@pkmn/engine 0.1.0-dev.f918c3bd → 0.1.0-dev.fb6653d6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (83) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +51 -23
  3. package/build/pkg/addon/browser.d.ts +3 -0
  4. package/build/pkg/addon/browser.js +44 -0
  5. package/build/pkg/addon/browser.js.map +1 -0
  6. package/build/pkg/addon/node.d.ts +3 -0
  7. package/build/pkg/addon/node.js +97 -0
  8. package/build/pkg/addon/node.js.map +1 -0
  9. package/build/pkg/addon/wasm.d.ts +2 -0
  10. package/build/pkg/addon/wasm.js +53 -0
  11. package/build/pkg/addon/wasm.js.map +1 -0
  12. package/build/pkg/addon.d.ts +25 -3
  13. package/build/pkg/addon.js +39 -71
  14. package/build/pkg/addon.js.map +1 -1
  15. package/build/pkg/data/ids.json +12 -12
  16. package/build/pkg/data/layout.json +17 -4
  17. package/build/pkg/data/protocol.json +23 -9
  18. package/build/pkg/data.d.ts +27 -5
  19. package/build/pkg/data.js.map +1 -1
  20. package/build/pkg/gen1.d.ts +13 -17
  21. package/build/pkg/gen1.js +8 -12
  22. package/build/pkg/gen1.js.map +1 -1
  23. package/build/pkg/index.d.ts +40 -91
  24. package/build/pkg/index.js +6 -63
  25. package/build/pkg/index.js.map +1 -1
  26. package/build/pkg/protocol.d.ts +20 -1
  27. package/build/pkg/protocol.js +109 -107
  28. package/build/pkg/protocol.js.map +1 -1
  29. package/build/tools/debug.js +36 -69
  30. package/build/tools/debug.js.map +1 -1
  31. package/build/tools/display/debug.jsx +141 -0
  32. package/build/tools/display/debug.jsx.map +1 -0
  33. package/build/tools/display/index.js +142 -0
  34. package/build/tools/display/index.js.map +1 -0
  35. package/build/tools/display/ui.jsx +349 -0
  36. package/build/tools/display/ui.jsx.map +1 -0
  37. package/build/tools/display/util.js +18 -0
  38. package/build/tools/display/util.js.map +1 -0
  39. package/build.zig +303 -101
  40. package/package.json +61 -132
  41. package/src/bin/install-pkmn-engine +30 -20
  42. package/src/bin/pkmn-debug +1 -1
  43. package/src/lib/{binding → bindings}/node.zig +8 -21
  44. package/src/lib/bindings/wasm.zig +58 -0
  45. package/src/lib/common/array.zig +77 -0
  46. package/src/lib/common/data.zig +8 -8
  47. package/src/lib/common/debug.zig +39 -8
  48. package/src/lib/common/js.zig +4 -2
  49. package/src/lib/common/optional.zig +21 -10
  50. package/src/lib/common/options.zig +6 -0
  51. package/src/lib/common/protocol.zig +421 -393
  52. package/src/lib/common/rational.zig +131 -35
  53. package/src/lib/common/rng.zig +16 -9
  54. package/src/lib/common/util.zig +50 -1
  55. package/src/lib/gen1/calc.zig +687 -160
  56. package/src/lib/gen1/chance.zig +434 -307
  57. package/src/lib/gen1/data/moves.zig +26 -14
  58. package/src/lib/gen1/data/species.zig +4 -6
  59. package/src/lib/gen1/data/types.zig +7 -8
  60. package/src/lib/gen1/data.zig +44 -47
  61. package/src/lib/gen1/helpers.zig +91 -562
  62. package/src/lib/gen1/mechanics.zig +641 -557
  63. package/src/lib/gen2/calc.zig +153 -0
  64. package/src/lib/gen2/chance.zig +902 -0
  65. package/src/lib/gen2/data/items.zig +13 -21
  66. package/src/lib/gen2/data/moves.zig +67 -47
  67. package/src/lib/gen2/data/species.zig +2 -4
  68. package/src/lib/gen2/data/types.zig +134 -32
  69. package/src/lib/gen2/data.zig +56 -54
  70. package/src/lib/gen2/generated.zig +801 -0
  71. package/src/lib/gen2/helpers.zig +46 -25
  72. package/src/lib/gen2/mechanics.zig +2778 -362
  73. package/src/lib/node.zig +18 -0
  74. package/src/lib/pkmn.zig +37 -15
  75. package/src/lib/wasm.zig +17 -0
  76. package/src/tools/display/dom.ts +96 -0
  77. package/src/tools/display/ui.css +354 -0
  78. package/build/test/display.js +0 -400
  79. package/build/test/display.js.map +0 -1
  80. package/src/lib/binding/wasm.zig +0 -12
  81. package/src/lib/gen1/README.md +0 -894
  82. package/src/lib/gen2/README.md +0 -328
  83. package/src/test/display/pkmn.html.tmpl +0 -368
@@ -1,43 +1,44 @@
1
- const std = @import("std");
2
-
3
- const pkmn = @import("../pkmn.zig");
1
+ const DEBUG = @import("../common/debug.zig").print;
4
2
 
3
+ const builtin = @import("builtin");
5
4
  const common = @import("../common/data.zig");
6
- const DEBUG = @import("../common/debug.zig").print;
5
+ const data = @import("data.zig");
6
+ const generated = @import("generated.zig");
7
+ const pkmn = @import("../pkmn.zig");
7
8
  const protocol = @import("../common/protocol.zig");
8
9
  const rng = @import("../common/rng.zig");
10
+ const std = @import("std");
9
11
 
10
- const data = @import("data.zig");
11
-
12
+ const Activate = protocol.Activate;
13
+ const ActivePokemon = data.ActivePokemon;
12
14
  const assert = std.debug.assert;
13
-
14
- const expectEqual = std.testing.expectEqual;
15
-
15
+ const Boost = protocol.Boost;
16
+ const Boosts = data.Boosts;
16
17
  const Choice = common.Choice;
18
+ const Damage = protocol.Damage;
19
+ const Effectiveness = data.Effectiveness;
20
+ const End = protocol.End;
21
+ const expectEqual = std.testing.expectEqual;
22
+ const expectEqualSlices = std.testing.expectEqualSlices;
23
+ const expectEqualStrings = std.testing.expectEqualStrings;
24
+ const Fail = protocol.Fail;
25
+ const Gen12 = rng.Gen12;
26
+ const Heal = protocol.Heal;
17
27
  const ID = common.ID;
28
+ const Item = data.Item;
29
+ const Move = data.Move;
18
30
  const Player = common.Player;
19
31
  const Result = common.Result;
20
-
21
32
  const showdown = pkmn.options.showdown;
22
-
23
- const Cant = protocol.Cant;
24
- const Damage = protocol.Damage;
25
- const Heal = protocol.Heal;
26
-
27
- const Gen12 = rng.Gen12;
28
-
29
- const ActivePokemon = data.ActivePokemon;
30
- const Effectiveness = data.Effectiveness;
31
- const Move = data.Move;
32
- const MoveSlot = data.MoveSlot;
33
- const Pokemon = data.Pokemon;
34
33
  const Side = data.Side;
35
- const Species = data.Species;
34
+ const Start = protocol.Start;
36
35
  const Stats = data.Stats;
37
36
  const Status = data.Status;
37
+ const TriAttack = data.TriAttack;
38
38
  const Type = data.Type;
39
39
  const Types = data.Types;
40
40
  const Volatiles = data.Volatiles;
41
+ const Weather = data.Weather;
41
42
 
42
43
  // zig fmt: off
43
44
  const STAT_BOOSTS = &[_][2]u8{
@@ -83,7 +84,32 @@ const CRITICAL_HITS = &[_]u8{
83
84
 
84
85
  const MAX_STAT_VALUE = 999;
85
86
 
86
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
87
+ const STATS = [_][]const u8{ "atk", "def", "spe", "spa", "spd" };
88
+
89
+ pub const State = struct {
90
+ damage: u16 = 0, // wCurDamage
91
+ effectiveness: u16 = Effectiveness.neutral, // wTypeModifier
92
+ bp: u8, // wPlayerMoveStructPower
93
+ type: Type, // BATTLE_VARS_MOVE_TYPE
94
+ accuracy: u8, // wEnemyMoveStruct + MOVE_ACC
95
+ move: Move, // wCurPlayerMove
96
+ hit: u3 = 0,
97
+ from: Move = .None,
98
+ mslot: u4, // wCurMoveNum
99
+ first: bool, // wEnemyGoesFirst
100
+ miss: bool = false, // wAttackMissed
101
+ crit: bool = false, // wCriticalHit = 1
102
+ ohko: bool = false, // wCriticalHit = 2
103
+ proc: bool = true, // wEffectFailed
104
+
105
+ comptime {
106
+ assert(@sizeOf(State) == 16);
107
+ }
108
+
109
+ pub fn immune(self: *State) bool {
110
+ return self.effectiveness == 0;
111
+ }
112
+ };
87
113
 
88
114
  pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
89
115
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
@@ -102,16 +128,16 @@ fn start(battle: anytype, options: anytype) !Result {
102
128
  const p1 = battle.side(.P1);
103
129
  const p2 = battle.side(.P2);
104
130
 
105
- var p1_slot = findFirstAlive(p1);
131
+ const p1_slot = findFirstAlive(p1);
106
132
  assert(!showdown or p1_slot == 1);
107
133
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
108
134
 
109
- var p2_slot = findFirstAlive(p2);
135
+ const p2_slot = findFirstAlive(p2);
110
136
  assert(!showdown or p2_slot == 1);
111
137
  if (p2_slot == 0) return Result.Win;
112
138
 
113
- try switchIn(battle, .P1, p1_slot, true, options);
114
- try switchIn(battle, .P2, p2_slot, true, options);
139
+ try switchIn(battle, .P1, p1_slot, .Initial, options);
140
+ try switchIn(battle, .P2, p2_slot, .Initial, options);
115
141
 
116
142
  return endTurn(battle, options);
117
143
  }
@@ -163,14 +189,14 @@ fn selectMove(battle: anytype, player: Player, choice: Choice) void {
163
189
  if (choice.data == 0) {
164
190
  const struggle = ok: {
165
191
  for (side.active.moves, 0..) |move, i| {
166
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
192
+ if (move.pp > 0 and volatiles.disable.move != i + 1) break :ok false;
167
193
  }
168
194
  break :ok true;
169
195
  };
170
196
  assert(struggle);
171
197
  // TODO wCurPlayerMove = .Struggle;
172
198
  } else {
173
- assert(showdown or side.active.volatiles.disabled_move != choice.data);
199
+ assert(showdown or side.active.volatiles.disable.move != choice.data);
174
200
  const move = side.active.move(choice.data);
175
201
  // You cannot *select* a move with 0 PP
176
202
  assert(move.pp != 0);
@@ -185,7 +211,9 @@ fn selectMove(battle: anytype, player: Player, choice: Choice) void {
185
211
  volatiles.protect = 0;
186
212
  }
187
213
 
188
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
214
+ const SwitchIn = enum { Initial, Switch, Drag };
215
+
216
+ fn switchIn(battle: anytype, player: Player, slot: u8, kind: SwitchIn, options: anytype) !void {
189
217
  var side = battle.side(player);
190
218
  var foe = battle.foe(player);
191
219
 
@@ -193,7 +221,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: a
193
221
  const incoming = side.get(slot);
194
222
 
195
223
  assert(incoming.hp != 0);
196
- assert(slot != 1 or initial);
224
+ assert(slot != 1 or kind == .Initial);
197
225
 
198
226
  const out = side.pokemon[0].position;
199
227
  side.pokemon[0].position = side.pokemon[slot - 1].position;
@@ -211,12 +239,15 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: a
211
239
 
212
240
  statusModify(incoming.status, &active.stats);
213
241
 
214
- try options.log.switched(battle.active(player), incoming);
215
- options.chance.switched(player, side.pokemon[0].position, out);
242
+ if (kind == .Drag) {
243
+ try options.log.drag(.{ battle.active(player), incoming });
244
+ } else {
245
+ try options.log.switched(.{ battle.active(player), incoming });
246
+ }
216
247
 
217
248
  if (side.conditions.Spikes and !active.types.includes(.Flying)) {
218
249
  incoming.hp -|= @max(incoming.stats.hp / 8, 1);
219
- try options.log.damage(battle.active(player), incoming, .Spikes);
250
+ try options.log.damage(.{ battle.active(player), incoming, .Spikes });
220
251
  }
221
252
  }
222
253
 
@@ -230,7 +261,13 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player
230
261
  // TODO: add to pending and only commit roll on Pokémon Showdown if roll is used
231
262
  const qkc = showdown and try Rolls.quickClaw(battle, .P1, options);
232
263
 
233
- if ((c1.type == .Switch) != (c2.type == .Switch)) return if (c1.type == .Switch) .P1 else .P2;
264
+ if ((c1.type == .Switch) != (c2.type == .Switch)) {
265
+ const m1 = .Pound; // TODO battle.side(.P1).last_selected_move;
266
+ const m2 = .Pound; // TODO battle.side(.P2).last_selected_move;
267
+ return if (c1.type == .Switch)
268
+ if (m1 == .Pursuit) .P2 else .P1
269
+ else if (m2 == .Pursuit) .P1 else .P2;
270
+ }
234
271
 
235
272
  // https://www.smogon.com/forums/threads/adv-switch-priority.3622189/
236
273
  // > In Gen 1 it's irrelevant [which player switches first] because switches happen instantly on
@@ -310,38 +347,70 @@ fn doTurn(
310
347
  const volatiles = &battle.side(player).active.volatiles;
311
348
  const foe_volatiles = &battle.foe(player).active.volatiles;
312
349
 
350
+ // Technically this happens at the very beginning of update but its unused until now
351
+ // TODO: move into state and pass into betweenTurns
352
+ volatiles.frozen = false;
353
+ foe_volatiles.frozen = false;
354
+
313
355
  volatiles.DestinyBond = false;
314
- if (try executeMove(battle, player, player_choice, options)) |r| return r;
356
+ if (try executeMove(battle, player, player_choice, true, options)) |r| return r;
315
357
  foe_volatiles.Protect = false;
316
358
  foe_volatiles.Endure = false;
317
359
  foe_volatiles.DestinyBond = false;
360
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
361
+ if (try handleResidual(battle, player, options)) {
362
+ if (try checkFaint(battle, player, options)) |r| return r;
363
+ }
318
364
 
319
365
  // foe_volatiles.DestinyBond = false;
320
- if (try executeMove(battle, foe_player, foe_choice, options)) |r| return r;
366
+ if (try executeMove(battle, foe_player, foe_choice, false, options)) |r| return r;
321
367
  volatiles.Protect = false;
322
368
  volatiles.Endure = false;
323
369
  volatiles.DestinyBond = false;
370
+ if (try checkFaint(battle, player, options)) |r| return r;
371
+ if (try handleResidual(battle, foe_player, options)) {
372
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
373
+ }
324
374
 
325
- return null;
375
+ // FIXME
376
+ return betweenTurns(battle, 0, options);
326
377
  }
327
378
 
328
- fn executeMove(battle: anytype, player: Player, choice: Choice, options: anytype) !?Result {
379
+ fn executeMove(
380
+ battle: anytype,
381
+ player: Player,
382
+ choice: Choice,
383
+ first: bool,
384
+ options: anytype,
385
+ ) !?Result {
329
386
  if (choice.type == .Switch) {
330
- try switchIn(battle, player, choice.data, false, options);
387
+ try switchIn(battle, player, choice.data, .Switch, options);
331
388
  return null;
332
389
  }
333
390
 
334
391
  assert(choice.type == .Move);
335
392
  var mslot: u4 = @intCast(choice.data);
336
-
337
- // const move = Move.get(side.last_selected_move);
338
-
339
- // CheckTurn
340
-
341
- return doMove(battle, player, options, mslot);
393
+ _ = &mslot;
394
+ var move = Move.Pound; // TODO
395
+ _ = &move;
396
+
397
+ if (!try beforeMove(battle, player, move, options)) return null;
398
+
399
+ // FIXME: need damage from doTurn
400
+ const m = Move.get(move);
401
+ var state: State = .{
402
+ .move = move,
403
+ .mslot = mslot,
404
+ .first = first,
405
+ .accuracy = m.accuracy,
406
+ .bp = m.bp,
407
+ .type = m.type,
408
+ };
409
+ try generated.runMove(battle, player, &state, options);
410
+ return null;
342
411
  }
343
412
 
344
- fn beforeMove(battle: anytype, player: Player, options: anytype) !bool {
413
+ fn beforeMove(battle: anytype, player: Player, move: Move, options: anytype) !bool {
345
414
  var log = options.log;
346
415
  var side = battle.side(player);
347
416
  // const foe = battle.foe(player);
@@ -350,45 +419,34 @@ fn beforeMove(battle: anytype, player: Player, options: anytype) !bool {
350
419
  const ident = battle.active(player);
351
420
  var volatiles = &active.volatiles;
352
421
 
353
- const move = Move.Pound; // TODO
354
-
355
422
  if (volatiles.Recharging) {
356
423
  volatiles.Recharging = false;
357
- cantMove(volatiles);
358
- try log.cant(ident, .Recharge);
424
+ resetCant(volatiles);
425
+ try log.cant(.{ ident, .Recharge });
359
426
  return false;
360
427
  }
361
428
 
362
429
  if (Status.is(stored.status, .SLP)) slp: {
363
430
  const before = stored.status;
364
431
  // Even if the EXT bit is set this will still correctly modify the sleep duration
365
- // if (options.calc.modify(player, .sleep)) |extend| {
366
- // if (!extend) stored.status = 0;
367
- // } else {
368
432
  stored.status -= 1;
369
- // }
370
-
371
- const duration = Status.duration(stored.status);
372
- if (!Status.is(stored.status, .EXT)) {
373
- try options.chance.sleep(player, duration);
374
- }
375
433
 
376
- if (duration == 0) {
377
- try log.curestatus(ident, before, .Message);
434
+ if (Status.duration(stored.status) == 0) {
435
+ try log.curestatus(.{ ident, before, .Message });
378
436
  stored.status = 0; // clears EXT if present
379
- cantMove(volatiles);
437
+ resetCant(volatiles);
380
438
  volatiles.Nightmare = false;
381
439
  } else {
382
- try log.cant(ident, .Sleep);
440
+ try log.cant(.{ ident, .Sleep });
383
441
  if (move == .Snore or move == .SleepTalk) break :slp;
384
- cantMove(volatiles);
442
+ resetCant(volatiles);
385
443
  return false;
386
444
  }
387
445
  }
388
446
 
389
447
  if (Status.is(stored.status, .FRZ) and !(move == .FlameWheel or move == .SacredFire)) {
390
- cantMove(volatiles);
391
- try log.cant(ident, .Freeze);
448
+ resetCant(volatiles);
449
+ try log.cant(.{ ident, .Freeze });
392
450
  return false;
393
451
  }
394
452
 
@@ -397,45 +455,34 @@ fn beforeMove(battle: anytype, player: Player, options: anytype) !bool {
397
455
  // Pokémon can sometimes flinch multiple times from the same original hit
398
456
  // if (!showdown) volatiles.Flinch = false;
399
457
  volatiles.Flinch = false;
400
- cantMove(volatiles);
401
- try log.cant(ident, .Flinch);
458
+ resetCant(volatiles);
459
+ try log.cant(.{ ident, .Flinch });
402
460
  return false;
403
461
  }
404
462
 
405
- if (volatiles.disabled_duration > 0) {
406
- // if (options.calc.modify(player, .disable)) |extend| {
407
- // if (!extend) volatiles.disabled_duration = 0;
408
- // } else {
409
- volatiles.disabled_duration -= 1;
410
- // }
411
- try options.chance.disable(player, volatiles.disabled_duration);
463
+ if (volatiles.disable.duration > 0) {
464
+ volatiles.disable.duration -= 1;
412
465
 
413
- if (volatiles.disabled_duration == 0) {
414
- volatiles.disabled_move = 0;
415
- try log.end(ident, .Disable);
466
+ if (volatiles.disable.duration == 0) {
467
+ volatiles.disable.move = 0;
468
+ try log.end(.{ ident, .Disable });
416
469
  }
417
470
  }
418
471
 
419
472
  if (volatiles.Confusion) {
420
473
  assert(volatiles.confusion > 0);
421
-
422
- // if (options.calc.modify(player, .confusion)) |extend| {
423
- // if (!extend) volatiles.confusion = 0;
424
- // } else {
425
474
  volatiles.confusion -= 1;
426
- // }
427
- try options.chance.confusion(player, volatiles.confusion);
428
475
 
429
476
  if (volatiles.confusion == 0) {
430
477
  volatiles.Confusion = false;
431
- try log.end(ident, .Confusion);
478
+ try log.end(.{ ident, .Confusion });
432
479
  } else {
433
- try log.activate(ident, .Confusion);
480
+ try log.activate(.{ ident, .Confusion });
434
481
 
435
482
  if (try Rolls.confused(battle, player, options)) {
436
483
  volatiles.BeatUp = false;
437
484
  volatiles.Flinch = false;
438
- cantMove(volatiles);
485
+ resetCant(volatiles);
439
486
 
440
487
  // TODO HitConfusion
441
488
 
@@ -445,36 +492,36 @@ fn beforeMove(battle: anytype, player: Player, options: anytype) !bool {
445
492
  }
446
493
 
447
494
  if (volatiles.Attract) {
448
- try log.atrract(ident, .Attract);
495
+ try log.activate(.{ ident, .Attract });
449
496
 
450
497
  if (try Rolls.attract(battle, player, options)) {
451
- cantMove(volatiles);
452
- try log.cant(ident, .Attract);
498
+ resetCant(volatiles);
499
+ try log.cant(.{ ident, .Attract });
453
500
  return false;
454
501
  }
455
502
  }
456
503
 
457
- if (side.active.volatiles.disabled_move != 0) {
458
- // A Pokémon that transforms after being disabled may end up with less move slots
459
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
504
+ if (side.active.volatiles.disable.move != 0) {
505
+ // A Pokémon that transforms after being disable may end up with less move slots
506
+ const m = side.active.moves[side.active.volatiles.disable.move - 1].id;
460
507
  if (m != .None and m == move) {
461
508
  side.active.volatiles.Charging = false;
462
- cantMove(volatiles);
463
- try options.log.disabled(ident, move);
509
+ resetCant(volatiles);
510
+ try options.log.cant(.{ ident, .Disable, move });
464
511
  return false;
465
512
  }
466
513
  }
467
514
 
468
515
  if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
469
- cantMove(volatiles);
470
- try log.cant(ident, .Paralysis);
516
+ resetCant(volatiles);
517
+ try log.cant(.{ ident, .Paralysis });
471
518
  return false;
472
519
  }
473
520
 
474
521
  return true;
475
522
  }
476
523
 
477
- fn cantMove(volatiles: *Volatiles) void {
524
+ fn resetCant(volatiles: *align(8) Volatiles) void {
478
525
  volatiles.Bide = false;
479
526
  volatiles.Thrashing = false;
480
527
  volatiles.Charging = false;
@@ -485,47 +532,92 @@ fn cantMove(volatiles: *Volatiles) void {
485
532
  volatiles.fury_cutter = 0;
486
533
  }
487
534
 
488
- fn canMove(battle: anytype, player: Player, options: anytype) !bool {
535
+ pub fn canMove(battle: anytype, player: Player, state: *State, options: anytype) !bool {
536
+ var side = battle.side(player);
537
+ const volatiles = &side.active.volatiles;
538
+
539
+ // FIXME: pass in target to avoid lookup?
540
+ const target = if (Move.get(state.move).target == .Self) player else player.foe();
541
+ try options.log.move(.{ battle.active(player), state.move, battle.active(target), state.from });
542
+
543
+ const charging = false; // TODO charging uses doUse
544
+ const skip_pp = charging or state.move == .Struggle or
545
+ (volatiles.BeatUp or volatiles.Thrashing or volatiles.Bide);
546
+ if (!skip_pp) _ = decrementPP(side, state.move, state.mslot); // TODO if no pp return
547
+
548
+ return true;
549
+ }
550
+
551
+ pub fn canCharge(battle: anytype, player: Player, state: *State, options: anytype) !bool {
489
552
  _ = battle;
490
553
  _ = player;
554
+ _ = state;
491
555
  _ = options;
492
- return false;
556
+ // TODO skipsuncharge account for SolarBeam
557
+ return true;
493
558
  }
494
559
 
495
- fn decrementPP(side: *Side, mslot: u4) void {
560
+ pub fn decrementPP(side: *Side, move: Move, mslot: u4) bool {
496
561
  var active = &side.active;
497
562
  const volatiles = &active.volatiles;
498
563
 
499
- // TODO assert(side.last_selected_move != .Struggle);
564
+ assert(move != .Struggle);
500
565
  assert(!volatiles.Charging and !volatiles.BeatUp and !volatiles.Thrashing and !volatiles.Bide);
501
566
 
502
- assert(active.move(mslot).pp > 0);
503
- active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) -% 1;
504
- if (volatiles.Transform) return;
567
+ var move_slot = active.move(mslot);
568
+ if (move_slot.pp == 0) return false;
569
+
570
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
571
+ if (volatiles.Transform) return true;
505
572
 
506
- // FIXME mimic
573
+ move_slot = side.stored().move(mslot);
574
+ assert(move_slot.pp > 0);
507
575
 
508
- assert(side.stored().move(mslot).pp > 0);
509
- side.stored().move(mslot).pp = @as(u6, @intCast(side.stored().move(mslot).pp)) -% 1;
576
+ if (move_slot.id == .Mimic and move != .Mimic) return true;
577
+
578
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
510
579
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
580
+
581
+ return true;
511
582
  }
512
583
 
513
- fn doMove(battle: anytype, player: Player, options: anytype, mslot: u4) !?Result {
514
- _ = options;
515
- var side = battle.side(player);
516
- const move = Move.get(.Teleport); // side.last_selected_move
517
- switch (move.effect) {
518
- .Teleport => {
519
- // side.useMove();
520
- decrementPP(side, mslot);
521
- },
522
- else => @panic("TODO"),
523
- }
524
- return null;
584
+ pub fn doMove(
585
+ comptime secondary: bool,
586
+ battle: anytype,
587
+ player: Player,
588
+ state: *State,
589
+ options: anytype,
590
+ ) !bool {
591
+ try checkCriticalHit(battle, player, state, options);
592
+ try calcDamage(battle, player, state, options);
593
+ try adjustDamage(battle, player, state, options);
594
+ try randomizeDamage(battle, player, state, options);
595
+ try checkHit(battle, player, state, options);
596
+ if (secondary) try effectChance(battle, player, state, options);
597
+ try applyDamage(battle, player, state, options);
598
+ try reportOutcome(battle, player, state, options);
599
+ if (try destinyBond(battle, player, state, options)) return false;
600
+ try buildRage(battle, player, state, options);
601
+ try kingsRock(battle, player, state, options);
602
+ return true;
603
+ }
604
+
605
+ pub fn afterMove(
606
+ comptime kings: bool,
607
+ battle: anytype,
608
+ player: Player,
609
+ state: *State,
610
+ options: anytype,
611
+ ) !bool {
612
+ if (try destinyBond(battle, player, state, options)) return false;
613
+ try buildRage(battle, player, state, options);
614
+ if (kings) try kingsRock(battle, player, state, options);
615
+ return true;
525
616
  }
526
617
 
527
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
528
- if (move.bp == 0) return false;
618
+ pub fn checkCriticalHit(battle: anytype, player: Player, state: *State, options: anytype) !void {
619
+ const move = Move.get(state.move);
620
+ if (state.bp == 0) return;
529
621
 
530
622
  const side = battle.side(player);
531
623
  const pokemon = side.stored();
@@ -540,60 +632,57 @@ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: a
540
632
  }
541
633
  assert(stage <= 4);
542
634
 
543
- return Rolls.criticalHit(battle, player, CRITICAL_HITS[stage], options);
635
+ state.crit = try Rolls.criticalHit(battle, player, state.hit, CRITICAL_HITS[stage], options);
544
636
  }
545
637
 
546
- fn calcDamage(
638
+ pub fn calcDamage(
547
639
  battle: anytype,
548
640
  player: Player,
549
- target_player: Player,
550
- m: ?Move.Data,
551
- crit: bool,
552
- ) u16 {
641
+ state: *State,
642
+ options: anytype,
643
+ ) !void {
553
644
  _ = battle;
554
645
  _ = player;
555
- _ = target_player;
556
- _ = m;
557
- _ = crit;
558
- return 0;
646
+ _ = state;
647
+ _ = options;
559
648
  }
649
+
560
650
  const FORESIGHT: Types = .{ .type1 = .Normal, .type2 = .Fighting };
561
651
 
562
- fn adjustDamage(battle: anytype, player: Player, m: Move, damage: u16, effectiveness: *u16) u16 {
563
- if (m == .Struggle) return;
652
+ pub fn adjustDamage(battle: anytype, player: Player, state: *State, _: anytype) !void {
653
+ if (state.move == .Struggle) return;
564
654
 
565
655
  const side = battle.side(player);
566
656
  const foe = battle.foe(player);
567
657
  const types = foe.active.types;
568
- const move = Move.get(side.m);
569
658
 
570
- var d = damage;
571
- if ((move.type == .Water and battle.field.weather == .Rain) or
572
- (move.type == .Fire and battle.field.weather == .Sun))
659
+ var d = state.damage;
660
+ if ((state.type == .Water and battle.field.weather == .Rain) or
661
+ (state.type == .Fire and battle.field.weather == .Sun))
573
662
  {
574
663
  d = d *% @intFromEnum(Effectiveness.Super) / 10;
575
- } else if ((move.type == .Water and battle.field.weather == .Sun) or
576
- ((move.type == .Fire or m == .SolarBeam) and battle.field.weather == .Rain))
664
+ } else if ((state.type == .Water and battle.field.weather == .Sun) or
665
+ ((state.type == .Fire or state.move == .SolarBeam) and battle.field.weather == .Rain))
577
666
  {
578
667
  d = d *% @intFromEnum(Effectiveness.Resisted) / 10;
579
668
  }
580
669
 
581
- if (side.active.types.includes(move.type)) d +%= d / 2;
670
+ if (side.active.types.includes(state.type)) d +%= d / 2;
582
671
 
583
672
  const neutral = @intFromEnum(Effectiveness.Neutral);
584
- const foresight = foe.active.volatiles.Foresight and FORESIGHT.includes(move.type);
673
+ const foresight = foe.active.volatiles.Foresight and FORESIGHT.includes(state.type);
585
674
  const eff1: u16 = if (foresight and types.type1 == .Ghost)
586
- 10
675
+ neutral
587
676
  else
588
- @intFromEnum(move.type.effectiveness(types.type1));
677
+ @intFromEnum(state.type.effectiveness(types.type1));
589
678
  const eff2: u16 = if (foresight and types.type2 == .Ghost)
590
- 10
679
+ neutral
591
680
  else
592
- @intFromEnum(move.type.effectiveness(types.type2));
681
+ @intFromEnum(state.type.effectiveness(types.type2));
593
682
 
594
683
  // Type effectiveness matchup precedence only matters with (NVE, SE)
595
684
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
596
- Type.precedence(move.type, types.type1) > Type.precedence(move.type, types.type2))
685
+ types.type1.precedence() > types.type2.precedence())
597
686
  {
598
687
  assert(eff2 != neutral);
599
688
  d = d *% eff2 / 10;
@@ -605,67 +694,89 @@ fn adjustDamage(battle: anytype, player: Player, m: Move, damage: u16, effective
605
694
  if (types.type1 != types.type2 and eff2 != neutral) d = d *% eff2 / 10;
606
695
  }
607
696
 
608
- effectiveness.* = if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
609
- return d;
697
+ state.effectiveness = if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
698
+ state.damage = d;
610
699
  }
611
700
 
612
- fn randomizeDamage(battle: anytype, player: Player, damage: u16, options: anytype) !u16 {
613
- if (damage <= 1) return;
614
- const random = try Rolls.damage(battle, player, options);
615
- options.calc.base(player.foe(), damage);
616
- damage = @intCast(@as(u32, damage) *% random / 255);
617
- options.calc.final(player.foe(), damage);
618
- return damage;
701
+ pub fn randomizeDamage(battle: anytype, player: Player, state: *State, options: anytype) !void {
702
+ if (state.damage <= 1) return;
703
+ const random = try Rolls.damage(battle, player, state.hit, options);
704
+ options.calc.base(player.foe(), state.damage);
705
+ state.damage = @intCast(@as(u32, state.damage) *% random / 255);
706
+ options.calc.final(player.foe(), state.damage);
619
707
  }
620
708
 
621
- fn applyDamage(
709
+ pub fn applyDamage(
622
710
  battle: anytype,
623
711
  player: Player,
712
+ state: *State,
624
713
  options: anytype,
625
- ) !bool {
714
+ ) !void {
715
+ // TODO failuretext (if not Bide) + applydamage
626
716
  _ = battle;
627
717
  _ = player;
718
+ _ = state;
628
719
  _ = options;
629
- return false;
630
- }
631
-
632
- fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
633
- if (moveHit(battle, player, move, options)) return true;
634
-
635
- // try options.chance.commit(player, .miss);
636
- try options.log.lastmiss();
637
- try options.log.miss(battle.active(player));
638
-
639
- return false;
640
720
  }
641
721
 
642
722
  // TODO: set damage = 0 if missed and not (High) Jump Kick
643
- fn moveHit(
723
+ pub fn checkHit(
644
724
  battle: anytype,
645
725
  player: Player,
646
- move: Move.Data,
726
+ state: *State,
647
727
  options: anytype,
648
- ) !bool {
728
+ ) !void {
649
729
  const side = battle.side(player);
650
730
  const foe = battle.foe(player);
651
731
 
652
- if (move.effect == .DreamEater and !Status.is(foe.stored().status, .SLP)) return false;
653
- if (foe.active.volatiles.Protect) return false;
732
+ const move = Move.get(state.move);
733
+
734
+ if (move.effect == .DreamEater and !Status.is(foe.stored().status, .SLP)) {
735
+ state.miss = true;
736
+ return;
737
+ }
738
+ if (foe.active.volatiles.Protect) {
739
+ state.miss = true;
740
+ return;
741
+ }
654
742
  const drain = move.effect == .DrainHP or move.effect == .DreamEater;
655
- if (drain and foe.active.volatiles.Substitute) return false;
743
+ if (drain and foe.active.volatiles.Substitute) {
744
+ state.miss = true;
745
+ return;
746
+ }
656
747
  if (side.active.volatiles.LockOn) {
657
- return !(foe.active.volatiles.Flying and move.flags.undeground);
748
+ state.miss = !(foe.active.volatiles.Flying and move.extra.underground);
749
+ return;
658
750
  }
659
751
  assert(!(foe.active.volatiles.Flying and foe.active.volatiles.Underground));
660
752
  if (foe.active.volatiles.Flying) {
661
- if (!move.flags.flying) return false;
753
+ if (!move.extra.flying) {
754
+ state.miss = true;
755
+ return;
756
+ }
662
757
  } else if (foe.active.volatiles.Underground) {
663
- if (!move.flags.underground) return false;
758
+ if (!move.extra.underground) {
759
+ state.miss = true;
760
+ return;
761
+ }
762
+ }
763
+ if (move.effect == .Thunder) {
764
+ if (battle.field.weather == .Rain) {
765
+ state.miss = false;
766
+ return;
767
+ } else if (battle.field.weather == .Sun) {
768
+ // This latter part gets applied in a separate Thunder accuracy handler
769
+ // on the cartridge but it makes more sense to just do it here
770
+ state.accuracy = Gen12.percent(50) + 1;
771
+ }
772
+ }
773
+ if (move.effect == .AlwaysHit) {
774
+ state.miss = false;
775
+ return;
664
776
  }
665
- if (move.effect == .Thunder and battle.field.weather == .Rain) return true;
666
- if (move.effect == .AlwaysHit) return true;
667
777
 
668
- var accuracy: u16 = move.accuracy;
778
+ var accuracy: u16 = state.accuracy;
779
+ assert(accuracy > 0);
669
780
  if (foe.active.boosts.evasion <= side.active.boosts.accuracy or
670
781
  !foe.active.volatiles.Foresight)
671
782
  {
@@ -677,12 +788,14 @@ fn moveHit(
677
788
  }
678
789
 
679
790
  if (foe.stored().item == .BrightPowder) {
680
- accuracy = @min(0, accuracy -% 20);
791
+ accuracy -|= 20;
681
792
  }
682
793
 
683
794
  // The accuracy roll is skipped entirely if maxed
684
- if (accuracy == 255) return true;
685
- return !try Rolls.hit(battle, player, @intCast(accuracy), options);
795
+ state.miss = if (accuracy == 255)
796
+ false
797
+ else
798
+ !try Rolls.hit(battle, player, @intCast(accuracy), options);
686
799
  }
687
800
 
688
801
  fn checkFaint(
@@ -690,20 +803,83 @@ fn checkFaint(
690
803
  player: Player,
691
804
  options: anytype,
692
805
  ) @TypeOf(options.log).Error!?Result {
693
- _ = battle;
694
- _ = player;
695
- return null;
806
+ const side = battle.side(player);
807
+ const foe = battle.foe(player);
808
+
809
+ const player_fainted = side.stored().hp == 0;
810
+ const foe_fainted = foe.stored().hp == 0;
811
+ if (!(player_fainted or foe_fainted)) return null;
812
+
813
+ const player_out = player_fainted and findFirstAlive(side) == 0;
814
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
815
+ const more = player_out or foe_out;
816
+
817
+ if (player_fainted) try faint(battle, player, !(more or foe_fainted), options);
818
+ if (foe_fainted) try faint(battle, player.foe(), !more, options);
819
+
820
+ if (player_out and foe_out) {
821
+ try options.log.tie(.{});
822
+ return Result.Tie;
823
+ } else if (player_out) {
824
+ try options.log.win(.{player.foe()});
825
+ return if (player == .P1) Result.Lose else Result.Win;
826
+ } else if (foe_out) {
827
+ try options.log.win(.{player});
828
+ return if (player == .P1) Result.Win else Result.Lose;
829
+ }
830
+
831
+ const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
832
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
833
+ return .{ .p1 = foe_choice, .p2 = .Switch };
696
834
  }
697
835
 
698
- fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
699
- _ = battle;
700
- _ = player;
701
- _ = done;
702
- _ = options;
703
- return null;
836
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !void {
837
+ var side = battle.side(player);
838
+ var foe = battle.foe(player);
839
+ assert(side.stored().hp == 0);
840
+
841
+ var foe_volatiles = &foe.active.volatiles;
842
+ foe_volatiles.BeatUp = false;
843
+
844
+ // We always need to clear status for Pokémon Showdown's Sleep/Freeze Clause Mod
845
+ const status = side.stored().status;
846
+
847
+ side.stored().status = 0;
848
+ // This shouldn't matter, but Pokémon Showdown decides double switching priority based on speed,
849
+ // and resets a Pokémon's stats when it faints... only it still factors in paralysis -_-
850
+ if (showdown) {
851
+ side.active.stats.spe = if (Status.is(status, .PAR))
852
+ @max(side.stored().stats.spe / 4, 1)
853
+ else
854
+ side.stored().stats.spe;
855
+ }
856
+
857
+ try options.log.faint(.{ battle.active(player), done });
858
+ options.calc.capped(player);
859
+ }
860
+
861
+ // TODO: see if we can move *before* applyDamage and include failuretext logic
862
+ pub fn reportOutcome(battle: anytype, player: Player, state: *State, options: anytype) !void {
863
+ const foe_ident = battle.active(player.foe());
864
+ if (state.crit) try options.log.crit(.{foe_ident});
865
+ if (!state.immune()) {
866
+ if (state.effectiveness > Effectiveness.neutral) {
867
+ try options.log.supereffective(.{foe_ident});
868
+ } else if (state.effectiveness < Effectiveness.neutral) {
869
+ try options.log.resisted(.{foe_ident});
870
+ }
871
+ }
872
+ }
873
+
874
+ pub fn effectChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
875
+ const rate = Move.get(state.move).chance;
876
+ assert(rate > 0);
877
+ // FIXME: only commit secondary chance roll if effect actually is successful (doesn't fail)
878
+ state.proc = !battle.foe(player).active.volatiles.Substitute and
879
+ try Rolls.secondaryChance(battle, player, rate, options);
704
880
  }
705
881
 
706
- fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
882
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !bool {
707
883
  var side = battle.side(player);
708
884
  var stored = side.stored();
709
885
  const ident = battle.active(player);
@@ -721,14 +897,11 @@ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
721
897
  } else {
722
898
  damage = @max(stored.stats.hp / 8, 1);
723
899
  }
724
- damage = @min(damage, stored.hp);
725
900
 
726
- if (!showdown or damage > 0) {
727
- stored.hp -= damage;
728
- // Pokémon Showdown uses damageOf here but its not relevant in Generation II
729
- try options.log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
730
- if (stored.hp == 0) return;
731
- }
901
+ stored.hp -|= damage;
902
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation II
903
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
904
+ if (stored.hp == 0) return true;
732
905
  }
733
906
 
734
907
  if (volatiles.LeechSeed) {
@@ -741,97 +914,147 @@ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
741
914
  // return;
742
915
  // }
743
916
 
744
- const damage = @min(@max(stored.stats.hp / 8, 1), stored.hp);
745
- stored.hp -= damage;
746
- // As above, Pokémon Showdown uses damageOf but its not relevant
747
- if (damage > 0) try options.log.damage(ident, stored, .LeechSeed);
917
+ const damage = @max(stored.stats.hp / 8, 1);
918
+ stored.hp -|= damage;
919
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
920
+ try options.log.damage(.{ ident, stored, .LeechSeed });
748
921
 
749
922
  const before = foe_stored.hp;
750
923
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
751
924
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
752
- if (foe_stored.hp > before) try options.log.heal(foe_ident, foe_stored, .Silent);
753
- if (stored.hp == 0) return;
925
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
926
+ if (stored.hp == 0) return true;
754
927
  }
755
928
 
756
929
  if (volatiles.Nightmare) {
757
- const damage = @min(@max(stored.stats.hp / 4, 1), stored.hp);
758
- if (!showdown or damage > 0) {
759
- stored.hp -= damage;
760
- // ibid
761
- try options.log.damage(ident, stored, Damage.Nightmare);
762
- if (stored.hp == 0) return;
763
- }
930
+ stored.hp -= @max(stored.stats.hp / 4, 1);
931
+ // ibid
932
+ try options.log.damage(.{ ident, stored, .Nightmare });
933
+ if (stored.hp == 0) return true;
764
934
  }
765
935
 
766
936
  if (volatiles.Curse) {
767
- const damage = @min(@max(stored.stats.hp / 4, 1), stored.hp);
768
- if (!showdown or damage > 0) {
769
- stored.hp -= damage;
770
- // ibid
771
- try options.log.damage(ident, stored, Damage.Curse);
772
- if (stored.hp == 0) return;
773
- }
937
+ stored.hp -= @max(stored.stats.hp / 4, 1);
938
+ // ibid
939
+ try options.log.damage(.{ ident, stored, .Curse });
940
+ if (stored.hp == 0) return true;
774
941
  }
942
+
943
+ return false;
775
944
  }
776
945
 
777
- fn betweenTurn(battle: anytype, mslot: u4, options: anytype) !void {
778
- const players = std.enums.values(Player);
946
+ fn betweenTurns(battle: anytype, mslot: u4, options: anytype) !?Result {
947
+ const players = comptime std.enums.values(Player);
779
948
 
780
- // TODO checkFaintThen(p1, p2);
949
+ if (try checkFaint(battle, .P1, options)) |r| return r;
781
950
 
782
951
  // Future Sight
783
952
  inline for (players) |player| {
784
953
  var side = battle.side(player);
785
- if (side.conditions.future_sight.count > 0) {
786
- side.conditions.future_sight.count -= 1;
787
- assert(side.conditions.future_sight.count != 0);
788
- if (side.conditions.future_sight.count == 1) {
789
- try options.log.end(battle.active(player), .FutureSight);
790
- // TODO doMove
954
+ var future_sight = &side.conditions.future_sight;
791
955
 
956
+ if (future_sight.count > 0) {
957
+ future_sight.count -= 1;
958
+ assert(future_sight.count != 0);
959
+ if (future_sight.count == 1) {
960
+ try options.log.end(.{ battle.active(player), .FutureSight });
961
+ // TODO doMove
792
962
  }
793
963
  }
794
964
  }
795
- // TODO checkFaintThen(p1, p2);
965
+ if (try checkFaint(battle, .P1, options)) |r| return r;
796
966
 
797
967
  // Weather
798
- inline for (players) |player| {
799
- var side = battle.side(player);
800
- _ = side; // TODO
968
+ if (battle.field.weather != .None) {
969
+ battle.field.weather_duration -= 1;
801
970
 
971
+ if (battle.field.weather_duration == 0) {
972
+ battle.field.weather = .None;
973
+ try options.log.weather(.{ battle.field.weather, protocol.Weather.None });
974
+ } else {
975
+ try options.log.weather(.{ battle.field.weather, protocol.Weather.Upkeep });
976
+ if (battle.field.weather == .Sandstorm) {
977
+ inline for (players) |player| {
978
+ var side = battle.side(player);
979
+ const active = side.active;
980
+ if (!(active.volatiles.Underground or active.types.sandstormImmune())) {
981
+ side.stored().hp -|= @max(side.stored().stats.hp / 8, 1);
982
+ try options.log.damage(.{
983
+ battle.active(player),
984
+ side.stored(),
985
+ .Sandstorm,
986
+ });
987
+ }
988
+ }
989
+ if (try checkFaint(battle, .P1, options)) |r| return r;
990
+ }
991
+ }
802
992
  }
803
- // TODO checkFaintThen(p1, p2);
804
993
 
805
994
  // Binding
806
995
  inline for (players) |player| {
807
996
  var side = battle.side(player);
808
- _ = side; // TODO
809
-
997
+ var volatiles = &side.active.volatiles;
998
+ const ident = battle.active(player);
999
+
1000
+ if (volatiles.bind.duration > 0 and !volatiles.Substitute) {
1001
+ volatiles.bind.duration -= 1;
1002
+ if (volatiles.bind.duration == 0) {
1003
+ const reason = @intFromEnum(End.Bind) + volatiles.bind.reason - 1;
1004
+ try options.log.end(.{ ident, @as(End, @enumFromInt(reason)) });
1005
+ } else {
1006
+ var reason = @intFromEnum(Activate.Bind) + volatiles.bind.reason - 1;
1007
+ try options.log.activate(.{ ident, @as(Activate, @enumFromInt(reason)) });
1008
+
1009
+ reason = @intFromEnum(Damage.Bind) + volatiles.bind.reason - 1;
1010
+ side.stored().hp -|= @max(side.stored().stats.hp / 16, 1);
1011
+ try options.log.damage(.{
1012
+ ident,
1013
+ side.stored(),
1014
+ @as(Damage, @enumFromInt(reason)),
1015
+ });
1016
+ }
1017
+ }
810
1018
  }
811
- // TODO checkFaintThen(p1, p2);
1019
+ if (try checkFaint(battle, .P1, options)) |r| return r;
812
1020
 
813
1021
  // Perish Song
814
1022
  inline for (players) |player| {
815
1023
  var side = battle.side(player);
816
- _ = side; // TODO
1024
+ var volatiles = &side.active.volatiles;
1025
+
1026
+ if (volatiles.PerishSong) {
1027
+ volatiles.perish_song -= 1;
1028
+
1029
+ assert(volatiles.perish_song < 3);
1030
+ const reason = @intFromEnum(Start.PerishSong0) + volatiles.perish_song;
1031
+ try options.log.start(.{ battle.active(player), @as(Start, @enumFromInt(reason)) });
817
1032
 
1033
+ if (volatiles.perish_song == 0) {
1034
+ volatiles.PerishSong = false;
1035
+ side.stored().hp = 0;
1036
+ }
1037
+ }
818
1038
  }
819
- // TODO checkFaintThen(p1, p2);
1039
+ if (try checkFaint(battle, .P1, options)) |r| return r;
820
1040
 
821
1041
  // Leftovers
822
1042
  inline for (players) |player| {
823
1043
  var stored = battle.side(player).stored();
1044
+
824
1045
  if (stored.item == .Leftovers) {
825
1046
  const before = stored.hp;
826
- const heal = @min(@max(stored.stats.hp / 16, 1), stored.hp);
827
- stored.hp = @min(stored.hp + heal, stored.stats.hp);
828
- if (stored.hp > before) try options.log.heal(battle.active(player), stored, .Leftovers);
1047
+ stored.hp = @min(stored.hp + @max(stored.stats.hp / 16, 1), stored.stats.hp);
1048
+ if (stored.hp > before) {
1049
+ try options.log.heal(.{ battle.active(player), stored, .Leftovers });
1050
+ }
829
1051
  }
830
1052
  }
831
1053
 
832
1054
  // Mystery Berry
833
1055
  inline for (players) |player| {
834
- var stored = battle.side(player).stored();
1056
+ const stored = battle.side(player).stored();
1057
+
835
1058
  if (stored.item == .MysteryBerry) {
836
1059
  // TODO stored and active moves, transform, etc
837
1060
  }
@@ -840,149 +1063,1841 @@ fn betweenTurn(battle: anytype, mslot: u4, options: anytype) !void {
840
1063
  // Defrost
841
1064
  inline for (players) |player| {
842
1065
  var side = battle.side(player);
1066
+
843
1067
  if (Status.is(side.stored().status, .FRZ) and
844
1068
  !side.active.volatiles.frozen and
845
1069
  try Rolls.defrost(battle, player, options))
846
1070
  {
847
- try options.log.curestatus(battle.active(player), side.stored().status, .Message);
1071
+ try options.log.curestatus(.{ battle.active(player), side.stored().status, .Message });
848
1072
  side.stored().status = 0;
849
1073
  }
850
1074
  }
851
1075
 
852
- // Safeguard
853
- inline for (players) |player| {
854
- var side = battle.side(player);
855
- if (side.conditions.Safeguard) {
856
- assert(side.conditions.safeguard > 0);
857
- side.conditions.safeguard -= 1;
858
-
859
- if (side.conditions.safeguard == 0) {
860
- side.conditions.Safeguard = false;
861
- try options.log.sideend(battle.active(player), .Safeguard);
862
- }
1076
+ // Side Conditions
1077
+ if (showdown) {
1078
+ inline for (players) |player| {
1079
+ try updateSideCondition(battle, player, "Reflect", "reflect", options);
1080
+ }
1081
+ inline for (players) |player| {
1082
+ try updateSideCondition(battle, player, "LightScreen", "light_screen", options);
1083
+ }
1084
+ inline for (players) |player| {
1085
+ try updateSideCondition(battle, player, "Safeguard", "safeguard", options);
1086
+ }
1087
+ } else {
1088
+ inline for (players) |player| {
1089
+ try updateSideCondition(battle, player, "Safeguard", "safeguard", options);
1090
+ }
1091
+ inline for (players) |player| {
1092
+ try updateSideCondition(battle, player, "LightScreen", "light_screen", options);
1093
+ try updateSideCondition(battle, player, "Reflect", "reflect", options);
863
1094
  }
864
1095
  }
865
1096
 
866
- // Reflect / Light Screen
1097
+ // Healing items
867
1098
  inline for (players) |player| {
868
1099
  var side = battle.side(player);
869
- _ = side; // TODO
870
- }
1100
+ var stored = side.stored();
1101
+ const ident = battle.active(player);
1102
+
1103
+ const num = @intFromEnum(stored.item);
1104
+ if (num > @intFromEnum(Item.Berry)) {
1105
+ if (num <= @intFromEnum(Item.GoldBerry)) {
1106
+ const proc = if (showdown)
1107
+ stored.hp <= stored.stats.hp
1108
+ else
1109
+ stored.hp < stored.stats.hp;
1110
+ if (proc) {
1111
+ assert(stored.hp != 0);
1112
+ try options.log.enditem(.{ ident, stored.item, .Eat });
1113
+ stored.item = .None;
1114
+
1115
+ const offset = num - @intFromEnum(Item.Berry);
1116
+ assert(offset < 3);
1117
+ stored.hp = @min(stored.hp + ((offset + 1) * 10), stored.stats.hp);
1118
+ const reason: Heal = @enumFromInt(@intFromEnum(Heal.Berry) + offset);
1119
+ try options.log.heal(.{ ident, stored, reason });
1120
+ }
1121
+ } else if (num < @intFromEnum(Item.BitterBerry)) {
1122
+ const proc = if (stored.item == .MiracleBerry)
1123
+ Status.any(stored.status)
1124
+ else
1125
+ Status.is(stored.status, @enumFromInt(num - @intFromEnum(Item.MintBerry) + 2));
1126
+
1127
+ if (proc) {
1128
+ assert(Status.any(stored.status));
1129
+ try options.log.enditem(.{ ident, stored.item, .Eat });
1130
+ stored.item = .None;
1131
+
1132
+ // FIXME wtf?
1133
+ // side.active.volatiles.Toxic = false;
1134
+ // side.active.volatiles.Nightmare = false;
1135
+ if (stored.item == .MiracleBerry) {
1136
+ side.active.volatiles.Confusion = false;
1137
+ try options.log.end(.{ ident, .Confusion });
1138
+ }
1139
+ stored.status = 0;
871
1140
 
872
- // Stat boosting items
873
- inline for (players) |player| {
874
- var side = battle.side(player);
875
- _ = side; // TODO
876
- }
1141
+ // FIXME recalc stats
877
1142
 
878
- // Healing items
879
- inline for (players) |player| {
880
- var side = battle.side(player);
881
- _ = side; // TODO
1143
+ try options.log.curestatus(.{ ident, stored.status, .Message });
1144
+ }
1145
+ } else if (num == @intFromEnum(Item.BitterBerry)) {
1146
+ if (side.active.volatiles.Confusion) {
1147
+ try options.log.enditem(.{ ident, stored.item, .Eat });
1148
+ stored.item = .None;
1149
+
1150
+ side.active.volatiles.Confusion = false;
1151
+ try options.log.end(.{ ident, .Confusion });
1152
+ }
1153
+ }
1154
+ }
882
1155
  }
883
1156
 
884
1157
  // Encore
885
1158
  inline for (players) |player| {
886
1159
  var side = battle.side(player);
887
- if (side.active.volatiles.Encore) {
888
- assert(side.active.volatiles.encore > 0);
889
- side.active.volatiles.encore -= 1;
1160
+ var volatiles = &side.active.volatiles;
890
1161
 
891
- if (side.active.volatiles.encore == 0 or side.active.moves(mslot).pp == 0) {
892
- side.active.volatiles.Encore = false;
893
- try options.log.end(battle.active(player), .Encore);
1162
+ if (volatiles.Encore) {
1163
+ volatiles.encore -= 1;
1164
+
1165
+ if (volatiles.encore == 0 or side.active.move(mslot).pp == 0) {
1166
+ volatiles.Encore = false;
1167
+ try options.log.end(.{ battle.active(player), .Encore });
894
1168
  }
895
1169
  }
896
1170
  }
1171
+
1172
+ return null;
1173
+ }
1174
+
1175
+ fn updateSideCondition(
1176
+ battle: anytype,
1177
+ player: Player,
1178
+ comptime key: []const u8,
1179
+ comptime value: []const u8,
1180
+ options: anytype,
1181
+ ) !void {
1182
+ var side = battle.side(player);
1183
+ if (@field(side.conditions, key)) {
1184
+ @field(side.conditions, value) -= 1;
1185
+
1186
+ if (@field(side.conditions, value) == 0) {
1187
+ @field(side.conditions, key) = false;
1188
+ try options.log.sideend(.{ player, @field(protocol.Side, key) });
1189
+ }
1190
+ }
897
1191
  }
898
1192
 
899
1193
  fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
900
1194
  battle.turn += 1;
901
1195
 
902
- if (showdown and battle.turn >= 1000) {
903
- try options.log.tie();
1196
+ if (pkmn.options.mod and battle.turn >= 1000) {
1197
+ try options.log.tie(.{});
904
1198
  return Result.Tie;
905
1199
  } else if (battle.turn >= 65535) {
906
1200
  return Result.Error;
907
1201
  }
908
1202
 
909
- try options.log.turn(battle.turn);
1203
+ try options.log.turn(.{battle.turn});
910
1204
 
911
1205
  return Result.Default;
912
1206
  }
913
1207
 
914
- pub const Effects = struct {
915
- fn protect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
916
- var side = battle.side(player);
917
- var volatiles = &side.active.volatiles;
918
-
919
- // TODO or if we didn't go first
920
- if (volatiles.Substitute) return try options.log.fail(battle.active(player), .None);
921
-
922
- // TODO
923
-
924
- if (move.effect == .Endure) {
925
- volatiles.Endure = true;
1208
+ pub fn buildRage(battle: anytype, player: Player, state: *State, options: anytype) !void {
1209
+ assert(!state.miss); // TODO
1210
+ var foe = battle.foe(player);
1211
+ if (foe.active.volatiles.Rage) {
1212
+ if (showdown) {
1213
+ // TODO if showdown boost
1214
+ if (foe.active.boosts.atk < 6) {
1215
+ try Effects.boost(battle, player, state, options);
1216
+ }
926
1217
  } else {
927
- volatiles.Protect = true;
1218
+ foe.active.volatiles.rage +|= 1;
1219
+ try options.log.activate(.{ battle.active(player), .Rage });
928
1220
  }
929
- try options.log.singleturn(battle.active(player), move.id);
930
1221
  }
931
- };
1222
+ }
932
1223
 
933
- fn statusModify(status: u8, stats: *Stats(u16)) void {
934
- if (Status.is(status, .PAR)) {
935
- stats.spe = @max(stats.spe / 4, 1);
936
- } else if (Status.is(status, .BRN)) {
937
- stats.atk = @max(stats.atk / 2, 1);
1224
+ pub fn kingsRock(battle: anytype, player: Player, state: *State, options: anytype) !void {
1225
+ assert(!state.miss); // TODO
1226
+ var foe = battle.foe(player);
1227
+ const flinch = battle.side(player).stored().item == .KingsRock and
1228
+ !foe.active.volatiles.Substitute and
1229
+ try Rolls.item(battle, player, options);
1230
+ if (flinch) {
1231
+ foe.active.volatiles.Recharging = false;
1232
+ foe.active.volatiles.Flinch = true;
938
1233
  }
939
1234
  }
940
1235
 
941
- inline fn isForced(active: anytype) bool {
942
- return active.volatiles.Recharging or active.volatiles.Rage or
943
- active.volatiles.Thrashing or active.volatiles.Charging or
944
- active.volatiles.Rollout;
1236
+ pub fn destinyBond(battle: anytype, player: Player, _: *State, options: anytype) !bool {
1237
+ const foe = battle.foe(player);
1238
+ if (foe.stored().hp > 0) return false;
1239
+
1240
+ if (foe.active.volatiles.DestinyBond) {
1241
+ battle.side(player).stored().hp = 0;
1242
+ try options.log.activate(.{ battle.active(player.foe()), .DestinyBond });
1243
+ }
1244
+ return true;
945
1245
  }
946
1246
 
947
- pub const Rolls = struct {
948
- inline fn speedTie(battle: anytype, options: anytype) !bool {
949
- const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
950
- player == .P1
951
- else if (showdown)
952
- battle.rng.range(u8, 0, 2) == 0
953
- else
954
- battle.rng.next() < Gen12.percent(50) + 1;
1247
+ pub const Effects = struct {
1248
+ pub fn attract(battle: anytype, player: Player, _: *State, options: anytype) !void {
1249
+ const side = battle.side(player);
1250
+ var foe = battle.foe(player);
955
1251
 
956
- try options.chance.speedTie(p1);
957
- return p1;
1252
+ const gender: u8 = @intFromEnum(side.stored().dvs.gender);
1253
+ const foe_gender: u8 = @intFromEnum(foe.stored().dvs.gender);
1254
+ if (gender + foe_gender != 1) {
1255
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1256
+ } else if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
1257
+ try options.log.lastmiss(.{});
1258
+ return options.log.miss(.{battle.active(player)});
1259
+ }
1260
+
1261
+ foe.active.volatiles.Attract = true;
1262
+ try options.log.start(.{ battle.active(player.foe()), .Attract });
958
1263
  }
959
1264
 
960
- inline fn quickClaw(battle: anytype, player: Player, options: anytype) !bool {
961
- const qkc = if (options.calc.overridden(player, .quick_claw)) |val|
962
- val == .true
963
- else if (showdown)
964
- battle.rng.chance(u8, 60, 256)
965
- else
966
- battle.rng.next() < 60;
1265
+ pub fn batonPass(battle: anytype, player: Player, state: *State, options: anytype) !void {
1266
+ _ = .{ battle, player, state, options }; // TODO
1267
+ }
967
1268
 
968
- try options.chance.quickClaw(player, qkc);
969
- return qkc;
1269
+ pub fn beatUp(battle: anytype, player: Player, state: *State, options: anytype) !void {
1270
+ _ = .{ battle, player, state, options }; // TODO
970
1271
  }
971
1272
 
972
- inline fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
973
- const crit = if (options.calc.overridden(player, .critical_hit)) |val|
974
- val == .true
975
- else if (showdown)
1273
+ pub fn bellyDrum(battle: anytype, player: Player, state: *State, options: anytype) !void {
1274
+ assert(!state.miss);
1275
+ var side = battle.side(player);
1276
+
1277
+ const ident = battle.active(player);
1278
+
1279
+ assert(side.active.boosts.atk >= -6 and side.active.boosts.atk <= 6);
1280
+ if (side.active.boosts.atk == 6 or side.active.boosts.atk == MAX_STAT_VALUE) {
1281
+ return options.log.fail(.{ ident, .None });
1282
+ }
1283
+
1284
+ const hp = @max(side.stored().stats.hp / 2, 1);
1285
+ if (side.stored().hp <= hp) {
1286
+ try boostStat(battle, side, &side.active.stats, &side.active.boosts, "atk", 2);
1287
+ try options.log.boost(.{ ident, .Attack, @as(i8, 2), .Silent });
1288
+ return options.log.fail(.{ ident, .None });
1289
+ } else {
1290
+ side.stored().hp -= hp;
1291
+ try options.log.damage(.{ ident, side.stored(), .None });
1292
+
1293
+ const before = side.active.boosts.atk;
1294
+ var i: usize = 0;
1295
+ while (i < 6 and side.active.stats.atk < MAX_STAT_VALUE) : (i += 1) {
1296
+ try boostStat(battle, side, &side.active.stats, &side.active.boosts, "atk", 2);
1297
+ }
1298
+ try options.log.boost(.{ ident, .Attack, @as(i8, side.active.boosts.atk - before) });
1299
+ }
1300
+ }
1301
+
1302
+ pub const bide = struct {
1303
+ pub fn store(battle: anytype, player: Player, state: *State, options: anytype) !void {
1304
+ var side = battle.side(player);
1305
+ var volatiles = &side.active.volatiles;
1306
+
1307
+ const ident = battle.active(player);
1308
+
1309
+ if (!volatiles.Bide) return;
1310
+
1311
+ volatiles.attacks -= 1;
1312
+ if (volatiles.attacks != 0) return options.log.activate(.{ ident, .Bide });
1313
+
1314
+ volatiles.Bide = false;
1315
+ try options.log.end(.{ ident, .Bide });
1316
+
1317
+ state.damage = volatiles.bide *% 2;
1318
+ volatiles.bide = 0;
1319
+
1320
+ if (state.damage == 0) state.miss = true;
1321
+ }
1322
+
1323
+ pub fn unleash(battle: anytype, player: Player, state: *State, options: anytype) !void {
1324
+ _ = .{ battle, player, state, options }; // TODO
1325
+ }
1326
+ };
1327
+
1328
+ pub fn binding(battle: anytype, player: Player, state: *State, options: anytype) !void {
1329
+ var foe = battle.foe(player);
1330
+
1331
+ if (state.miss) return;
1332
+ if (foe.active.volatiles.bind.duration > 0) return;
1333
+ if (foe.active.volatiles.Substitute) return;
1334
+
1335
+ foe.active.volatiles.bind = .{
1336
+ .duration = Rolls.bindingDuration(battle, player, options),
1337
+ .reason = Move.get(state.move).extra.protocol,
1338
+ };
1339
+ }
1340
+
1341
+ pub fn burnChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
1342
+ var foe = battle.foe(player);
1343
+ var foe_stored = foe.stored();
1344
+
1345
+ if (foe.active.volatiles.Substitute) return;
1346
+ if (Status.any(foe_stored.status)) {
1347
+ if (Status.is(foe_stored.status, .FRZ)) {
1348
+ assert(Move.get(state.move).type == .Fire or state.move == .TriAttack);
1349
+ try options.log.curestatus(.{
1350
+ battle.active(player.foe()),
1351
+ foe_stored.status,
1352
+ .Message,
1353
+ });
1354
+ foe_stored.status = 0;
1355
+ }
1356
+ return;
1357
+ }
1358
+ if (!state.proc) return;
1359
+ if (foe.conditions.Safeguard) return;
1360
+ // Nothing is immune to Fire-type, but Ghosts are immune to burnChance called by Tri Attack
1361
+ if (state.immune()) return;
1362
+ if (foe.active.types.includes(Move.get(state.move).type) and state.move != .TriAttack) {
1363
+ return;
1364
+ }
1365
+
1366
+ foe_stored.status = Status.init(.BRN);
1367
+ foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1368
+
1369
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1370
+
1371
+ // TODO: check for status berry
1372
+ }
1373
+
1374
+ pub fn confusion(battle: anytype, player: Player, state: *State, options: anytype) !void {
1375
+ _ = .{ battle, player, state, options }; // TODO
1376
+ }
1377
+
1378
+ pub fn confusionChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
1379
+ _ = .{ battle, player, state, options }; // TODO
1380
+ }
1381
+
1382
+ pub fn conversion(battle: anytype, player: Player, _: *State, options: anytype) !void {
1383
+ var side = battle.side(player);
1384
+
1385
+ var n: u3 = 0;
1386
+ for (side.active.moves) |m| {
1387
+ if (convertible(side.active, m.id)) n += 1;
1388
+ }
1389
+ if (n == 0) return options.log.fail(.{ battle.active(player), .None });
1390
+
1391
+ side.active.types.type1 = try Rolls.conversion(battle, player, n, options);
1392
+ side.active.types.type2 = side.active.types.type1;
1393
+ }
1394
+
1395
+ pub fn conversion2(battle: anytype, player: Player, _: *State, options: anytype) !void {
1396
+ var side = battle.side(player);
1397
+
1398
+ const last = battle.foe(player).lastMove(false);
1399
+ if (last == .None) return options.log.fail(.{ battle.active(player), .None });
1400
+ const move = Move.get(last);
1401
+ if (move.type == .@"???") return options.log.fail(.{ battle.active(player), .None });
1402
+
1403
+ side.active.types.type1 = try Rolls.conversion2(battle, player, move.type, options);
1404
+ side.active.types.type2 = side.active.types.type1;
1405
+ }
1406
+
1407
+ pub fn counter(battle: anytype, player: Player, state: *State, _: anytype) !void {
1408
+ assert(state.move == .Counter or state.move == .MirrorCoat);
1409
+
1410
+ const foe = battle.foe(player);
1411
+
1412
+ state.miss = true;
1413
+ const last = foe.lastMove(false);
1414
+
1415
+ if (last == .None) return;
1416
+ if (last == state.move) return;
1417
+
1418
+ const immune = state.immune();
1419
+ state.effectiveness = Effectiveness.neutral;
1420
+ if (immune) {
1421
+ state.damage = 0;
1422
+ return;
1423
+ }
1424
+
1425
+ const move = Move.get(last);
1426
+ if (state.bp == 0) return;
1427
+ if (move.type.special() != (last == .MirrorCoat)) return;
1428
+ if (state.damage == 0) return;
1429
+
1430
+ // NOTE: llvm/llvm-project#58557
1431
+ state.damage = smul(state.damage, 2);
1432
+ state.miss = false;
1433
+ }
1434
+
1435
+ pub fn curse(battle: anytype, player: Player, state: *State, options: anytype) !void {
1436
+ var side = battle.side(player);
1437
+ var foe = battle.foe(player);
1438
+
1439
+ const ident = battle.active(player);
1440
+ const foe_ident = battle.active(player.foe());
1441
+
1442
+ if (side.active.types.includes(.Ghost)) {
1443
+ if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
1444
+ try options.log.lastmiss(.{});
1445
+ return options.log.miss(.{battle.active(player)});
1446
+ } else if (foe.active.volatiles.Substitute) {
1447
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
1448
+ } else if (foe.active.volatiles.Curse) {
1449
+ return options.log.fail(.{ foe_ident, .None });
1450
+ }
1451
+
1452
+ foe.active.volatiles.Curse = true;
1453
+ try options.log.start(.{ foe_ident, .Curse });
1454
+
1455
+ side.stored().hp -= @max(side.stored().stats.hp / 2, 1);
1456
+ try options.log.damage(.{ ident, side.stored(), .Curse });
1457
+ } else {
1458
+ const stats = &side.active.stats;
1459
+ const boosts = &side.active.boosts;
1460
+
1461
+ const max_atk = boosts.atk == 6 or stats.atk == MAX_STAT_VALUE;
1462
+ const max_def = boosts.def == 6 or stats.def == MAX_STAT_VALUE;
1463
+ if (max_atk and max_def) return options.log.fail(.{ ident, .None });
1464
+
1465
+ if (!(boosts.spe == -6 or stats.spe == 1)) {
1466
+ assert(boosts.spe >= -6 and boosts.spe <= 6);
1467
+ try unboostStat(battle, side, stats, boosts, "spe", 1);
1468
+ try options.log.boost(.{ ident, .Speed, @as(i8, -1) });
1469
+ }
1470
+ if (!max_atk) {
1471
+ assert(boosts.atk >= -6 and boosts.atk <= 6);
1472
+ try boostStat(battle, side, stats, boosts, "atk", 1);
1473
+ try options.log.boost(.{ ident, .Attack, @as(i8, 1) });
1474
+ }
1475
+ if (!max_def) {
1476
+ assert(boosts.def >= -6 and boosts.def <= 6);
1477
+ try boostStat(battle, side, stats, boosts, "def", 1);
1478
+ try options.log.boost(.{ ident, .Defense, @as(i8, 1) });
1479
+ }
1480
+ }
1481
+ }
1482
+
1483
+ pub fn defenseCurl(battle: anytype, player: Player, _: *State, _: anytype) !void {
1484
+ battle.side(player).active.volatiles.DefenseCurl = true;
1485
+ }
1486
+
1487
+ pub fn defrost(battle: anytype, player: Player, _: *State, options: anytype) !void {
1488
+ var side = battle.side(player);
1489
+ assert(Status.is(side.stored().status, .FRZ));
1490
+ try options.log.curestatus(.{ battle.active(player), side.stored().status, .Message });
1491
+ side.stored().status = 0;
1492
+ }
1493
+
1494
+ pub fn destinyBond(battle: anytype, player: Player, _: *State, options: anytype) !void {
1495
+ battle.side(player).active.volatiles.DestinyBond = true;
1496
+ try options.log.singlemove(.{ battle.active(player), Move.DestinyBond });
1497
+ }
1498
+
1499
+ pub fn disable(battle: anytype, player: Player, _: *State, options: anytype) !void {
1500
+ var foe = battle.foe(player);
1501
+ var volatiles = &foe.active.volatiles;
1502
+ const foe_ident = battle.active(player.foe());
1503
+
1504
+ if (volatiles.disable.move != 0) return options.log.fail(.{ foe_ident, .None });
1505
+
1506
+ const last = battle.foe(player).lastMove(false);
1507
+ if (last == .None or last == .Struggle) return options.log.fail(.{ foe_ident, .None });
1508
+
1509
+ var slot: u3 = 0;
1510
+ for (foe.active.moves) |m| {
1511
+ assert(m.id != .None);
1512
+ slot += 1;
1513
+ if (m.id == last) break;
1514
+ }
1515
+ const move = foe.active.move(slot);
1516
+ if (move.pp == 0) return options.log.fail(.{ foe_ident, .None });
1517
+
1518
+ volatiles.disable.move = slot;
1519
+ volatiles.disable.duration = Rolls.disableDuration(battle, player, options);
1520
+
1521
+ try options.log.start(.{ foe_ident, .Disable, move.id });
1522
+ }
1523
+
1524
+ pub const double = struct {
1525
+ pub fn flying(battle: anytype, player: Player, state: *State, _: anytype) !void {
1526
+ if (!battle.foe(player).active.volatiles.Flying) return;
1527
+ state.damage = smul(state.damage, 2);
1528
+ }
1529
+
1530
+ pub fn underground(battle: anytype, player: Player, state: *State, _: anytype) !void {
1531
+ if (!battle.foe(player).active.volatiles.Underground) return;
1532
+ state.damage = smul(state.damage, 2);
1533
+ }
1534
+
1535
+ pub fn minimize(battle: anytype, player: Player, state: *State, _: anytype) !void {
1536
+ if (!battle.foe(player).active.volatiles.minimized) return;
1537
+ state.damage = smul(state.damage, 2);
1538
+ }
1539
+ };
1540
+
1541
+ pub fn drainHP(battle: anytype, player: Player, state: *State, options: anytype) !void {
1542
+ var stored = battle.side(player).stored();
1543
+ const ident = battle.active(player);
1544
+
1545
+ assert(state.damage != 0);
1546
+
1547
+ if (stored.hp == stored.stats.hp) return;
1548
+ stored.hp = @min(stored.stats.hp, stored.hp + @max(state.damage / 2, 1));
1549
+
1550
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1551
+ }
1552
+
1553
+ pub fn encore(battle: anytype, player: Player, state: *State, options: anytype) !void {
1554
+ var foe = battle.foe(player);
1555
+ var volatiles = &foe.active.volatiles;
1556
+ const foe_ident = battle.active(player.foe());
1557
+
1558
+ const last = battle.foe(player).lastMove(true);
1559
+ const failed = volatiles.Encore or
1560
+ (last == .None or last == .Struggle or
1561
+ last == .Encore or .last == .MirrorMove);
1562
+ if (failed) return options.log.fail(.{ foe_ident, .None });
1563
+
1564
+ var slot: u3 = 0;
1565
+ for (foe.active.moves) |m| {
1566
+ assert(m.id != .None);
1567
+ slot += 1;
1568
+ if (m.id == last) break;
1569
+ }
1570
+ const move = foe.active.move(slot);
1571
+ if (move.pp == 0) return options.log.fail(.{ foe_ident, .None });
1572
+
1573
+ volatiles.Encore = true;
1574
+ volatiles.encore = Rolls.encoreDuration(battle, player, options);
1575
+
1576
+ // TODO ???
1577
+ _ = state;
1578
+
1579
+ try options.log.start(.{ foe_ident, .Encore, move.id });
1580
+ }
1581
+
1582
+ pub fn explode(battle: anytype, player: Player, _: *State, _: anytype) !void {
1583
+ var side = battle.side(player);
1584
+ var stored = side.stored();
1585
+
1586
+ stored.hp = 0;
1587
+ // Pokémon Showdown sets the status to 0 on faint(), and we need to do the same to be able
1588
+ // to correctly implement Pokémon Showdown's dumb speed-based switch mechanics
1589
+ if (!showdown) stored.status = 0;
1590
+ side.active.volatiles.LeechSeed = false;
1591
+ side.active.volatiles.DestinyBond = false;
1592
+ }
1593
+
1594
+ pub fn falseSwipe(battle: anytype, player: Player, state: *State, _: anytype) !void {
1595
+ const foe = battle.foe(player);
1596
+ assert(foe.stored().hp > 0);
1597
+ // FIXME crit?
1598
+ if (state.damage > foe.stored().hp) state.damage = foe.stored().hp - 1;
1599
+ }
1600
+
1601
+ pub fn fixedDamage(battle: anytype, player: Player, state: *State, options: anytype) !void {
1602
+ const side = battle.side(player);
1603
+ const foe = battle.foe(player);
1604
+
1605
+ state.damage = switch (Move.get(state.move).effect) {
1606
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1607
+ .LevelDamage => side.stored().level,
1608
+ .FixedDamage => if (state.move == .SonicBoom) 20 else 40,
1609
+ .Psywave => try Rolls.psywave(
1610
+ battle,
1611
+ player,
1612
+ @intCast(@as(u16, side.stored().level) * 3 / 2),
1613
+ options,
1614
+ ),
1615
+ else => unreachable,
1616
+ };
1617
+ }
1618
+
1619
+ pub fn flinchChance(battle: anytype, player: Player, state: *State, _: anytype) !void {
1620
+ const foe = battle.foe(player);
1621
+ const status = foe.stored().status;
1622
+ var volatiles = &foe.active.volatiles;
1623
+
1624
+ if (volatiles.Substitute) return;
1625
+ if (Status.is(status, .FRZ) or Status.is(status, .SLP)) return;
1626
+ if (!state.first) return;
1627
+ if (!state.proc) return;
1628
+
1629
+ volatiles.Flinch = true;
1630
+ volatiles.Recharging = false;
1631
+ }
1632
+
1633
+ pub fn flyDig(battle: anytype, player: Player, state: *State, options: anytype) !void {
1634
+ _ = .{ battle, player, state, options }; // TODO
1635
+ }
1636
+
1637
+ pub fn focusEnergy(battle: anytype, player: Player, _: *State, options: anytype) !void {
1638
+ var side = battle.side(player);
1639
+
1640
+ if (side.active.volatiles.FocusEnergy) {
1641
+ return if (!showdown) try options.log.fail(.{ battle.active(player), .None });
1642
+ }
1643
+
1644
+ side.active.volatiles.FocusEnergy = true;
1645
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1646
+ }
1647
+
1648
+ var SLOTS: [5]u4 = .{ 0, 0, 0, 0, 0 };
1649
+
1650
+ pub fn forceSwitch(battle: anytype, player: Player, state: *State, options: anytype) !void {
1651
+ assert(!state.miss); // FIXME ensure checkHit handles fail message
1652
+
1653
+ const foe = battle.foe(player);
1654
+
1655
+ if (state.first) return options.log.fail(.{ battle.active(player), .None });
1656
+
1657
+ var n: u4 = 0;
1658
+ var i: u4 = 0;
1659
+ for (foe.pokemon, 0..) |pokemon, j| {
1660
+ if (pokemon.species == .None) break;
1661
+ n += 1;
1662
+ if (pokemon.position == 1) continue;
1663
+ if (pokemon.hp > 0) {
1664
+ SLOTS[i] = @intCast(foe.pokemon[j].position);
1665
+ i += 1;
1666
+ }
1667
+ }
1668
+
1669
+ if (n == 0) return options.log.fail(.{ battle.active(player), .None });
1670
+
1671
+ const slot = try Rolls.forceSwitch(battle, player, SLOTS[0..i], n, options);
1672
+ try switchIn(battle, player.foe(), slot, .Drag, options);
1673
+ }
1674
+
1675
+ pub fn foresight(battle: anytype, player: Player, _: *State, options: anytype) !void {
1676
+ var foe = battle.foe(player);
1677
+
1678
+ if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
1679
+ try options.log.lastmiss(.{});
1680
+ return options.log.miss(.{battle.active(player)});
1681
+ } else if (foe.active.volatiles.Foresight) {
1682
+ return options.log.fail(.{ battle.active(player), .None });
1683
+ }
1684
+
1685
+ foe.active.volatiles.Foresight = true;
1686
+ try options.log.start(.{ battle.active(player.foe()), .FocusEnergy });
1687
+ }
1688
+
1689
+ pub fn freezeChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
1690
+ var foe = battle.foe(player);
1691
+ var foe_stored = foe.stored();
1692
+ const foe_ident = battle.active(player.foe());
1693
+
1694
+ if (foe.active.volatiles.Substitute) return;
1695
+ if (Status.any(foe_stored.status)) return;
1696
+
1697
+ // Nothing is immune to Ice-type, but Ghosts are immune to freezeChance called by Tri Attack
1698
+ if (state.immune()) return;
1699
+ if (battle.field.weather == .Sun) return;
1700
+ if (foe.active.types.includes(Move.get(state.move).type) and state.move != .TriAttack) {
1701
+ return;
1702
+ }
1703
+ if (!state.proc) return;
1704
+ if (foe.conditions.Safeguard) return;
1705
+ // Freeze Clause Mod
1706
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1707
+
1708
+ foe_stored.status = Status.init(.FRZ);
1709
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1710
+
1711
+ // TODO: check for status berry
1712
+
1713
+ foe.active.volatiles.Recharging = false;
1714
+ foe.active.volatiles.frozen = true;
1715
+ }
1716
+
1717
+ // TODO FIXME showdown calls this before calcDamage (after checkHit) and modifies state.bp!
1718
+ pub fn furyCutter(battle: anytype, player: Player, state: *State, _: anytype) !void {
1719
+ var side = battle.side(player);
1720
+ var volatiles = &side.active.volatiles;
1721
+
1722
+ if (state.miss) {
1723
+ volatiles.fury_cutter = 0;
1724
+ return;
1725
+ }
1726
+
1727
+ assert(volatiles.fury_cutter >= 0 and volatiles.fury_cutter <= 5);
1728
+ if (volatiles.fury_cutter == 5) return;
1729
+ volatiles.fury_cutter += 1;
1730
+
1731
+ if (showdown) {
1732
+ state.bp *= 2;
1733
+ assert(state.bp <= 160);
1734
+ } else {
1735
+ state.damage = smul(state.damage, 2);
1736
+ }
1737
+ }
1738
+
1739
+ pub fn futureSight(battle: anytype, player: Player, state: *State, options: anytype) !void {
1740
+ _ = .{ battle, player, state, options }; // TODO
1741
+ }
1742
+
1743
+ pub fn happiness(battle: anytype, player: Player, state: *State, _: anytype) !void {
1744
+ const val = battle.side(player).stored().happiness;
1745
+ const frustration = Move.get(state.move).effect == .Frustration;
1746
+ state.bp = ((if (frustration) 255 - val else val) * 10) / 25;
1747
+ }
1748
+
1749
+ pub fn haze(battle: anytype, player: Player, _: *State, options: anytype) !void {
1750
+ var side = battle.side(player);
1751
+ var stats = unmodifiedStats(battle, side);
1752
+ side.active.boosts = .{};
1753
+ inline for (STATS) |s| @field(side.active.stats, s) = @field(stats, s);
1754
+ statusModify(side.stored().status, &side.active.stats);
1755
+
1756
+ var foe = battle.foe(player);
1757
+ stats = unmodifiedStats(battle, foe);
1758
+ foe.active.boosts = .{};
1759
+ inline for (STATS) |s| @field(foe.active.stats, s) = @field(stats, s);
1760
+ statusModify(foe.stored().status, &foe.active.stats);
1761
+
1762
+ try options.log.clearallboost(.{});
1763
+ }
1764
+
1765
+ pub fn heal(battle: anytype, player: Player, state: *State, options: anytype) !void {
1766
+ var side = battle.side(player);
1767
+ var stored = side.stored();
1768
+ const ident = battle.active(player);
1769
+
1770
+ if (stored.stats.hp == stored.hp) return options.log.fail(.{ ident, .None });
1771
+
1772
+ const rest = state.move == .Rest;
1773
+ if (rest) {
1774
+ // Adding the sleep status runs the sleep condition handler to roll duration
1775
+ if (showdown) battle.rng.advance(1);
1776
+ side.active.volatiles.Toxic = false;
1777
+ stored.status = Status.slf(2);
1778
+ recomputeStats(battle, side);
1779
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1780
+ stored.hp = stored.stats.hp;
1781
+ } else {
1782
+ stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1783
+ }
1784
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1785
+ }
1786
+
1787
+ pub fn healBell(battle: anytype, player: Player, _: *State, options: anytype) !void {
1788
+ var side = battle.side(player);
1789
+ side.active.volatiles.Nightmare = false;
1790
+
1791
+ try options.log.cureteam(.{battle.active(player)});
1792
+ for (&side.pokemon) |*p| p.status = 0;
1793
+
1794
+ // We technically only need to recompute stats if the active Pokémon was burned/paralyzed,
1795
+ // but adding a branch to check for that is probably more expensive than just recomputing
1796
+ recomputeStats(battle, side);
1797
+ }
1798
+
1799
+ pub fn hiddenPower(battle: anytype, player: Player, state: *State, _: anytype) !void {
1800
+ const side = battle.side(player);
1801
+ state.bp = side.stored().dvs.power();
1802
+ state.type = side.stored().dvs.type;
1803
+ }
1804
+
1805
+ pub fn hyperBeam(battle: anytype, player: Player, _: *State, options: anytype) !void {
1806
+ battle.side(player).active.volatiles.Recharging = true;
1807
+ try options.log.mustrecharge(.{battle.active(player)});
1808
+ }
1809
+
1810
+ pub fn leechSeed(battle: anytype, player: Player, state: *State, options: anytype) !void {
1811
+ var foe = battle.foe(player);
1812
+
1813
+ if (showdown) {
1814
+ // Invulnerability trumps type immunity on Pokémon Showdown
1815
+ const invulnerable = foe.active.volatiles.Underground or foe.active.volatiles.Flying;
1816
+ if (!invulnerable and foe.active.types.includes(.Grass)) {
1817
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1818
+ }
1819
+ try checkHit(battle, player, state, options);
1820
+ if (state.miss) {
1821
+ try options.log.lastmiss(.{});
1822
+ return options.log.miss(.{battle.active(player)});
1823
+ }
1824
+ if (foe.active.volatiles.LeechSeed) return;
1825
+ } else {
1826
+ try checkHit(battle, player, state, options);
1827
+ const miss =
1828
+ state.miss or foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed;
1829
+ if (miss) {
1830
+ try options.log.lastmiss(.{});
1831
+ return options.log.miss(.{battle.active(player)});
1832
+ }
1833
+ }
1834
+
1835
+ foe.active.volatiles.LeechSeed = true;
1836
+
1837
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1838
+ }
1839
+
1840
+ pub fn lockOn(battle: anytype, player: Player, state: *State, options: anytype) !void {
1841
+ var foe = battle.foe(player);
1842
+ const foe_ident = battle.active(player.foe());
1843
+
1844
+ if (foe.active.volatiles.Substitute) {
1845
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
1846
+ } else if (state.miss) {
1847
+ return options.log.fail(.{ foe_ident, .None });
1848
+ }
1849
+
1850
+ foe.active.volatiles.LockOn = true;
1851
+ try options.log.activate(.{ battle.active(player), .LockOn });
1852
+ }
1853
+
1854
+ const MAGNITUDE_POWER = [_]u8{ 10, 30, 50, 70, 90, 110, 150 };
1855
+
1856
+ pub fn magnitude(battle: anytype, player: Player, state: *State, options: anytype) !void {
1857
+ const num = try Rolls.magnitude(battle, player, options);
1858
+ try options.log.activate(.{ battle.active(player), .Magnitude, num });
1859
+ state.bp = MAGNITUDE_POWER[num - 4];
1860
+ }
1861
+
1862
+ pub fn meanLook(battle: anytype, player: Player, _: *State, options: anytype) !void {
1863
+ var foe = battle.foe(player);
1864
+
1865
+ if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
1866
+ if (!showdown) return options.log.fail(.{ battle.active(player.foe()), .None });
1867
+ try options.log.lastmiss(.{});
1868
+ return options.log.miss(.{battle.active(player)});
1869
+ } else if (foe.active.volatiles.Trapped) {
1870
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1871
+ }
1872
+
1873
+ foe.active.volatiles.Trapped = true;
1874
+ }
1875
+
1876
+ pub fn metronome(
1877
+ battle: anytype,
1878
+ player: Player,
1879
+ state: *State,
1880
+ options: anytype,
1881
+ ) anyerror!void {
1882
+ var side = battle.side(player);
1883
+
1884
+ side.last_used_move = .None;
1885
+ side.active.volatiles.dirty = false;
1886
+
1887
+ // if (wPlayerCharging) ???
1888
+ // wPlayerCharging = 1
1889
+
1890
+ // FIXME
1891
+ state.move = try Rolls.metronome(battle, player, options);
1892
+ state.from = .Metronome;
1893
+ return generated.runMove(battle, player, state, options);
1894
+ }
1895
+
1896
+ pub fn mimic(battle: anytype, player: Player, state: *State, options: anytype) !void {
1897
+ var side = battle.side(player);
1898
+
1899
+ if (state.miss) {
1900
+ if (!showdown) return options.log.fail(.{ battle.active(player.foe()), .None });
1901
+ try options.log.lastmiss(.{});
1902
+ return options.log.miss(.{battle.active(player)});
1903
+ }
1904
+
1905
+ const move = battle.foe(player).lastMove(false);
1906
+ if (move == .None or move == .Struggle) {
1907
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1908
+ }
1909
+
1910
+ var slot: u4 = 0;
1911
+ for (side.active.moves, 0..) |m, i| {
1912
+ if (m.id == move) return options.log.fail(.{ battle.active(player.foe()), .None });
1913
+ if (m.id == .Mimic) slot = @intCast(i + 1);
1914
+ }
1915
+ assert(slot != 0 and slot == state.mslot);
1916
+
1917
+ side.active.move(slot).id = move;
1918
+ side.active.move(slot).pp = 5;
1919
+ try options.log.start(.{ battle.active(player), .Mimic, move });
1920
+ }
1921
+
1922
+ pub fn mirrorMove(
1923
+ battle: anytype,
1924
+ player: Player,
1925
+ state: *State,
1926
+ options: anytype,
1927
+ ) anyerror!void {
1928
+ var side = battle.side(player);
1929
+ const foe = battle.foe(player);
1930
+
1931
+ side.last_used_move = .None;
1932
+ side.active.volatiles.dirty = false;
1933
+
1934
+ const last = foe.lastMove(false);
1935
+
1936
+ if (last == .None) return options.log.fail(.{ battle.active(player), .None });
1937
+ const knows = knows: for (side.active.moves) |m| {
1938
+ if (last == m.id) break :knows true;
1939
+ } else false;
1940
+ if (knows) return options.log.fail(.{ battle.active(player), .None });
1941
+
1942
+ // if (wPlayerCharging) ???
1943
+ // wPlayerCharging = 1
1944
+
1945
+ // FIXME
1946
+ state.move = last;
1947
+ state.from = .MirrorMove;
1948
+ return generated.runMove(battle, player, state, options);
1949
+ }
1950
+
1951
+ pub fn mist(battle: anytype, player: Player, _: *State, options: anytype) !void {
1952
+ var side = battle.side(player);
1953
+
1954
+ if (side.active.volatiles.Mist) return options.log.fail(.{ battle.active(player), .None });
1955
+ side.active.volatiles.Mist = true;
1956
+
1957
+ try options.log.start(.{ battle.active(player), .Mist });
1958
+ }
1959
+
1960
+ pub fn weatherHeal(battle: anytype, player: Player, _: *State, options: anytype) !void {
1961
+ var stored = battle.side(player).stored();
1962
+ const ident = battle.active(player);
1963
+
1964
+ if (stored.hp == stored.stats.hp) return options.log.fail(.{ ident, .None });
1965
+
1966
+ stored.hp = switch (battle.field.weather) {
1967
+ .Sun => stored.stats.hp,
1968
+ .None => @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2)),
1969
+ else => @min(stored.stats.hp, stored.hp + (stored.stats.hp / 4)),
1970
+ };
1971
+
1972
+ try options.log.heal(.{ ident, stored, .None });
1973
+ }
1974
+
1975
+ pub fn multiHit(battle: anytype, player: Player, state: *State, options: anytype) !void {
1976
+ _ = .{ battle, player, state, options }; // TODO
1977
+ }
1978
+
1979
+ pub fn nightmare(battle: anytype, player: Player, state: *State, options: anytype) !void {
1980
+ var foe = battle.foe(player);
1981
+ var foe_volatiles = &foe.active.volatiles;
1982
+ const foe_ident = battle.active(player.foe());
1983
+
1984
+ if (foe_volatiles.Flying or foe_volatiles.Underground) {
1985
+ if (!showdown) return options.log.fail(.{ battle.active(player.foe()), .None });
1986
+ try options.log.lastmiss(.{});
1987
+ return options.log.miss(.{battle.active(player)});
1988
+ } else if (foe_volatiles.Substitute) {
1989
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
1990
+ } else if (!Status.is(foe.stored().status, .SLP) or foe_volatiles.Nightmare) {
1991
+ return options.log.fail(.{ foe_ident, .None });
1992
+ }
1993
+
1994
+ foe_volatiles.Nightmare = true;
1995
+ try options.log.start(.{ battle.active(player.foe()), .Nightmare });
1996
+ }
1997
+
1998
+ pub const ohko = struct {
1999
+ // OHKO calls adjustDamage but only actually cares about immunity
2000
+ pub fn immune(battle: anytype, player: Player, state: *State, _: anytype) !void {
2001
+ const move = Move.get(state.move);
2002
+
2003
+ assert(move.type == .Normal or move.type == .Ground);
2004
+ const foe = battle.foe(player);
2005
+ const zero = if (move.type == .Normal)
2006
+ foe.active.types.includes(.Ghost) and !foe.active.volatiles.Foresight
2007
+ else
2008
+ foe.active.types.includes(.Flying);
2009
+ state.effectiveness = if (zero) 0 else Effectiveness.neutral;
2010
+ }
2011
+
2012
+ pub fn damage(battle: anytype, player: Player, state: *State, options: anytype) !void {
2013
+ const side = battle.side(player);
2014
+ const foe = battle.foe(player);
2015
+
2016
+ const foe_ident = battle.active(player.foe());
2017
+
2018
+ state.damage = 0;
2019
+ if (state.immune()) return options.log.immune(.{ foe_ident, .None });
2020
+ const delta = side.stored().level -| foe.stored().level;
2021
+ if (delta == 0) return options.log.immune(.{ foe_ident, .OHKO });
2022
+
2023
+ state.accuracy = 2 * delta +| Gen12.percent(30);
2024
+ try checkHit(battle, player, state, options);
2025
+ if (!state.miss) state.damage = 65535;
2026
+ state.ohko = true;
2027
+ }
2028
+ };
2029
+
2030
+ pub fn painSplit(battle: anytype, player: Player, state: *State, options: anytype) !void {
2031
+ var side = battle.side(player);
2032
+ var foe = battle.foe(player);
2033
+
2034
+ const ident = battle.active(player);
2035
+ const foe_ident = battle.active(player.foe());
2036
+
2037
+ if (state.miss) return options.log.fail(.{ foe_ident, .None });
2038
+ if (foe.active.volatiles.Substitute) {
2039
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
2040
+ }
2041
+
2042
+ const avg = @max((foe.stored().hp + side.stored().hp) / 2, 1);
2043
+ foe.stored().hp -= avg;
2044
+ side.stored().hp = avg;
2045
+
2046
+ try options.log.sethp(.{ foe_ident, foe.stored(), .Silent });
2047
+ try options.log.sethp(.{ ident, side.stored(), .None });
2048
+ }
2049
+
2050
+ pub fn paralyze(battle: anytype, player: Player, state: *State, options: anytype) !void {
2051
+ var foe = battle.foe(player);
2052
+ const foe_ident = battle.active(player.foe());
2053
+
2054
+ if (Status.is(foe.stored().status, .PAR)) {
2055
+ return options.log.fail(.{ foe_ident, .Paralysis });
2056
+ }
2057
+ if (state.immune()) return options.log.immune(.{ foe_ident, .None });
2058
+ if (Status.any(foe.stored().status)) return options.log.fail(.{ foe_ident, .None });
2059
+ if (state.miss) {
2060
+ try options.log.lastmiss(.{});
2061
+ return options.log.miss(.{battle.active(player)});
2062
+ } else if (foe.active.volatiles.Substitute) {
2063
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
2064
+ }
2065
+
2066
+ foe.stored().status = Status.init(.PAR);
2067
+ foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2068
+
2069
+ try options.log.status(.{ foe_ident, foe.stored().status, .None });
2070
+ }
2071
+
2072
+ pub fn paralyzeChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
2073
+ var foe = battle.foe(player);
2074
+ var foe_stored = foe.stored();
2075
+
2076
+ if (foe.active.volatiles.Substitute) return;
2077
+ if (Status.any(foe_stored.status)) return;
2078
+ if (state.immune()) return;
2079
+ if (!state.proc) return;
2080
+ if (foe.conditions.Safeguard) return;
2081
+
2082
+ foe_stored.status = Status.init(.PAR);
2083
+ foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2084
+
2085
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2086
+
2087
+ // TODO: check for status berry
2088
+ }
2089
+
2090
+ pub fn payDay(battle: anytype, player: Player, _: *State, options: anytype) !void {
2091
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2092
+ try options.log.fieldactivate(.{}); // FIXME .PayDay
2093
+ }
2094
+ }
2095
+
2096
+ pub fn perishSong(battle: anytype, player: Player, _: *State, options: anytype) !void {
2097
+ var side = battle.side(player);
2098
+ var foe = battle.foe(player);
2099
+
2100
+ if (foe.active.volatiles.PerishSong) {
2101
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2102
+ } else if (!side.active.volatiles.PerishSong) {
2103
+ side.active.volatiles.PerishSong = true;
2104
+ side.active.volatiles.perish_song = 4;
2105
+ try options.log.start(.{ battle.active(player), .PerishSong3Silent });
2106
+ }
2107
+ foe.active.volatiles.PerishSong = true;
2108
+ foe.active.volatiles.perish_song = 4;
2109
+ try options.log.start(.{ battle.active(player.foe()), .PerishSong3Silent });
2110
+
2111
+ try options.log.fieldactivate(.{}); // FIXME .PerishSong
2112
+ }
2113
+
2114
+ pub fn poison(battle: anytype, player: Player, state: *State, options: anytype) !void {
2115
+ var foe = battle.foe(player);
2116
+ var foe_stored = foe.stored();
2117
+ const foe_ident = battle.active(player.foe());
2118
+
2119
+ const toxic = state.move == .Toxic;
2120
+ if (state.immune() or foe.active.types.includes(.Poison)) {
2121
+ return options.log.immune(.{ foe_ident, .None });
2122
+ } else if (Status.any(foe_stored.status)) {
2123
+ // Pokémon Showdown considers Toxic to be a status even in Generation II and so
2124
+ // will not include a fail reason for Toxic vs. Poison or vice-versa...
2125
+ return options.log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2126
+ if (!showdown)
2127
+ Fail.Poison
2128
+ else if (toxic == (foe_stored.status == Status.TOX))
2129
+ if (toxic) Fail.Toxic else Fail.Poison
2130
+ else
2131
+ Fail.None
2132
+ else
2133
+ Fail.None });
2134
+ } else if (foe.active.volatiles.Substitute) {
2135
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
2136
+ } else if (state.miss) {
2137
+ try options.log.lastmiss(.{});
2138
+ return options.log.miss(.{battle.active(player)});
2139
+ }
2140
+
2141
+ foe_stored.status = Status.init(.PSN);
2142
+ if (toxic) {
2143
+ if (showdown) foe_stored.status = Status.TOX;
2144
+ foe.active.volatiles.Toxic = true;
2145
+ foe.active.volatiles.toxic = 0;
2146
+ }
2147
+
2148
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
2149
+
2150
+ // TODO: check for status berry
2151
+ }
2152
+
2153
+ pub fn poisonChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
2154
+ var foe = battle.foe(player);
2155
+ var foe_stored = foe.stored();
2156
+
2157
+ if (foe.active.volatiles.Substitute) return;
2158
+ if (Status.any(foe_stored.status)) return if (showdown) battle.rng.advance(1);
2159
+ if (state.immune() or foe.active.types.includes(.Poison)) return;
2160
+ if (!state.proc) return;
2161
+ if (foe.conditions.Safeguard) return;
2162
+
2163
+ foe_stored.status = Status.init(.PSN);
2164
+
2165
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2166
+
2167
+ // TODO: check for status berry
2168
+ }
2169
+
2170
+ pub fn present(battle: anytype, player: Player, state: *State, options: anytype) !void {
2171
+ _ = .{ battle, player, state, options }; // TODO
2172
+ }
2173
+
2174
+ pub fn protect(battle: anytype, player: Player, state: *State, options: anytype) !void {
2175
+ var side = battle.side(player);
2176
+ var volatiles = &side.active.volatiles;
2177
+
2178
+ const failed = !state.first or volatiles.Substitute or
2179
+ !try Rolls.protect(battle, player, volatiles.protect, options);
2180
+ if (failed) return options.log.fail(.{ battle.active(player), .None });
2181
+
2182
+ volatiles.protect = @max(8, volatiles.protect + 1);
2183
+ if (state.move == .Endure) {
2184
+ volatiles.Endure = true;
2185
+ } else {
2186
+ volatiles.Protect = true;
2187
+ }
2188
+ try options.log.singleturn(.{ battle.active(player), state.move });
2189
+ }
2190
+
2191
+ pub fn psychUp(battle: anytype, player: Player, _: *State, options: anytype) !void {
2192
+ var side = battle.side(player);
2193
+ const foe = battle.foe(player);
2194
+
2195
+ // Pokémon Showdown should fail when the enemy has no boosts/unboosts but doesn't
2196
+ if (!showdown and @as(u32, @bitCast(foe.active.boosts)) == 0) {
2197
+ return options.log.fail(.{ battle.active(player), .None });
2198
+ }
2199
+
2200
+ side.active.boosts = foe.active.boosts;
2201
+ try options.log.copyboost(.{ battle.active(player), battle.active(player.foe()) });
2202
+ }
2203
+
2204
+ pub fn pursuit(battle: anytype, player: Player, state: *State, _: anytype) !void {
2205
+ // TODO: remove switching variable and just look at Choice saved in Battle struct?
2206
+ if (battle.foe(player).active.volatiles.switching) state.damage = smul(state.damage, 2);
2207
+ }
2208
+
2209
+ pub const rage = struct {
2210
+ pub fn start(battle: anytype, player: Player, _: *State, options: anytype) !void {
2211
+ battle.side(player).active.volatiles.Rage = true;
2212
+ try options.log.singlemove(.{ battle.active(player), Move.Rage });
2213
+ }
2214
+
2215
+ pub fn damage(battle: anytype, player: Player, state: *State, _: anytype) !void {
2216
+ const side = battle.side(player);
2217
+
2218
+ assert(side.active.volatiles.Rage);
2219
+ state.damage = smul(state.damage, (side.active.volatiles.rage +| 1)); // TODO: |+
2220
+ }
2221
+ };
2222
+
2223
+ pub fn rainDance(battle: anytype, _: Player, _: *State, options: anytype) !void {
2224
+ return weather(battle, .Rain, options);
2225
+ }
2226
+
2227
+ pub fn rapidSpin(battle: anytype, player: Player, _: *State, options: anytype) !void {
2228
+ var side = battle.side(player);
2229
+
2230
+ if (side.active.volatiles.LeechSeed) {
2231
+ try options.log.end(.{ battle.active(player), .LeechSeedFrom });
2232
+ side.active.volatiles.LeechSeed = false;
2233
+ }
2234
+
2235
+ if (side.conditions.Spikes) {
2236
+ try options.log.sideend(.{ player, protocol.Side.Spikes, battle.active(player) });
2237
+ side.conditions.Spikes = false;
2238
+ }
2239
+
2240
+ if (side.active.volatiles.bind.duration > 0) {
2241
+ const reason = @intFromEnum(End.Bind) + side.active.volatiles.bind.reason - 1;
2242
+ try options.log.end(.{ battle.active(player), @as(End, @enumFromInt(reason)) });
2243
+ side.active.volatiles.bind = .{};
2244
+ }
2245
+ }
2246
+
2247
+ pub fn recoil(battle: anytype, player: Player, state: *State, options: anytype) !void {
2248
+ var side = battle.side(player);
2249
+ var stored = side.stored();
2250
+ const ident = battle.active(player);
2251
+
2252
+ assert(state.damage > 0);
2253
+
2254
+ const damage: i16 = @intCast(@max(state.damage / 4, 1));
2255
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2256
+
2257
+ try options.log.damage(.{ ident, stored, .RecoilOf, battle.active(player.foe()) });
2258
+ }
2259
+
2260
+ pub fn reversal(battle: anytype, player: Player, state: *State, options: anytype) !void {
2261
+ const stored = battle.side(player).stored();
2262
+
2263
+ // Pokémon Showdown Gen II implementation incorrectly inherits Gen IV's table instead
2264
+ state.bp = if (showdown) power: {
2265
+ const x = @max(1, stored.hp * 64 / stored.stats.hp);
2266
+ if (x < 2) break :power 200;
2267
+ if (x < 6) break :power 150;
2268
+ if (x < 13) break :power 100;
2269
+ if (x < 22) break :power 80;
2270
+ if (x < 43) break :power 40;
2271
+ break :power 20;
2272
+ } else power: {
2273
+ const x = @max(1, stored.hp * 48 / stored.stats.hp);
2274
+ if (x < 1) break :power 200;
2275
+ if (x < 4) break :power 150;
2276
+ if (x < 9) break :power 100;
2277
+ if (x < 16) break :power 80;
2278
+ if (x < 32) break :power 40;
2279
+ break :power 20;
2280
+ };
2281
+
2282
+ try calcDamage(battle, player, state, options);
2283
+ }
2284
+
2285
+ pub const rollout = struct {
2286
+ pub fn check(battle: anytype, player: Player, _: *State, _: anytype) !void {
2287
+ var side = battle.side(player);
2288
+
2289
+ if (!side.active.volatiles.Rollout) {
2290
+ side.active.volatiles.attacks = 0;
2291
+ } else {
2292
+ // TODO SkipToBattleCommand(doturn_command)
2293
+ }
2294
+ }
2295
+
2296
+ pub fn power(battle: anytype, player: Player, state: *State, _: anytype) !void {
2297
+ var side = battle.side(player);
2298
+
2299
+ if (Status.is(side.stored().status, .SLP)) return;
2300
+
2301
+ if (side.active.volatiles.attacks > 0) {
2302
+ // TODO set wSomeoneIsRampaging
2303
+ }
2304
+
2305
+ if (state.miss) {
2306
+ side.active.volatiles.Rollout = false;
2307
+ return;
2308
+ }
2309
+
2310
+ assert(side.active.volatiles.attacks < 5);
2311
+ side.active.volatiles.attacks += 1;
2312
+ side.active.volatiles.Rollout = side.active.volatiles.attacks != 5;
2313
+
2314
+ if (side.active.volatiles.DefenseCurl) state.damage = smul(state.damage, 2);
2315
+ }
2316
+ };
2317
+
2318
+ pub fn sandstorm(battle: anytype, player: Player, _: *State, options: anytype) !void {
2319
+ if (battle.field.weather != .Sandstorm) return weather(battle, .Sandstorm, options);
2320
+ return options.log.fail(.{ battle.active(player), .None });
2321
+ }
2322
+
2323
+ pub fn safeguard(battle: anytype, player: Player, _: *State, options: anytype) !void {
2324
+ return screens(battle, player, "Safeguard", "safeguard", options);
2325
+ }
2326
+
2327
+ pub fn reflect(battle: anytype, player: Player, _: *State, options: anytype) !void {
2328
+ return screens(battle, player, "Reflect", "reflect", options);
2329
+ }
2330
+
2331
+ pub fn lightScreen(battle: anytype, player: Player, _: *State, options: anytype) !void {
2332
+ return screens(battle, player, "LightScreen", "light_screen", options);
2333
+ }
2334
+
2335
+ fn screens(
2336
+ battle: anytype,
2337
+ player: Player,
2338
+ comptime key: []const u8,
2339
+ comptime value: []const u8,
2340
+ options: anytype,
2341
+ ) !void {
2342
+ var side = battle.side(player);
2343
+
2344
+ if (@field(side.conditions, key)) {
2345
+ return options.log.fail(.{ battle.active(player), .None });
2346
+ }
2347
+
2348
+ @field(side.conditions, key) = true;
2349
+ @field(side.conditions, value) = 5;
2350
+ try options.log.sidestart(.{ player, @field(protocol.Side, key) });
2351
+ }
2352
+
2353
+ pub fn sketch(battle: anytype, player: Player, _: *State, options: anytype) !void {
2354
+ var side = battle.side(player);
2355
+
2356
+ side.last_used_move = .None;
2357
+ side.active.volatiles.dirty = false;
2358
+
2359
+ if (showdown) {
2360
+ // yes, actually "Splash". '|nothing' gets blindly mapped to '|-activate||move:Splash'
2361
+ try options.log.activate(.{ battle.active(player), .Splash });
2362
+ } else {
2363
+ try options.log.fail(.{ battle.active(player), .None });
2364
+ }
2365
+ }
2366
+
2367
+ pub fn sleep(battle: anytype, player: Player, state: *State, options: anytype) !void {
2368
+ var foe = battle.foe(player);
2369
+ var foe_stored = foe.stored();
2370
+ const foe_ident = battle.active(player.foe());
2371
+
2372
+ if (Status.any(foe_stored.status)) {
2373
+ return options.log.fail(.{
2374
+ foe_ident,
2375
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2376
+ });
2377
+ }
2378
+
2379
+ if (foe.active.volatiles.Substitute) {
2380
+ return options.log.activate(.{ foe_ident, .SubstituteBlock, state.move });
2381
+ }
2382
+
2383
+ // Sleep Clause Mod
2384
+ if (pkmn.options.mod) {
2385
+ for (foe.pokemon) |p| {
2386
+ if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2387
+ }
2388
+ }
2389
+
2390
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2391
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, state.move });
2392
+ }
2393
+
2394
+ pub fn sleepTalk(battle: anytype, player: Player, state: *State, options: anytype) !void {
2395
+ const side = battle.side(player);
2396
+
2397
+ if (!Status.is(side.stored().status, .SLP)) {
2398
+ return if (!showdown) try options.log.fail(.{ battle.active(player), .None });
2399
+ }
2400
+
2401
+ var n: u3 = 0;
2402
+ for (side.active.moves, 0..) |m, i| {
2403
+ if (state.mslot - 1 != i and Move.get(m.id).extra.sleep_talk) n += 1;
2404
+ }
2405
+ if (n == 0) return options.log.fail(.{ battle.active(player), .None });
2406
+
2407
+ _ = try Rolls.sleepTalk(battle, player, n, state.mslot, options); // TODO
2408
+ }
2409
+
2410
+ pub fn snore(battle: anytype, player: Player, state: *State, options: anytype) !bool {
2411
+ if (Status.is(battle.side(player).stored().status, .SLP)) return true;
2412
+ state.damage = 0;
2413
+ state.miss = true; // TODO is this necessary?
2414
+ if (!showdown) try options.log.fail(.{ battle.active(player), .None });
2415
+ return false;
2416
+ }
2417
+
2418
+ pub fn spikes(battle: anytype, player: Player, _: *State, options: anytype) !void {
2419
+ var foe = battle.foe(player);
2420
+ if (foe.conditions.Spikes) return options.log.fail(.{ battle.active(player), .None });
2421
+
2422
+ foe.conditions.Spikes = true;
2423
+ try options.log.sidestart(.{ player.foe(), protocol.Side.Spikes });
2424
+ }
2425
+
2426
+ pub fn spite(battle: anytype, player: Player, state: *State, options: anytype) !void {
2427
+ var foe = battle.foe(player);
2428
+
2429
+ const last = foe.lastMove(false);
2430
+ if (state.miss or last == .None or last == .Struggle) {
2431
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2432
+ }
2433
+
2434
+ var slot: u4 = 0;
2435
+ for (foe.active.moves, 0..) |m, i| {
2436
+ if (m.id == last) slot = @intCast(i + 1);
2437
+ }
2438
+ // If the move was called via Metronome it might not exist
2439
+ if (slot == 0 or foe.active.move(slot).pp == 0) {
2440
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2441
+ }
2442
+
2443
+ // Pokémon Showdown always deducts 4 instead of randomizing
2444
+ const pp = @min(
2445
+ foe.active.move(slot).pp,
2446
+ if (showdown) 4 else try Rolls.spite(battle, player, options),
2447
+ );
2448
+ foe.active.move(slot).pp -= pp;
2449
+ if (!foe.active.volatiles.Transform) {
2450
+ var move_slot = foe.stored().move(slot);
2451
+ assert(move_slot.pp > 0);
2452
+
2453
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
2454
+ assert(foe.active.move(slot).pp == foe.stored().move(slot).pp);
2455
+ }
2456
+
2457
+ try options.log.activate(.{ battle.active(player.foe()), .Spite, last, pp });
2458
+ }
2459
+
2460
+ pub fn splash(battle: anytype, player: Player, _: *State, options: anytype) !void {
2461
+ try options.log.activate(.{ battle.active(player), .Splash });
2462
+ }
2463
+
2464
+ pub fn substitute(battle: anytype, player: Player, _: *State, options: anytype) !void {
2465
+ var side = battle.side(player);
2466
+ if (side.active.volatiles.Substitute) {
2467
+ return options.log.fail(.{ battle.active(player), .Substitute });
2468
+ }
2469
+
2470
+ assert(side.stored().stats.hp <= 1023);
2471
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2472
+
2473
+ if (hp == 0 or side.stored().hp <= hp) {
2474
+ return options.log.fail(.{ battle.active(player), .Weak });
2475
+ }
2476
+
2477
+ side.stored().hp -= hp;
2478
+ side.active.volatiles.substitute = hp;
2479
+ side.active.volatiles.Substitute = true;
2480
+ side.active.volatiles.bind = .{};
2481
+ try options.log.start(.{ battle.active(player), .Substitute });
2482
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2483
+ }
2484
+
2485
+ pub fn sunnyDay(battle: anytype, _: Player, _: *State, options: anytype) !void {
2486
+ return weather(battle, .Sun, options);
2487
+ }
2488
+
2489
+ fn weather(battle: anytype, w: Weather, options: anytype) !void {
2490
+ battle.field.weather = w;
2491
+ battle.field.weather_duration = 5;
2492
+ try options.log.weather(.{ w, protocol.Weather.None });
2493
+ }
2494
+
2495
+ pub fn teleport(battle: anytype, player: Player, _: *State, options: anytype) !void {
2496
+ if (showdown) return;
2497
+
2498
+ try options.log.fail(.{ battle.active(player), .None });
2499
+ try options.log.laststill(.{});
2500
+ }
2501
+
2502
+ pub fn thief(battle: anytype, player: Player, state: *State, options: anytype) !void {
2503
+ const side = battle.side(player);
2504
+ const foe = battle.foe(player);
2505
+
2506
+ if (side.stored().item != .None or foe.stored().item == .None) return;
2507
+ // Pokémon Showdown incorrectly allows you steal Mail
2508
+ if (!showdown and foe.stored().item.isMail()) return;
2509
+ if (!state.proc) return;
2510
+
2511
+ side.stored().item = foe.stored().item;
2512
+ foe.stored().item = .None;
2513
+
2514
+ try options.log.item(.{
2515
+ battle.active(player),
2516
+ side.stored().item,
2517
+ battle.active(player.foe()),
2518
+ });
2519
+ }
2520
+
2521
+ pub fn thrashing(battle: anytype, player: Player, _: *State, options: anytype) !void {
2522
+ var side = battle.side(player);
2523
+ if (Status.is(side.stored().status, .SLP)) return;
2524
+
2525
+ assert(!side.active.volatiles.Thrashing);
2526
+ side.active.volatiles.Thrashing = true;
2527
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2528
+ // TODO wSomeoneIsRampaging = true;
2529
+ }
2530
+
2531
+ pub fn transform(battle: anytype, player: Player, _: *State, options: anytype) !void {
2532
+ var side = battle.side(player);
2533
+ const foe = battle.foe(player);
2534
+ const foe_ident = battle.active(player.foe());
2535
+
2536
+ side.last_used_move = .None;
2537
+ side.active.volatiles.dirty = false;
2538
+
2539
+ if (foe.active.volatiles.Transform) {
2540
+ return options.log.fail(.{ battle.active(player), .None });
2541
+ } else if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
2542
+ if (!showdown) return options.log.fail(.{ battle.active(player), .None });
2543
+ try options.log.lastmiss(.{});
2544
+ return options.log.miss(.{battle.active(player)});
2545
+ }
2546
+
2547
+ side.active.volatiles.Transform = true;
2548
+ side.active.volatiles.transform = foe_ident.int();
2549
+ side.active.volatiles.disable = .{};
2550
+
2551
+ // HP is not copied by Transform
2552
+ side.active.stats.atk = foe.active.stats.atk;
2553
+ side.active.stats.def = foe.active.stats.def;
2554
+ side.active.stats.spe = foe.active.stats.spe;
2555
+ side.active.stats.spa = foe.active.stats.spa;
2556
+ side.active.stats.spd = foe.active.stats.spd;
2557
+
2558
+ side.active.species = foe.active.species;
2559
+ side.active.types = foe.active.types;
2560
+ side.active.boosts = foe.active.boosts;
2561
+ for (foe.active.moves, 0..) |m, i| {
2562
+ side.active.moves[i].id = m.id;
2563
+ side.active.moves[i].pp = if (m.id != .None) if (m.id == .Sketch) 1 else 5 else 0;
2564
+ }
2565
+
2566
+ try options.log.transform(.{ battle.active(player), foe_ident });
2567
+ }
2568
+
2569
+ pub fn triAttack(battle: anytype, player: Player, state: *State, options: anytype) !void {
2570
+ // FIXME only commit effectchance and triattack rolls if actually does something...
2571
+ try effectChance(battle, player, state, options);
2572
+ if (state.proc) {
2573
+ try switch (try Rolls.triAttack(battle, player, options)) {
2574
+ .PAR => paralyzeChance(battle, player, state, options),
2575
+ .FRZ => freezeChance(battle, player, state, options),
2576
+ .BRN => burnChance(battle, player, state, options),
2577
+ };
2578
+ } else if (!showdown) battle.rng.advance(1);
2579
+ }
2580
+
2581
+ pub fn tripleKick(battle: anytype, player: Player, state: *State, options: anytype) !void {
2582
+ _ = .{ battle, player, state, options }; // TODO
2583
+ }
2584
+
2585
+ const STAT_UP_REASONS =
2586
+ [_]Boost{ .Attack, .Defense, .Speed, .SpecialAttack, .SpecialDefense };
2587
+
2588
+ pub fn allStatUpChance(battle: anytype, player: Player, state: *State, options: anytype) !void {
2589
+ var side = battle.side(player);
2590
+
2591
+ const stats = &side.active.stats;
2592
+ const boosts = &side.active.boosts;
2593
+
2594
+ if (!state.proc) return;
2595
+ inline for (STATS, STAT_UP_REASONS) |s, r| {
2596
+ assert(@field(boosts, s) >= -6 and @field(boosts, s) <= 6);
2597
+ if (@field(boosts, s) == 6 or @field(stats, s) == MAX_STAT_VALUE) {
2598
+ try options.log.boost(.{ battle.active(player), r, 0 });
2599
+ } else {
2600
+ try boostStat(battle, side, stats, boosts, s, 1);
2601
+ try options.log.boost(.{ battle.active(player), r, 1 });
2602
+ }
2603
+ }
2604
+ }
2605
+
2606
+ pub fn boost(battle: anytype, player: Player, state: *State, options: anytype) !void {
2607
+ var log = options.log;
2608
+ var side = battle.side(player);
2609
+ const ident = battle.active(player);
2610
+
2611
+ if (state.miss) return log.fail(.{ ident, .None });
2612
+
2613
+ const stats = &side.active.stats;
2614
+ var boosts = &side.active.boosts;
2615
+
2616
+ const move = Move.get(state.move);
2617
+ switch (move.effect) {
2618
+ .AttackUp1, .AttackUp2, .Rage, .Swagger => {
2619
+ assert(boosts.atk >= -6 and boosts.atk <= 6);
2620
+ if (boosts.atk == 6 or stats.atk == MAX_STAT_VALUE) {
2621
+ return log.fail(.{ ident, .None });
2622
+ }
2623
+ const n: u2 = if (move.effect == .AttackUp2 or move.effect == .Swagger) 2 else 1;
2624
+ try boostStat(battle, side, stats, boosts, "atk", n);
2625
+ const reason = if (showdown and move.effect == .Rage) Boost.Rage else Boost.Attack;
2626
+ try log.boost(.{ ident, reason, n });
2627
+ },
2628
+ .DefenseUp1, .DefenseUp2, .SkullBash => {
2629
+ assert(boosts.def >= -6 and boosts.def <= 6);
2630
+ if (boosts.def == 6 or stats.def == MAX_STAT_VALUE) {
2631
+ return log.fail(.{ ident, .None });
2632
+ }
2633
+ const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2634
+ try boostStat(battle, side, stats, boosts, "def", n);
2635
+ try log.boost(.{ ident, .Defense, n });
2636
+ },
2637
+ .SpeedUp2 => {
2638
+ assert(boosts.spe >= -6 and boosts.spe <= 6);
2639
+ if (boosts.spe == 6 or stats.spe == MAX_STAT_VALUE) {
2640
+ return log.fail(.{ ident, .None });
2641
+ }
2642
+ try boostStat(battle, side, stats, boosts, "spe", 2);
2643
+ try log.boost(.{ ident, .Speed, 2 });
2644
+ },
2645
+ .SpAtkUp1 => {
2646
+ assert(boosts.spa >= -6 and boosts.spa <= 6);
2647
+ if (boosts.spa == 6 or stats.spa == MAX_STAT_VALUE) {
2648
+ return log.fail(.{ ident, .None });
2649
+ }
2650
+ try boostStat(battle, side, stats, boosts, "spa", 1);
2651
+ try log.boost(.{ ident, .SpecialAttack, 1 });
2652
+ },
2653
+ .SpDefUp2 => {
2654
+ assert(boosts.spd >= -6 and boosts.spd <= 6);
2655
+ if (boosts.spd == 6 or stats.spd == MAX_STAT_VALUE) {
2656
+ return log.fail(.{ ident, .None });
2657
+ }
2658
+ try boostStat(battle, side, stats, boosts, "spd", 2);
2659
+ try log.boost(.{ ident, .SpecialDefense, 2 });
2660
+ },
2661
+ .EvasionUp1 => {
2662
+ assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2663
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2664
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2665
+ try log.boost(.{ ident, .Evasion, 1 });
2666
+ if (state.move == .Minimize) side.active.volatiles.minimized = true;
2667
+ },
2668
+ else => unreachable,
2669
+ }
2670
+ }
2671
+
2672
+ pub fn unboost(battle: anytype, player: Player, state: *State, options: anytype) !void {
2673
+ var log = options.log;
2674
+ var foe = battle.foe(player);
2675
+ const foe_ident = battle.active(player.foe());
2676
+
2677
+ if (foe.active.volatiles.Mist) {
2678
+ try log.activate(.{ foe_ident, .Mist });
2679
+ return log.fail(.{ foe_ident, .None });
2680
+ }
2681
+
2682
+ const fail = foe.active.volatiles.Substitute or state.miss or !state.proc;
2683
+
2684
+ const stats = &foe.active.stats;
2685
+ var boosts = &foe.active.boosts;
2686
+
2687
+ const move = Move.get(state.move);
2688
+ const none: Fail = .None;
2689
+ switch (move.effect) {
2690
+ .AttackDown1, .AttackDown2, .AttackDownChance => {
2691
+ assert(boosts.atk >= -6 and boosts.atk <= 6);
2692
+ if (fail or boosts.atk == -6) {
2693
+ return if (move.effect != .AttackDownChance) try log.fail(.{ foe_ident, none });
2694
+ } else if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
2695
+ try options.log.lastmiss(.{});
2696
+ return options.log.miss(.{battle.active(player)});
2697
+ } else if (stats.atk == 1) {
2698
+ return if (move.effect != .AttackDownChance) try log.fail(.{ foe_ident, none });
2699
+ }
2700
+ const n: u2 = if (move.effect == .AttackDown2) 2 else 1;
2701
+ try unboostStat(battle, foe, stats, boosts, "atk", n);
2702
+ try log.boost(.{ foe_ident, .Attack, -@as(i8, n) });
2703
+ },
2704
+ .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2705
+ assert(boosts.def >= -6 and boosts.def <= 6);
2706
+ if (fail or boosts.def == -6) {
2707
+ if (move.effect != .DefenseDownChance) try log.fail(.{ foe_ident, none });
2708
+ return;
2709
+ } else if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
2710
+ try options.log.lastmiss(.{});
2711
+ return options.log.miss(.{battle.active(player)});
2712
+ } else if (stats.def == 1) {
2713
+ if (move.effect != .DefenseDownChance) try log.fail(.{ foe_ident, none });
2714
+ return;
2715
+ }
2716
+ const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2717
+ try unboostStat(battle, foe, stats, boosts, "def", n);
2718
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2719
+ },
2720
+ .SpeedDown1, .SpeedDown2, .SpeedDownChance => {
2721
+ assert(boosts.spe >= -6 and boosts.spe <= 6);
2722
+ if (fail or boosts.spe == -6) {
2723
+ return if (move.effect != .SpeedDownChance) try log.fail(.{ foe_ident, none });
2724
+ } else if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
2725
+ try options.log.lastmiss(.{});
2726
+ return options.log.miss(.{battle.active(player)});
2727
+ } else if (stats.spe == 1) {
2728
+ return if (move.effect != .SpeedDownChance) try log.fail(.{ foe_ident, none });
2729
+ }
2730
+ const n: u2 = if (move.effect == .SpeedDown2) 2 else 1;
2731
+ try unboostStat(battle, foe, stats, boosts, "spe", n);
2732
+ try log.boost(.{ foe_ident, .Speed, -@as(i8, n) });
2733
+ },
2734
+ .SpDefDownChance => {
2735
+ assert(boosts.spd >= -6 and boosts.spd <= 6);
2736
+ if (fail or boosts.spd == -6) return;
2737
+ if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
2738
+ try options.log.lastmiss(.{});
2739
+ return options.log.miss(.{battle.active(player)});
2740
+ } else if (stats.spd == 1) return;
2741
+ try unboostStat(battle, foe, stats, boosts, "spd", 1);
2742
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2743
+ },
2744
+ .AccuracyDown1, .AccuracyDownChance => {
2745
+ assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2746
+ if (fail or boosts.accuracy == -6) {
2747
+ if (move.effect != .AccuracyDownChance) try log.fail(.{ foe_ident, none });
2748
+ return;
2749
+ } else if (foe.active.volatiles.Flying or foe.active.volatiles.Underground) {
2750
+ try options.log.lastmiss(.{});
2751
+ return options.log.miss(.{battle.active(player)});
2752
+ }
2753
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2754
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2755
+ },
2756
+ else => unreachable,
2757
+ }
2758
+ }
2759
+ };
2760
+
2761
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2762
+ if (!side.active.volatiles.Transform) return &side.stored().stats;
2763
+ const id = ID.from(side.active.volatiles.transform);
2764
+ return &battle.side(id.player).pokemon[id.id - 1].stats;
2765
+ }
2766
+
2767
+ fn recomputeStats(battle: anytype, side: *Side) void {
2768
+ const stats = unmodifiedStats(battle, side);
2769
+ inline for (STATS) |s| {
2770
+ const mod = STAT_BOOSTS[@as(u4, @intCast(@as(i8, @field(side.active.boosts, s)) + 6))];
2771
+ const val = @field(stats, s) * mod[0] / mod[1];
2772
+ @field(side.active.stats, s) = @max(1, @min(MAX_STAT_VALUE, val));
2773
+ }
2774
+ }
2775
+
2776
+ fn statusModify(status: u8, stats: *Stats(u16)) void {
2777
+ if (Status.is(status, .PAR)) {
2778
+ stats.spe = @max(stats.spe / 4, 1);
2779
+ } else if (Status.is(status, .BRN)) {
2780
+ stats.atk = @max(stats.atk / 2, 1);
2781
+ }
2782
+ }
2783
+
2784
+ fn boostStat(
2785
+ battle: anytype,
2786
+ side: *Side,
2787
+ stats: *Stats(u16),
2788
+ boosts: *Boosts,
2789
+ comptime s: []const u8,
2790
+ n: u2,
2791
+ ) !void {
2792
+ @field(boosts, s) = @intCast(@min(6, @as(i8, @field(boosts, s)) + n));
2793
+ const mod = STAT_BOOSTS[@as(u4, @intCast(@as(i8, @field(boosts, s)) + 6))];
2794
+ const stat = @field(unmodifiedStats(battle, side), s);
2795
+ @field(stats, s) = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2796
+ if (comptime std.mem.eql(u8, s, "atk")) {
2797
+ if (Status.is(side.stored().status, .BRN)) {
2798
+ @field(stats, s) = @max(@field(stats, s) / 2, 1);
2799
+ }
2800
+ } else if (comptime std.mem.eql(u8, s, "spe")) {
2801
+ if (Status.is(side.stored().status, .PAR)) {
2802
+ @field(stats, s) = @max(@field(stats, s) / 4, 1);
2803
+ }
2804
+ }
2805
+ }
2806
+
2807
+ fn unboostStat(
2808
+ battle: anytype,
2809
+ side: *Side,
2810
+ stats: *Stats(u16),
2811
+ boosts: *Boosts,
2812
+ comptime s: []const u8,
2813
+ n: u2,
2814
+ ) !void {
2815
+ @field(boosts, s) = @intCast(@max(-6, @as(i8, @field(boosts, s)) - n));
2816
+ const mod = STAT_BOOSTS[@as(u4, @intCast(@as(i8, @field(boosts, s)) + 6))];
2817
+ const stat = @field(unmodifiedStats(battle, side), s);
2818
+ @field(stats, s) = @max(1, stat * mod[0] / mod[1]);
2819
+ if (comptime std.mem.eql(u8, s, "atk")) {
2820
+ if (Status.is(side.stored().status, .BRN)) {
2821
+ @field(stats, s) = @max(@field(stats, s) / 2, 1);
2822
+ }
2823
+ } else if (comptime std.mem.eql(u8, s, "spe")) {
2824
+ if (Status.is(side.stored().status, .PAR)) {
2825
+ @field(stats, s) = @max(@field(stats, s) / 4, 1);
2826
+ }
2827
+ }
2828
+ }
2829
+
2830
+ fn isForced(active: anytype) bool {
2831
+ return active.volatiles.Recharging or active.volatiles.Rage or
2832
+ active.volatiles.Thrashing or active.volatiles.Charging or
2833
+ active.volatiles.Rollout;
2834
+ }
2835
+
2836
+ fn convertible(active: ActivePokemon, m: Move) bool {
2837
+ if (m == .None) return false;
2838
+ const t = Move.get(m).type;
2839
+ return t != .@"???" and !active.types.includes(t);
2840
+ }
2841
+
2842
+ // NOTE: llvm/llvm-project#58557
2843
+ fn smul(a: anytype, b: @TypeOf(a)) @TypeOf(a) {
2844
+ if (!comptime builtin.target.isWasm()) return a *| b;
2845
+ return @max(a *% b, std.math.maxInt(@TypeOf(a)));
2846
+ }
2847
+
2848
+ pub const Rolls = struct {
2849
+ fn speedTie(battle: anytype, options: anytype) !bool {
2850
+ const p1 = if (options.calc.overridden(.P1, 0, .speed_tie)) |player|
2851
+ player == .P1
2852
+ else if (showdown)
2853
+ battle.rng.range(u8, 0, 2) == 0
2854
+ else
2855
+ battle.rng.next() < Gen12.percent(50) + 1;
2856
+
2857
+ try options.chance.speedTie(p1);
2858
+ return p1;
2859
+ }
2860
+
2861
+ fn quickClaw(battle: anytype, player: Player, options: anytype) !bool {
2862
+ const qkc = if (options.calc.overridden(player, 0, .quick_claw)) |val|
2863
+ val == .true
2864
+ else if (showdown)
2865
+ battle.rng.chance(u8, 60, 256)
2866
+ else
2867
+ battle.rng.next() < 60;
2868
+
2869
+ try options.chance.quickClaw(player, qkc);
2870
+ return qkc;
2871
+ }
2872
+
2873
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2874
+ const ok = if (options.calc.overridden(player, 0, .hit)) |val|
2875
+ val == .true
2876
+ else if (showdown)
2877
+ battle.rng.chance(u8, accuracy, 256)
2878
+ else
2879
+ battle.rng.next() < accuracy;
2880
+
2881
+ try options.chance.hit(player, ok, accuracy);
2882
+ return ok;
2883
+ }
2884
+
2885
+ fn criticalHit(battle: anytype, player: Player, i: u3, rate: u8, options: anytype) !bool {
2886
+ _ = .{ player, options };
2887
+ const crit = if (options.calc.overridden(player, i, .critical_hits)) |val|
2888
+ val == .true
2889
+ else if (showdown)
976
2890
  battle.rng.chance(u8, rate, 256)
977
2891
  else
978
2892
  battle.rng.next() < rate;
979
2893
 
980
- try options.chance.criticalHit(player, crit, rate);
2894
+ try options.chance.criticalHit(player, i, crit, rate);
981
2895
  return crit;
982
2896
  }
983
2897
 
984
- inline fn damage(battle: anytype, player: anytype, options: anytype) !u8 {
985
- const roll = if (options.calc.overridden(player, .damage)) |val|
2898
+ fn damage(battle: anytype, player: Player, i: u3, options: anytype) !u8 {
2899
+ _ = .{ player, options };
2900
+ const roll = if (options.calc.overridden(player, i, .damages)) |val|
986
2901
  val
987
2902
  else roll: {
988
2903
  if (showdown) break :roll battle.rng.range(u8, 217, 256);
@@ -993,24 +2908,12 @@ pub const Rolls = struct {
993
2908
  };
994
2909
 
995
2910
  assert(roll >= 217 and roll <= 255);
996
- try options.chance.damage(player, roll);
2911
+ try options.chance.damage(player, i, roll);
997
2912
  return roll;
998
2913
  }
999
2914
 
1000
- inline fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
1001
- const ok = if (options.calc.overridden(player, .hit)) |val|
1002
- val == .true
1003
- else if (showdown)
1004
- battle.rng.chance(u8, accuracy, 256)
1005
- else
1006
- battle.rng.next() < accuracy;
1007
-
1008
- try options.chance.hit(player, ok, accuracy);
1009
- return ok;
1010
- }
1011
-
1012
- inline fn confused(battle: anytype, player: Player, options: anytype) !bool {
1013
- const cfz = if (options.calc.overridden(player, .confused)) |val|
2915
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2916
+ const cfz = if (options.calc.overridden(player, 0, .confused)) |val|
1014
2917
  val == .true
1015
2918
  else if (showdown)
1016
2919
  !battle.rng.chance(u8, 128, 256)
@@ -1021,8 +2924,8 @@ pub const Rolls = struct {
1021
2924
  return cfz;
1022
2925
  }
1023
2926
 
1024
- inline fn attract(battle: anytype, player: Player, options: anytype) !bool {
1025
- const cant = if (options.calc.overridden(player, .attract)) |val|
2927
+ fn attract(battle: anytype, player: Player, options: anytype) !bool {
2928
+ const cant = if (options.calc.overridden(player, 0, .attract)) |val|
1026
2929
  val == .true
1027
2930
  else if (showdown)
1028
2931
  battle.rng.chance(u8, 1, 2)
@@ -1033,8 +2936,20 @@ pub const Rolls = struct {
1033
2936
  return cant;
1034
2937
  }
1035
2938
 
1036
- inline fn defrost(battle: anytype, player: Player, options: anytype) !bool {
1037
- const thaw = if (options.calc.overridden(player, .defrost)) |val|
2939
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2940
+ const par = if (options.calc.overridden(player, 0, .paralyzed)) |val|
2941
+ val == .true
2942
+ else if (showdown)
2943
+ battle.rng.chance(u8, 63, 256)
2944
+ else
2945
+ battle.rng.next() < Gen12.percent(25);
2946
+
2947
+ try options.chance.paralyzed(player, par);
2948
+ return par;
2949
+ }
2950
+
2951
+ fn defrost(battle: anytype, player: Player, options: anytype) !bool {
2952
+ const thaw = if (options.calc.overridden(player, 0, .defrost)) |val|
1038
2953
  val == .true
1039
2954
  else if (showdown)
1040
2955
  battle.rng.chance(u8, 25, 256)
@@ -1045,18 +2960,457 @@ pub const Rolls = struct {
1045
2960
  return thaw;
1046
2961
  }
1047
2962
 
1048
- const METRONOME = init: {
1049
- var num = 0;
1050
- var moves: [238]Move = undefined;
1051
- for (1..Move.size) |i| {
1052
- if (Move.get(@enumFromInt(i)).flags.metronome) {
1053
- moves[num] = @enumFromInt(i);
1054
- num += 1;
2963
+ fn secondaryChance(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2964
+ // GLITCH: 100% secondary chance will still fail 1/256 of the time
2965
+ const proc = if (options.calc.overridden(player, 0, .secondary_chance)) |val|
2966
+ val == .true
2967
+ else if (showdown)
2968
+ battle.rng.chance(u8, rate, 256)
2969
+ else
2970
+ battle.rng.next() < rate;
2971
+
2972
+ try options.chance.secondaryChance(player, proc, rate);
2973
+ return proc;
2974
+ }
2975
+
2976
+ fn item(battle: anytype, player: Player, options: anytype) !bool {
2977
+ const proc = if (options.calc.overridden(player, 0, .item)) |val|
2978
+ val == .true
2979
+ else if (showdown)
2980
+ battle.rng.chance(u8, 30, 256)
2981
+ else
2982
+ battle.rng.next() < 30;
2983
+
2984
+ try options.chance.item(player, proc);
2985
+ return proc;
2986
+ }
2987
+
2988
+ fn triAttack(battle: anytype, player: Player, options: anytype) !TriAttack {
2989
+ const status: TriAttack = if (options.calc.overridden(player, 0, .tri_attack)) |val|
2990
+ @enumFromInt(@intFromEnum(val) - 1)
2991
+ else if (showdown)
2992
+ @enumFromInt(battle.rng.range(u2, 0, 2))
2993
+ else loop: {
2994
+ while (true) {
2995
+ const r = std.math.rotr(u8, battle.rng.next(), 4) & 3;
2996
+ if (r != 0) break :loop @enumFromInt(r - 1);
2997
+ }
2998
+ };
2999
+
3000
+ try options.chance.triAttack(player, status);
3001
+ return status;
3002
+ }
3003
+
3004
+ fn present(battle: anytype, player: Player, options: anytype) !u8 {
3005
+ const power = if (options.calc.overridden(player, 0, .present)) |val|
3006
+ (val - 1) * 40
3007
+ else if (showdown) power: {
3008
+ const r = battle.rng.range(u8, 0, 10);
3009
+ if (r < 2) break :power 0;
3010
+ if (r < 6) break :power 40;
3011
+ if (r < 9) break :power 80;
3012
+ break :power 120;
3013
+ } else power: {
3014
+ const r = battle.rng.next();
3015
+ if (r <= Gen12.percent(40)) break :power 40;
3016
+ if (r <= Gen12.percent(70) + 1) break :power 80;
3017
+ if (r <= Gen12.percent(80)) break :power 120;
3018
+ break :power 0;
3019
+ };
3020
+
3021
+ assert(power <= 120);
3022
+ try options.chance.present(player, power);
3023
+ return power;
3024
+ }
3025
+
3026
+ fn magnitude(battle: anytype, player: Player, options: anytype) !u8 {
3027
+ const num: u8 = if (options.calc.overridden(player, 0, .magnitude)) |val|
3028
+ val + 3
3029
+ else if (showdown) num: {
3030
+ const r = battle.rng.range(u8, 0, 100);
3031
+ if (r < 5) break :num 4;
3032
+ if (r < 15) break :num 5;
3033
+ if (r < 35) break :num 6;
3034
+ if (r < 65) break :num 7;
3035
+ if (r < 85) break :num 8;
3036
+ if (r < 95) break :num 9;
3037
+ break :num 10;
3038
+ } else num: {
3039
+ const r = battle.rng.next();
3040
+ if (r <= Gen12.percent(5) + 1) break :num 4;
3041
+ if (r <= Gen12.percent(15)) break :num 5;
3042
+ if (r <= Gen12.percent(35)) break :num 6;
3043
+ if (r <= Gen12.percent(65) + 1) break :num 7;
3044
+ if (r <= Gen12.percent(85) + 1) break :num 8;
3045
+ if (r <= Gen12.percent(95)) break :num 9;
3046
+ break :num 10;
3047
+ };
3048
+
3049
+ assert(num >= 4 and num <= 10);
3050
+ try options.chance.magnitude(player, num);
3051
+ return num;
3052
+ }
3053
+
3054
+ fn tripleKick(battle: anytype, player: Player, options: anytype) !u2 {
3055
+ const hits = if (options.calc.overridden(player, 0, .triple_kick)) |val|
3056
+ val
3057
+ else if (showdown)
3058
+ battle.rng.range(u2, 1, 4)
3059
+ else power: {
3060
+ while (true) {
3061
+ const r = battle.rng.next() & 3;
3062
+ if (r != 0) break :power r - 1;
3063
+ }
3064
+ };
3065
+
3066
+ assert(hits >= 1 and hits <= 3);
3067
+ try options.chance.tripleKick(player, hits);
3068
+ return hits;
3069
+ }
3070
+
3071
+ fn spite(battle: anytype, player: Player, options: anytype) !u3 {
3072
+ assert(!showdown);
3073
+ const pp: u3 = if (options.calc.overridden(player, 0, .spite)) |val|
3074
+ val + 1
3075
+ else
3076
+ @intCast((battle.rng.next() & 3) + 2);
3077
+
3078
+ assert(pp >= 2 and pp <= 5);
3079
+ try options.chance.spite(player, pp);
3080
+ return pp;
3081
+ }
3082
+
3083
+ // Conversion 2 can at most choose between 7 types (vs. a Grass-type attack)
3084
+ var CONVERSION_2: [7]Type = [_]Type{.@"???"} ** 7;
3085
+
3086
+ fn conversion2(battle: anytype, player: Player, mtype: Type, options: anytype) !Type {
3087
+ var i: u8 = 0;
3088
+ const neutral = @intFromEnum(Effectiveness.Neutral);
3089
+ assert(mtype != .@"???");
3090
+ const ty: Type = if (options.calc.overridden(player, 0, .conversion_2)) |val|
3091
+ @enumFromInt(@intFromEnum(val) - 1)
3092
+ else if (showdown) ty: {
3093
+ for (Type.SHOWDOWN) |t| {
3094
+ if (@intFromEnum(mtype.effectiveness(t)) < neutral) {
3095
+ CONVERSION_2[i] = t;
3096
+ i += 1;
3097
+ }
3098
+ }
3099
+ assert(i > 0 and i <= 7);
3100
+ break :ty CONVERSION_2[battle.rng.range(u8, 0, i)];
3101
+ } else ty: {
3102
+ while (true) {
3103
+ const r = battle.rng.next() & 0b11111;
3104
+ if (r == 6) continue; // BIRD
3105
+ if (r > 9 and r < 20) continue; // UNUSED_TYPES
3106
+ if (r > 27) continue; // TYPES_END
3107
+
3108
+ const t = Type.conversion2(r);
3109
+ if (@intFromEnum(mtype.effectiveness(t)) < neutral) {
3110
+ break :ty t;
3111
+ }
3112
+ }
3113
+ };
3114
+
3115
+ assert(ty != .@"???");
3116
+ try options.chance.conversion2(player, ty, mtype, i);
3117
+ return ty;
3118
+ }
3119
+
3120
+ fn protect(battle: anytype, player: Player, count: u8, options: anytype) !bool {
3121
+ assert(count <= 8);
3122
+ const num = if (count == 8) 0 else @as(u8, 255) >> @intCast(count);
3123
+
3124
+ const ok = if (options.calc.overridden(player, 0, .protect)) |val|
3125
+ val == .true
3126
+ else if (showdown)
3127
+ battle.rng.chance(u8, num, 255)
3128
+ else protected: {
3129
+ while (true) {
3130
+ const r = battle.rng.next();
3131
+ if (r != 0) break :protected !(num <= r - 1);
3132
+ }
3133
+ };
3134
+
3135
+ try options.chance.protect(player, num, ok);
3136
+ return ok;
3137
+ }
3138
+
3139
+ fn conversion(battle: anytype, player: Player, n: u4, options: anytype) !Type {
3140
+ assert(n > 0);
3141
+
3142
+ const active = battle.side(player).active;
3143
+ const moves = active.moves;
3144
+
3145
+ // TODO: consider throwing error instead of rerolling?
3146
+ const overridden = if (options.calc.overridden(player, 0, .move_slot)) |val|
3147
+ if (convertible(active, moves[val - 1].id)) val else null
3148
+ else
3149
+ null;
3150
+
3151
+ const slot: u4 = overridden orelse slot: {
3152
+ if (showdown) {
3153
+ var r = battle.rng.range(u4, 0, n) + 1;
3154
+ var i: usize = 0;
3155
+ while (i < moves.len and r > 0) : (i += 1) {
3156
+ if (convertible(active, moves[i].id)) {
3157
+ r -= 1;
3158
+ if (r == 0) break :slot @intCast(i + 1);
3159
+ }
3160
+ }
3161
+ break :slot @intCast(i + 1);
3162
+ } else {
3163
+ while (true) {
3164
+ const r: u4 = @intCast(battle.rng.next() & 3);
3165
+ if (convertible(active, moves[r].id)) break :slot @intCast(r + 1);
3166
+ }
3167
+ }
3168
+ };
3169
+
3170
+ assert(n >= 1 and n <= 4);
3171
+ assert(slot >= 1 and slot <= 4);
3172
+ try options.chance.moveSlot(player, slot, n);
3173
+ return Move.get(active.move(slot).id).type;
3174
+ }
3175
+
3176
+ fn sleepTalk(battle: anytype, player: Player, n: u4, mslot: u4, options: anytype) !u4 {
3177
+ assert(n > 0);
3178
+
3179
+ const active = battle.side(player).active;
3180
+ const moves = active.moves;
3181
+
3182
+ // TODO: consider throwing error instead of rerolling?
3183
+ const overridden = if (options.calc.overridden(player, 0, .move_slot)) |val|
3184
+ if (val != mslot and Move.get(moves[val - 1].id).extra.sleep_talk) val else null
3185
+ else
3186
+ null;
3187
+
3188
+ const slot: u4 = overridden orelse slot: {
3189
+ if (showdown) {
3190
+ var r = battle.rng.range(u4, 0, n) + 1;
3191
+ var i: usize = 0;
3192
+ while (i < moves.len and r > 0) : (i += 1) {
3193
+ if (i + 1 != mslot and Move.get(moves[i].id).extra.sleep_talk) {
3194
+ r -= 1;
3195
+ if (r == 0) break :slot @intCast(i + 1);
3196
+ }
3197
+ }
3198
+ break :slot @intCast(i + 1);
3199
+ } else {
3200
+ while (true) {
3201
+ const r: u4 = @intCast(battle.rng.next() & 3);
3202
+ if (r + 1 == mslot or !Move.get(moves[r].id).extra.sleep_talk) continue;
3203
+ break :slot @intCast(r + 1);
3204
+ }
3205
+ }
3206
+ };
3207
+
3208
+ assert(n >= 1 and n <= 4);
3209
+ assert(slot >= 1 and slot <= 4);
3210
+ try options.chance.moveSlot(player, slot, n);
3211
+ return slot;
3212
+ }
3213
+
3214
+ fn forceSwitch(
3215
+ battle: anytype,
3216
+ player: Player,
3217
+ slots: []u4,
3218
+ n: u4,
3219
+ options: anytype,
3220
+ ) !u4 {
3221
+ const foe = battle.foe(player);
3222
+
3223
+ assert(slots.len < 5);
3224
+ assert(n > 0 and n <= 6);
3225
+
3226
+ // TODO: consider throwing error instead of rerolling?
3227
+ const overridden = if (options.calc.overridden(player, 0, .force_switch)) |val| val: {
3228
+ for (slots) |slot| if (slot == val) break :val if (foe.get(slot).hp > 0) val else null;
3229
+ break :val null;
3230
+ } else null;
3231
+
3232
+ const slot: u4 = overridden orelse slot: {
3233
+ if (showdown) {
3234
+ break :slot slots[battle.rng.range(u4, 0, @as(u4, @intCast(slots.len)))];
3235
+ } else {
3236
+ while (true) {
3237
+ const r = battle.rng.next() & 7;
3238
+ if (r > n or r == 1) continue;
3239
+ if (foe.get(r).hp > 0) break :slot @intCast(r);
3240
+ }
3241
+ }
3242
+ };
3243
+
3244
+ assert(n >= 1 and n <= 6);
3245
+ assert(slot >= 1 and slot <= 6);
3246
+ try options.chance.forceSwitch(player, slot, n);
3247
+ return slot;
3248
+ }
3249
+
3250
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3251
+
3252
+ fn multiHit(battle: anytype, player: Player, options: anytype) !u3 {
3253
+ const n: u3 = if (options.calc.overridden(player, 0, .multi_hit)) |val|
3254
+ @intCast(val)
3255
+ else if (showdown)
3256
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3257
+ else n: {
3258
+ const r = (battle.rng.next() & 3);
3259
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3260
+ };
3261
+
3262
+ assert(n >= 2 and n <= 5);
3263
+ try options.chance.multiHit(player, n);
3264
+ return n;
3265
+ }
3266
+
3267
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
3268
+ const power = if (options.calc.overridden(player, 0, .psywave)) |val|
3269
+ val
3270
+ else if (showdown)
3271
+ battle.rng.range(u8, 1, max)
3272
+ else power: {
3273
+ while (true) {
3274
+ const r = battle.rng.next();
3275
+ if (r != 0 and r < max) break :power r;
1055
3276
  }
3277
+ };
3278
+
3279
+ assert(power != 0 and power < max);
3280
+ try options.chance.psywave(player, power, max);
3281
+ return power;
3282
+ }
3283
+
3284
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
3285
+ const moves = battle.side(player).active.moves;
3286
+
3287
+ var n: u2 = 0;
3288
+ for (moves) |m| {
3289
+ if (m.id == .None) break;
3290
+ if (Move.get(m.id).extra.metronome) n += 1;
1056
3291
  }
1057
- assert(num == moves.len);
1058
- break :init moves;
1059
- };
3292
+
3293
+ // TODO: consider throwing error instead of rerolling?
3294
+ const overridden = if (options.calc.overridden(player, 0, .metronome)) |val| val: {
3295
+ for (moves) |m| if (m.id == val) break :val null;
3296
+ break :val val;
3297
+ } else null;
3298
+
3299
+ const move: Move = overridden orelse move: {
3300
+ if (showdown) {
3301
+ var r = battle.rng.range(u8, 0, @as(u8, @intCast(Move.METRONOME.len - n)));
3302
+ for (moves) |m| {
3303
+ if (m.id == .None) break;
3304
+ if (@intFromEnum(m.id) > @intFromEnum(Move.METRONOME[r])) break;
3305
+ if (Move.get(m.id).extra.metronome) r -= 1;
3306
+ }
3307
+ break :move Move.METRONOME[r];
3308
+ } else {
3309
+ outer: while (true) {
3310
+ const r = battle.rng.next();
3311
+ if (r == 0 or r >= Move.size) continue;
3312
+ const selected: Move = @enumFromInt(r);
3313
+ if (!Move.get(selected).extra.metronome) continue;
3314
+ for (moves) |m| if (m.id == selected) continue :outer;
3315
+ break :move selected;
3316
+ }
3317
+ }
3318
+ };
3319
+
3320
+ assert(Move.get(move).extra.metronome);
3321
+ try options.chance.metronome(player, move, n);
3322
+ return move;
3323
+ }
3324
+
3325
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
3326
+ const duration: u3 = if (options.calc.overridden(player, 0, .duration)) |val|
3327
+ @intCast(val)
3328
+ else if (showdown)
3329
+ battle.rng.range(u3, 1, 7)
3330
+ else duration: {
3331
+ while (true) {
3332
+ const r = battle.rng.next() & 7;
3333
+ if (r != 0 and r != 7) break :duration @intCast(r);
3334
+ }
3335
+ };
3336
+
3337
+ assert(duration >= 1 and duration <= 6);
3338
+ options.chance.duration(player, duration);
3339
+ return duration + 1;
3340
+ }
3341
+
3342
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
3343
+ const duration: u3 = if (options.calc.overridden(player, 0, .duration)) |val|
3344
+ @intCast(val)
3345
+ else if (showdown)
3346
+ // Pokémon Showdown incorrectly uses the same duration for self-confusion
3347
+ battle.rng.range(u3, 2, 6)
3348
+ else
3349
+ @intCast((battle.rng.next() & if (self) 1 else 3) + 2);
3350
+
3351
+ assert(duration >= 2 and duration <= if (!showdown and self) 3 else 5);
3352
+ options.chance.duration(player, duration);
3353
+ return duration;
3354
+ }
3355
+
3356
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
3357
+ const duration: u3 = if (options.calc.overridden(player, 0, .duration)) |val|
3358
+ @intCast(val)
3359
+ else if (showdown)
3360
+ // Pokémon Showdown incorrectly inherits Generation III's Disable duration
3361
+ battle.rng.range(u3, 2, 6)
3362
+ else duration: {
3363
+ while (true) {
3364
+ const r = battle.rng.next() & 7;
3365
+ if (r != 0) break :duration @intCast(r + 1);
3366
+ }
3367
+ };
3368
+
3369
+ assert(duration >= 2 and duration <= (if (showdown) 5 else 7));
3370
+ options.chance.duration(player, duration);
3371
+ return duration;
3372
+ }
3373
+
3374
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3375
+ const duration: u3 = if (options.calc.overridden(player, 0, .duration)) |val|
3376
+ @intCast(val)
3377
+ else if (showdown)
3378
+ battle.rng.range(u3, 2, 4)
3379
+ else
3380
+ @intCast((battle.rng.next() & 1) + 2); // BUG: thrash is + 1 not +2
3381
+
3382
+ assert(duration >= 2 and duration <= 3);
3383
+ options.chance.duration(player, duration);
3384
+ return duration;
3385
+ }
3386
+
3387
+ fn bindingDuration(battle: anytype, player: Player, options: anytype) u3 {
3388
+ const duration: u3 = (if (options.calc.overridden(player, 0, .duration)) |val|
3389
+ @intCast(val)
3390
+ else if (showdown)
3391
+ // TODO: PS does range(3, 6) here which after subtracting 1 is actually 2-4 not 2-5!
3392
+ battle.rng.range(u3, 2, 5)
3393
+ else
3394
+ @intCast(battle.rng.next() & 3 + 2));
3395
+
3396
+ assert(duration >= 2 and duration <= 5);
3397
+ options.chance.duration(player, duration);
3398
+ return duration + 1;
3399
+ }
3400
+
3401
+ // TODO: consider sharing implementation with bindingDuration
3402
+ fn encoreDuration(battle: anytype, player: Player, options: anytype) u3 {
3403
+ const duration: u3 = (if (options.calc.overridden(player, 0, .duration)) |val|
3404
+ @intCast(val)
3405
+ else if (showdown)
3406
+ battle.rng.range(u3, 2, 6)
3407
+ else
3408
+ @intCast(battle.rng.next() & 3 + 2));
3409
+
3410
+ assert(duration >= 2 and duration <= 5);
3411
+ options.chance.duration(player, duration);
3412
+ return duration + 1;
3413
+ }
1060
3414
  };
1061
3415
 
1062
3416
  test "RNG agreement" {
@@ -1071,6 +3425,7 @@ test "RNG agreement" {
1071
3425
  var cfz: rng.FixedRNG(2, expected.len) = .{ .rolls = expected };
1072
3426
  var atr: rng.FixedRNG(2, expected.len) = .{ .rolls = expected };
1073
3427
  var frz: rng.FixedRNG(2, expected.len) = .{ .rolls = expected };
3428
+ var fcb: rng.FixedRNG(2, expected.len) = .{ .rolls = expected };
1074
3429
 
1075
3430
  for (0..expected.len) |i| {
1076
3431
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -1078,6 +3433,67 @@ test "RNG agreement" {
1078
3433
  try expectEqual(!cfz.chance(u8, 128, 256), i >= Gen12.percent(50) + 1);
1079
3434
  try expectEqual(atr.chance(u8, 1, 2), i < Gen12.percent(50) + 1);
1080
3435
  try expectEqual(frz.chance(u8, 25, 256), i < Gen12.percent(10));
3436
+ try expectEqual(fcb.chance(u8, 30, 256), !(30 <= i));
3437
+ }
3438
+ }
3439
+
3440
+ test "Roll probabilities" {
3441
+ if (showdown) return;
3442
+
3443
+ var present = [4]u8{ 0, 0, 0, 0 };
3444
+ var magnitude = [7]u8{ 0, 0, 0, 0, 0, 0, 0 };
3445
+ for (0..256) |i| {
3446
+ present[
3447
+ if (i <= Gen12.percent(40))
3448
+ 1
3449
+ else if (i <= Gen12.percent(70) + 1)
3450
+ 2
3451
+ else if (i <= Gen12.percent(80))
3452
+ 3
3453
+ else
3454
+ 0
3455
+ ] += 1;
3456
+ magnitude[
3457
+ if (i <= Gen12.percent(5) + 1)
3458
+ 0
3459
+ else if (i <= Gen12.percent(15) + 1)
3460
+ 1
3461
+ else if (i <= Gen12.percent(35))
3462
+ 2
3463
+ else if (i <= Gen12.percent(65) + 1)
3464
+ 3
3465
+ else if (i <= Gen12.percent(85) + 1)
3466
+ 4
3467
+ else if (i <= Gen12.percent(95))
3468
+ 5
3469
+ else
3470
+ 6
3471
+ ] += 1;
3472
+ }
3473
+
3474
+ try expectEqualSlices(u8, &.{ 51, 103, 77, 25 }, &present);
3475
+ try expectEqualSlices(u8, &.{ 14, 26, 50, 77, 51, 25, 13 }, &magnitude);
3476
+ }
3477
+
3478
+ test "Reasons" {
3479
+ const moves = [_]Move{ .Bind, .Wrap, .FireSpin, .Clamp, .Whirlpool };
3480
+ for (moves) |move| {
3481
+ const reason = Move.get(move).extra.protocol - 1;
3482
+
3483
+ const activate: Activate = @enumFromInt(@intFromEnum(Activate.Bind) + reason);
3484
+ try expectEqualStrings(@tagName(move), @tagName(activate));
3485
+
3486
+ const damage: Damage = @enumFromInt(@intFromEnum(Damage.Bind) + reason);
3487
+ try expectEqualStrings(@tagName(move), @tagName(damage));
3488
+
3489
+ const end: End = @enumFromInt(@intFromEnum(End.Bind) + reason);
3490
+ try expectEqualStrings(@tagName(move), @tagName(end));
3491
+ }
3492
+
3493
+ const perish_song = [_]Start{ .PerishSong0, .PerishSong1, .PerishSong2, .PerishSong3 };
3494
+ for (perish_song, 0..) |ps, i| {
3495
+ const reason: Start = @enumFromInt(@intFromEnum(Start.PerishSong0) + i);
3496
+ try expectEqualStrings(@tagName(ps), @tagName(reason));
1081
3497
  }
1082
3498
  }
1083
3499
 
@@ -1105,7 +3521,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
1105
3521
  .Move => {
1106
3522
  const side = battle.side(player);
1107
3523
 
1108
- var active = &side.active;
3524
+ const active = &side.active;
1109
3525
  const stored = side.stored();
1110
3526
 
1111
3527
  // While players are not given any input options on the cartridge in these cases,
@@ -1125,7 +3541,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
1125
3541
  }
1126
3542
 
1127
3543
  var slot: u4 = 2;
1128
- while (!active.volatiles.trapped and slot <= 6) : (slot += 1) {
3544
+ while (!active.volatiles.Trapped and slot <= 6) : (slot += 1) {
1129
3545
  const id = side.order[slot - 1];
1130
3546
  if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
1131
3547
  out[n] = .{ .type = .Switch, .data = slot };
@@ -1159,7 +3575,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
1159
3575
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
1160
3576
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
1161
3577
  const struggle =
1162
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3578
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable.move == slot);
1163
3579
  const s = if (struggle) 0 else slot;
1164
3580
  out[n] = .{ .type = .Move, .data = s };
1165
3581
  n += 1;
@@ -1174,7 +3590,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
1174
3590
  const m = active.moves[slot - 1];
1175
3591
  if (m.id == .None) break;
1176
3592
  if (m.pp == 0) continue;
1177
- if (active.volatiles.disabled_move == slot) continue;
3593
+ if (active.volatiles.disable.move == slot) continue;
1178
3594
  out[n] = .{ .type = .Move, .data = slot };
1179
3595
  n += 1;
1180
3596
  }