@pkmn/engine 0.1.0-dev.d97c6e03 → 0.1.0-dev.dd5b9081

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Files changed (48) 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/layout.json +25 -3
  6. package/build/pkg/gen1.d.ts +5 -4
  7. package/build/pkg/gen1.js +46 -30
  8. package/build/pkg/gen1.js.map +1 -1
  9. package/build/pkg/index.d.ts +15 -12
  10. package/build/pkg/index.js.map +1 -1
  11. package/build/pkg/protocol.d.ts +4 -2
  12. package/build/pkg/protocol.js +4 -2
  13. package/build/pkg/protocol.js.map +1 -1
  14. package/build/test/display.js +29 -12
  15. package/build/test/display.js.map +1 -1
  16. package/build.zig +89 -65
  17. package/package.json +26 -16
  18. package/src/bin/install-pkmn-engine +11 -6
  19. package/src/lib/binding/node.zig +45 -140
  20. package/src/lib/binding/wasm.zig +5 -3
  21. package/src/lib/common/battle.zig +17 -0
  22. package/src/lib/common/data.zig +14 -26
  23. package/src/lib/common/debug.zig +21 -11
  24. package/src/lib/common/js.zig +118 -0
  25. package/src/lib/common/optional.zig +60 -0
  26. package/src/lib/common/options.zig +12 -3
  27. package/src/lib/common/protocol.zig +315 -197
  28. package/src/lib/common/rational.zig +353 -0
  29. package/src/lib/common/rng.zig +11 -11
  30. package/src/lib/common/util.zig +12 -0
  31. package/src/lib/gen1/README.md +258 -155
  32. package/src/lib/gen1/calc.zig +426 -0
  33. package/src/lib/gen1/chance.zig +1036 -0
  34. package/src/lib/gen1/data/moves.zig +178 -180
  35. package/src/lib/gen1/data/species.zig +2 -2
  36. package/src/lib/gen1/data/types.zig +3 -3
  37. package/src/lib/gen1/data.zig +68 -54
  38. package/src/lib/gen1/helpers.zig +592 -32
  39. package/src/lib/gen1/mechanics.zig +908 -547
  40. package/src/lib/gen2/README.md +87 -13
  41. package/src/lib/gen2/data/items.zig +3 -3
  42. package/src/lib/gen2/data/moves.zig +624 -563
  43. package/src/lib/gen2/data/species.zig +1 -1
  44. package/src/lib/gen2/data/types.zig +3 -3
  45. package/src/lib/gen2/data.zig +100 -70
  46. package/src/lib/gen2/helpers.zig +16 -22
  47. package/src/lib/gen2/mechanics.zig +714 -10
  48. 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
 
@@ -17,7 +18,7 @@ const ID = common.ID;
17
18
  const Player = common.Player;
18
19
  const Result = common.Result;
19
20
 
20
- const showdown = options.showdown;
21
+ const showdown = pkmn.options.showdown;
21
22
 
22
23
  const Damage = protocol.Damage;
23
24
  const Heal = protocol.Heal;
@@ -34,20 +35,723 @@ const Species = data.Species;
34
35
  const Stats = data.Stats;
35
36
  const Status = data.Status;
36
37
 
37
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
38
+ // zig fmt: off
39
+ const STAT_BOOSTS = &[_][2]u8{
40
+ .{ 25, 100 }, // -6
41
+ .{ 28, 100 }, // -5
42
+ .{ 33, 100 }, // -4
43
+ .{ 40, 100 }, // -3
44
+ .{ 50, 100 }, // -2
45
+ .{ 66, 100 }, // -1
46
+ .{ 1, 1 }, // 0
47
+ .{ 15, 10 }, // +1
48
+ .{ 2, 1 }, // +2
49
+ .{ 25, 10 }, // +3
50
+ .{ 3, 1 }, // +4
51
+ .{ 35, 10 }, // +5
52
+ .{ 4, 1 }, // +6
53
+ };
54
+
55
+ const ACCURACY_BOOSTS = &[_][2]u8{
56
+ .{ 33, 100 }, // -6
57
+ .{ 36, 100 }, // -5
58
+ .{ 43, 100 }, // -4
59
+ .{ 50, 100 }, // -3
60
+ .{ 60, 100 }, // -2
61
+ .{ 75, 100 }, // -1
62
+ .{ 1, 1 }, // 0
63
+ .{ 133, 100 }, // +1
64
+ .{ 166, 100 }, // +2
65
+ .{ 2, 1 }, // +3
66
+ .{ 233, 100 }, // +4
67
+ .{ 133, 50 }, // +5
68
+ .{ 3, 1 }, // +6
69
+ };
70
+
71
+ const CRITICAL_HITS = &[_]u8{
72
+ 256 / 15, // 0
73
+ 256 / 8, // +1
74
+ 256 / 4, // +2
75
+ 256 / 3, // +3
76
+ 256 / 2, // +4
77
+ 256 / 2, // +5
78
+ 256 / 2, // +6
79
+ };
80
+ // zig fmt: on
81
+
82
+ const MAX_STAT_VALUE = 999;
83
+
84
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
85
+
86
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
87
+ assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
88
+ if (battle.turn == 0) return start(battle, options);
89
+
90
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
91
+ if (try doTurn(battle, .P1, c1, .P2, c2, options)) |r| return r;
92
+ } else {
93
+ if (try doTurn(battle, .P2, c2, .P1, c1, options)) |r| return r;
94
+ }
95
+
96
+ return endTurn(battle, options);
97
+ }
98
+
99
+ fn start(battle: anytype, options: anytype) !Result {
100
+ const p1 = battle.side(.P1);
101
+ const p2 = battle.side(.P2);
102
+
103
+ var p1_slot = findFirstAlive(p1);
104
+ assert(!showdown or p1_slot == 1);
105
+ if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
106
+
107
+ var p2_slot = findFirstAlive(p2);
108
+ assert(!showdown or p2_slot == 1);
109
+ if (p2_slot == 0) return Result.Win;
110
+
111
+ try switchIn(battle, .P1, p1_slot, true, options);
112
+ try switchIn(battle, .P2, p2_slot, true, options);
113
+
114
+ return endTurn(battle, options);
115
+ }
116
+
117
+ fn findFirstAlive(side: *const Side) u8 {
118
+ for (side.pokemon, 0..) |pokemon, i| if (pokemon.hp > 0) return side.pokemon[i].position;
119
+ return 0;
120
+ }
121
+
122
+ fn selectMove(battle: anytype, player: Player, choice: Choice) void {
123
+ if (choice.type == .Pass) return; // FIXME BATON PASS
124
+
125
+ var side = battle.side(player);
126
+ var volatiles = &side.active.volatiles;
127
+
128
+ // pre-battle menu
129
+ const forced = forced: {
130
+ if (volatiles.Recharging) break :forced true;
131
+ // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
132
+ if (!showdown) {
133
+ volatiles.Flinch = false;
134
+ battle.foe(player).active.volatiles.Flinch = false;
135
+ }
136
+ break :forced (volatiles.Thrashing or volatiles.Charging or volatiles.Rollout);
137
+ };
138
+
139
+ // battle menu
140
+ if (choice.type == .Switch) return;
141
+ assert(choice.type == .Move and (!forced or choice.data == @intFromBool(showdown)));
142
+
143
+ done: {
144
+ if (forced) break :done;
145
+ // pre-move select
146
+ if (volatiles.Encore) {
147
+ // TODO wCurPlayerMove = side.lastMove(true);
148
+ // assert(wCurPlayerMove != .None);
149
+ volatiles.Bide = false; // FIXME wPlayerCharging vs. SUBSTATUS_BIDE?
150
+ const effect = Move.get(.Pound).effect; // TODO
151
+ if (effect != .FuryCutter) volatiles.fury_cutter = false;
152
+ if (effect != .Rage) {
153
+ volatiles.Rage = false;
154
+ volatiles.rage = 0;
155
+ }
156
+ if (effect != .Protect and effect != .Endure) volatiles.protect = 0;
157
+ return;
158
+ }
159
+ if (volatiles.Bide) break :done;
160
+ // move select
161
+ if (choice.data == 0) {
162
+ const struggle = ok: {
163
+ for (side.active.moves, 0..) |move, i| {
164
+ if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
165
+ }
166
+ break :ok true;
167
+ };
168
+ assert(struggle);
169
+ // TODO wCurPlayerMove = .Struggle;
170
+ } else {
171
+ assert(showdown or side.active.volatiles.disabled_move != choice.data);
172
+ const move = side.active.move(choice.data);
173
+ // You cannot *select* a move with 0 PP
174
+ assert(move.pp != 0);
175
+ // TODO wCurPlayerMove = move.id;
176
+ // battle.lastMove(player).index = @intCast(c.data);
177
+ }
178
+ }
179
+
180
+ volatiles.Rage = false;
181
+ volatiles.rage = 0;
182
+ volatiles.fury_cutter = 0;
183
+ volatiles.protect = 0;
184
+ }
185
+
186
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
187
+ var side = battle.side(player);
188
+ var foe = battle.foe(player);
189
+
190
+ var active = &side.active;
191
+ const incoming = side.get(slot);
192
+
193
+ assert(incoming.hp != 0);
194
+ assert(slot != 1 or initial);
195
+
196
+ const out = side.pokemon[0].position;
197
+ side.pokemon[0].position = side.pokemon[slot - 1].position;
198
+ side.pokemon[slot - 1].position = out;
199
+
200
+ side.last_used_move = .None;
201
+ foe.active.volatiles.dirty = true;
202
+
203
+ active.volatiles = .{};
204
+ active.stats = incoming.stats;
205
+ active.moves = incoming.moves;
206
+ active.boosts = .{};
207
+ active.types = incoming.types;
208
+ active.species = incoming.species;
209
+
210
+ statusModify(incoming.status, &active.stats);
211
+
212
+ try options.log.switched(battle.active(player), incoming);
213
+ options.chance.switched(player, side.pokemon[0].position, out);
214
+
215
+ if (side.conditions.Spikes and !active.types.includes(.Flying)) {
216
+ incoming.hp -|= @max(incoming.stats.hp / 8, 1);
217
+ try options.log.damage(battle.active(player), incoming, .Spikes);
218
+ }
219
+ }
220
+
221
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
222
+ assert(c1.type != .Pass or c2.type != .Pass);
223
+
224
+ if (c1.type == .Pass) return .P2;
225
+ if (c2.type == .Pass) return .P1;
226
+
227
+ // Pokémon Showdown always rolls for Quick Claw every turn, even if no Pokémon hold Quick Claw
228
+ // TODO: add to pending and only commit roll on Pokémon Showdown if roll is used
229
+ const qkc = showdown and try Rolls.quickClaw(battle, .P1, options);
230
+
231
+ if ((c1.type == .Switch) != (c2.type == .Switch)) return if (c1.type == .Switch) .P1 else .P2;
232
+
233
+ // https://www.smogon.com/forums/threads/adv-switch-priority.3622189/
234
+ // > In Gen 1 it's irrelevant [which player switches first] because switches happen instantly on
235
+ // > your own screen without waiting for the other player's choice (and their choice will appear
236
+ // > to happen first for them too, unless they attacked in which case your switch happens first)
237
+ // A cartridge-compatible implemention must not advance the RNG so we simply default to P1
238
+ const double_switch = c1.type == .Switch and c2.type == .Switch;
239
+ if (!showdown and double_switch) return .P1;
240
+
241
+ const m1 = .Pound; // TODO battle.side(.P1).last_selected_move;
242
+ const m2 = .Pound; // TODO battle.side(.P2).last_selected_move;
243
+ if (!showdown or !double_switch) {
244
+ const pri1 = Move.get(m1).priority;
245
+ const pri2 = Move.get(m2).priority;
246
+ if (pri1 != pri2) return if (pri1 > pri2) .P1 else .P2;
247
+
248
+ const qkc1 = battle.side(.P1).stored().item == .QuickClaw;
249
+ const qkc2 = battle.side(.P2).stored().item == .QuickClaw;
250
+ if (!showdown and qkc1 and qkc2) {
251
+ // If both Pokémon have Quick Claw the cartridge checks them in order and exits early if
252
+ // the first one procs, meaning the host has a slightly higher chance of going first
253
+ if (try Rolls.quickClaw(battle, .P1, options)) return .P1;
254
+ if (try Rolls.quickClaw(battle, .P2, options)) return .P2;
255
+ } else if (qkc1) {
256
+ const proc = if (showdown) qkc else try Rolls.quickClaw(battle, .P1, options);
257
+ if (proc) return .P1;
258
+ } else if (qkc2) {
259
+ const proc = if (showdown) qkc else try Rolls.quickClaw(battle, .P2, options);
260
+ if (proc) return .P2;
261
+ }
262
+ }
263
+
264
+ const spe1 = battle.side(.P1).active.stats.spe;
265
+ const spe2 = battle.side(.P2).active.stats.spe;
266
+ if (spe1 == spe2) {
267
+ // Pokémon Showdown's beforeTurnCallback shenanigans
268
+ if (showdown and !double_switch and hasCallback(m1) and hasCallback(m2)) {
269
+ battle.rng.advance(1);
270
+ }
271
+
272
+ const p1 = try Rolls.speedTie(battle, options);
273
+ if (!showdown) return if (p1) .P1 else .P2;
274
+
275
+ // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
276
+ // meaning that if a side is locked into a thrashing move and wins the speed tie, it
277
+ // actually uses its priority to simply insert its actual changed action into the queue,
278
+ // causing it to then execute *after* the side which should go second...
279
+ const t1 = battle.side(.P1).active.volatiles.Thrashing;
280
+ const t2 = battle.side(.P2).active.volatiles.Thrashing;
281
+ // If *both* sides are thrashing it really should be another speed tie, but we've patched
282
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
283
+ // won the original coin flip
284
+ if (t1 and t2) return .P1;
285
+ return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
286
+ }
287
+
288
+ return if (spe1 > spe2) .P1 else .P2;
289
+ }
290
+
291
+ fn hasCallback(m: Move) bool {
292
+ return switch (m) {
293
+ .Counter, .MirrorCoat, .Pursuit => true,
294
+ else => false,
295
+ };
296
+ }
297
+
298
+ fn doTurn(
299
+ battle: anytype,
300
+ player: Player,
301
+ player_choice: Choice,
302
+ foe_player: Player,
303
+ foe_choice: Choice,
304
+ options: anytype,
305
+ ) !?Result {
306
+ assert(player_choice.type != .Pass);
307
+
308
+ const volatiles = &battle.side(player).active.volatiles;
309
+ const foe_volatiles = &battle.foe(player).active.volatiles;
310
+
311
+ volatiles.DestinyBond = false;
312
+ if (try executeMove(battle, player, player_choice, options)) |r| return r;
313
+ foe_volatiles.Protect = false;
314
+ foe_volatiles.Endure = false;
315
+ foe_volatiles.DestinyBond = false;
316
+
317
+ // foe_volatiles.DestinyBond = false;
318
+ if (try executeMove(battle, foe_player, foe_choice, options)) |r| return r;
319
+ volatiles.Protect = false;
320
+ volatiles.Endure = false;
321
+ volatiles.DestinyBond = false;
322
+
323
+ return null;
324
+ }
325
+
326
+ fn executeMove(battle: anytype, player: Player, choice: Choice, options: anytype) !?Result {
327
+ if (choice.type == .Switch) {
328
+ try switchIn(battle, player, choice.data, false, options);
329
+ return null;
330
+ }
331
+
332
+ assert(choice.type == .Move);
333
+ var mslot: u4 = @intCast(choice.data);
334
+
335
+ // const move = Move.get(side.last_selected_move);
336
+
337
+ // CheckTurn
338
+
339
+ return doMove(battle, player, options, mslot);
340
+ }
341
+
342
+ fn beforeMove(battle: anytype, player: Player, options: anytype) !void {
38
343
  _ = battle;
39
- _ = c1;
40
- _ = c2;
41
- _ = log;
344
+ _ = player;
345
+ _ = options;
346
+ }
42
347
 
43
- return Result.Default;
348
+ fn canMove(battle: anytype, player: Player, options: anytype) !bool {
349
+ _ = battle;
350
+ _ = player;
351
+ _ = options;
352
+ return false;
44
353
  }
45
354
 
46
- pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Choice) u8 {
355
+ fn decrementPP(side: *Side, mslot: u4) void {
356
+ var active = &side.active;
357
+ const volatiles = &active.volatiles;
358
+
359
+ // TODO assert(side.last_selected_move != .Struggle);
360
+ assert(!volatiles.Charging and !volatiles.BeatUp and !volatiles.Thrashing and !volatiles.Bide);
361
+
362
+ assert(active.move(mslot).pp > 0);
363
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) -% 1;
364
+ if (volatiles.Transform) return;
365
+
366
+ // FIXME mimic
367
+
368
+ assert(side.stored().move(mslot).pp > 0);
369
+ side.stored().move(mslot).pp = @as(u6, @intCast(side.stored().move(mslot).pp)) -% 1;
370
+ assert(active.move(mslot).pp == side.stored().move(mslot).pp);
371
+ }
372
+
373
+ fn doMove(battle: anytype, player: Player, options: anytype, mslot: u4) !?Result {
374
+ _ = options;
375
+ var side = battle.side(player);
376
+ const move = Move.get(.Teleport); // side.last_selected_move
377
+ switch (move.effect) {
378
+ .Teleport => {
379
+ // side.useMove();
380
+ decrementPP(side, mslot);
381
+ },
382
+ else => @panic("TODO"),
383
+ }
384
+ return null;
385
+ }
386
+
387
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
388
+ _ = battle;
389
+ _ = player;
390
+ _ = move;
391
+ _ = options;
392
+ return false;
393
+ }
394
+
395
+ fn calcDamage(
396
+ battle: anytype,
397
+ player: Player,
398
+ target_player: Player,
399
+ m: ?Move.Data,
400
+ crit: bool,
401
+ ) u16 {
402
+ _ = battle;
403
+ _ = player;
404
+ _ = target_player;
405
+ _ = m;
406
+ _ = crit;
407
+ return 0;
408
+ }
409
+
410
+ fn adjustDamage(battle: anytype, player: Player) u16 {
47
411
  _ = battle;
48
412
  _ = player;
49
- _ = request;
50
- _ = out;
413
+ return 0;
414
+ }
51
415
 
416
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !u16 {
417
+ _ = battle;
418
+ _ = player;
419
+ _ = options;
52
420
  return 0;
53
421
  }
422
+
423
+ fn applyDamage(
424
+ battle: anytype,
425
+ player: Player,
426
+ options: anytype,
427
+ ) !bool {
428
+ _ = battle;
429
+ _ = player;
430
+ _ = options;
431
+ return false;
432
+ }
433
+
434
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
435
+ if (moveHit(battle, player, move, options)) return true;
436
+
437
+ try options.chance.commit(player, .miss);
438
+ try options.log.lastmiss();
439
+ try options.log.miss(battle.active(player));
440
+
441
+ return false;
442
+ }
443
+
444
+ fn moveHit(
445
+ battle: anytype,
446
+ player: Player,
447
+ move: Move.Data,
448
+ options: anytype,
449
+ ) bool {
450
+ var side = battle.side(player);
451
+ const foe = battle.foe(player);
452
+ _ = move;
453
+ _ = side;
454
+ _ = foe;
455
+ _ = options;
456
+ return false;
457
+ }
458
+
459
+ fn checkFaint(
460
+ battle: anytype,
461
+ player: Player,
462
+ options: anytype,
463
+ ) @TypeOf(options.log).Error!?Result {
464
+ _ = battle;
465
+ _ = player;
466
+ return null;
467
+ }
468
+
469
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
470
+ _ = battle;
471
+ _ = player;
472
+ _ = done;
473
+ _ = options;
474
+ return null;
475
+ }
476
+
477
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
478
+ var side = battle.side(player);
479
+ var stored = side.stored();
480
+ const ident = battle.active(player);
481
+ var volatiles = &side.active.volatiles;
482
+
483
+ // TODO if (stored.hp == 0) return;
484
+ assert(stored.hp > 0);
485
+
486
+ const brn = Status.is(stored.status, .BRN);
487
+ if (brn or Status.is(stored.status, .PSN)) {
488
+ var damage: u16 = undefined;
489
+ if (volatiles.Toxic) {
490
+ volatiles.toxic += 1;
491
+ damage = @max(stored.stats.hp / 16, 1) * volatiles.toxic;
492
+ } else {
493
+ damage = @max(stored.stats.hp / 8, 1);
494
+ }
495
+ damage = @min(damage, stored.hp);
496
+
497
+ if (!showdown or damage > 0) {
498
+ stored.hp -= damage;
499
+ // Pokémon Showdown uses damageOf here but its not relevant in Generation II
500
+ try options.log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
501
+ if (stored.hp == 0) return;
502
+ }
503
+ }
504
+
505
+ if (volatiles.LeechSeed) {
506
+ var foe = battle.foe(player);
507
+ var foe_stored = foe.stored();
508
+ const foe_ident = battle.active(player.foe());
509
+
510
+ // if (foe_stored.hp == 0) {
511
+ // assert(showdown);
512
+ // return;
513
+ // }
514
+
515
+ const damage = @min(@max(stored.stats.hp / 8, 1), stored.hp);
516
+ stored.hp -= damage;
517
+ // As above, Pokémon Showdown uses damageOf but its not relevant
518
+ if (damage > 0) try options.log.damage(ident, stored, .LeechSeed);
519
+
520
+ const before = foe_stored.hp;
521
+ foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
522
+ // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
523
+ if (foe_stored.hp > before) try options.log.heal(foe_ident, foe_stored, .Silent);
524
+ if (stored.hp == 0) return;
525
+ }
526
+
527
+ if (volatiles.Nightmare) {
528
+ const damage = @min(@max(stored.stats.hp / 4, 1), stored.hp);
529
+ if (!showdown or damage > 0) {
530
+ stored.hp -= damage;
531
+ // ibid
532
+ try options.log.damage(ident, stored, Damage.Nightmare);
533
+ if (stored.hp == 0) return;
534
+ }
535
+ }
536
+
537
+ if (volatiles.Curse) {
538
+ const damage = @min(@max(stored.stats.hp / 4, 1), stored.hp);
539
+ if (!showdown or damage > 0) {
540
+ stored.hp -= damage;
541
+ // ibid
542
+ try options.log.damage(ident, stored, Damage.Curse);
543
+ if (stored.hp == 0) return;
544
+ }
545
+ }
546
+ }
547
+
548
+ fn betweenTurn(battle: anytype, options: anytype) !void {
549
+ var p1 = battle.side(.P1);
550
+ var p2 = battle.side(.P2);
551
+
552
+ _ = p1;
553
+ _ = p2;
554
+ _ = options;
555
+
556
+ // TODO checkFaintThen(p1, p2);
557
+
558
+ }
559
+
560
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
561
+ battle.turn += 1;
562
+
563
+ if (showdown and battle.turn >= 1000) {
564
+ try options.log.tie();
565
+ return Result.Tie;
566
+ } else if (battle.turn >= 65535) {
567
+ return Result.Error;
568
+ }
569
+
570
+ try options.log.turn(battle.turn);
571
+
572
+ return Result.Default;
573
+ }
574
+
575
+ pub const Effects = struct {
576
+ fn protect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
577
+ var side = battle.side(player);
578
+ var volatiles = &side.active.volatiles;
579
+
580
+ // TODO or if we didn't go first
581
+ if (volatiles.Substitute) return try options.log.fail(battle.active(player), .None);
582
+
583
+ // TODO
584
+
585
+ if (move.effect == .Endure) {
586
+ volatiles.Endure = true;
587
+ } else {
588
+ volatiles.Protect = true;
589
+ }
590
+ try options.log.singleturn(battle.active(player), move.id);
591
+ }
592
+ };
593
+
594
+ fn statusModify(status: u8, stats: *Stats(u16)) void {
595
+ if (Status.is(status, .PAR)) {
596
+ stats.spe = @max(stats.spe / 4, 1);
597
+ } else if (Status.is(status, .BRN)) {
598
+ stats.atk = @max(stats.atk / 2, 1);
599
+ }
600
+ }
601
+
602
+ inline fn isForced(active: anytype) bool {
603
+ return active.volatiles.Recharging or active.volatiles.Rage or
604
+ active.volatiles.Thrashing or active.volatiles.Charging or
605
+ // FIXME TODO Underground or Flying?
606
+ active.volatiles.Underground or active.volatiles.Flying or
607
+ active.volatiles.Rollout;
608
+ }
609
+
610
+ pub const Rolls = struct {
611
+ inline fn speedTie(battle: anytype, options: anytype) !bool {
612
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
613
+ player == .P1
614
+ else if (showdown)
615
+ battle.rng.range(u8, 0, 2) == 0
616
+ else
617
+ battle.rng.next() < Gen12.percent(50) + 1;
618
+
619
+ try options.chance.speedTie(p1);
620
+ return p1;
621
+ }
622
+
623
+ inline fn quickClaw(battle: anytype, player: Player, options: anytype) !bool {
624
+ const qkc = if (options.calc.overridden(player, .quick_claw)) |val|
625
+ val == .true
626
+ else if (showdown)
627
+ battle.rng.chance(u8, 60, 256)
628
+ else
629
+ battle.rng.next() < 60;
630
+
631
+ try options.chance.quickClaw(player, qkc);
632
+ return qkc;
633
+ }
634
+ };
635
+
636
+ test "RNG agreement" {
637
+ if (!showdown) return;
638
+ var expected: [256]u32 = undefined;
639
+ for (0..expected.len) |i| {
640
+ expected[i] = @intCast(i * 0x1000000);
641
+ }
642
+
643
+ var spe = rng.FixedRNG(2, expected.len){ .rolls = expected };
644
+ var qkc = rng.FixedRNG(2, expected.len){ .rolls = expected };
645
+
646
+ for (0..expected.len) |i| {
647
+ try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
648
+ try expectEqual(qkc.chance(u8, 60, 256), i < 60);
649
+ }
650
+ }
651
+
652
+ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Choice) u8 {
653
+ var n: u8 = 0;
654
+ switch (request) {
655
+ .Pass => {
656
+ out[n] = .{};
657
+ n += 1;
658
+ },
659
+ .Switch => {
660
+ const side = battle.side(player);
661
+ var slot: u4 = 2;
662
+ while (slot <= 6) : (slot += 1) {
663
+ const id = side.order[slot - 1];
664
+ if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
665
+ out[n] = .{ .type = .Switch, .data = slot };
666
+ n += 1;
667
+ }
668
+ if (n == 0) {
669
+ out[n] = .{};
670
+ n += 1;
671
+ }
672
+ },
673
+ .Move => {
674
+ const side = battle.side(player);
675
+
676
+ var active = &side.active;
677
+ const stored = side.stored();
678
+
679
+ // While players are not given any input options on the cartridge in these cases,
680
+ // Pokémon Showdown instead produces a list with a single move that must be chosen.
681
+ //
682
+ // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
683
+ // here when not in compatibility mode, but the engine needs to be able to differentiate
684
+ // between passing while waiting for an opponent's forced switch after fainting and
685
+ // passing due to being forced into using a move. Instead of introducing another option
686
+ // we simply repurpose Move with no move slot, even though pedantically this is not
687
+ // strictly correct as the player would not have been presented the option to move or
688
+ // switch at all.
689
+ if (isForced(active)) {
690
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
691
+ n += 1;
692
+ return n;
693
+ }
694
+
695
+ var slot: u4 = 2;
696
+ while (!active.volatiles.trapped and slot <= 6) : (slot += 1) {
697
+ const id = side.order[slot - 1];
698
+ if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
699
+ out[n] = .{ .type = .Switch, .data = slot };
700
+ n += 1;
701
+ }
702
+
703
+ const limited = active.volatiles.Bide or active.volatiles.bind > 0;
704
+ // On the cartridge, all of these happen after "FIGHT" (indicating you are not
705
+ // switching) but before you are allowed to select a move. Pokémon Showdown instead
706
+ // either disables all other moves in the case of limited or requires you to select a
707
+ // move normally if sleeping/frozen/bound.
708
+ if (!showdown and (limited or
709
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
710
+ {
711
+ out[n] = .{ .type = .Move, .data = 0 };
712
+ n += 1;
713
+ return n;
714
+ }
715
+
716
+ slot = 1;
717
+ // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
718
+ // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
719
+ // Move will not result in forcing the subsequent use unless the user also had the
720
+ // proc-ed move in their moveset) and disabling all other moves.
721
+ if (limited) {
722
+ assert(showdown);
723
+ assert(side.last_selected_move != .None);
724
+ while (slot <= 4) : (slot += 1) {
725
+ const m = active.moves[slot - 1];
726
+ if (m.id == .None) break;
727
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
728
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
729
+ const struggle =
730
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
731
+ const s = if (struggle) 0 else slot;
732
+ out[n] = .{ .type = .Move, .data = s };
733
+ n += 1;
734
+ return n;
735
+ }
736
+ }
737
+ }
738
+
739
+ const before = n;
740
+ slot = 1;
741
+ while (slot <= 4) : (slot += 1) {
742
+ const m = active.moves[slot - 1];
743
+ if (m.id == .None) break;
744
+ if (m.pp == 0) continue;
745
+ if (active.volatiles.disabled_move == slot) continue;
746
+ out[n] = .{ .type = .Move, .data = slot };
747
+ n += 1;
748
+ }
749
+ // Struggle (Pokémon Showdown would use 'move 1' here)
750
+ if (n == before) {
751
+ out[n] = .{ .type = .Move, .data = 0 };
752
+ n += 1;
753
+ }
754
+ },
755
+ }
756
+ return n;
757
+ }