599
646
  if (volatiles.attacks != 0) {
600
647
  try log.activate(ident, .Bide);
601
648
  return .done;
@@ -613,15 +660,15 @@ fn beforeMove(
613
660
  }
614
661
 
615
662
  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);
663
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
664
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
618
665
 
619
666
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
620
667
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
621
668
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
622
669
  if (showdown) {
623
670
  residual.* = false;
624
- try handleResidual(battle, player, log);
671
+ try handleResidual(battle, player, options);
625
672
  }
626
673
 
627
674
  return .done;
@@ -629,29 +676,46 @@ fn beforeMove(
629
676
 
630
677
  if (volatiles.Thrashing) {
631
678
  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);
679
+
680
+ if (options.calc.modify(player, .attacking)) |extend| {
681
+ if (!extend) volatiles.attacks = 0;
682
+ } else {
683
+ volatiles.attacks -= 1;
636
684
  }
637
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
638
- if (showdown and handleThrashing(battle, active)) {
685
+ try options.chance.attacking(player, volatiles.attacks);
686
+
687
+ if (!showdown and handleThrashing(battle, active, player, options)) {
639
688
  try log.start(battle.active(player), .ConfusionSilent);
640
689
  }
690
+ try log.move(ident, side.last_selected_move, battle.active(player.foe()));
691
+ if (showdown) {
692
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
693
+ // used in useMove and doesn't have the notion of skipping canMove semantics
694
+ side.last_used_move = side.last_selected_move;
695
+ if (handleThrashing(battle, active, player, options)) {
696
+ try log.start(battle.active(player), .ConfusionSilent);
697
+ }
698
+ }
641
699
  return .skip_can;
642
700
  }
643
701
 
644
702
  if (volatiles.Binding) {
645
703
  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
- );
704
+
705
+ if (options.calc.modify(player, .binding)) |extend| {
706
+ if (!extend) volatiles.attacks = 0;
707
+ } else {
708
+ volatiles.attacks -= 1;
709
+ }
710
+ try options.chance.binding(player, volatiles.attacks);
711
+
712
+ try log.move(battle.active(player), side.last_selected_move, battle.active(player.foe()));
653
713
  if (showdown or battle.last_damage != 0) {
654
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
714
+ const sub = showdown and foe.active.volatiles.Substitute;
715
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
716
+ if (battle.foe(player).stored().hp > 0 and !sub) {
717
+ try buildRage(battle, player.foe(), options);
718
+ }
655
719
  }
656
720
  return .done;
657
721
  }
@@ -665,56 +729,58 @@ fn canMove(
665
729
  mslot: u4,
666
730
  auto: bool,
667
731
  skip_pp: bool,
668
- from: ?Move,
732
+ from: Move,
669
733
  residual: *bool,
670
- log: anytype,
734
+ options: anytype,
671
735
  ) !bool {
672
736
  var side = battle.side(player);
673
737
  const player_ident = battle.active(player);
674
738
  const move = Move.get(side.last_selected_move);
675
739
 
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
740
  var skip = skip_pp;
681
741
  if (side.active.volatiles.Charging) {
682
742
  side.active.volatiles.Charging = false;
683
743
  side.active.volatiles.Invulnerable = false;
684
744
  } else if (move.effect == .Charge) {
685
- try log.move(player_ident, side.last_selected_move, .{}, from);
686
- try Effects.charge(battle, player, log);
745
+ try options.log.moveFrom(player_ident, side.last_selected_move, .{}, from);
746
+ setCounterable(battle, player, side, move);
747
+ try Effects.charge(battle, player, options);
687
748
  return false;
688
749
  }
689
750
 
690
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
751
+ side.last_used_move = side.last_selected_move;
691
752
  if (!skip) decrementPP(side, mslot, auto);
692
753
 
693
754
  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);
755
+ try options.log.moveFrom(player_ident, side.last_selected_move, battle.active(target), from);
756
+ setCounterable(battle, player, side, move);
702
757
 
703
758
  if (move.effect.onBegin()) {
704
- try onBegin(battle, player, move, mslot, residual, log);
759
+ try onBegin(battle, player, move, mslot, residual, options);
705
760
  return false;
706
761
  }
707
762
 
708
763
  if (move.effect == .Thrashing) {
709
- Effects.thrashing(battle, player);
764
+ Effects.thrashing(battle, player, options);
710
765
  } else if (!showdown and move.effect == .Binding) {
711
766
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
712
- Effects.binding(battle, player);
767
+ try Effects.binding(battle, player, false, options);
713
768
  }
714
769
 
715
770
  return true;
716
771
  }
717
772
 
773
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
774
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
775
+ // in cases where an early return happens the data for a players last selected move does not get
776
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
777
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
778
+ // as the desync results from actually having two separate battle states that subtly disagree
779
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
780
+ (move.type == .Normal or move.type == .Fighting);
781
+ battle.lastMove(player).counterable = @intFromBool(counterable);
782
+ }
783
+
718
784
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
719
785
  if (side.last_selected_move == .Struggle) return;
720
786
 
@@ -724,12 +790,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
724
790
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
725
791
  if (volatiles.Bide) return;
726
792
 
727
- assert(active.move(mslot).pp > 0 or auto);
728
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
793
+ var move_slot = active.move(mslot);
794
+ assert(move_slot.pp > 0 or auto);
795
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
729
796
  if (volatiles.Transform) return;
730
797
 
731
- assert(side.stored().move(mslot).pp > 0 or auto);
732
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
798
+ move_slot = side.stored().move(mslot);
799
+ assert(move_slot.pp > 0 or auto);
800
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
733
801
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
734
802
  }
735
803
 
@@ -737,12 +805,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
737
805
  var active = &side.active;
738
806
  const volatiles = &active.volatiles;
739
807
 
740
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
808
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
741
809
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
742
810
  if (showdown and volatiles.Transform) return;
743
811
 
744
812
  assert(mslot > 0 and mslot <= 4);
745
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
813
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
746
814
  }
747
815
 
748
816
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -750,10 +818,12 @@ fn doMove(
750
818
  battle: anytype,
751
819
  player: Player,
752
820
  mslot: u4,
821
+ rewrap: bool,
753
822
  auto: bool,
754
823
  residual: *bool,
755
- log: anytype,
824
+ options: anytype,
756
825
  ) !?Result {
826
+ var log = options.log;
757
827
  var side = battle.side(player);
758
828
  const foe = battle.foe(player);
759
829
 
@@ -768,23 +838,27 @@ fn doMove(
768
838
  var hits: u4 = 1;
769
839
  var effectiveness = Effectiveness.neutral;
770
840
 
841
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
842
+ if (showdown and !counter) battle.last_damage = 0;
843
+
771
844
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
772
845
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
773
- return specialDamage(battle, player, move, log);
846
+ return specialDamage(battle, player, move, options);
774
847
  }
775
848
 
776
849
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
777
850
  // calling moveHit early covers most of that but we also need to check type immunity first
778
851
  var miss = showdown and miss: {
779
852
  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);
853
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
854
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
782
855
  if (immune and move.effect != .Binding) break :miss true;
783
856
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
784
857
  battle.last_damage = 0;
785
858
  break :miss true;
786
859
  }
787
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
860
+ break :miss (move.target != .Self and
861
+ !moveHit(battle, player, move, &immune, &mist, options));
788
862
  };
789
863
  assert(!immune or miss or (showdown and move.effect == .Binding));
790
864
 
@@ -792,16 +866,16 @@ fn doMove(
792
866
  const skip = status or immune;
793
867
  if ((!showdown or (!skip or counter)) and !miss) blk: {
794
868
  if (showdown and move.effect.isMulti()) {
795
- Effects.multiHit(battle, player, move);
869
+ try Effects.multiHit(battle, player, move, options);
796
870
  hits = side.active.volatiles.attacks;
797
871
  late = false;
798
872
  }
799
873
 
800
874
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
801
875
  const check = !showdown or (!counter and move.effect != .OHKO);
802
- if (check) crit = checkCriticalHit(battle, player, move);
876
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
803
877
 
804
- if (counter) return counterDamage(battle, player, move, log);
878
+ if (counter) return counterDamage(battle, player, move, options);
805
879
 
806
880
  battle.last_damage = 0;
807
881
 
@@ -823,17 +897,15 @@ fn doMove(
823
897
  effectiveness = adjustDamage(battle, player);
824
898
  immune = effectiveness == 0;
825
899
  }
826
- randomizeDamage(battle);
900
+ try randomizeDamage(battle, player, options);
827
901
  }
828
902
  }
829
903
 
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
-
904
+ var zero = battle.last_damage == 0;
833
905
  miss = if (showdown or skip)
834
906
  miss
835
907
  else
836
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
908
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
837
909
 
838
910
  assert(showdown or miss or battle.last_damage > 0 or skip);
839
911
  assert((!showdown and miss) or !(ohko and immune));
@@ -841,11 +913,11 @@ fn doMove(
841
913
 
842
914
  if (!showdown or !miss) {
843
915
  if (move.effect == .MirrorMove) {
844
- return mirrorMove(battle, player, mslot, auto, residual, log);
916
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
845
917
  } else if (move.effect == .Metronome) {
846
- return metronome(battle, player, mslot, auto, residual, log);
918
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
847
919
  } else if (move.effect.onEnd()) {
848
- try onEnd(battle, player, move, log);
920
+ try onEnd(battle, player, move, options);
849
921
  return null;
850
922
  }
851
923
  }
@@ -858,35 +930,40 @@ fn doMove(
858
930
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
859
931
  if (ohko) {
860
932
  try log.immune(foe_ident, .OHKO);
861
- } else if (immune and !invulnerable) {
933
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
862
934
  try log.immune(foe_ident, .None);
863
935
  } else if (mist) {
864
936
  if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
865
937
  try log.fail(foe_ident, .None);
866
938
  } else {
939
+ if (showdown or !zero) try options.chance.commit(player, .miss);
867
940
  try log.lastmiss();
868
941
  try log.miss(battle.active(player));
869
942
  }
870
943
  if (move.effect == .JumpKick) {
871
944
  // Recoil is supposed to be damage/8 but damage will always be 0 here
872
- assert(battle.last_damage == 0);
945
+ assert(showdown or battle.last_damage == 0);
873
946
  battle.last_damage = 1;
874
- _ = try applyDamage(battle, player, player.foe(), .None, log);
947
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
875
948
  if (showdown and side.stored().hp == 0) residual.* = false;
876
949
  } else if (move.effect == .Explode) {
877
950
  try Effects.explode(battle, player);
878
- try buildRage(battle, player.foe(), log);
951
+ try buildRage(battle, player.foe(), options);
879
952
  } else if (showdown and move.effect == .Disable) {
880
- try buildRage(battle, player.foe(), log);
953
+ try buildRage(battle, player.foe(), options);
954
+ } else if (!showdown and immune and move.effect == .Binding) {
955
+ try options.chance.commit(player, .binding);
881
956
  }
882
957
  return null;
958
+ } else {
959
+ try options.chance.commit(player, .hit);
883
960
  }
884
961
 
885
962
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
886
963
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
887
964
  // it up above before damage calculation).
888
965
  if (!showdown and move.effect.isMulti()) {
889
- Effects.multiHit(battle, player, move);
966
+ try Effects.multiHit(battle, player, move, options);
890
967
  hits = side.active.volatiles.attacks;
891
968
  }
892
969
 
@@ -904,11 +981,13 @@ fn doMove(
904
981
  try log.resisted(battle.active(player.foe()));
905
982
  }
906
983
  }
907
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
984
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
908
985
  if (hit == 0 and ohko) try log.ohko();
909
986
  hit += 1;
910
987
  if (foe.stored().hp == 0) break;
911
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
988
+ if (!late and (!sub or move.effect == .Explode)) {
989
+ try buildRage(battle, player.foe(), options);
990
+ }
912
991
  // If the substitute breaks during a multi-hit attack, the attack ends
913
992
  if (nullified) break;
914
993
  }
@@ -918,17 +997,23 @@ fn doMove(
918
997
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
919
998
  side.active.volatiles.attacks = 0;
920
999
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
921
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1000
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
922
1001
  }
923
1002
  try log.hitcount(battle.active(player.foe()), hit);
924
1003
  } else if (showdown) {
925
1004
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
926
1005
  if (move.effect == .Binding) {
927
- Effects.binding(battle, player);
1006
+ try Effects.binding(battle, player, rewrap, options);
928
1007
  if (immune) {
929
1008
  battle.last_damage = 0;
1009
+ assert(foe.stored().hp > 0);
930
1010
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
931
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1011
+ if (sub) {
1012
+ try log.activate(battle.active(player.foe()), .Substitute);
1013
+ } else {
1014
+ try log.damage(battle.active(player.foe()), foe.stored(), .None);
1015
+ try buildRage(battle, player.foe(), options);
1016
+ }
932
1017
  return null;
933
1018
  }
934
1019
  }
@@ -941,12 +1026,12 @@ fn doMove(
941
1026
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
942
1027
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
943
1028
  // 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);
1029
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
945
1030
 
946
1031
  if (foe.stored().hp == 0) return null;
947
1032
 
948
1033
  // 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);
1034
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
950
1035
 
951
1036
  if (!move.effect.isSpecial()) {
952
1037
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -957,29 +1042,29 @@ fn doMove(
957
1042
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
958
1043
  // puts the |-status| message before |-hitcount| instead of after.
959
1044
  if (move.effect == .Twineedle) {
960
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1045
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
961
1046
  } else if (move.effect == .Disable) {
962
- const result = try Effects.disable(battle, player, move, log);
963
- if (showdown) try buildRage(battle, player.foe(), log);
1047
+ const result = try Effects.disable(battle, player, move, options);
1048
+ if (showdown) try buildRage(battle, player.foe(), options);
964
1049
  return result;
965
1050
  } else {
966
- try moveEffect(battle, player, move, log);
1051
+ try moveEffect(battle, player, move, options);
967
1052
  }
968
1053
  }
969
1054
 
970
1055
  return null;
971
1056
  }
972
1057
 
973
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1058
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
974
1059
  const side = battle.side(player);
975
1060
 
976
1061
  // 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;
1062
+ var rate = @as(u16, Species.chance(side.stored().species));
1063
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1064
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1065
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
981
1066
 
982
- return Rolls.criticalHit(battle, chance);
1067
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
983
1068
  }
984
1069
 
985
1070
  fn calcDamage(
@@ -1045,7 +1130,7 @@ fn calcDamage(
1045
1130
  d = @min(997, d);
1046
1131
  d += 2;
1047
1132
 
1048
- battle.last_damage = @intCast(u16, d);
1133
+ battle.last_damage = @intCast(d);
1049
1134
 
1050
1135
  return true;
1051
1136
  }
@@ -1059,9 +1144,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1059
1144
  var d = battle.last_damage;
1060
1145
  if (side.active.types.includes(move.type)) d +%= d / 2;
1061
1146
 
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));
1147
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1148
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1149
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1065
1150
 
1066
1151
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1067
1152
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1081,17 +1166,20 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1081
1166
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1082
1167
  }
1083
1168
 
1084
- fn randomizeDamage(battle: anytype) void {
1169
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1085
1170
  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);
1171
+ const random = try Rolls.damage(battle, player, options);
1172
+ options.calc.base(player.foe(), battle.last_damage);
1173
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1174
+ options.calc.final(player.foe(), battle.last_damage);
1088
1175
  }
1089
1176
 
1090
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1177
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1091
1178
  const side = battle.side(player);
1092
1179
  const foe = battle.foe(player);
1093
1180
 
1094
- if (!try checkHit(battle, player, move, log)) return null;
1181
+ if (!try checkHit(battle, player, move, options)) return null;
1182
+ try options.chance.commit(player, .hit);
1095
1183
 
1096
1184
  battle.last_damage = switch (side.last_selected_move) {
1097
1185
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1100,10 +1188,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1100
1188
  .DragonRage => 40,
1101
1189
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1102
1190
  .Psywave => power: {
1103
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1191
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1104
1192
  // GLITCH: Psywave infinite glitch loop
1105
1193
  if (!showdown and max <= 1) return Result.Error;
1106
- break :power Rolls.psywave(battle, max);
1194
+ break :power try Rolls.psywave(battle, player, max, options);
1107
1195
  },
1108
1196
  else => unreachable,
1109
1197
  };
@@ -1111,57 +1199,54 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1111
1199
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1112
1200
 
1113
1201
  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);
1202
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1203
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1116
1204
 
1117
1205
  return null;
1118
1206
  }
1119
1207
 
1120
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1208
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1121
1209
  const foe = battle.foe(player);
1122
1210
 
1123
1211
  if (battle.last_damage == 0) {
1124
- try log.fail(battle.active(player), .None);
1212
+ try options.log.fail(battle.active(player), .None);
1125
1213
  return null;
1126
1214
  }
1127
1215
 
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);
1216
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1131
1217
  const foe_last_selected_move =
1132
1218
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1133
- .Counter
1219
+ .Splash
1134
1220
  else
1135
1221
  foe.last_selected_move);
1136
1222
 
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
-
1223
+ const used = battle.lastMove(player.foe()).counterable != 0;
1142
1224
  const selected = foe_last_selected_move.bp > 0 and
1143
1225
  foe.last_selected_move != .Counter and
1144
1226
  (foe_last_selected_move.type == .Normal or
1145
1227
  foe_last_selected_move.type == .Fighting);
1146
1228
 
1147
1229
  if (!used and !selected) {
1148
- try log.fail(battle.active(player), .None);
1230
+ try options.log.fail(battle.active(player), .None);
1149
1231
  return null;
1150
1232
  }
1151
1233
 
1152
1234
  if (!used or !selected) {
1153
1235
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1154
1236
  if (!showdown) return Result.Error;
1155
- try log.fail(battle.active(player), .None);
1237
+ try options.log.fail(battle.active(player), .None);
1156
1238
  return null;
1157
1239
  }
1158
1240
 
1159
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1241
+ battle.last_damage *|= 2;
1160
1242
 
1161
1243
  // Pokémon Showdown calls checkHit before Counter
1162
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1244
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1245
+ try options.chance.commit(player, .hit);
1163
1246
 
1164
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1247
+ const sub = showdown and foe.active.volatiles.Substitute;
1248
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1249
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1165
1250
  return null;
1166
1251
  }
1167
1252
 
@@ -1170,7 +1255,7 @@ fn applyDamage(
1170
1255
  target_player: Player,
1171
1256
  sub_player: Player,
1172
1257
  reason: Damage,
1173
- log: anytype,
1258
+ options: anytype,
1174
1259
  ) !bool {
1175
1260
  assert(showdown or battle.last_damage != 0);
1176
1261
 
@@ -1185,19 +1270,20 @@ fn applyDamage(
1185
1270
  subbed.active.volatiles.substitute = 0;
1186
1271
  subbed.active.volatiles.Substitute = false;
1187
1272
  // battle.last_damage is not updated with the amount of HP the Substitute had
1188
- try log.end(battle.active(sub_player), .Substitute);
1273
+ try options.log.end(battle.active(sub_player), .Substitute);
1274
+ options.calc.capped(target_player);
1189
1275
  return true;
1190
1276
  } else {
1191
1277
  // 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);
1278
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1279
+ try options.log.activate(battle.active(sub_player), .Substitute);
1194
1280
  return false;
1195
1281
  }
1196
1282
  }
1197
1283
 
1198
1284
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1199
1285
  target.stored().hp -= battle.last_damage;
1200
- try log.damage(battle.active(target_player), target.stored(), reason);
1286
+ try options.log.damage(battle.active(target_player), target.stored(), reason);
1201
1287
  return false;
1202
1288
  }
1203
1289
 
@@ -1205,61 +1291,78 @@ fn mirrorMove(
1205
1291
  battle: anytype,
1206
1292
  player: Player,
1207
1293
  mslot: u4,
1294
+ rewrap: bool,
1208
1295
  auto: bool,
1209
1296
  residual: *bool,
1210
- log: anytype,
1211
- ) !?Result {
1297
+ options: anytype,
1298
+ ) anyerror!?Result {
1212
1299
  var side = battle.side(player);
1213
1300
  const foe = battle.foe(player);
1214
1301
 
1215
1302
  side.last_selected_move = foe.last_used_move;
1216
1303
 
1217
1304
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1218
- try log.fail(battle.active(player), .None);
1305
+ try options.log.fail(battle.active(player), .None);
1219
1306
  return null;
1307
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1308
+ incrementPP(side, mslot);
1220
1309
  }
1221
1310
 
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);
1311
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1312
+ return null;
1313
+ }
1314
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1226
1315
  }
1227
1316
 
1228
1317
  fn metronome(
1229
1318
  battle: anytype,
1230
1319
  player: Player,
1231
1320
  mslot: u4,
1321
+ rewrap: bool,
1232
1322
  auto: bool,
1233
1323
  residual: *bool,
1234
- log: anytype,
1235
- ) !?Result {
1324
+ options: anytype,
1325
+ ) anyerror!?Result {
1236
1326
  var side = battle.side(player);
1237
1327
 
1238
- side.last_selected_move = Rolls.metronome(battle);
1328
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1239
1329
  incrementPP(side, mslot);
1240
1330
 
1241
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1242
- return doMove(battle, player, mslot, auto, residual, log);
1331
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1332
+ return null;
1333
+ }
1334
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1243
1335
  }
1244
1336
 
1245
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1337
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1246
1338
  var immune = false;
1247
1339
  var mist = false;
1248
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1340
+
1341
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1342
+
1249
1343
  assert(!immune);
1250
1344
  if (mist) {
1251
1345
  assert(!showdown);
1252
1346
  const foe_ident = battle.active(player.foe());
1253
- try log.activate(foe_ident, .Mist);
1254
- try log.fail(foe_ident, .None);
1347
+ try options.log.activate(foe_ident, .Mist);
1348
+ try options.log.fail(foe_ident, .None);
1255
1349
  } else {
1256
- try log.lastmiss();
1257
- try log.miss(battle.active(player));
1350
+ try options.chance.commit(player, .miss);
1351
+ try options.log.lastmiss();
1352
+ try options.log.miss(battle.active(player));
1258
1353
  }
1354
+
1259
1355
  return false;
1260
1356
  }
1261
1357
 
1262
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1358
+ fn moveHit(
1359
+ battle: anytype,
1360
+ player: Player,
1361
+ move: Move.Data,
1362
+ immune: *bool,
1363
+ mist: *bool,
1364
+ options: anytype,
1365
+ ) bool {
1263
1366
  var side = battle.side(player);
1264
1367
  const foe = battle.foe(player);
1265
1368
 
@@ -1298,10 +1401,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1298
1401
  const overwritten = overwrite and state > 0;
1299
1402
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1300
1403
 
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)];
1404
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1405
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1303
1406
  accuracy = accuracy * boost[0] / boost[1];
1304
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1407
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1305
1408
  accuracy = accuracy * boost[0] / boost[1];
1306
1409
  accuracy = @min(255, @max(1, accuracy));
1307
1410
 
@@ -1310,7 +1413,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1310
1413
  if (overwrite) side.active.volatiles.state = accuracy;
1311
1414
 
1312
1415
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1313
- break :miss !Rolls.hit(battle, accuracy);
1416
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1314
1417
  };
1315
1418
 
1316
1419
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1320,7 +1423,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1320
1423
  }
1321
1424
 
1322
1425
  if (!miss) return true;
1323
- battle.last_damage = 0;
1426
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1324
1427
  side.active.volatiles.Binding = false;
1325
1428
  return false;
1326
1429
  }
@@ -1328,8 +1431,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1328
1431
  fn checkFaint(
1329
1432
  battle: anytype,
1330
1433
  player: Player,
1331
- log: anytype,
1332
- ) @TypeOf(log).Error!?Result {
1434
+ options: anytype,
1435
+ ) @TypeOf(options.log).Error!?Result {
1333
1436
  const side = battle.side(player);
1334
1437
  if (side.stored().hp > 0) return null;
1335
1438
 
@@ -1341,29 +1444,29 @@ fn checkFaint(
1341
1444
  const tie = player_out and foe_out;
1342
1445
  const more = tie or player_out or foe_out;
1343
1446
 
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;
1447
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1448
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1346
1449
 
1347
1450
  assert(!side.active.volatiles.MultiHit);
1348
1451
  assert(!foe.active.volatiles.MultiHit);
1349
1452
 
1350
1453
  if (tie) {
1351
- try log.tie();
1454
+ try options.log.tie();
1352
1455
  return Result.Tie;
1353
1456
  } else if (player_out) {
1354
- try log.win(player.foe());
1457
+ try options.log.win(player.foe());
1355
1458
  return if (player == .P1) Result.Lose else Result.Win;
1356
1459
  } else if (foe_out) {
1357
- try log.win(player);
1460
+ try options.log.win(player);
1358
1461
  return if (player == .P1) Result.Win else Result.Lose;
1359
1462
  }
1360
1463
 
1361
1464
  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 };
1465
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1466
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1364
1467
  }
1365
1468
 
1366
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1469
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1367
1470
  var side = battle.side(player);
1368
1471
  var foe = battle.foe(player);
1369
1472
  assert(side.stored().hp == 0);
@@ -1396,32 +1499,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1396
1499
  side.stored().stats.spe;
1397
1500
  }
1398
1501
 
1399
- try log.faint(battle.active(player), done);
1502
+ try options.log.faint(battle.active(player), done);
1503
+ options.calc.capped(player);
1400
1504
  return null;
1401
1505
  }
1402
1506
 
1403
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1507
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1404
1508
  var side = battle.side(player);
1405
1509
  var stored = side.stored();
1406
1510
  const ident = battle.active(player);
1407
1511
  var volatiles = &side.active.volatiles;
1408
1512
 
1409
1513
  const brn = Status.is(stored.status, .BRN);
1410
- if (brn or Status.is(stored.status, .PSN)) blk: {
1514
+ if (brn or Status.is(stored.status, .PSN)) {
1411
1515
  var damage = @max(stored.stats.hp / 16, 1);
1412
-
1413
1516
  if (volatiles.Toxic) {
1414
1517
  volatiles.toxic += 1;
1415
1518
  damage *= volatiles.toxic;
1416
1519
  }
1520
+ damage = @min(damage, stored.hp);
1417
1521
 
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);
1522
+ if (!showdown or damage > 0) {
1523
+ stored.hp -= damage;
1524
+ // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1525
+ try options.log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1526
+ }
1425
1527
  }
1426
1528
 
1427
1529
  if (volatiles.LeechSeed) {
@@ -1446,46 +1548,42 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1446
1548
  stored.hp -= amount;
1447
1549
 
1448
1550
  // 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
- }
1551
+ if (amount > 0) try options.log.damage(ident, stored, .LeechSeed);
1454
1552
 
1455
1553
  const before = foe_stored.hp;
1456
1554
  // Uncapped damage is added back to the foe
1457
1555
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1458
1556
  // 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);
1557
+ if (foe_stored.hp > before) try options.log.heal(foe_ident, foe_stored, .Silent);
1460
1558
  }
1461
1559
  }
1462
1560
 
1463
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1561
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1464
1562
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1465
1563
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1466
1564
 
1467
- if (showdown and options.ebc and checkEBC(battle)) {
1468
- try log.tie();
1565
+ battle.turn += 1;
1566
+
1567
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1568
+ try options.log.tie();
1469
1569
  return Result.Tie;
1470
1570
  }
1471
1571
 
1472
- battle.turn += 1;
1473
-
1474
1572
  if (showdown and battle.turn >= 1000) {
1475
- try log.tie();
1573
+ try options.log.tie();
1476
1574
  return Result.Tie;
1477
1575
  } else if (battle.turn >= 65535) {
1478
1576
  return Result.Error;
1479
1577
  }
1480
1578
 
1481
- try log.turn(battle.turn);
1579
+ try options.log.turn(battle.turn);
1482
1580
 
1483
1581
  return Result.Default;
1484
1582
  }
1485
1583
 
1486
1584
  fn checkEBC(battle: anytype) bool {
1487
1585
  for (battle.sides, 0..) |side, i| {
1488
- const foe = battle.sides[~@intCast(u1, i)];
1586
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1489
1587
 
1490
1588
  var foe_all_ghosts = true;
1491
1589
  var foe_all_transform = true;
@@ -1537,10 +1635,10 @@ fn checkEBC(battle: anytype) bool {
1537
1635
  return false;
1538
1636
  }
1539
1637
 
1540
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1541
- if (side.active.volatiles.disabled_move != 0) {
1638
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1639
+ if (side.active.volatiles.disable_move != 0) {
1542
1640
  // 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;
1641
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1544
1642
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1545
1643
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1546
1644
  m
@@ -1548,28 +1646,28 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1548
1646
  side.last_selected_move;
1549
1647
  if (m != .None and m == last) {
1550
1648
  side.active.volatiles.Charging = false;
1551
- try log.disabled(ident, last);
1649
+ try options.log.disabled(ident, last);
1552
1650
  return true;
1553
1651
  }
1554
1652
  }
1555
1653
  return false;
1556
1654
  }
1557
1655
 
1558
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1656
+ inline fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1559
1657
  const side = battle.side(who);
1560
1658
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1561
- try Effects.boost(battle, who, Move.get(.Rage), log);
1659
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1562
1660
  }
1563
1661
  }
1564
1662
 
1565
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1663
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1566
1664
  var volatiles = &active.volatiles;
1567
1665
  assert(volatiles.Thrashing);
1568
1666
  if (volatiles.attacks > 0) return false;
1569
1667
 
1570
1668
  volatiles.Thrashing = false;
1571
1669
  volatiles.Confusion = true;
1572
- volatiles.confusion = Rolls.confusionDuration(battle);
1670
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1573
1671
  return true;
1574
1672
  }
1575
1673
 
@@ -1579,42 +1677,42 @@ inline fn onBegin(
1579
1677
  move: Move.Data,
1580
1678
  mslot: u8,
1581
1679
  residual: *bool,
1582
- log: anytype,
1680
+ options: anytype,
1583
1681
  ) !void {
1584
1682
  assert(move.effect.onBegin());
1585
1683
  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),
1684
+ .Confusion => Effects.confusion(battle, player, move, options),
1685
+ .Conversion => Effects.conversion(battle, player, options),
1686
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1687
+ .Haze => Effects.haze(battle, player, options),
1688
+ .Heal => Effects.heal(battle, player, options),
1689
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1690
+ .LightScreen => Effects.lightScreen(battle, player, options),
1691
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1692
+ .Mist => Effects.mist(battle, player, options),
1693
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1694
+ .Poison => Effects.poison(battle, player, move, options),
1695
+ .Reflect => Effects.reflect(battle, player, options),
1696
+ .Splash => Effects.splash(battle, player, options),
1697
+ .Substitute => Effects.substitute(battle, player, residual, options),
1698
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1699
+ .Transform => Effects.transform(battle, player, options),
1602
1700
  else => unreachable,
1603
1701
  };
1604
1702
  }
1605
1703
 
1606
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1704
+ inline fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1607
1705
  assert(move.effect.onEnd());
1608
1706
  return switch (move.effect) {
1609
- .Bide => Effects.bide(battle, player, log),
1707
+ .Bide => Effects.bide(battle, player, options),
1610
1708
  // zig fmt: off
1611
1709
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1612
1710
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1613
- Effects.boost(battle, player, move, log),
1711
+ Effects.boost(battle, player, move, options),
1614
1712
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1615
- Effects.unboost(battle, player, move, log),
1713
+ Effects.unboost(battle, player, move, options),
1616
1714
  // zig fmt: on
1617
- .Sleep => Effects.sleep(battle, player, move, log),
1715
+ .Sleep => Effects.sleep(battle, player, move, options),
1618
1716
  else => unreachable,
1619
1717
  };
1620
1718
  }
@@ -1624,51 +1722,51 @@ inline fn alwaysHappens(
1624
1722
  player: Player,
1625
1723
  move: Move.Data,
1626
1724
  residual: *bool,
1627
- log: anytype,
1725
+ options: anytype,
1628
1726
  ) !void {
1629
1727
  assert(move.effect.alwaysHappens());
1630
1728
  return switch (move.effect) {
1631
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1729
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1632
1730
  .Explode => Effects.explode(battle, player),
1633
- .PayDay => Effects.payDay(battle, player, log),
1731
+ .PayDay => Effects.payDay(battle, player, options),
1634
1732
  .Rage => Effects.rage(battle, player),
1635
- .Recoil => Effects.recoil(battle, player, residual, log),
1733
+ .Recoil => Effects.recoil(battle, player, residual, options),
1636
1734
  .JumpKick, .Binding => {},
1637
1735
  else => unreachable,
1638
1736
  };
1639
1737
  }
1640
1738
 
1641
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1739
+ inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1642
1740
  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),
1741
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1742
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1743
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1744
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1745
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1648
1746
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1649
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1650
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1747
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1748
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1651
1749
  // zig fmt: off
1652
1750
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1653
- Effects.unboost(battle, player, move, log),
1751
+ Effects.unboost(battle, player, move, options),
1654
1752
  // zig fmt: on
1655
1753
  else => {},
1656
1754
  };
1657
1755
  }
1658
1756
 
1659
1757
  pub const Effects = struct {
1660
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1758
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1661
1759
  var side = battle.side(player);
1662
1760
 
1663
1761
  side.active.volatiles.Bide = true;
1664
1762
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1665
1763
  side.active.volatiles.state = 0;
1666
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1764
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1667
1765
 
1668
- try log.start(battle.active(player), .Bide);
1766
+ try options.log.start(battle.active(player), .Bide);
1669
1767
  }
1670
1768
 
1671
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1769
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1672
1770
  var foe = battle.foe(player);
1673
1771
  var foe_stored = foe.stored();
1674
1772
 
@@ -1679,83 +1777,97 @@ pub const Effects = struct {
1679
1777
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1680
1778
  if (Status.is(foe_stored.status, .FRZ)) {
1681
1779
  assert(move.type == .Fire);
1682
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1780
+ try options.log.curestatus(
1781
+ battle.active(player.foe()),
1782
+ foe_stored.status,
1783
+ .Message,
1784
+ );
1683
1785
  foe_stored.status = 0;
1684
1786
  }
1685
1787
  return;
1686
1788
  }
1687
1789
 
1688
1790
  if (foe.active.types.includes(move.type)) return;
1689
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1791
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1792
+ return;
1793
+ }
1690
1794
 
1691
1795
  foe_stored.status = Status.init(.BRN);
1692
1796
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1693
1797
 
1694
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1798
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
1695
1799
  }
1696
1800
 
1697
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1801
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1698
1802
  var side = battle.side(player);
1699
1803
  var volatiles = &side.active.volatiles;
1700
1804
 
1701
1805
  volatiles.Charging = true;
1702
1806
  const move = side.last_selected_move;
1703
1807
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1704
- try log.laststill();
1705
- try log.prepare(battle.active(player), move);
1808
+ try options.log.laststill();
1809
+ try options.log.prepare(battle.active(player), move);
1706
1810
  }
1707
1811
 
1708
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1812
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1709
1813
  var foe = battle.foe(player);
1710
1814
  const sub = foe.active.volatiles.Substitute;
1711
1815
 
1712
1816
  if (move.effect == .ConfusionChance) {
1713
- if (!Rolls.confusionChance(battle)) return;
1817
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1714
1818
  } else {
1715
1819
  if (showdown) {
1716
- if (!try checkHit(battle, player, move, log)) {
1820
+ if (!try checkHit(battle, player, move, options)) {
1717
1821
  return;
1718
1822
  } else if (sub) {
1719
- return log.fail(battle.active(player.foe()), .None);
1823
+ return options.log.fail(battle.active(player.foe()), .None);
1720
1824
  }
1721
1825
  } else {
1722
1826
  if (sub) {
1723
- return log.fail(battle.active(player.foe()), .None);
1724
- } else if (!try checkHit(battle, player, move, log)) {
1827
+ return options.log.fail(battle.active(player.foe()), .None);
1828
+ } else if (!try checkHit(battle, player, move, options)) {
1725
1829
  return;
1726
1830
  }
1727
1831
  }
1832
+ try options.chance.commit(player, .hit);
1728
1833
  }
1729
1834
 
1730
1835
  if (foe.active.volatiles.Confusion) return;
1731
1836
  foe.active.volatiles.Confusion = true;
1732
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1837
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1733
1838
 
1734
- try log.start(battle.active(player.foe()), .Confusion);
1839
+ try options.log.start(battle.active(player.foe()), .Confusion);
1735
1840
  }
1736
1841
 
1737
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1842
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1738
1843
  const foe = battle.foe(player);
1739
1844
 
1740
1845
  if (foe.active.volatiles.Invulnerable) {
1741
- try log.lastmiss();
1742
- return log.miss(battle.active(player));
1846
+ try options.log.lastmiss();
1847
+ return options.log.miss(battle.active(player));
1743
1848
  }
1744
1849
 
1745
1850
  battle.side(player).active.types = foe.active.types;
1746
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1851
+ return options.log.typechange(
1852
+ battle.active(player),
1853
+ foe.active.types,
1854
+ battle.active(player.foe()),
1855
+ );
1747
1856
  }
1748
1857
 
1749
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1858
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1750
1859
  var foe = battle.foe(player);
1751
1860
  var volatiles = &foe.active.volatiles;
1752
1861
  const foe_ident = battle.active(player.foe());
1753
1862
 
1754
1863
  // Pokémon Showdown handles hit/miss earlier in doMove
1755
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1864
+ if (!showdown) {
1865
+ if (!try checkHit(battle, player, move, options)) return null;
1866
+ try options.chance.commit(player, .hit);
1867
+ }
1756
1868
 
1757
- if (volatiles.disabled_move != 0) {
1758
- try log.fail(foe_ident, .None);
1869
+ if (volatiles.disable_move != 0) {
1870
+ try options.log.fail(foe_ident, .None);
1759
1871
  return null;
1760
1872
  }
1761
1873
 
@@ -1771,7 +1883,7 @@ pub const Effects = struct {
1771
1883
  // Technically this is still considered simply a "miss" on the cartridge,
1772
1884
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1773
1885
  if (n == 0) {
1774
- try log.fail(foe_ident, .None);
1886
+ try options.log.fail(foe_ident, .None);
1775
1887
  return null;
1776
1888
  } else if (err) {
1777
1889
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1779,14 +1891,16 @@ pub const Effects = struct {
1779
1891
  return Result.Error;
1780
1892
  }
1781
1893
 
1782
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1783
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1894
+ volatiles.disable_move =
1895
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1896
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1784
1897
 
1785
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1898
+ const id = foe.active.move(volatiles.disable_move).id;
1899
+ try options.log.startEffect(foe_ident, .Disable, id);
1786
1900
  return null;
1787
1901
  }
1788
1902
 
1789
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1903
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1790
1904
  var side = battle.side(player);
1791
1905
  var stored = side.stored();
1792
1906
 
@@ -1801,7 +1915,7 @@ pub const Effects = struct {
1801
1915
  if (stored.hp == stored.stats.hp) return;
1802
1916
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1803
1917
 
1804
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1918
+ try options.log.drain(battle.active(player), stored, battle.active(player.foe()));
1805
1919
  }
1806
1920
 
1807
1921
  fn explode(battle: anytype, player: Player) !void {
@@ -1815,26 +1929,28 @@ pub const Effects = struct {
1815
1929
  side.active.volatiles.LeechSeed = false;
1816
1930
  }
1817
1931
 
1818
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1932
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1819
1933
  var volatiles = &battle.foe(player).active.volatiles;
1820
1934
 
1821
1935
  if (volatiles.Substitute) return;
1822
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1936
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1937
+ return;
1938
+ }
1823
1939
 
1824
1940
  volatiles.Flinch = true;
1825
1941
  volatiles.Recharging = false;
1826
1942
  }
1827
1943
 
1828
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1944
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1829
1945
  var side = battle.side(player);
1830
1946
 
1831
1947
  if (side.active.volatiles.FocusEnergy) return;
1832
1948
  side.active.volatiles.FocusEnergy = true;
1833
1949
 
1834
- try log.start(battle.active(player), .FocusEnergy);
1950
+ try options.log.start(battle.active(player), .FocusEnergy);
1835
1951
  }
1836
1952
 
1837
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1953
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1838
1954
  var foe = battle.foe(player);
1839
1955
  var foe_stored = foe.stored();
1840
1956
  const foe_ident = battle.active(player.foe());
@@ -1846,17 +1962,18 @@ pub const Effects = struct {
1846
1962
  }
1847
1963
 
1848
1964
  if (foe.active.types.includes(move.type)) return;
1849
- if (!Rolls.secondaryChance(battle, true)) return;
1965
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1850
1966
  // Freeze Clause Mod
1851
1967
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1852
1968
 
1853
1969
  foe_stored.status = Status.init(.FRZ);
1854
1970
  // GLITCH: Hyper Beam recharging status is not cleared
1855
1971
 
1856
- try log.status(foe_ident, foe_stored.status, .None);
1972
+ try options.log.status(foe_ident, foe_stored.status, .None);
1857
1973
  }
1858
1974
 
1859
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1975
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1976
+ var log = options.log;
1860
1977
  var side = battle.side(player);
1861
1978
  var foe = battle.foe(player);
1862
1979
 
@@ -1878,7 +1995,7 @@ pub const Effects = struct {
1878
1995
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1879
1996
  if (showdown) {
1880
1997
  for (&battle.sides, 0..) |*s, i| {
1881
- const p = @intToEnum(Player, i);
1998
+ const p: Player = @enumFromInt(i);
1882
1999
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1883
2000
  if (p != player and Status.any(s.stored().status)) {
1884
2001
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
@@ -1887,7 +2004,7 @@ pub const Effects = struct {
1887
2004
  s.stored().status = Status.init(.PSN);
1888
2005
  try log.status(battle.active(p), s.stored().status, .None);
1889
2006
  }
1890
- try clearVolatiles(battle, p, log);
2007
+ try clearVolatiles(battle, p, p != player, options);
1891
2008
  }
1892
2009
  } else {
1893
2010
  if (Status.any(foe_stored.status)) {
@@ -1897,71 +2014,76 @@ pub const Effects = struct {
1897
2014
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
1898
2015
  foe_stored.status = 0;
1899
2016
  }
1900
- try clearVolatiles(battle, player, log);
1901
- try clearVolatiles(battle, player.foe(), log);
2017
+ try clearVolatiles(battle, player, false, options);
2018
+ try clearVolatiles(battle, player.foe(), true, options);
1902
2019
  }
1903
2020
  }
1904
2021
 
1905
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2022
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1906
2023
  var side = battle.side(player);
1907
2024
  var stored = side.stored();
1908
2025
  const ident = battle.active(player);
1909
2026
 
1910
2027
  // GLITCH: HP recovery move failure glitches
1911
2028
  const delta = stored.stats.hp - stored.hp;
1912
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2029
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2030
+ return try options.log.fail(ident, .None);
2031
+ }
1913
2032
 
1914
2033
  const rest = side.last_selected_move == .Rest;
1915
2034
  if (rest) {
1916
2035
  // Adding the sleep status runs the sleep condition handler to roll duration
1917
2036
  if (showdown) battle.rng.advance(1);
1918
2037
  stored.status = Status.slf(2);
1919
- try log.statusFrom(ident, stored.status, Move.Rest);
2038
+ try options.log.statusFrom(ident, stored.status, Move.Rest);
1920
2039
  stored.hp = stored.stats.hp;
1921
2040
  } else {
1922
2041
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1923
2042
  }
1924
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2043
+ try options.log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
1925
2044
  }
1926
2045
 
1927
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2046
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1928
2047
  battle.side(player).active.volatiles.Recharging = true;
1929
- try log.mustrecharge(battle.active(player));
2048
+ try options.log.mustrecharge(battle.active(player));
1930
2049
  }
1931
2050
 
1932
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2051
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1933
2052
  var foe = battle.foe(player);
1934
2053
 
1935
2054
  if (showdown) {
1936
2055
  // Invulnerability trumps type immunity on Pokémon Showdown
1937
2056
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1938
- return log.immune(battle.active(player.foe()), .None);
2057
+ return options.log.immune(battle.active(player.foe()), .None);
1939
2058
  }
1940
- if (!try checkHit(battle, player, move, log)) return;
2059
+ if (!try checkHit(battle, player, move, options)) return;
1941
2060
  if (foe.active.volatiles.LeechSeed) return;
1942
2061
  } else {
1943
- if (!try checkHit(battle, player, move, log)) return;
2062
+ if (!try checkHit(battle, player, move, options)) return;
1944
2063
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1945
- try log.lastmiss();
1946
- return log.miss(battle.active(player));
2064
+ try options.log.lastmiss();
2065
+ return options.log.miss(battle.active(player));
1947
2066
  }
1948
2067
  }
1949
2068
 
2069
+ try options.chance.commit(player, .hit);
1950
2070
  foe.active.volatiles.LeechSeed = true;
1951
2071
 
1952
- try log.start(battle.active(player.foe()), .LeechSeed);
2072
+ try options.log.start(battle.active(player.foe()), .LeechSeed);
1953
2073
  }
1954
2074
 
1955
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2075
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1956
2076
  var side = battle.side(player);
1957
2077
 
1958
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2078
+ if (side.active.volatiles.LightScreen) {
2079
+ return options.log.fail(battle.active(player), .None);
2080
+ }
1959
2081
  side.active.volatiles.LightScreen = true;
1960
2082
 
1961
- try log.start(battle.active(player), .LightScreen);
2083
+ try options.log.start(battle.active(player), .LightScreen);
1962
2084
  }
1963
2085
 
1964
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2086
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1965
2087
  var side = battle.side(player);
1966
2088
  var foe = battle.foe(player);
1967
2089
 
@@ -1977,46 +2099,51 @@ pub const Effects = struct {
1977
2099
  const has_mimic = has_mimic: {
1978
2100
  for (side.active.moves, 0..) |m, i| {
1979
2101
  if (m.id == .Mimic) {
1980
- oslot = @intCast(u8, i + 1);
2102
+ oslot = @intCast(i + 1);
1981
2103
  break :has_mimic true;
1982
2104
  }
1983
2105
  }
1984
2106
  break :has_mimic false;
1985
2107
  };
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);
2108
+ if (!has_mimic) {
2109
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2110
+ if (!try checkHit(battle, player, move, options)) return;
2111
+ try options.chance.commit(player, .hit);
2112
+ return try options.log.fail(battle.active(player.foe()), .None);
1990
2113
  }
1991
2114
  }
1992
- if (!try checkHit(battle, player, move, log)) return;
2115
+ if (!try checkHit(battle, player, move, options)) return;
2116
+ try options.chance.commit(player, .hit);
1993
2117
 
1994
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2118
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1995
2119
  side.active.move(oslot).id = foe.active.move(rslot).id;
1996
2120
 
1997
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2121
+ try options.log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
1998
2122
  }
1999
2123
 
2000
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2124
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2001
2125
  var side = battle.side(player);
2002
2126
 
2003
2127
  if (side.active.volatiles.Mist) return;
2004
2128
  side.active.volatiles.Mist = true;
2005
2129
 
2006
- try log.start(battle.active(player), .Mist);
2130
+ try options.log.start(battle.active(player), .Mist);
2007
2131
  }
2008
2132
 
2009
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2133
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2010
2134
  var side = battle.side(player);
2011
2135
 
2012
2136
  assert(!side.active.volatiles.MultiHit);
2013
2137
  side.active.volatiles.MultiHit = true;
2014
2138
 
2015
- side.active.volatiles.attacks =
2016
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2139
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2140
+ try Rolls.distribution(battle, .MultiHit, player, options)
2141
+ else
2142
+ 2;
2017
2143
  }
2018
2144
 
2019
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2145
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2146
+ var log = options.log;
2020
2147
  var foe = battle.foe(player);
2021
2148
  var foe_stored = foe.stored();
2022
2149
  const foe_ident = battle.active(player.foe());
@@ -2027,7 +2154,7 @@ pub const Effects = struct {
2027
2154
  if (showdown) {
2028
2155
  // Invulnerability trumps type immunity on Pokémon Showdown
2029
2156
  if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2030
- if (!try checkHit(battle, player, move, log)) return;
2157
+ if (!try checkHit(battle, player, move, options)) return;
2031
2158
  }
2032
2159
  if (Status.any(foe_stored.status)) {
2033
2160
  return log.fail(
@@ -2037,8 +2164,9 @@ pub const Effects = struct {
2037
2164
  }
2038
2165
  if (!showdown) {
2039
2166
  if (immune) return log.immune(foe_ident, .None);
2040
- if (!try checkHit(battle, player, move, log)) return;
2167
+ if (!try checkHit(battle, player, move, options)) return;
2041
2168
  }
2169
+ try options.chance.commit(player, .hit);
2042
2170
 
2043
2171
  foe_stored.status = Status.init(.PAR);
2044
2172
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
@@ -2046,7 +2174,7 @@ pub const Effects = struct {
2046
2174
  try log.status(foe_ident, foe_stored.status, .None);
2047
2175
  }
2048
2176
 
2049
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2177
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2050
2178
  var foe = battle.foe(player);
2051
2179
  var foe_stored = foe.stored();
2052
2180
 
@@ -2058,25 +2186,30 @@ pub const Effects = struct {
2058
2186
 
2059
2187
  // Body Slam can't paralyze a Normal type Pokémon
2060
2188
  if (foe.active.types.includes(move.type)) return;
2061
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2189
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2190
+ return;
2191
+ }
2062
2192
 
2063
2193
  foe_stored.status = Status.init(.PAR);
2064
2194
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2065
2195
 
2066
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2196
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
2067
2197
  }
2068
2198
 
2069
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2070
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2199
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2200
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2201
+ try options.log.fieldactivate();
2202
+ }
2071
2203
  }
2072
2204
 
2073
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2205
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2206
+ var log = options.log;
2074
2207
  var foe = battle.foe(player);
2075
2208
  var foe_stored = foe.stored();
2076
2209
  const foe_ident = battle.active(player.foe());
2077
2210
  const toxic = battle.side(player).last_selected_move == .Toxic;
2078
2211
 
2079
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2212
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2080
2213
  return;
2081
2214
  } else if (foe.active.volatiles.Substitute) {
2082
2215
  if (move.effect != .Poison) return;
@@ -2100,8 +2233,13 @@ pub const Effects = struct {
2100
2233
  }
2101
2234
 
2102
2235
  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;
2236
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2237
+ try options.chance.commit(player, .hit);
2238
+ } else {
2239
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2240
+ return;
2241
+ }
2242
+ }
2105
2243
 
2106
2244
  foe_stored.status = Status.init(.PSN);
2107
2245
  if (toxic) {
@@ -2119,28 +2257,36 @@ pub const Effects = struct {
2119
2257
  volatiles.Rage = true;
2120
2258
  }
2121
2259
 
2122
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2260
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2123
2261
  var side = battle.side(player);
2124
2262
  var stored = side.stored();
2125
2263
 
2126
- const damage = @intCast(i16, @max(battle.last_damage /
2264
+ assert(showdown or battle.last_damage > 0);
2265
+ if (showdown and battle.last_damage == 0) return;
2266
+
2267
+ const damage: i16 = @intCast(@max(battle.last_damage /
2127
2268
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2128
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2269
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2129
2270
 
2130
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2271
+ try options.log.damageOf(
2272
+ battle.active(player),
2273
+ stored,
2274
+ .RecoilOf,
2275
+ battle.active(player.foe()),
2276
+ );
2131
2277
  if (showdown and stored.hp == 0) residual.* = false;
2132
2278
  }
2133
2279
 
2134
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2280
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2135
2281
  var side = battle.side(player);
2136
2282
 
2137
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2283
+ if (side.active.volatiles.Reflect) return options.log.fail(battle.active(player), .None);
2138
2284
  side.active.volatiles.Reflect = true;
2139
2285
 
2140
- try log.start(battle.active(player), .Reflect);
2286
+ try options.log.start(battle.active(player), .Reflect);
2141
2287
  }
2142
2288
 
2143
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2289
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2144
2290
  var foe = battle.foe(player);
2145
2291
  var foe_stored = foe.stored();
2146
2292
  const foe_ident = battle.active(player.foe());
@@ -2151,13 +2297,14 @@ pub const Effects = struct {
2151
2297
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2152
2298
  } else {
2153
2299
  if (Status.any(foe_stored.status)) {
2154
- return log.fail(
2300
+ return options.log.fail(
2155
2301
  foe_ident,
2156
2302
  if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2157
2303
  );
2158
2304
  }
2159
2305
  // 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;
2306
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2307
+ try options.chance.commit(player, .hit);
2161
2308
  }
2162
2309
 
2163
2310
  // Sleep Clause Mod
@@ -2168,31 +2315,32 @@ pub const Effects = struct {
2168
2315
  }
2169
2316
  foe.active.volatiles.Recharging = false;
2170
2317
 
2171
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2172
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2318
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2319
+ const last = battle.side(player).last_selected_move;
2320
+ try options.log.statusFrom(foe_ident, foe_stored.status, last);
2173
2321
  }
2174
2322
 
2175
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2176
- try log.activate(battle.active(player), .Splash);
2323
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2324
+ try options.log.activate(battle.active(player), .Splash);
2177
2325
  }
2178
2326
 
2179
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2327
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2180
2328
  var side = battle.side(player);
2181
2329
  if (side.active.volatiles.Substitute) {
2182
- try log.fail(battle.active(player), .Substitute);
2330
+ try options.log.fail(battle.active(player), .Substitute);
2183
2331
  return;
2184
2332
  }
2185
2333
 
2186
2334
  assert(side.stored().stats.hp <= 1023);
2187
2335
  // 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);
2336
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2189
2337
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2190
2338
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2191
2339
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2192
2340
  // avoid having to convert to floating point)
2193
2341
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2194
2342
  if (side.stored().hp < required_hp) {
2195
- try log.fail(battle.active(player), .Weak);
2343
+ try options.log.fail(battle.active(player), .Weak);
2196
2344
  return;
2197
2345
  }
2198
2346
 
@@ -2200,31 +2348,37 @@ pub const Effects = struct {
2200
2348
  side.stored().hp -= hp;
2201
2349
  side.active.volatiles.substitute = hp + 1;
2202
2350
  side.active.volatiles.Substitute = true;
2203
- try log.start(battle.active(player), .Substitute);
2351
+ try options.log.start(battle.active(player), .Substitute);
2204
2352
  if (hp > 0) {
2205
- try log.damage(battle.active(player), side.stored(), .None);
2353
+ try options.log.damage(battle.active(player), side.stored(), .None);
2206
2354
  if (showdown and side.stored().hp == 0) residual.* = false;
2207
2355
  }
2208
2356
  }
2209
2357
 
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
-
2358
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2213
2359
  // 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;
2360
+ if (showdown) {
2361
+ if (battle.side(player).last_selected_move == .Teleport) return;
2362
+ if (try checkHit(battle, player, move, options)) {
2363
+ try options.chance.commit(player, .hit);
2364
+ }
2365
+ battle.last_damage = 0;
2366
+ } else {
2367
+ try options.log.fail(battle.active(player), .None);
2368
+ try options.log.laststill();
2369
+ }
2216
2370
  }
2217
2371
 
2218
- fn thrashing(battle: anytype, player: Player) void {
2372
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2219
2373
  var volatiles = &battle.side(player).active.volatiles;
2220
2374
  assert(!volatiles.Thrashing);
2221
2375
  assert(!volatiles.Bide);
2222
2376
 
2223
2377
  volatiles.Thrashing = true;
2224
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2378
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2225
2379
  }
2226
2380
 
2227
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2381
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2228
2382
  var side = battle.side(player);
2229
2383
  const foe = battle.foe(player);
2230
2384
  const foe_ident = battle.active(player.foe());
@@ -2250,10 +2404,10 @@ pub const Effects = struct {
2250
2404
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2251
2405
  }
2252
2406
 
2253
- try log.transform(battle.active(player), foe_ident);
2407
+ try options.log.transform(battle.active(player), foe_ident);
2254
2408
  }
2255
2409
 
2256
- fn binding(battle: anytype, player: Player) void {
2410
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2257
2411
  var side = battle.side(player);
2258
2412
  var foe = battle.foe(player);
2259
2413
 
@@ -2261,12 +2415,16 @@ pub const Effects = struct {
2261
2415
  side.active.volatiles.Binding = true;
2262
2416
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2263
2417
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2264
- if (!showdown) foe.active.volatiles.Recharging = false;
2418
+ if (!showdown) {
2419
+ foe.active.volatiles.Recharging = false;
2420
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2265
2421
 
2266
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2422
+ side.active.volatiles.attacks =
2423
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2267
2424
  }
2268
2425
 
2269
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2426
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2427
+ var log = options.log;
2270
2428
  var side = battle.side(player);
2271
2429
  const ident = battle.active(player);
2272
2430
 
@@ -2278,7 +2436,7 @@ pub const Effects = struct {
2278
2436
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2279
2437
  if (boosts.atk == 6) return try log.fail(ident, .None);
2280
2438
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2281
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2439
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2282
2440
  const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2283
2441
  if (stats.atk == MAX_STAT_VALUE) {
2284
2442
  boosts.atk -= 1;
@@ -2289,7 +2447,7 @@ pub const Effects = struct {
2289
2447
  }
2290
2448
  return try log.fail(ident, .None);
2291
2449
  }
2292
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2450
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2293
2451
  const stat = unmodifiedStats(battle, side).atk;
2294
2452
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2295
2453
  try log.boost(ident, reason, n);
@@ -2300,7 +2458,7 @@ pub const Effects = struct {
2300
2458
  assert(boosts.def >= -6 and boosts.def <= 6);
2301
2459
  if (boosts.def == 6) return try log.fail(ident, .None);
2302
2460
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2303
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2461
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2304
2462
  if (stats.def == MAX_STAT_VALUE) {
2305
2463
  boosts.def -= 1;
2306
2464
  if (showdown) {
@@ -2309,7 +2467,7 @@ pub const Effects = struct {
2309
2467
  }
2310
2468
  return try log.fail(ident, .None);
2311
2469
  }
2312
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2470
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2313
2471
  const stat = unmodifiedStats(battle, side).def;
2314
2472
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2315
2473
  try log.boost(ident, .Defense, n);
@@ -2317,7 +2475,7 @@ pub const Effects = struct {
2317
2475
  .SpeedUp2 => {
2318
2476
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2319
2477
  if (boosts.spe == 6) return try log.fail(ident, .None);
2320
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2478
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2321
2479
  if (stats.spe == MAX_STAT_VALUE) {
2322
2480
  boosts.spe -= 1;
2323
2481
  if (showdown) {
@@ -2326,7 +2484,7 @@ pub const Effects = struct {
2326
2484
  }
2327
2485
  return try log.fail(ident, .None);
2328
2486
  }
2329
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2487
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2330
2488
  const stat = unmodifiedStats(battle, side).spe;
2331
2489
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2332
2490
  try log.boost(ident, .Speed, 2);
@@ -2335,7 +2493,7 @@ pub const Effects = struct {
2335
2493
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2336
2494
  if (boosts.spc == 6) return try log.fail(ident, .None);
2337
2495
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2338
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2496
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2339
2497
  if (stats.spc == MAX_STAT_VALUE) {
2340
2498
  boosts.spc -= 1;
2341
2499
  if (showdown) {
@@ -2346,7 +2504,7 @@ pub const Effects = struct {
2346
2504
  }
2347
2505
  return try log.fail(ident, .None);
2348
2506
  }
2349
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2507
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2350
2508
  const stat = unmodifiedStats(battle, side).spc;
2351
2509
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2352
2510
  try log.boost(ident, .SpecialAttack, n);
@@ -2355,7 +2513,7 @@ pub const Effects = struct {
2355
2513
  .EvasionUp1 => {
2356
2514
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2357
2515
  if (boosts.evasion == 6) return try log.fail(ident, .None);
2358
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2516
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2359
2517
  try log.boost(ident, .Evasion, 1);
2360
2518
  },
2361
2519
  else => unreachable,
@@ -2365,28 +2523,32 @@ pub const Effects = struct {
2365
2523
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2366
2524
  }
2367
2525
 
2368
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2526
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2527
+ var log = options.log;
2369
2528
  var foe = battle.foe(player);
2370
2529
  const foe_ident = battle.active(player.foe());
2530
+ const secondary = move.effect.isStatDownChance();
2371
2531
 
2372
- if (foe.active.volatiles.Substitute) {
2373
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2374
- }
2532
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(foe_ident, .None);
2375
2533
 
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
2534
+ if (secondary) {
2535
+ const proc = try Rolls.unboost(battle, player, options);
2536
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2537
+ } else {
2538
+ // checkHit already checks for Invulnerable
2539
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2540
+ try options.chance.commit(player, .hit);
2380
2541
  }
2381
2542
 
2382
2543
  var stats = &foe.active.stats;
2383
2544
  var boosts = &foe.active.boosts;
2545
+ const fail = showdown or !secondary;
2384
2546
 
2385
2547
  switch (move.effect) {
2386
2548
  .AttackDown1, .AttackDownChance => {
2387
2549
  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));
2550
+ if (boosts.atk == -6) return if (fail) try log.fail(foe_ident, .None);
2551
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2390
2552
  if (stats.atk == 1) {
2391
2553
  boosts.atk += 1;
2392
2554
  if (showdown) {
@@ -2395,16 +2557,16 @@ pub const Effects = struct {
2395
2557
  }
2396
2558
  return try log.fail(foe_ident, .None);
2397
2559
  }
2398
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2560
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2399
2561
  const stat = unmodifiedStats(battle, foe).atk;
2400
2562
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2401
2563
  try log.boost(foe_ident, .Attack, -1);
2402
2564
  },
2403
2565
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2404
2566
  assert(boosts.def >= -6 and boosts.def <= 6);
2405
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2567
+ if (boosts.def == -6) return if (fail) try log.fail(foe_ident, .None);
2406
2568
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2407
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2569
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2408
2570
  if (stats.def == 1) {
2409
2571
  boosts.def += 1;
2410
2572
  if (showdown) {
@@ -2413,15 +2575,15 @@ pub const Effects = struct {
2413
2575
  }
2414
2576
  return try log.fail(foe_ident, .None);
2415
2577
  }
2416
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2578
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2417
2579
  const stat = unmodifiedStats(battle, foe).def;
2418
2580
  stats.def = @max(1, stat * mod[0] / mod[1]);
2419
2581
  try log.boost(foe_ident, .Defense, -@as(i8, n));
2420
2582
  },
2421
2583
  .SpeedDown1, .SpeedDownChance => {
2422
2584
  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));
2585
+ if (boosts.spe == -6) return if (fail) try log.fail(foe_ident, .None);
2586
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2425
2587
  if (stats.spe == 1) {
2426
2588
  boosts.spe += 1;
2427
2589
  if (showdown) {
@@ -2430,7 +2592,7 @@ pub const Effects = struct {
2430
2592
  }
2431
2593
  return try log.fail(foe_ident, .None);
2432
2594
  }
2433
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2595
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2434
2596
  const stat = unmodifiedStats(battle, foe).spe;
2435
2597
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2436
2598
  try log.boost(foe_ident, .Speed, -1);
@@ -2438,8 +2600,8 @@ pub const Effects = struct {
2438
2600
  },
2439
2601
  .SpecialDownChance => {
2440
2602
  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));
2603
+ if (boosts.spc == -6) return if (fail) try log.fail(foe_ident, .None);
2604
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2443
2605
  if (stats.spc == 1) {
2444
2606
  boosts.spc += 1;
2445
2607
  if (showdown) {
@@ -2450,7 +2612,7 @@ pub const Effects = struct {
2450
2612
  }
2451
2613
  return try log.fail(foe_ident, .None);
2452
2614
  }
2453
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2615
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2454
2616
  const stat = unmodifiedStats(battle, foe).spc;
2455
2617
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2456
2618
  try log.boost(foe_ident, .SpecialAttack, -1);
@@ -2458,8 +2620,8 @@ pub const Effects = struct {
2458
2620
  },
2459
2621
  .AccuracyDown1 => {
2460
2622
  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));
2623
+ if (boosts.accuracy == -6) return if (fail) try log.fail(foe_ident, .None);
2624
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2463
2625
  try log.boost(foe_ident, .Accuracy, -1);
2464
2626
  },
2465
2627
  else => unreachable,
@@ -2484,19 +2646,22 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2484
2646
  }
2485
2647
  }
2486
2648
 
2487
- inline fn isForced(active: ActivePokemon) bool {
2649
+ inline fn isForced(active: anytype) bool {
2488
2650
  return active.volatiles.Recharging or active.volatiles.Rage or
2489
2651
  active.volatiles.Thrashing or active.volatiles.Charging;
2490
2652
  }
2491
2653
 
2492
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2654
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2655
+ var log = options.log;
2493
2656
  var side = battle.side(who);
2494
2657
  var volatiles = &side.active.volatiles;
2495
2658
  const ident = battle.active(who);
2496
2659
 
2497
- if (volatiles.disabled_move != 0) {
2498
- volatiles.disabled_move = 0;
2499
- volatiles.disabled_duration = 0;
2660
+ options.chance.clearDurations(who, clear);
2661
+
2662
+ if (volatiles.disable_move != 0) {
2663
+ volatiles.disable_move = 0;
2664
+ volatiles.disable_duration = 0;
2500
2665
  try log.end(ident, .DisableSilent);
2501
2666
  }
2502
2667
  if (volatiles.Confusion) {
@@ -2506,15 +2671,15 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2506
2671
  }
2507
2672
  if (volatiles.Mist) {
2508
2673
  volatiles.Mist = false;
2509
- try log.end(ident, .Mist);
2674
+ try log.end(ident, .MistSilent);
2510
2675
  }
2511
2676
  if (volatiles.FocusEnergy) {
2512
2677
  volatiles.FocusEnergy = false;
2513
- try log.end(ident, .FocusEnergy);
2678
+ try log.end(ident, .FocusEnergySilent);
2514
2679
  }
2515
2680
  if (volatiles.LeechSeed) {
2516
2681
  volatiles.LeechSeed = false;
2517
- try log.end(ident, .LeechSeed);
2682
+ try log.end(ident, .LeechSeedSilent);
2518
2683
  }
2519
2684
  if (!showdown and volatiles.Toxic) {
2520
2685
  volatiles.Toxic = false;
@@ -2522,152 +2687,313 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2522
2687
  }
2523
2688
  if (volatiles.LightScreen) {
2524
2689
  volatiles.LightScreen = false;
2525
- try log.end(ident, .LightScreen);
2690
+ try log.end(ident, .LightScreenSilent);
2526
2691
  }
2527
2692
  if (volatiles.Reflect) {
2528
2693
  volatiles.Reflect = false;
2529
- try log.end(ident, .Reflect);
2694
+ try log.end(ident, .ReflectSilent);
2530
2695
  }
2531
2696
  if (showdown and volatiles.Toxic) {
2532
2697
  volatiles.Toxic = false;
2533
2698
  // Pokémon Showdown erroneously clears the toxic counter
2534
2699
  volatiles.toxic = 0;
2535
- try log.end(ident, .Toxic);
2700
+ try log.end(ident, .ToxicSilent);
2536
2701
  }
2537
2702
  }
2538
2703
 
2539
2704
  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
- }
2705
+ inline fn speedTie(battle: anytype, options: anytype) !bool {
2706
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2707
+ player == .P1
2708
+ else if (showdown)
2709
+ battle.rng.range(u8, 0, 2) == 0
2710
+ else
2711
+ battle.rng.next() < Gen12.percent(50) + 1;
2544
2712
 
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;
2713
+ try options.chance.speedTie(p1);
2714
+ return p1;
2548
2715
  }
2549
2716
 
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
- }
2717
+ inline fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2718
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2719
+ val == .true
2720
+ else if (showdown)
2721
+ battle.rng.chance(u8, rate, 256)
2722
+ else
2723
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2557
2724
 
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;
2725
+ try options.chance.criticalHit(player, crit, rate);
2726
+ return crit;
2561
2727
  }
2562
2728
 
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
- }
2729
+ inline fn damage(battle: anytype, player: anytype, options: anytype) !u8 {
2730
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2731
+ val
2732
+ else roll: {
2733
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2734
+ while (true) {
2735
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2736
+ if (r >= 217) break :roll r;
2737
+ }
2738
+ };
2567
2739
 
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;
2740
+ assert(roll >= 217 and roll <= 255);
2741
+ try options.chance.damage(player, roll);
2742
+ return roll;
2571
2743
  }
2572
2744
 
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);
2745
+ inline fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2746
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2747
+ val == .true
2748
+ else if (showdown)
2749
+ battle.rng.chance(u8, accuracy, 256)
2750
+ else
2751
+ battle.rng.next() < accuracy;
2752
+
2753
+ options.chance.hit(ok, accuracy);
2754
+ return ok;
2576
2755
  }
2577
2756
 
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);
2757
+ inline fn confused(battle: anytype, player: Player, options: anytype) !bool {
2758
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2759
+ val == .true
2760
+ else if (showdown)
2761
+ !battle.rng.chance(u8, 128, 256)
2762
+ else
2763
+ battle.rng.next() >= Gen12.percent(50) + 1;
2764
+
2765
+ try options.chance.confused(player, cfz);
2766
+ return cfz;
2581
2767
  }
2582
2768
 
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));
2769
+ inline fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2770
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2771
+ val == .true
2772
+ else if (showdown)
2773
+ battle.rng.chance(u8, 63, 256)
2774
+ else
2775
+ battle.rng.next() < Gen12.percent(25);
2776
+
2777
+ try options.chance.paralyzed(player, par);
2778
+ return par;
2586
2779
  }
2587
2780
 
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));
2781
+ inline fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2782
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2783
+ val == .true
2784
+ else if (showdown)
2785
+ battle.rng.chance(u8, 25, 256)
2786
+ else
2787
+ battle.rng.next() < Gen12.percent(10);
2788
+
2789
+ try options.chance.secondaryChance(player, proc, 25);
2790
+ return proc;
2591
2791
  }
2592
2792
 
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
- }
2793
+ inline fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2794
+ const rate: u8 = if (low) 26 else 77;
2795
+
2796
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2797
+ val == .true
2798
+ else if (showdown)
2799
+ battle.rng.chance(u8, rate, 256)
2800
+ else
2801
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2802
+
2803
+ try options.chance.secondaryChance(player, proc, rate);
2804
+ return proc;
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
+ inline fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2808
+ const rate: u8 = if (low) 52 else 103;
2809
+
2810
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2811
+ val == .true
2812
+ else if (showdown)
2813
+ battle.rng.chance(u8, rate, 256)
2814
+ else
2815
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2816
+
2817
+ try options.chance.secondaryChance(player, proc, rate);
2818
+ return proc;
2604
2819
  }
2605
2820
 
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);
2821
+ inline fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2822
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2823
+ val == .true
2824
+ else if (showdown)
2825
+ battle.rng.chance(u8, 85, 256)
2826
+ else
2827
+ battle.rng.next() < Gen12.percent(33) + 1;
2828
+
2829
+ try options.chance.secondaryChance(player, proc, 85);
2830
+ return proc;
2831
+ }
2832
+
2833
+ inline fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2834
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2835
+ val
2836
+ else if (showdown)
2837
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2838
+ else move: {
2839
+ while (true) {
2840
+ const r = battle.rng.next();
2841
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2842
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2843
+ break :move @enumFromInt(r);
2626
2844
  }
2627
- }
2845
+ };
2628
2846
 
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
- }
2847
+ try options.chance.metronome(player, move);
2848
+ return move;
2633
2849
  }
2634
2850
 
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);
2851
+ inline fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2852
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2853
+ val - 1
2854
+ else if (showdown)
2855
+ battle.rng.range(u8, 0, max)
2856
+ else power: {
2857
+ while (true) {
2858
+ const r = battle.rng.next();
2859
+ if (r < max) break :power r;
2860
+ }
2861
+ };
2862
+
2863
+ assert(power < max);
2864
+ try options.chance.psywave(player, power, max);
2865
+ return power;
2638
2866
  }
2639
2867
 
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
- }
2868
+ inline fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2869
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2870
+ @intCast(val)
2871
+ else if (showdown)
2872
+ battle.rng.range(u3, 1, 8)
2873
+ else duration: {
2874
+ while (true) {
2875
+ const r = battle.rng.next() & 7;
2876
+ if (r != 0) break :duration @intCast(r);
2877
+ }
2878
+ };
2879
+
2880
+ assert(duration >= 1 and duration <= 7);
2881
+ options.chance.duration(.sleep, player, player.foe(), duration);
2882
+ return duration;
2652
2883
  }
2653
2884
 
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
- }
2885
+ inline fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2886
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2887
+ val
2888
+ else if (showdown)
2889
+ battle.rng.range(u4, 1, 9)
2890
+ else
2891
+ @intCast((battle.rng.next() & 7) + 1);
2892
+
2893
+ assert(duration >= 1 and duration <= 8);
2894
+ options.chance.duration(.disable, player, player.foe(), duration);
2895
+ return duration;
2660
2896
  }
2661
2897
 
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);
2898
+ inline fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2899
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2900
+ @intCast(val)
2901
+ else if (showdown)
2902
+ battle.rng.range(u3, 2, 6)
2903
+ else
2904
+ @intCast((battle.rng.next() & 3) + 2);
2905
+
2906
+ assert(duration >= 2 and duration <= 5);
2907
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2908
+ return duration;
2666
2909
  }
2667
2910
 
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;
2911
+ inline fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2912
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2913
+ @intCast(val)
2914
+ else if (showdown)
2915
+ battle.rng.range(u3, 2, 4)
2916
+ else
2917
+ @intCast((battle.rng.next() & 1) + 2);
2918
+
2919
+ assert(duration >= 2 and duration <= 3);
2920
+ options.chance.duration(.attacking, player, player, duration);
2921
+ return duration;
2922
+ }
2923
+
2924
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2925
+
2926
+ inline fn distribution(
2927
+ battle: anytype,
2928
+ comptime effect: Move.Effect,
2929
+ player: Player,
2930
+ options: anytype,
2931
+ ) !u3 {
2932
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2933
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2934
+ @intCast(val)
2935
+ else if (showdown)
2936
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2937
+ else n: {
2938
+ const r = (battle.rng.next() & 3);
2939
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2940
+ };
2941
+
2942
+ assert(n >= 2 and n <= 5);
2943
+ if (effect == .Binding) {
2944
+ options.chance.duration(.binding, player, player, n);
2945
+ } else {
2946
+ try options.chance.multiHit(player, n);
2947
+ }
2948
+ return n;
2949
+ }
2950
+
2951
+ fn moveSlot(
2952
+ battle: anytype,
2953
+ player: Player,
2954
+ moves: []MoveSlot,
2955
+ check_pp: u4,
2956
+ options: anytype,
2957
+ ) !u4 {
2958
+ // TODO: consider throwing error instead of rerolling?
2959
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2960
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2961
+ val
2962
+ else
2963
+ null
2964
+ else
2965
+ null;
2966
+
2967
+ const slot: u4 = overridden orelse slot: {
2968
+ if (showdown) {
2969
+ if (check_pp == 0) {
2970
+ var i: usize = moves.len;
2971
+ while (i > 0) {
2972
+ i -= 1;
2973
+ if (moves[i].id != .None) {
2974
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2975
+ }
2976
+ }
2977
+ } else {
2978
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2979
+ var i: usize = 0;
2980
+ while (i < moves.len and r > 0) : (i += 1) {
2981
+ if (moves[i].pp > 0) {
2982
+ r -= 1;
2983
+ if (r == 0) break :slot @intCast(i + 1);
2984
+ }
2985
+ }
2986
+ }
2987
+ }
2988
+
2989
+ while (true) {
2990
+ const r: u4 = @intCast(battle.rng.next() & 3);
2991
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2992
+ }
2993
+ };
2994
+
2995
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2996
+ return slot;
2671
2997
  }
2672
2998
  };
2673
2999
 
@@ -2675,14 +3001,14 @@ test "RNG agreement" {
2675
3001
  if (!showdown) return;
2676
3002
  var expected: [256]u32 = undefined;
2677
3003
  for (0..expected.len) |i| {
2678
- expected[i] = @intCast(u32, i * 0x1000000);
3004
+ expected[i] = @intCast(i * 0x1000000);
2679
3005
  }
2680
3006
 
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 };
3007
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3008
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3009
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3010
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3011
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2686
3012
 
2687
3013
  for (0..expected.len) |i| {
2688
3014
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2718,7 +3044,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2718
3044
  const side = battle.side(player);
2719
3045
  const foe = battle.foe(player);
2720
3046
 
2721
- var active = side.active;
3047
+ var active = &side.active;
2722
3048
  const stored = side.stored();
2723
3049
 
2724
3050
  // While players are not given any input options on the cartridge in these cases,
@@ -2732,7 +3058,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2732
3058
  // strictly correct as the player would not have been presented the option to move or
2733
3059
  // switch at all.
2734
3060
  if (isForced(active)) {
2735
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3061
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2736
3062
  n += 1;
2737
3063
  return n;
2738
3064
  }
@@ -2772,7 +3098,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2772
3098
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2773
3099
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2774
3100
  const struggle =
2775
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3101
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2776
3102
  const s = if (struggle) 0 else slot;
2777
3103
  out[n] = .{ .type = .Move, .data = s };
2778
3104
  n += 1;
@@ -2787,7 +3113,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2787
3113
  const m = active.moves[slot - 1];
2788
3114
  if (m.id == .None) break;
2789
3115
  if (m.pp == 0) continue;
2790
- if (active.volatiles.disabled_move == slot) continue;
3116
+ if (active.volatiles.disable_move == slot) continue;
2791
3117
  out[n] = .{ .type = .Move, .data = slot };
2792
3118
  n += 1;
2793
3119
  }