@pkmn/engine 0.1.0-dev.d97c6e03 → 0.1.0-dev.f3aaee39

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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 +11 -11
  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 +242 -178
  28. package/src/lib/common/rational.zig +353 -0
  29. package/src/lib/common/rng.zig +10 -10
  30. package/src/lib/common/util.zig +12 -0
  31. package/src/lib/gen1/README.md +255 -154
  32. package/src/lib/gen1/calc.zig +427 -0
  33. package/src/lib/gen1/chance.zig +1044 -0
  34. package/src/lib/gen1/data/moves.zig +10 -10
  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 +64 -38
  38. package/src/lib/gen1/helpers.zig +592 -32
  39. package/src/lib/gen1/mechanics.zig +892 -531
  40. package/src/lib/gen2/README.md +12 -13
  41. package/src/lib/gen2/data/items.zig +3 -3
  42. package/src/lib/gen2/data/moves.zig +1 -1
  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 +33 -22
  46. package/src/lib/gen2/helpers.zig +9 -11
  47. package/src/lib/gen2/mechanics.zig +5 -4
  48. package/src/lib/pkmn.zig +65 -6
@@ -6,11 +6,13 @@ document](../../../docs/DESIGN.md). The Generation I engine is implemented and t
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  following files:
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  - [`data.zig`](data.zig) ([`data`](data)): contains definitions of all of the data structures used
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- by the engine, described in detail [below](#data-structures)
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+ to implement the core mechanics of the engine, described in detail [below](#data-structures)
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+ - [`chance.zig`](chance.zig): TODO
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+ - [`calc.zig`](calc.zig): TODO
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  - [`helpers.zig`](helpers.zig): helpers used to construct complex data types with
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13
  sensible defaults (internally used by tests and tools)
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- - [`mechanics.zig`](mechanics.zig): code which manipulates the data structures in order to implement
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- the mechanics of the game
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+ - [`mechanics.zig`](mechanics.zig): code which manipulates the data structures to implement the
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+ mechanics of the game
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  - [`test.zig`](test.zig): unit tests for `mechanics.zig` (the code is also tested by [integration
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  tests](../../../docs/TESTING.md) at a higher level)
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18
 
@@ -37,7 +39,8 @@ The following information is required to simulate a Generation I Pokémon battle
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  | `side.team` | `PartyMons` | `side.pokemon` |
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  | `side.last_used_move` | `PlayerUsedMove` | `pokemon.lastMove` |
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  | `side.last_selected_move` | `PlayerSelectedMove` | `side.lastSelectedMove` |
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- | `battle.last_selected_indexes` | `PlayerMoveListIndex` | `side.lastMove` |
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+ | `battle.last_moves.index` | `PlayerMoveListIndex` | - |
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+ | `battle.last_moves.counterable` | - | `side.lastMove` |
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  | `side.order` | - | `pokemon.position` |
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  | `{pokemon,active}.moves` | `{party,battle}_struct.{Moves,PP}` | `pokemon.{baseMoveSlots,moveSlots}` |
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  | `pokemon.hp` | `{party,battle}_struct.HP` | `pokemon.hp` |
@@ -58,36 +61,37 @@ The following information is required to simulate a Generation I Pokémon battle
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  | `volatiles.substitute` | `PlayerSubstituteHP` | `volatiles.substitute.hp` |
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  | `volatiles.disabled_{move,duration}` | `PlayerDisabledMove{,Number}` | `volatiles.disable.{move,time}` |
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63
 
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- - Pokémon Showdown [does not implement the correct Generation I RNG](#rng) and as such its `seed` is
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+ - Pokémon Showdown [doesn't implement the correct Generation I RNG](#rng) and as such its `seed` is
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65
  different
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- - `battle.turn` only needs to be tracked in order to be compatible with the Pokémon Showdown
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- protocol
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+ - `battle.turn` only needs to be tracked to be compatible with the Pokémon Showdown protocol
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  - Pokémon Showdown tracks several last used move variables (`Battle.lastMove`, `Side.lastMove`, and
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  `Pokemon.lastMove`), none of which accurately match the `PlayerUsedMove` variable from the
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- cartridge (`Side.lastMove` should be what is used, but is used by Pokémon Showdown only for
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- Counter and is not set and cleared in the correct locations. `Pokemon.lastMove` matches
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- `PlayerUsedMove` more often so is what the engine attempts to model, despite the implications for
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- Counter)
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- - Pokémon Showdown does not implement the [partial-trapping move Mirror Move
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+ cartridge (`Side.lastMove` should be what's used, but is used by Pokémon Showdown only for Counter
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+ and isn't set and cleared in the correct locations. `Pokemon.lastMove` matches `PlayerUsedMove`
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+ more often so is what the engine attempts to model, despite the implications for Counter)
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+ - `battle.last_moves` doesn't map precisely to cartridge concepts because it's used to track desyncs
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+ which instead are represented on the cartridge as discrepancies between the two separate battle
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+ states that exist in the link battle.
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+ - Pokémon Showdown doesn't implement the [partial-trapping move Mirror Move
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  glitch](https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch) and as such
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- does not need to keep track of a player's last selected move index (`PlayerMoveListIndex`)
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+ doesn't need to keep track of a player's last selected move index (`PlayerMoveListIndex`)
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  - Battle results (win, lose, draw) and request states are communicated via the return value of
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  `Battle.update`
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- - Nicknames (`BattleMonNick`/`pokemon.name`) are not handled by the pkmn engine as they are expected
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+ - Nicknames (`BattleMonNick`/`pokemon.name`) aren't handled by the pkmn engine as they're expected
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  to be handled by driver code if required
78
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  - Pokémon Red's `LastSwitchInEnemyMonHP`, `InHandlePlayerMonFainted`, `PlayerNumHits`,
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  `PlayerMonMinimized`, and `Move{DidntMiss,Missed}` are relevant for messaging/UI only
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  - Pokémon Red's `TransformedEnemyMonOriginalDVs` is only relevant for the [Transform DV manipulation
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  glitch](https://pkmn.cc/bulba/Transform_glitches#Transform_DV_manipulation_glitch)
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- - Pokémon Red's `PlayerMove*` tracks information that is stored in the `Move` class
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+ - Pokémon Red's `PlayerMove*` tracks information that's stored in the `Move` class
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  - Pokémon Red's `PlayerStatsToDouble`/`PlayerStatsToHalve` are constants which are always 0
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- - pkmn does not store the DVs/stat experience of Pokémon as they are expected to already be
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- accounted for in the `Pokemon` `stats` and never need to be referenced in-battle (though a `DVs`
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- struct exists to simplify generating legal test data)
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+ - pkmn doesn't store the DVs/stat experience of Pokémon as they're expected to already be accounted
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+ for in the `Pokemon` `stats` and never need to be referenced in-battle (though a `DVs` struct
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+ exists to simplify generating legal test data)
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  - Instead of storing unmodified stats like Pokémon Red or Pokémon Showdown, pkmn simply tracks the
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  identity of the Pokémon that has been transformed into in the `active.volatiles.transform` field
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  - pkmn uses `volatiles.state` for total accumulated damage for Bide but also for implementing
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- accuracy overwrite mechanics for certain moves (this glitch is present on the device but is not
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+ accuracy overwrite mechanics for certain moves (this glitch is present on the device but isn't
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  correctly implemented by Pokémon Showdown currently)
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93
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  ### `Battle` / `Side`
@@ -98,14 +102,14 @@ The following information is required to simulate a Generation I Pokémon battle
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  store general information about the battle. Unlike in Pokémon Showdown there is a distinction
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  between the data structure for the "active" Pokémon and its party members (see below).
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101
- Due to layout constraints, the index of the last selected move for a side is stored in what would
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- otherwise be the padding bytes of`Battle` (the `last_selected_indexes` field) instead of in `Side`.
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+ Due to layout constraints, details about the last moves for a side are stored in what would
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+ otherwise be the padding bytes of `Battle` (the `last_moves` field) instead of in `Side`.
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104
108
  ### `Pokemon` / `ActivePokemon`
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109
 
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- Similar to the cartridge, in order to save space different information is stored depending on
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- whether a [Pokémon](https://pkmn.cc/bulba/Pok%c3%a9mon_data_structure_%28Generation_I%29) is
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- actively participating in battle vs. is switched out (pret's [`battle_struct` vs.
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+ Similar to the cartridge, to save space different information is stored depending on whether a
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+ [Pokémon](https://pkmn.cc/bulba/Pok%c3%a9mon_data_structure_%28Generation_I%29) is actively
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+ participating in battle vs. is switched out (pret's [`battle_struct` vs.
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  `party_struct`](https://pkmn.cc/pokered/macros/ram.asm)). In Pokémon Showdown, all the Pokémon in a
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  battle are represented by the same
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  [`Pokemon`](https://github.com/smogon/pokemon-showdown/blob/master/sim/pokemon.ts) class, and static
@@ -117,14 +121,14 @@ A `MoveSlot` is a data-type for a `(move, current pp)` pair. A pared down versio
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  Showdown's `Pokemon.moveSlot`, it also stores data from the cartridge's `battle_struct::Move` macro
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  and can be used to replace the `PlayerMove*` data. Move PP is stored as a full byte instead of how
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  the cartridge (`battle_struct::PP`) stores it (6 bits for current PP and the remaining 2 bits used
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- to store the number of applied PP Ups). PP Up bits do not actually need to be stored on move slot
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+ to store the number of applied PP Ups). PP Up bits don't actually need to be stored on move slot
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  as max PP is never relevant in Generation I.
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126
 
123
127
  #### `Status`
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128
 
125
129
  Bitfield representation of a Pokémon's major [status
126
- condition](https://pkmn.cc/bulba/Status_condition), mirroring how it is stored on the cartridge. A
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- value of `0x00` means that the Pokémon is not affected by any major status, otherwise the lower 3
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+ condition](https://pkmn.cc/bulba/Status_condition), mirroring how it's stored on the cartridge. A
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+ value of `0x00` means that the Pokémon isn't affected by any major status, otherwise the lower 3
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  bits represent the remaining duration for Sleep. Other status are denoted by the presence of
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  individual bits - at most one status should be set at any given time.
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@@ -133,10 +137,10 @@ below), so the upper most bit of `Status` is instead used to track state require
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  quirks:
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138
 
135
139
  - when combined with a valid sleep duration (or 0), it indicates that the `SLP` status was
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- self-inflicted (required in order to implement Pokémon Showdown's "Sleep Clause Mod")
140
+ self-inflicted (required to implement Pokémon Showdown's "Sleep Clause Mod")
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  - when combined with `PSN` it indicates that the Pokémon is actually badly poisoned (required in
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  order to send the same incorrect protocol messages as Pokémon Showdown - the Toxic volatile
139
- alone is not sufficient in compatibility mode because it gets lost on switch)
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+ alone isn't sufficient in compatibility mode because it gets lost on switch)
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141
145
  #### `Volatiles`
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146
 
@@ -172,17 +176,16 @@ boolean flags that are cleared when the Pokémon faints or switches out:
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  [Toxic](https://pkmn.cc/bulba/Toxic_(move)) (counter),
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  [Transform](https://pkmn.cc/bulba/Transform_(move)) (identity), and
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  [Disable](https://pkmn.cc/bulba/Disable_(move)) (move and duration), and multi-hit attacks all
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- require additional information that is also stored in the `Volatiles` structure. `MultiHit` is not
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- strictly required to be stored as it should always be 0 after updates barring errors, however it is
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+ require additional information that's also stored in the `Volatiles` structure. `MultiHit` isn't
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+ strictly required to be stored as it should always be 0 after updates barring errors, however it's
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  convenient to maintain as it maps neatly to the cartridge and is effectively "free" space-wise due
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  to padding.
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180
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  The `state` field of `Volatiles` is effectively treated as a union:
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182
186
  - if `volatiles.Bide` is set, `volatiles.data.state` reflects the total accumulated Bide damage
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- - otherwise, `volatiles.data.state` reflects the last computed move accuracy (required in order to
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- implement the [Rage and Thrash / Petal Dance accuracy
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- bug](https://www.youtube.com/watch?v=NC5gbJeExbs))
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+ - otherwise, `volatiles.data.state` reflects the last computed move accuracy (required to implement
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+ the [Rage and Thrash / Petal Dance accuracy bug](https://www.youtube.com/watch?v=NC5gbJeExbs))
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189
 
187
190
  #### `Stats` / `Boosts`
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191
 
@@ -194,11 +197,11 @@ boosts should always range from `-6`...`6` instead of `1`...`13` as on the cartr
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197
 
195
198
  `Move` serves as an identifier for a unique [Pokémon move](https://pkmn.cc/bulba/Move) that can be
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  used to retrieve `Move.Data` with information regarding base power, accuracy, and type. As covered
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- above, PP information isn't strictly necessary in Generation I so is dropped. `Move.None` exists as
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- a special sentinel value to indicate `null`. Move PP data is only included for testing and is not
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+ earlier, PP information isn't strictly necessary in Generation I so is dropped. `Move.None` exists
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+ as a special sentinel value to indicate `null`. Move PP data is only included for testing and isn't
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  necessary for the actual engine implementation.
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203
 
201
- In order to workaround various [Pokémon Showdown bugs](#bugs) and to support its protocol in traces,
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+ In order to workaround various [Pokémon Showdown bugs](#bugs) and to support its protocol in logs,
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  additional information is stored in `Move.Data` (`targets`) about what Pokémon Showdown believes the
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  `Move.Target` to be (despite the concept of targeting not existing until Generation III when Double
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  battles were introduced). More specifically, a move's "targeting" status is required in various
@@ -217,11 +220,11 @@ places to determine which protocol messages to print.
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  ### `Species` / `Species.Data`
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221
 
219
222
  `Species` just serves as an identifier for a unique [Pokémon
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- species](https://pkmn.cc/bulba/Pokémon_species_data_structure_(Generation_I)) as the base stats
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- of a species are already accounted for in the computed stats in the `Pokemon` structure and nothing
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- in battle requires these to be recomputed. Similarly, Type is unnecessary to include as it is also
223
+ species](https://pkmn.cc/bulba/Pokémon_species_data_structure_(Generation_I)) as the base stats of a
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+ species are already accounted for in the computed stats in the `Pokemon` structure and nothing in
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+ battle requires these to be recomputed. Similarly, Type is unnecessary to include as it's also
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226
  already present in the `Pokemon` struct. `Species.None` exists as a special sentinel value to
224
- indicate `null`. `Species.Data` is only included for testing and is not necessary for the actual
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+ indicate `null`. `Species.Data` is only included for testing and isn't necessary for the actual
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  engine implementation, outside of `Species.CHANCES` which is required as the base speed / 2 of the
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  species is necessary for computing critical hit probability.
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@@ -234,19 +237,27 @@ effectiveness - like the cartridge, effectiveness is stored as `0`, `5`, `10`, a
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  (technically only a 2-bit value is required, but as with `Types` Zig only allows a minimum of a byte
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  to be stored at each address of an array).
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237
- The 'precedence' of the various type matchups matters beyond just the [dual-type damage
240
+ The 'precedence' of the various type match-ups matters beyond just the [dual-type damage
238
241
  misinformation
239
242
  glitch](https://pkmn.cc/bulba/List_of_glitches_(Generation_I)#Dual-type_damage_misinformation) -
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  type effectiveness modifiers are applied based on the (haphazard) ordering of the effectiveness
241
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  table as opposed to first applying modifiers for a species's first type and then second type. The
242
- engine maintains a `Type.PRECEDENCE` table with just the matchups that are relevant in game (certain
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- type combinations cannot crop up with the limited Generation I species pool and as such are pruned
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- for efficiency) and only looks up precedence when necessary to minimize expensive searches. Pokémon
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- Showdown does not implement type precedence.
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+ engine maintains a `Type.PRECEDENCE` table with just the match-ups that are relevant in game
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+ (certain type combinations can't crop up with the limited Generation I species pool and as such are
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+ pruned for efficiency) and only looks up precedence when necessary to minimize expensive searches.
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+ Pokémon Showdown doesn't implement type precedence.
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+
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+ ### `Chance` / `Actions` / `Action` / `Durations` / `Duration`
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+
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+ TODO
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+
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+ ### `Calc` / `Overrides` / `Summaries` / `Summary`
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+
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+ TODO
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257
 
247
258
  ## Information
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259
 
249
- The information of each field (in terms of [bits of
260
+ The information of each field required for mechanics (in terms of [bits of
250
261
  entropy](https://en.wikipedia.org/wiki/Entropy_(information_theory))) is as follows:
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262
 
252
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  | Data | Range | Bits | | Data | Range | Bits |
@@ -268,8 +279,8 @@ entropy](https://en.wikipedia.org/wiki/Entropy_(information_theory))) is as foll
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279
  | **crit chance** | 7..65 | 6 | | **transform** | 0..15 | 4 |
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  | **target** | 0..4 | 3 | | | | |
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281
 
271
- From this we can determine the minimum bits[^1] required to store each data structure to determine
272
- how much overhead the representations above have after taking into consideration [alignment &
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+ From this one can determine the minimum bits[^1] required to store each data structure to determine
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+ how much overhead the preceding representations have after taking into consideration [alignment &
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284
  padding](https://en.wikipedia.org/wiki/Data_structure_alignment) and
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  [denormalization](https://en.wikipedia.org/wiki/Denormalization):
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286
 
@@ -282,9 +293,9 @@ padding](https://en.wikipedia.org/wiki/Data_structure_alignment) and
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293
  - the active Pokémon's level and current and max HP can always be referred to the `Pokemon`
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294
  struct
284
295
  - **`Side`**: `ActivePokemon` + 6× `Pokemon` + active (`3`) + last used (`8`) + last selected
285
- (`8`)
286
- - `order` does not need to be stored as the party can always be rearranged as switches occur
287
- - **`Battle`**: 6× `Side` + seed (10× `8` + `4`) + turn (`10`) + last damage (`10`)
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+ (`8`) + counterable (`1`) + last move index (`3`)
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+ - `order` doesn't need to be stored as the party can always be rearranged as switches occur
298
+ - **`Battle`**: 6× `Side` + seed (9× `8` + `4`) + turn (`10`) + last damage (`10`)
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  - **`Type.CHART`**: attacking types (`15`) × defending types (`15`) × effectiveness (`2`)[^2]
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300
  - **`Type.PRECEDENCE`**: 29× attacking type (`4`) + defending type (`4`) pairs
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301
  - **`Moves.DATA`**: 165× base power (`6`) + effect (`7`) + accuracy (`4`) + type (`4`) + target
@@ -295,8 +306,8 @@ padding](https://en.wikipedia.org/wiki/Data_structure_alignment) and
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  | ----------------- | ----------- | ------------ | -------- |
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307
  | `Pokemon` | 192 | 147 | 30.6% |
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  | `ActivePokemon` | 256 | 202 | 26.7% |
298
- | `Side` | 1472 | 1056 | 33.5% |
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- | `Battle` | 3088 | 2216 | 33.7% |
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+ | `Side` | 1472 | 1107 | 33.0% |
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+ | `Battle` | 3088 | 2310 | 33.7% |
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311
  | `Type.CHART` | 1800 | 450 | 300.0% |
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312
  | `Type.PRECEDENCE` | 232 | 232 | 0.0% |
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  | `Moves.DATA` | 5280 | 3960 | 33.3% |
@@ -309,56 +320,59 @@ consideration the worst case all Pokémon types are required and 48 moves. The `
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  could be eliminated and instead the `Move` data actually required by each `Pokemon` could be placed
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321
  beside the `MoveSlot`, though this is both less general and adds unnecessary complexity.
311
322
 
312
- [^1]: For data with lower cardinality it is possible to save memory by ordinalizing the values and
323
+ [^1]: For data with lower cardinality it's possible to save memory by ordinalizing the values and
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324
  turning them into indices into a lookup table (e.g. encode all possible move base powers in a lookup
314
325
  table and store the index into that table instead of the actual base power). While this approach may
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  minimize the absolute memory used, performance is more likely to suffer as the goal is to minimize
316
- uncached memory lookups, not total memory usage.
327
+ un-cached memory lookups, not total memory usage.
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328
 
318
329
  [^2]: Instead of storing as a sparse multi-dimensional array the type chart could instead only
319
330
  [store values which are not normal
320
331
  effectiveness](https://github.com/pret/pokered/blob/master/data/types/type_matchups.asm) in 820 bits
321
332
  as 82× attacking type (`4`) + defending type (`4`) + non-Normal effectiveness (`2`). This would
322
333
  avoid having to do two memory lookups at the cost of a longer time scanning, but the second lookup
323
- should already be fast due to locality of reference meaning it will likely already be in the cache.
334
+ should already be fast due to locality of reference meaning it's likely to already be in the cache.
324
335
  This approach would also render `Type.PRECEDENCE` unnecessary.
325
336
 
326
337
  ## Layout
327
338
 
328
339
  The precise layout of the engine's data structures is important to those implementing driver code,
329
340
  as clients must directly probe the engine's state through these structures (i.e. the pkmn engine
330
- does not produce an equivalent to Pokémon Showdown's `|request|` protocol message, this information
341
+ doesn't produce an equivalent to Pokémon Showdown's `|request|` protocol message, this information
331
342
  must be gleaned through the `Battle` state). Useful size and offset information can be found in
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343
  the [`layout.json`](../../data/layout.json) which exists to simplify writing driver code.
333
344
 
334
- Documentation of the wire protocol used for logging traces when `-Dtrace` is enabled can be found in
335
- [PROTOCOL.md](../../../docs/PROTOCOL.md). Note that the
345
+ Documentation of the wire protocol used for protocol message logging when `-Dlog` is enabled can be
346
+ found in [PROTOCOL.md](../../../docs/PROTOCOL.md). Note that the
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  [`pkmn-debug`](../../../README.md#pkmn-debug) tool exists to display the binary protocol and battle
337
348
  data in the browser for ease of debugging.
338
349
 
339
350
  ### `Battle`
340
351
 
341
- | Start | End | Data | Description |
342
- | ------- | ------- | ----------------------- | ------------------------------------------------------- |
343
- | 0 | 184 | [`sides[0]`](#side) | Player 1's side |
344
- | 184 | 368 | [`sides[1]`](#side) | Player 2's side |
345
- | 368 | 370 | `turn` | The current turn number |
346
- | 370 | 372 | `last_damage` | The last damage dealt by either side |
347
- | 372 | 373-376 | `last_selected_indexes` | The slot index of the last selected moves for each side |
348
- | 373-376 | 384 | `rng` | The RNG state |
352
+ | Start | End | Data | Description |
353
+ | ------- | ------- | ------------------- | ------------------------------------------------------ |
354
+ | 0 | 184 | [`sides[0]`](#side) | Player 1's side |
355
+ | 184 | 368 | [`sides[1]`](#side) | Player 2's side |
356
+ | 368 | 370 | `turn` | The current turn number |
357
+ | 370 | 372 | `last_damage` | The last damage dealt by either side |
358
+ | 372 | 374-376 | `last_moves` | Details about the last move selected/used by each side |
359
+ | 374-376 | 384 | `rng` | The RNG state |
349
360
 
350
361
  - the current `turn` is 2 bytes, written in native-endianness
351
- - `last_selected_indexes` layout depends on whether or not Pokémon Showdown compatibility mode is
352
- enabled (`-Dshowdown`). In either case it stores a move "slot", where 0 is used as an empty value and
353
- 1-4 represent actual moves:
354
- - if `showdown` is enabled bytes 372 and 373 are used to store the last selected move index of
355
- `side[0]` and bytes 374 and 375 store the last selected move index of `side[1]`
356
- - otherwise byte 372 stores the last selected move index of `side[0]` in its first 4 bits and
357
- `side[1]`'s in its second 4 bits
362
+ - `last_moves` layout depends on whether or not Pokémon Showdown compatibility mode is enabled
363
+ (`-Dshowdown`). In either case it stores the last selected move index and last executed move for
364
+ each player (required to detect desyncs). In the case of the move index, 0 is used as an empty
365
+ value and 1-4 represent actual moves:
366
+ - if `showdown` is enabled byte 372 is used to store the last selected move index of `side[0]` and
367
+ byte 373 is used to store whether or not the side's last executed move would have been considered
368
+ "counterable"; and bytes 374 and 375 store the same information for `side[1]`
369
+ - otherwise the first 4 bits of byte 372 stores the last selected move index of `side[0]` and the
370
+ next 4 bits store whether that side's last executed move would have been considered
371
+ "counterable", with the same information for `side[1]`'s being stored in the second byte
358
372
  - the `rng` depends on whether or not Pokémon Showdown compatibility mode is enabled (`-Dshowdown`):
359
373
  - if `showdown` is enabled, the RNG state begins on byte 376 and consists of a 64-bit seed,
360
374
  written in native-endianness
361
- - otherwise the RNG state begins on byte 373 and consists of the 10 bytes of the seed followed by
375
+ - otherwise the RNG state begins on byte 374 and consists of the 9 bytes of the seed followed by
362
376
  the index pointing to which byte of the seed is currently being used
363
377
 
364
378
  ### `Side`
@@ -377,9 +391,9 @@ data in the browser for ease of debugging.
377
391
  | 183 | 184 | `last_used_move` | The last move the player used |
378
392
 
379
393
  - `order` is a 6 byte array where `order[i]` represents the "slot" of `pokemon[i]`, where the slot
380
- is usually a unique value from 1-6 but can be 0 in situations where a player brings less than six
394
+ is usually a unique value from 1 to 6 but can be 0 in situations where a player brings less than six
381
395
  Pokémon to battle (note however that if `order[i]` is 0 than for all j > 0 `order[i+j]` **must**
382
- equal 0).
396
+ equal 0)
383
397
 
384
398
  ### `ActivePokemon`
385
399
 
@@ -404,7 +418,7 @@ data in the browser for ease of debugging.
404
418
  | 28 | 29 | `moves[2].id` | The active Pokémon's third move |
405
419
  | 29 | 30 | `moves[2].pp` | The PP of the active Pokémon's third move |
406
420
  | 30 | 31 | `moves[3].id` | The active Pokémon's fourth move |
407
- | 31 | 32 | `moves[3].pp` | The PP of the active Pokémon's fourth moe |
421
+ | 31 | 32 | `moves[3].pp` | The PP of the active Pokémon's fourth move |
408
422
 
409
423
  - the active Pokémon's `stats.hp` is always identical to the corresponding stored Pokémon's `stats.hp`
410
424
  - `boosts` and `types` includes bytes which store two 4-bit fields each
@@ -439,7 +453,7 @@ data in the browser for ease of debugging.
439
453
  | 40 | 48 | `substitute` | The remaining HP of the Substitute |
440
454
  | 48 | 52 | `transform` | The identity of whom the active Pokémon is transformed into |
441
455
  | 52 | 56 | `disabled_duration` | The remaining turns the move is disabled |
442
- | 56 | 59 | `disabled_move` | The move slot (1-4) that is disabled |
456
+ | 56 | 59 | `disabled_move` | The move slot (1-4) that's disabled |
443
457
  | 59 | 64 | `toxic` | The number of turns toxic damage has been accumulating |
444
458
 
445
459
  ### `Pokemon`
@@ -465,6 +479,76 @@ data in the browser for ease of debugging.
465
479
  | 22 | 23 | `type1`/`type2` | The Pokémon's stored types |
466
480
  | 23 | 24 | `level` | The Pokémon's level |
467
481
 
482
+
483
+ ### `Action`
484
+
485
+ `Actions` consist of an `Action` for Player 1 followed by an `Action` for Player 2.
486
+
487
+ > **NOTE:** The offsets in the following table represent *bits* and **not** bytes.
488
+
489
+ | Start | End | Data | Description |
490
+ | ----- | --- | ------------------------ | ------------------------------------------------------------------------------- |
491
+ | 0 | 8 | `damage` | The roll to be returned damage (217-255). |
492
+ | 8 | 10 | `hit` | The roll to be returned for accuracy (1 for miss, 2 for hit). |
493
+ | 10 | 12 | `critical_hit` | The roll to be returned for critical hits (1 for no, 2 for yes). |
494
+ | 12 | 14 | `secondary_chance` | The roll to be returned for secondary chance rolls (1 for no-proc, 2 for proc). |
495
+ | 14 | 16 | `speed_tie` | The player to return for speed ties (1 for Player 1, 2 for Player 2). |
496
+ | 16 | 18 | `confused` | The roll to be returned for confusion self-hits (1 for no-proc, 2 for proc). |
497
+ | 18 | 20 | `paralyzed` | The roll to be returned for full paralysis (1 for no-proc, 2 for proc). |
498
+ | 20 | 24 | `duration` | The roll to be returned for the duration (including for binding moves). |
499
+ | 24 | 40 | [`durations`](#duration) | Values of various durations. |
500
+ | 40 | 44 | `move_slot` | The roll to be returned for the move slot (1-4, invalid values ignored). |
501
+ | 44 | 48 | `move_slot` | The roll to be returned for a multi-hit move distribution (2-5). |
502
+ | 48 | 56 | `psywave` | One greater than the roll to be returned for Psywave damage. |
503
+ | 56 | 64 | `metronome` | The move to return for Metronome. |
504
+
505
+ - for any field a value of 0 is considered to be unset
506
+ - **both Player 1 and Player 2 must set the same value for `speed_tie`.**
507
+ - `duration` determines the roll for any effect which lasts over multiple turns, whereas `durations` can either be used to
508
+ track how long these effects have lasted (for the purposes of computing probablities with `-Dchance`) or can be used to
509
+ [override](#overrides) (extend or end) the duration of specfic effects with `-Dcalc`.
510
+
511
+ #### `Duration`
512
+
513
+ > **NOTE:** The offsets in the following table represent *bits* and **not** bytes.
514
+
515
+ | Start | End | Data |
516
+ | ----- | --- | ----------- |
517
+ | 0 | 3 | `sleep` |
518
+ | 3 | 6 | `confusion` |
519
+ | 4 | 10 | `disable` |
520
+ | 10 | 13 | `attacking` |
521
+ | 13 | 16 | `binding` |
522
+
523
+ - the meaning of each field depends on the context in which `Duration` appears:
524
+ - within `Chance` `actions`, the durations tracked refer to the number of turns a Pokémon has been
525
+ observed to be under an effect
526
+ - within `Overrides` `actions`, the durations refer to the value the next `Chance` `actions`
527
+ should be made to take on
528
+ - within `Overrides` `durations`, the durations serve as a mask to determine to whether or not the
529
+ durations in `Overrides` `actions` should be considered to be set or not
530
+ ◊
531
+ ### `Overrides`
532
+
533
+ | Start | End | Data | Description |
534
+ | ----- | --- | --------------------------- | ------------------------------------------------------------------------------------- |
535
+ | 0 | 8 | [`action.p1`](#action) | Rolls to force Player 1's RNG to return for specific events. |
536
+ | 8 | 16 | [`action.p2`](#action) | Rolls to force Player 2's RNG to return for specific events. |
537
+ | 16 | 18 | [`durations.p1`](#duration) | Whether or not to modify Player 1's effect durations to match `actions.p1.durations`. |
538
+ | 18 | 20 | [`durations.p2`](#duration) | Whether or not to modify Player 2's effect durations to match `actions.p1.durations`. |
539
+ | 20 | 24 | - | *Zero padding* |
540
+
541
+ ### `Summaries`
542
+
543
+ | Start | End | Data | Description |
544
+ | ----- | --- | ------------------ | ------------------------------------------------------------------------------- |
545
+ | 0 | 2 | `p1.damage.base` | Player 1's base computed damage before the damage roll is applied. |
546
+ | 2 | 4 | `p1.damage.final` | Player 1's final computed damage that gets applied to the Pokémon. |
547
+ | 4 | 6 | `p1.damage.capped` | Whether higher damage from Player 1 will saturate / result in the same outcome. |
548
+ | 6 | 8 | `p2.damage.base` | Player 2's base computed damage before the damage roll is applied. |
549
+ | 8 | 10 | `p2.damage.final` | Player 2's final computed damage that gets applied to the Pokémon. |
550
+ | 10 | 12 | `p2.damage.capped` | Whether higher damage from Player 2 will saturate / result in the same outcome. |
551
+
468
552
  ## Bugs
469
553
 
470
554
  In addition to its alternative [RNG semantics](#rng), Pokémon Showdown's implementation of the first
@@ -473,27 +557,31 @@ Smogon](https://www.smogon.com/forums/posts/5933177/show):
473
557
 
474
558
  - moves on Pokémon Showdown can do 0 damage instead of failing or causing a [division-by-zero
475
559
  freeze](https://pkmn.cc/bulba-glitch-1#Division_by_0).
476
- - Pokémon Showdown does not implement type effectiveness precedence correctly.
560
+ - Pokémon Showdown doesn't implement type effectiveness precedence correctly.
477
561
  - Pokémon Showdown checks for type and OHKO immunity before accuracy.
478
562
  - Confusion self-hits use the wrong damage formula resulting in off-by-one errors (and also fail to
479
- account for an opponent's Reflect). Furthermore, the confusion self-hit damage will erroneously be
480
- inflicted to the confused user's substitute if the confused user had been attempting to use a
563
+ account for an opponent's Reflect). Furthermore, the confusion self-hit damage erroneously gets
564
+ inflicted on the confused user's substitute if the confused user had been attempting to use a
481
565
  self-targeting move. Finally, Pokémon Showdown erroneously considers the *uncapped* self-hit
482
566
  damage for the purposes of tracking the battle's last damage.
483
567
 
484
- Beyond the general bugs listed above, several move effects are implemented incorrectly by Pokémon
485
- Showdown. Some of these moves are [too fundamentally broken to be implemented](#unimplementable) by
486
- the pkmn engine, but the following moves have their broken behavior preserved in `-Dshowdown` mode:
487
-
488
- - **Bide**: If the opponent faints after Bide inflicts damage on Pokémon Showdown residual damage
489
- incorrectly still gets applied to Bide's user.
568
+ Beyond these general bugs, several move effects are implemented incorrectly by Pokémon Showdown.
569
+ Some of these moves are [too fundamentally broken to be implemented](#unimplementable) by the pkmn
570
+ engine, but the following moves have their broken behavior preserved in `-Dshowdown` mode:
571
+
572
+ - **Bide**: Bide's damage can overflow if OHKO moves are involved because OHKO moves work by setting
573
+ the damage to 65535 - Pokémon Showdown doesn't implement this overflow and instead lets Bide's
574
+ damage grow unbounded. Additionally, if the opponent faints after Bide inflicts damage on Pokémon
575
+ Showdown residual damage incorrectly still gets applied to Bide's user.
576
+ - **Counter**: On Pokémon Showdown choices made while sleeping (which shouldn't have been
577
+ registered) can erroneously cause Counter to trigger Desync Clause Mod behavior. Additionally,
578
+ because Pokémon Showdown neglects to zero the last battle damage if a move misses due to immunity
579
+ or invulnerability Counter occasionally works on Pokémon Showdown when it should fail.
490
580
  - **Leech Seed**: Leech Seed fails to heal its source side if a seeded target faints due to
491
- recoil/crash damage on Pokémon Showdown. Pokémon Showdown also updates the battle's last damage
492
- field with the uncapped Leech Seed damage if the residual damage is applied which has consequences
493
- for Bide and Counter.
581
+ recoil/crash damage on Pokémon Showdown.
494
582
  - **Pay Day**: Pay Day should still scatter coins if it hits (but doesn't break) and opponent's
495
583
  Substitute but doesn't on Pokémon Showdown.
496
- - **Flinch**: Flinching does not get cleared during move selection on Pokémon Showdown and is
584
+ - **Flinch**: Flinching doesn't get cleared during move selection on Pokémon Showdown and is
497
585
  instead cleared in Pokémon Showdown's "residual" phase, meaning the flinch status gets erroneously
498
586
  preserved across fainting (as fainting triggers Pokémon Showdown's "instaswitch" behavior which
499
587
  skips end-of-turn residuals).
@@ -504,41 +592,45 @@ the pkmn engine, but the following moves have their broken behavior preserved in
504
592
  Petal Dance accuracy bug]( https://www.youtube.com/watch?v=NC5gbJeExbs) incorrectly, as the
505
593
  accuracy only gets written when the volatile is present which can lead to incorrect accuracy
506
594
  values on turns where Rage is used on the same turn as a move which modifies accuracy or evasion.
507
- - **Thrash** / **Petal Dance**: once a Pokémon is locked into a thrashing move they will lose all
508
- speed ties on Pokémon Showdown (due to the fact that if they win the speed tie their action will
509
- then get "changed" and inserted back into the queue after their opponent's action). Pokémon
510
- Showdown also implements accuracy incorrectly, as covered above.
595
+ - **Thrash** / **Petal Dance**: once a Pokémon is locked into a thrashing move they lose all speed
596
+ ties on Pokémon Showdown (due to the fact that if they win the speed tie their action then gets
597
+ "changed" and inserted back into the queue after their opponent's action). Pokémon Showdown also
598
+ implements accuracy incorrectly, as covered earlier.
511
599
  - **Freeze** / **Sleep**: Pokémon Showdown requires a move to be selected when a Pokémon is frozen
512
600
  or sleeping and uses that in the event that the status is removed while on the cartridge no
513
601
  selection is possible and no turn exists for the thawed/woken Pokémon to act except in the case of
514
602
  a Fire-type move thawing a slower Pokémon (which should result in the [Freeze top move selection
515
- glitch](https://glitchcity.wiki/Freeze_top_move_selection_glitch), which is not implemented and
603
+ glitch](https://glitchcity.wiki/Freeze_top_move_selection_glitch), which isn't implemented and
516
604
  would also likely be incorrect if it were to be implemented due to how Pokémon Showdown
517
605
  incorrectly saves arbitrary moves with its choice selection semantics). Furthermore, thrashing
518
- volatiles should not be cleared if the user misses a turn due to freeze / sleep.
606
+ volatiles shouldn't be cleared if the user misses a turn due to freeze / sleep.
519
607
  - **Hyper Beam**: due to improperly implemented selection mechanics, the [Hyper Beam
520
608
  automatic-selection glitch](https://glitchcity.wiki/Hyper_Beam_automatic_selection_glitch) does
521
609
  not exist on Pokémon Showdown. Additionally, Hyper Beam being able to cause [Freeze permanent
522
- helplessness](https://pkmn.cc/bulba-glitch-1#Hyper_Beam_.2B_Freeze_permanent_helplessness) is not
610
+ helplessness](https://pkmn.cc/bulba-glitch-1#Hyper_Beam_.2B_Freeze_permanent_helplessness) isn't
523
611
  implement by Pokémon Showdown.
524
612
  - **Roar** / **Whirlwind**: these moves can miss on Pokémon Showdown (and advance the RNG when
525
- checking) which is incorrect (these moves should always fail, but do not check accuracy or advance
613
+ checking) which is incorrect (these moves should always fail, but don't check accuracy or advance
526
614
  the RNG). More importantly, these moves should *not* cause the tracked last battle damage to be
527
615
  zeroed, but on Pokémon Showdown they do.
528
616
  - **Substitute**: in addition to the [Substitute + Confusion
529
617
  glitch](https://pkmn.cc/bulba-glitch-1#Substitute_.2B_Confusion_glitch) not being implemented
530
- correctly (covered above), the [Substitute 1/4
618
+ correctly (covered earlier), the [Substitute 1/4
531
619
  glitch](https://glitchcity.wiki/Substitute_%C2%BC_HP_glitch) also fails in many cases due to
532
620
  Pokémon Showdown implementing the health check based on floating point division instead of integer
533
- divison like on the cartridge (meaning the Substitute 1/4 glitch will only occur if the Pokémon's
534
- maximum HP is evenly divisible by 4). Finally, Substitute also incorrectly blocks Dream Eater on
535
- Pokémon Showdown and will incorrectly still heal 1 HP for any draining moves if the attack does 0
536
- damage.
621
+ division like on the cartridge (meaning the Substitute 1/4 glitch only occurs if the Pokémon's
622
+ maximum HP is evenly divisible by 4). Substitute also incorrectly blocks Dream Eater on
623
+ Pokémon Showdown and incorrectly still heals 1 HP for any draining moves if the attack does 0
624
+ damage. Finally, Pokémon Showdown uses a `subFainted` field to track whether a Substitute was
625
+ broken to know when to nullify a move's effect, only it doesn't get cleared at the end of
626
+ the turn and can result in incorrect behavior on subsequent turns with the moves Mirror Move and
627
+ Metronome that invoke `runMove` (which is where `subFainted` gets cleared) on the user but skips
628
+ calling it for the eventual true target.
537
629
 
538
630
  In addition to numerous cases where Pokémon Showdown uses the wrong type of message (e.g. `|-fail`
539
- vs. `|-miss|` vs. `|-immune|`, e.g. in the case of Leech Seed) which are not documented here, Pokémon
540
- Showdown sometimes gets message ordering incorrect (which does not effect the outcome
541
- of the battle, only pedantic UI correctness):
631
+ vs. `|-miss|` vs. `|-immune|`, e.g. in the case of Leech Seed) which aren't documented here, Pokémon
632
+ Showdown sometimes gets message ordering incorrect (which doesn't effect the outcome of the battle,
633
+ only pedantic UI correctness):
542
634
 
543
635
  - **Rage**: Rage should report the `|-boost|` before the Disable `|-miss|`, not after.
544
636
  - **Haze**: Haze clears the status/volatiles in an incorrect order.
@@ -551,21 +643,21 @@ Pokémon Showdown also implements a number of modifications to the cartridge (us
551
643
  called out in the `|rule|` section at the beginning of a battle's log):
552
644
 
553
645
  - **Sleep Clause Mod**: players are prevented from putting more than one of their opponent's Pokémon
554
- to sleep at a time (usage of the move will fail).
646
+ to sleep at a time (usage of the move fails).
555
647
  - **Freeze Clause Mod**: players are prevented from freezing more than one of their opponent's
556
- Pokémon at a time (usage of the move will fail).
557
- - **Desync Clause Mod**: If the usage of a move would cause a desync it instead causes a
558
- failure. However, this mod does not trigger for [**division by
648
+ Pokémon at a time (usage of the move fails).
649
+ - **Desync Clause Mod**: If the usage of a move would cause a desync it instead causes a failure.
650
+ However, this mod doesn't trigger for [**division by
559
651
  zero**](https://pkmn.cc/bulba/List_of_glitches_(Generation_I)#Division_by_0) - instead of failing,
560
652
  Pokémon Showdown silently patches the damage calculation to divide by 1 instead of 0. The
561
653
  definition of the Desync Clause Mod should be extended or the code should be changed to fail
562
654
  instead of succeeding in these cases.
563
655
  - **Endless Battle Clause**: Prematurely ends the battle in a tie after 1000 turns or in certain
564
- situations where it is trivially detectable that no progress can be made.
656
+ situations where it's trivially detectable that no progress can be made.
565
657
  - **Switch Priority Clause Mod**: When both player switch out their Pokémon at the same time the
566
658
  faster Pokémon switches first. This mod is **not broadcast at the start of the battle in the
567
- `|rule|` section** in Generation I (or II) as the actual order of switches here does not have
568
- competitive implications like it does in Generation III, but it is still contrary to how the games
659
+ `|rule|` section** in Generation I (or II) as the actual order of switches here doesn't have
660
+ competitive implications like it does in Generation III, but it's still contrary to how the games
569
661
  work where the [host (Player 1)'s Pokemon would switch
570
662
  first](https://www.smogon.com/forums/posts/5989318/show).
571
663
 
@@ -603,31 +695,39 @@ the correct control flow):
603
695
  still gets a turn under the [trapping sleep
604
696
  glitch](https://glitchcity.wiki/Trapping_move_and_sleep_glitch), Wrap does 0 damage against
605
697
  Ghost-type Pokémon instead of properly respecting immunity, and binding effects are handled in the
606
- wrong order in the code.
607
- - **Counter**: On Pokémon Showdown choices made while sleeping (which should not have been
608
- registered) can erroneously cause Counter to trigger Desync Clause Mod behavior.
698
+ wrong order in the code which results in either out of order messaging or, more consequentially,
699
+ Pokémon using Rage/Bide or Thrashing/Charging moves being incorrectly forced to skip a turn when
700
+ the Pokémon using the Binding move switches.
609
701
  - **Mimic**: Pokémon Showdown checks that the user of Mimic has Mimic in one of their move slots,
610
- which means Mimic legally called via Metronome or Mirror Move will only work if the user also has
611
- Mimic (and the moved mimicked by Mimic called via Metronome / Mirror Move will erroneously
612
- override the Mimic move slot instead of the Metronome / Mirror Move move slot). Furthermore,
613
- because Pokémon Showdown deducts PP based on a move's name instead of slot, if Mimic copies a move
614
- the Pokémon already knows, PP deduction for using either the original move of the mimicked move
615
- will instead deduct PP for whichever appears at the lower move slot index and the PP will be
616
- allowed to go negative (effectively allowing for infinite PP use).
617
- - **Mirror Move**: Binding moves misbehave when used via Mirror Move (though Pokémon Showdown has
618
- its own weird behavior and does not implement the [partial trapping move Mirror Move
702
+ which means Mimic legally called via Metronome or Mirror Move only works if the user also has
703
+ Mimic (and the moved mimicked by Mimic called via Metronome / Mirror Move erroneously overrides
704
+ the Mimic move slot instead of the Metronome / Mirror Move move slot). Furthermore, because
705
+ Pokémon Showdown deducts PP based on a move's name instead of slot, if Mimic copies a move the
706
+ Pokémon already knows, PP deduction for using either the original move of the mimicked move
707
+ instead deducts PP for whichever appears at the lower move slot index and the PP is allowed to go
708
+ negative (effectively allowing for infinite PP use). Pokémon Showdown also doesn't deduct PP from
709
+ using Transform if it was copied by Mimic.
710
+ - **Mirror Move**: As covered earlier, both Substitute and Binding moves misbehave when used via
711
+ Mirror Move (though Pokémon Showdown has its own weird behavior and doesn't implement the [partial
712
+ trapping move Mirror Move
619
713
  glitch](https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch) that exists
620
- on the cartridge).
621
- - **Metronome**: In addition to the issues with binding moves, Metronome and Mirror Move cannot
622
- mutually call each other more than 3 times in a row without causing the Pokémon Showdown simulator
623
- to crash due to defensive safety checks that do not exist on the cartridge.
624
- - **Transform**: Transform screws up the effect of Disable, because on Pokémon Showdown, Disable
714
+ on the cartridge). Additionally, Pokémon Showdown sets the last used move every turn a Pokémon is
715
+ Thrashing instead of just on the turn it's actually selected meaning Mirror Move sometimes
716
+ successfully mirrors a Thrashing move when it should fail. Finally, if Mirror Move copies Struggle
717
+ it shouldn't deduct PP but on Pokémon Showdown it does.
718
+ - **Metronome**: In addition to the issues with binding moves and Substitute, Metronome and Mirror
719
+ Move can't mutually call each other more than 3 times in a row without causing the Pokémon
720
+ Showdown simulator to crash due to defensive safety checks that don't exist on the cartridge.
721
+ - **Transform**: Transform screws up the effect of Disable, because on Pokémon Showdown, Disable
625
722
  prevents moves of a given *name* from being used (e.g. "Water Gun") as opposed to moves in a
626
- specific *slot* (e.g. the 2nd move slot), and a Pokémon's moves can change after Transform (this
627
- is not an issue with Disable + Mimic because Mimic happens to replace the same slot). Furthermore,
628
- transforming and then using Mirror Move / Metronome can result in [glitchy behavior and
723
+ specific *slot* (e.g. the second move slot), and a Pokémon's moves can change after Transform
724
+ (this isn't an issue with Disable + Mimic because Mimic happens to replace the same slot).
725
+ Transform also has a bad interaction with Pokémon Showdown's buggy Haze implementation, as Haze on
726
+ Pokémon Showdown doesn't copy unmodified stats, leaving the Transformed Pokémon with incorrect
727
+ stats. Furthermore, transforming and then using Mirror Move / Metronome can result in [glitchy
728
+ behavior and
629
729
  softlocks](https://pkmn.cc/bulba/Transform_glitches#Transform_.2B_Mirror_Move.2FMetronome_PP_error)
630
- which Pokémon Showdown does not implement.
730
+ which Pokémon Showdown doesn't implement.
631
731
 
632
732
  Importantly, Pokémon Showdown's **speed tie RNG mechanics are unimplementable** in the pkmn engine
633
733
  as they rely on internal implementation decisions made by Pokémon Showdown that are impossible to
@@ -638,13 +738,13 @@ below).
638
738
 
639
739
  **The pkmn engine aims to match the cartridge's RNG frame-accurately**, in that provided with the
640
740
  same initial seed and inputs it should produce the same battle playout as the Pokémon Red cartridge.
641
- **Pokémon Showdown does not correctly implement frame-accurate RNG in any generation**, and along
642
- with the [bugs](#bugs) discussed above this results in large differences in the codebase. Because
741
+ **Pokémon Showdown doesn't correctly implement frame-accurate RNG in any generation**, and along
742
+ with the [bugs](#bugs) discussed earlier this results in large differences in the codebase. Because
643
743
  the pkmn engine aims to be as compatible with Pokémon Showdown as possible when in `-Dshowdown`
644
744
  compatibility mode, the implications of these differences are outlined below:
645
745
 
646
746
  - **RNG**: Pokémon Showdown uses the RNG from Generation V & VI in every generation, despite
647
- the seeds and algorithm being different. Pokémon Red uses a simple 8-bit RNG with 10 distinct
747
+ the seeds and algorithm being different. Pokémon Red uses a simple 8-bit RNG with 9 distinct
648
748
  seeds generated when the link connection is established, whereas Pokémon Showdown uses a 64-bit
649
749
  RNG with a 32-bit output.
650
750
  - **Algorithm**: As detailed in the table below, the algorithm used by Pokémon Showdown in the
@@ -657,15 +757,15 @@ compatibility mode, the implications of these differences are outlined below:
657
757
  sampling to ensure uniformity as is done on the cartridge. This means that certain values are
658
758
  fractionally more likely to be chosen than others, though this bias is usually quite small (e.g.
659
759
  in the case of Metronome instead of selecting moves with an equal $1\over163$ chance, Pokémon
660
- Showdown will select some with a $1\over2^{32}$ greater chance than others).
760
+ Showdown selects some with a $1\over2^{32}$ greater chance than others).
661
761
  - **Order of operations**: RNG calls effectively introduce something similar to a ["memory
662
762
  barrier"](https://en.wikipedia.org/wiki/Memory_barrier) in that they must be sequenced correctly
663
763
  (though operations which occur between them may happen in any order). Pokémon Showdown violates
664
764
  this by introducing additional operations (see below) and changing up the order of existing
665
765
  operations (e.g. choosing to check for hit/miss, determine the number of hits for moves with
666
766
  multiple hits, determine if a move hit critically and then the damage instead of checking for
667
- hit/miss and determining number of hits *after* the other two). While it is often desirable to
668
- rearrange code for performance or to improve readability this can only be done if it does not
767
+ hit/miss and determining number of hits *after* the other two). While it's often desirable to
768
+ rearrange code for performance or to improve readability this can only be done if it doesn't
669
769
  affect accuracy.
670
770
  - **Speed-ties**: In addition to [breaking switch-in speed ties with an RNG
671
771
  call](https://www.smogon.com/forums/threads/adv-switch-priority.3622189/), speed ties in Pokémon
@@ -676,16 +776,16 @@ compatibility mode, the implications of these differences are outlined below:
676
776
  ties proves impossible, and thus the reference Pokémon Showdown implementation pkmn engine aims to
677
777
  match has been [patched](../../../docs/TESTING.md#patches) to change this behavior.
678
778
  - **Effects**: Pokémon Showdown occasionally incorrectly inserts RNG calls in move effect handlers
679
- when they are not relevant:
779
+ when they're not relevant:
680
780
  - Roar / Whirlwind roll to hit and can "miss" as opposed to simply failing
681
781
 
682
- Finally, the **initial 10-byte seed for link battles on Pokémon Red cannot include bytes larger than
782
+ Finally, the **initial 9-byte seed for link battles on Pokémon Red can't include bytes larger than
683
783
  the `SERIAL_PREAMBLE_BYTE`**, so must be in the range $\left[0, 252\right]$. This has implications
684
- on the first 10 random numbers generated during the battle and has [**non-trivial competitive
784
+ on the first 9 random numbers generated during the battle and has [**non-trivial competitive
685
785
  implications**](https://www.smogon.com/forums/posts/9068411/show) (at the start of the battle move
686
786
  effects become more likely, the ["1/256-miss" glitch](https://glitchcity.wiki/1/256_miss_glitch)
687
- cannot happen, Player 1 is more likely to win speed ties, etc) that Pokémon Showdown cannot
688
- replicate due to everything described above.
787
+ can't happen, Player 1 is more likely to win speed ties, etc) that Pokémon Showdown can't replicate
788
+ due to everything described earlier.
689
789
 
690
790
  All of places in the link battle code where randomness is required are outlined below:
691
791
 
@@ -705,19 +805,19 @@ All of places in the link battle code where randomness is required are outlined
705
805
  | **Paralysis** (full) | `beforeMove` | Trigger if $X < 63$ |
706
806
  | **Poison** (chance) | `Effects.poison` | Trigger if $X < 52$ ($103$ for Smog / Sludge) |
707
807
  | **Sleep** (duration) | `Effects.sleep` | <dl><dt>Pokémon Red</dt><dd>Continue generating until $X \land 7 \neq 0$</dd><dt>Pokémon Showdown</dt><dd>Generate $X \in \left[1, 8\right)$</dd></dl> |
708
- | **Bide** (duration) | `Effects.bide` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 1\right) + 2$ turns</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \left[2, 4\right)$ turns</dd></dl> |
808
+ | **Bide** (duration) | `Effects.bide` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 1\right) + 2$ turns</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \left[2, 4\right)$ turns</dd></dl> |
709
809
  | **Disable** (move) | `Effects.disable` | <dl><dt>Pokémon Red</dt><dd>Continue generating until $X \land 3$ is the index of a non-empty move slot</dd><dt>Pokémon Showdown</dt><dd>Generate $X \in \left[0, \|movesSlots\|\right)$</dd></dl> |
710
810
  | **Disable** (duration) | `Effects.disable` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 7\right) + 1$ turns</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \left[1, 9\right)$ turns</dd></dl> |
711
- | **Metronome** (move) | `metronome` | <dl><dt>Pokémon Red</dt><dd>Continue generating until $X$ matches the index of a move which is not Struggle or Metronome</dd><dt>Pokémon Showdown</dt><dd>Generate $X \in \left[0, \|validMoves\|\right)$, where $validMoves$ is ordered set of moves with Struggle and Metronome removed <i>(indexes of moves > Metronome will be shifted down)</i></dd></dl> |
811
+ | **Metronome** (move) | `metronome` | <dl><dt>Pokémon Red</dt><dd>Continue generating until $X$ matches the index of a move which isn't Struggle or Metronome</dd><dt>Pokémon Showdown</dt><dd>Generate $X \in \left[0, \|validMoves\|\right)$, where $validMoves$ is ordered set of moves with Struggle and Metronome removed <i>(indexes of moves > Metronome are shifted down)</i></dd></dl> |
712
812
  | **Mimic** (move) | `Effects.mimic` | <dl><dt>Pokémon Red</dt><dd>Continue generating until $X \land 3$ is the index of a non-empty move slot</dd><dt>Pokémon Showdown</dt><dd>Generate $X \in \left[0, \|movesSlots\|\right)$</dd></dl> |
713
813
  | **Psywave** (power) | `specialDamage` | <dl><dt>Pokémon Red</dt><dd>Continue generating until $X < {3\over2} \cdot level$</dd><dt>Pokémon Showdown</dt><dd>Generate $X \in \left[0, {3\over2} \cdot level\right)$</dd></dl> |
714
814
  | **Thrash** (rampage) | `Effects.thrash` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 1\right) + 2$ turns</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \left[2, 4\right)$ turns</dd></dl> |
715
815
  | **Thrash** (confusion) | `beforeMove` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 3\right) + 2$ turns</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \left[2, 6\right)$ turns</dd></dl> |
716
- | **Binding** (duration) | `Effects.binding` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 3\right) + 1$ further turns if $\left(X \land 3\right) < 2$<br /> otherwise last for $\left(Y \land 3\right) + 1$ further turns (reroll)</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \{2, 2, 3, 3, 4, 5\} - 1$ further turns</dd></dl> |
816
+ | **Binding** (duration) | `Effects.binding` | <dl><dt>Pokémon Red</dt><dd>Last for $\left(X \land 3\right) + 1$ further turns if $\left(X \land 3\right) < 2$<br /> otherwise last for $\left(Y \land 3\right) + 1$ further turns (reroll)</dd><dt>Pokémon Showdown</dt><dd>Last for $X \in \{2, 2, 2, 3, 3, 3, 4, 5\} - 1$ further turns</dd></dl> |
717
817
  | **Multi-Hit** (hits) | `Effects.multiHit` | *Ibid.* |
718
818
  | **Unboost** (chance) | `Effects.unboost` | Trigger if $X < 85$ |
719
819
 
720
- *In the table above,* $X$ *is always in the range* $\left[0, 256\right)$ *for Pokémon Red and for
820
+ *In the preceding table,* $X$ *is always in the range* $\left[0, 256\right)$ *for Pokémon Red and for
721
821
  Pokémon Showdown is always **scaled** from the 32-bit output range of the RNG to either be in that
722
822
  range or to whichever range is specified by the description.*
723
823
 
@@ -760,7 +860,8 @@ table provides a rough mapping between pkmn and Pokémon Red methods:
760
860
  | `handleResidual` | `HandlePoisonBurnLeechSeed` |
761
861
  | `endTurn` / `checkEBC` | - |
762
862
 
763
- Pokémon Red groups move effect handlers together into several groups, these have also been renamed for clarification in the pkmn engine:
863
+ Pokémon Red groups move effect handlers together into several groups, these have also been renamed
864
+ for clarification in the pkmn engine:
764
865
 
765
866
  | pkmn | Pokémon Red (pret) |
766
867
  | --------------- | ------------------------- |
@@ -776,7 +877,7 @@ The pkmn engine attempts to adhere to certain naming conventions:
776
877
  - **`p1`** & **`p2`** always correspond to the `Side` of `Player.P1` and `Player.P2` respectively
777
878
  - **`player`** is the executing turn `Player` (`hWhoseTurn`) and **`player.foe()`** is their
778
879
  opponent
779
- - if `player` (executing turn player) is present then **`side`** will always correspond to their
880
+ - if `player` (executing turn player) is present then **`side`** always corresponds to their
780
881
  `Side` and **`foe`** the opposing `Side`, however `side` can refer to an arbitrary `Side` object
781
882
  if there is no `player` in scope (e.g. in helper functions)
782
883
  - **`target_player`** is a target `Player` whose corresponding `Side` is **`target`**