@pkmn/engine 0.1.0-dev.fb5bf955 → 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 (85) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +115 -76
  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 +27 -5
  13. package/build/pkg/addon.js +42 -73
  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 +40 -5
  17. package/build/pkg/data/protocol.json +84 -13
  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 +16 -19
  21. package/build/pkg/gen1.js +54 -42
  22. package/build/pkg/gen1.js.map +1 -1
  23. package/build/pkg/index.d.ts +55 -103
  24. package/build/pkg/index.js +6 -63
  25. package/build/pkg/index.js.map +1 -1
  26. package/build/pkg/protocol.d.ts +24 -3
  27. package/build/pkg/protocol.js +127 -104
  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 +373 -152
  40. package/package.json +68 -120
  41. package/src/bin/install-pkmn-engine +41 -26
  42. package/src/bin/pkmn-debug +29 -6
  43. package/src/lib/bindings/node.zig +121 -0
  44. package/src/lib/bindings/wasm.zig +58 -0
  45. package/src/lib/common/array.zig +77 -0
  46. package/src/lib/common/battle.zig +17 -0
  47. package/src/lib/common/data.zig +19 -31
  48. package/src/lib/common/debug.zig +58 -17
  49. package/src/lib/common/js.zig +120 -0
  50. package/src/lib/common/optional.zig +71 -0
  51. package/src/lib/common/options.zig +18 -3
  52. package/src/lib/common/protocol.zig +947 -407
  53. package/src/lib/common/rational.zig +449 -0
  54. package/src/lib/common/rng.zig +31 -24
  55. package/src/lib/common/util.zig +61 -0
  56. package/src/lib/gen1/calc.zig +953 -0
  57. package/src/lib/gen1/chance.zig +1185 -0
  58. package/src/lib/gen1/data/moves.zig +203 -193
  59. package/src/lib/gen1/data/species.zig +6 -8
  60. package/src/lib/gen1/data/types.zig +11 -12
  61. package/src/lib/gen1/data.zig +100 -89
  62. package/src/lib/gen1/helpers.zig +139 -50
  63. package/src/lib/gen1/mechanics.zig +1344 -907
  64. package/src/lib/gen2/calc.zig +153 -0
  65. package/src/lib/gen2/chance.zig +902 -0
  66. package/src/lib/gen2/data/items.zig +15 -23
  67. package/src/lib/gen2/data/moves.zig +665 -573
  68. package/src/lib/gen2/data/species.zig +3 -5
  69. package/src/lib/gen2/data/types.zig +138 -36
  70. package/src/lib/gen2/data.zig +134 -99
  71. package/src/lib/gen2/generated.zig +801 -0
  72. package/src/lib/gen2/helpers.zig +59 -44
  73. package/src/lib/gen2/mechanics.zig +3582 -30
  74. package/src/lib/node.zig +18 -0
  75. package/src/lib/pkmn.zig +93 -12
  76. package/src/lib/wasm.zig +17 -0
  77. package/src/tools/display/dom.ts +96 -0
  78. package/src/tools/display/ui.css +354 -0
  79. package/build/test/display.js +0 -382
  80. package/build/test/display.js.map +0 -1
  81. package/src/lib/binding/node.zig +0 -229
  82. package/src/lib/binding/wasm.zig +0 -10
  83. package/src/lib/gen1/README.md +0 -784
  84. package/src/lib/gen2/README.md +0 -309
  85. package/src/test/display/pkmn.html.tmpl +0 -368
@@ -1,35 +1,29 @@
1
- const std = @import("std");
1
+ const DEBUG = @import("../common/debug.zig").print;
2
2
 
3
+ const builtin = @import("builtin");
4
+ const chance = @import("chance.zig");
3
5
  const common = @import("../common/data.zig");
4
- const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
+ const data = @import("data.zig");
7
+ const pkmn = @import("../pkmn.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
-
9
- const data = @import("data.zig");
10
+ const std = @import("std");
10
11
 
11
12
  const assert = std.debug.assert;
12
-
13
- const expectEqual = std.testing.expectEqual;
14
-
15
- const Choice = common.Choice;
16
- const ID = common.ID;
17
- const Player = common.Player;
18
- const Result = common.Result;
19
-
20
- const showdown = options.showdown;
21
-
22
13
  const Boost = protocol.Boost;
14
+ const Choice = common.Choice;
23
15
  const Damage = protocol.Damage;
24
- const Heal = protocol.Heal;
25
-
26
- const Gen12 = rng.Gen12;
27
-
28
- const ActivePokemon = data.ActivePokemon;
29
16
  const Effectiveness = data.Effectiveness;
17
+ const expectEqual = std.testing.expectEqual;
18
+ const Fail = protocol.Fail;
19
+ const Gen12 = rng.Gen12;
20
+ const Heal = protocol.Heal;
21
+ const ID = common.ID;
30
22
  const Move = data.Move;
31
23
  const MoveSlot = data.MoveSlot;
32
- const Pokemon = data.Pokemon;
24
+ const Player = common.Player;
25
+ const Result = common.Result;
26
+ const showdown = pkmn.options.showdown;
33
27
  const Side = data.Side;
34
28
  const Species = data.Species;
35
29
  const Stats = data.Stats;
@@ -56,50 +50,50 @@ const BOOSTS = &[_][2]u8{
56
50
 
57
51
  const MAX_STAT_VALUE = 999;
58
52
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
53
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
54
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
62
-
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
55
+ if (battle.turn == 0) return start(battle, options);
65
56
 
66
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
67
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
57
+ var s1 = false;
58
+ var s2 = false;
68
59
 
69
- if (turnOrder(battle, c1, c2) == .P1) {
70
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
71
- } else {
72
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
73
- }
60
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
61
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
62
 
75
63
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
64
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
65
+
66
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
67
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
68
+
69
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
70
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
71
+ } else {
72
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
73
  }
83
74
 
84
- return endTurn(battle, log);
75
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
76
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
77
+
78
+ return endTurn(battle, options);
85
79
  }
86
80
 
87
- fn start(battle: anytype, log: anytype) !Result {
81
+ fn start(battle: anytype, options: anytype) !Result {
88
82
  const p1 = battle.side(.P1);
89
83
  const p2 = battle.side(.P2);
90
84
 
91
- var p1_slot = findFirstAlive(p1);
85
+ const p1_slot = findFirstAlive(p1);
92
86
  assert(!showdown or p1_slot == 1);
93
87
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
94
88
 
95
- var p2_slot = findFirstAlive(p2);
89
+ const p2_slot = findFirstAlive(p2);
96
90
  assert(!showdown or p2_slot == 1);
97
91
  if (p2_slot == 0) return Result.Win;
98
92
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
93
+ try switchIn(battle, .P1, p1_slot, true, options);
94
+ try switchIn(battle, .P2, p2_slot, true, options);
101
95
 
102
- return endTurn(battle, log);
96
+ return endTurn(battle, options);
103
97
  }
104
98
 
105
99
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +106,7 @@ fn selectMove(
112
106
  player: Player,
113
107
  choice: Choice,
114
108
  foe_choice: Choice,
115
- from: *?Move,
109
+ skip_turn: *bool,
116
110
  ) ?Result {
117
111
  if (choice.type == .Pass) return null;
118
112
 
@@ -121,20 +115,27 @@ fn selectMove(
121
115
  const stored = side.stored();
122
116
 
123
117
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
118
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
119
 
126
120
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
121
+ if (volatiles.Recharging) {
122
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
123
+ return null;
124
+ }
128
125
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
126
+ if (showdown) {
127
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
128
+ saveMove(battle, player, null);
129
+ }
131
130
  return null;
132
131
  }
133
132
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
133
  if (!showdown) volatiles.Flinch = false;
135
134
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
135
+ if (showdown) {
136
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
+ saveMove(battle, player, null);
138
+ }
138
139
  return null;
139
140
  }
140
141
 
@@ -144,37 +145,38 @@ fn selectMove(
144
145
  // pre-move select
145
146
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
147
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
148
+ if (showdown) {
149
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
+ saveMove(battle, player, choice);
151
+ }
148
152
  return null;
149
153
  }
150
154
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
155
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
156
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
157
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
158
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
157
159
  // set the selected move will not actually be used, it will just be reported as having
158
160
  // been used (this differs from how Pokémon Showdown works, but its impossible to
159
- // replicate the incorrect behavior with the correct mechanisms).
161
+ // replicate the incorrect behavior with the correct mechanisms)
160
162
  saveMove(battle, player, choice);
161
163
  } else {
162
164
  assert(choice.data == 0);
163
165
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
166
  if (foe_choice.type == .Switch) {
165
- const slot = if (player == .P1)
166
- battle.last_selected_indexes.p1
167
- else
168
- battle.last_selected_indexes.p2;
169
- const last = side.active.move(@intCast(u4, slot));
167
+ const last = side.active.move(battle.lastMove(player).index);
170
168
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
- if (last.id == .MirrorMove) return Result.Error;
169
+ if (last.id == .MirrorMove) {
170
+ if (!pkmn.options.mod) return Result.Error;
171
+ side.last_selected_move = last.id;
172
+ }
172
173
  }
173
174
  }
174
175
  return null;
175
176
  }
176
177
 
177
178
  if (battle.foe(player).active.volatiles.Binding) {
179
+ skip_turn.* = true;
178
180
  if (showdown) {
179
181
  saveMove(battle, player, choice);
180
182
  } else {
@@ -185,19 +187,17 @@ fn selectMove(
185
187
  }
186
188
 
187
189
  // move select
190
+ volatiles.state = 0;
188
191
  if (choice.data == 0) {
189
192
  const struggle = ok: {
190
193
  for (side.active.moves, 0..) |move, i| {
191
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
194
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
192
195
  }
193
196
  break :ok true;
194
197
  };
195
-
196
198
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
199
  }
200
+ saveMove(battle, player, choice);
201
201
 
202
202
  return null;
203
203
  }
@@ -210,23 +210,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
210
  if (c.data == 0) {
211
211
  side.last_selected_move = .Struggle;
212
212
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
213
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
214
  const move = side.active.move(c.data);
215
215
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
216
  // sometimes required...), but a 0 PP move can be used automatically
217
217
  assert(showdown or move.pp != 0);
218
218
 
219
219
  side.last_selected_move = move.id;
220
- if (player == .P1) {
221
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
222
- } else {
223
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
224
- }
220
+ battle.lastMove(player).index = @intCast(c.data);
225
221
  }
226
222
  }
227
223
  }
228
224
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
225
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
226
  var side = battle.side(player);
231
227
  var foe = battle.foe(player);
232
228
  var active = &side.active;
@@ -239,11 +235,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
235
  side.order[0] = side.order[slot - 1];
240
236
  side.order[slot - 1] = out;
241
237
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
238
+ battle.lastMove(player).index = 1;
247
239
 
248
240
  side.last_used_move = .None;
249
241
  foe.last_used_move = .None;
@@ -256,20 +248,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
256
248
  active.moves = incoming.moves;
257
249
 
258
250
  statusModify(incoming.status, &active.stats);
251
+ options.chance.switched(player, slot);
259
252
 
260
253
  foe.active.volatiles.Binding = false;
261
254
 
262
- try log.switched(battle.active(player), incoming);
255
+ try options.log.switched(.{ battle.active(player), incoming });
263
256
 
264
257
  if (showdown and incoming.status == Status.TOX) {
265
258
  incoming.status = Status.init(.PSN);
266
259
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
260
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
261
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
269
262
  }
270
263
  }
271
264
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
265
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
266
  assert(c1.type != .Pass or c2.type != .Pass);
274
267
 
275
268
  if (c1.type == .Pass) return .P2;
@@ -299,13 +292,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
292
  const spe2 = battle.side(.P2).active.stats.spe;
300
293
  if (spe1 == spe2) {
301
294
  // Pokémon Showdown's beforeTurnCallback shenanigans
302
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
303
-
304
- const p1 = if (showdown)
305
- battle.rng.range(u8, 0, 2) == 0
306
- else
307
- battle.rng.next() < Gen12.percent(50) + 1;
295
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
296
+ battle.rng.advance(1);
297
+ }
308
298
 
299
+ const p1 = try Rolls.speedTie(battle, options);
309
300
  if (!showdown) return if (p1) .P1 else .P2;
310
301
 
311
302
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +306,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
306
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
307
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
308
  // If *both* sides are thrashing it really should be another speed tie, but we've patched
318
- // that out and enforce host ordering of events, so P1 just goes first reqgardless of who
309
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
310
  // won the original coin flip
320
311
  if (t1 and t2) return .P1;
321
312
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,34 +319,55 @@ fn doTurn(
328
319
  battle: anytype,
329
320
  player: Player,
330
321
  player_choice: Choice,
331
- player_from: ?Move,
322
+ player_rewrap: bool,
323
+ player_skip: bool,
332
324
  foe_player: Player,
333
325
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
326
+ foe_rewrap: bool,
327
+ foe_skip: bool,
328
+ options: anytype,
336
329
  ) !?Result {
337
330
  assert(player_choice.type != .Pass);
338
331
 
339
332
  var residual = true;
340
333
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
334
+ if (try executeMove(
335
+ battle,
336
+ player,
337
+ player_choice,
338
+ player_rewrap,
339
+ player_skip,
340
+ &residual,
341
+ options,
342
+ )) |r| return r;
342
343
  if (!replace) {
343
344
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
345
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
345
346
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
347
+ if (residual) try handleResidual(battle, player, options);
348
+ if (try checkFaint(battle, player, false, options)) |r| return r;
348
349
  } else if (foe_choice.type == .Pass) return null;
349
350
 
351
+ if (!showdown) options.chance.clearPending();
352
+
350
353
  residual = true;
351
354
  replace = battle.side(foe_player).stored().hp == 0;
352
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
355
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
356
+ if (if (calc) null else try executeMove(
357
+ battle,
358
+ foe_player,
359
+ foe_choice,
360
+ foe_rewrap,
361
+ foe_skip,
362
+ &residual,
363
+ options,
364
+ )) |r| return r;
353
365
  if (!replace) {
354
- if (foe_choice.type != .Switch) {
355
- if (try checkFaint(battle, player, log)) |r| return r;
366
+ if (!calc and foe_choice.type != .Switch) {
367
+ if (try checkFaint(battle, player, true, options)) |r| return r;
356
368
  }
357
- if (residual) try handleResidual(battle, foe_player, log);
358
- if (try checkFaint(battle, foe_player, log)) |r| return r;
369
+ if (residual) try handleResidual(battle, foe_player, options);
370
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
359
371
  }
360
372
 
361
373
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -372,29 +384,31 @@ fn executeMove(
372
384
  battle: anytype,
373
385
  player: Player,
374
386
  choice: Choice,
375
- from: ?Move,
387
+ rewrap: bool,
388
+ skip: bool,
376
389
  residual: *bool,
377
- log: anytype,
390
+ options: anytype,
378
391
  ) !?Result {
379
392
  var side = battle.side(player);
380
393
 
381
394
  if (choice.type == .Switch) {
382
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
395
+ try switchIn(battle, player, choice.data, false, options);
383
396
  return null;
384
397
  }
385
398
 
399
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
400
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
401
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
386
402
  if (side.last_selected_move == .SKIP_TURN) {
387
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
388
- // Binding instead gets handled in beforeMove after sleep and freeze
389
403
  assert(!showdown);
390
404
  if (battle.foe(player).active.volatiles.Binding) {
391
- try log.cant(battle.active(player), .Bound);
405
+ try options.log.cant(.{ battle.active(player), .Bound });
392
406
  }
393
407
  return null;
394
408
  }
395
409
 
396
410
  assert(choice.type == .Move);
397
- var mslot = @intCast(u4, choice.data);
411
+ var mslot: u4 = @intCast(choice.data);
398
412
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
399
413
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
400
414
  var auto = showdown and side.last_selected_move != .None;
@@ -403,17 +417,16 @@ fn executeMove(
403
417
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
404
418
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
405
419
  assert(!showdown);
406
- mslot = @intCast(u4, if (player == .P1)
407
- battle.last_selected_indexes.p1
408
- else
409
- battle.last_selected_indexes.p2);
420
+ mslot = @intCast(battle.lastMove(player).index);
410
421
  const stored = side.stored();
411
422
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
412
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
413
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
423
+ auto = pkmn.options.mod or isForced(&side.active) or
424
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
425
+ side.last_selected_move == .HyperBeam or
426
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
414
427
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
415
428
  // thawed, in which case we will desync unless the last_selected_move happened to be at
416
- // index 1 and the current Pokémon has the same move in its first slot.
429
+ // index 1 and the current Pokémon has the same move in its first slot
417
430
  if (!auto) {
418
431
  // side.active.moves(slot) is safe to check even though the slot in question might not
419
432
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -427,15 +440,12 @@ fn executeMove(
427
440
  } else if (showdown and side.active.volatiles.Charging) {
428
441
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
429
442
  assert(mslot == 1);
430
- mslot = @intCast(u4, if (player == .P1)
431
- battle.last_selected_indexes.p1
432
- else
433
- battle.last_selected_indexes.p2);
443
+ mslot = @intCast(battle.lastMove(player).index);
434
444
  }
435
445
 
436
446
  var skip_can = false;
437
447
  var skip_pp = false;
438
- switch (try beforeMove(battle, player, from, residual, log)) {
448
+ switch (try beforeMove(battle, player, skip, residual, options)) {
439
449
  .done => return null,
440
450
  .skip_can => skip_can = true,
441
451
  .skip_pp => skip_pp = true,
@@ -443,22 +453,42 @@ fn executeMove(
443
453
  .err => return @as(?Result, Result.Error),
444
454
  }
445
455
 
446
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
447
- return null;
456
+ // Pokémon Showdown incorrectly implements PP deduction when handling the Hyper Beam automatic
457
+ // selection glitch - if the move was proced due to Metronome / Mirror Move it either subtracts
458
+ // from the Hyper Beam slot if present or skips PP deduction entirely...
459
+ if (showdown and !skip_pp and side.last_selected_move == .HyperBeam and
460
+ side.last_selected_move != side.active.move(mslot).id)
461
+ {
462
+ assert(mslot == 1);
463
+ const has_beam = has_beam: {
464
+ for (side.active.moves, 0..) |m, i| {
465
+ if (m.id == .HyperBeam) {
466
+ mslot = @intCast(i + 1);
467
+ break :has_beam true;
468
+ }
469
+ }
470
+ break :has_beam false;
471
+ };
472
+ if (!has_beam) skip_pp = true;
448
473
  }
449
474
 
450
- return doMove(battle, player, mslot, auto, residual, log);
475
+ const can = skip_can or
476
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
477
+ if (!can) return null;
478
+
479
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
451
480
  }
452
481
 
453
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
482
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
454
483
 
455
484
  fn beforeMove(
456
485
  battle: anytype,
457
486
  player: Player,
458
- from: ?Move,
487
+ skip: bool,
459
488
  residual: *bool,
460
- log: anytype,
489
+ options: anytype,
461
490
  ) !BeforeMove {
491
+ var log = options.log;
462
492
  var side = battle.side(player);
463
493
  const foe = battle.foe(player);
464
494
  var active = &side.active;
@@ -467,82 +497,104 @@ fn beforeMove(
467
497
  var volatiles = &active.volatiles;
468
498
 
469
499
  if (Status.is(stored.status, .SLP)) {
470
- const status = stored.status;
500
+ const before = stored.status;
501
+ const slf = Status.is(stored.status, .EXT);
471
502
  // Even if the EXT bit is set this will still correctly modify the sleep duration
472
- stored.status -= 1;
473
- if (Status.duration(stored.status) == 0) {
474
- try log.curestatus(ident, status, .Message);
503
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
504
+ .started, .ended => stored.status = 0,
505
+ .continuing => if (Status.duration(stored.status) > 1) {
506
+ stored.status -= 1;
507
+ },
508
+ else => unreachable,
509
+ } else {
510
+ stored.status -= 1;
511
+ }
512
+
513
+ const duration = Status.duration(stored.status);
514
+ try options.chance.sleep(player, if (slf)
515
+ .None
516
+ else if (duration == 0) .ended else .continuing);
517
+
518
+ if (duration == 0) {
519
+ try log.curestatus(.{ ident, before, .Message });
475
520
  stored.status = 0; // clears EXT if present
476
521
  } else {
477
- try log.cant(ident, .Sleep);
522
+ try log.cant(.{ ident, .Sleep });
478
523
  }
479
524
  side.last_used_move = .None;
480
525
  return .done;
481
526
  }
482
527
 
483
528
  if (Status.is(stored.status, .FRZ)) {
484
- try log.cant(ident, .Freeze);
529
+ try log.cant(.{ ident, .Freeze });
485
530
  side.last_used_move = .None;
486
531
  return .done;
487
532
  }
488
533
 
489
- if (foe.active.volatiles.Binding) {
490
- try log.cant(ident, .Bound);
534
+ if (skip or foe.active.volatiles.Binding) {
535
+ try log.cant(.{ ident, .Bound });
491
536
  return .done;
492
537
  }
493
538
 
494
- if (!showdown and volatiles.Flinch) {
495
- volatiles.Flinch = false;
496
- try log.cant(ident, .Flinch);
539
+ if (volatiles.Flinch) {
540
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
541
+ // Pokémon can sometimes flinch multiple times from the same original hit
542
+ if (!showdown) volatiles.Flinch = false;
543
+ try log.cant(.{ ident, .Flinch });
497
544
  return .done;
498
545
  }
499
546
 
500
547
  if (volatiles.Recharging) {
501
548
  volatiles.Recharging = false;
502
- try log.cant(ident, .Recharge);
549
+ try log.cant(.{ ident, .Recharge });
503
550
  return .done;
504
551
  }
505
552
 
506
- if (volatiles.disabled_duration > 0) {
507
- volatiles.disabled_duration -= 1;
508
- if (volatiles.disabled_duration == 0) {
509
- volatiles.disabled_move = 0;
510
- try log.end(ident, .Disable);
553
+ if (volatiles.disable_duration > 0) {
554
+ volatiles.disable_duration =
555
+ decrement(.disable, player, options, volatiles.disable_duration);
556
+ try options.chance.disable(
557
+ player,
558
+ if (volatiles.disable_duration == 0) .ended else .continuing,
559
+ );
560
+
561
+ if (volatiles.disable_duration == 0) {
562
+ volatiles.disable_move = 0;
563
+ try log.end(.{ ident, .Disable });
511
564
  }
512
565
  }
513
566
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
514
- if (showdown and try disabled(side, ident, log)) return .done;
515
-
516
- // Pokémon Showdown checks for Flinch *after* instead of before
517
- if (showdown and volatiles.Flinch) {
518
- volatiles.Flinch = false;
519
- try log.cant(ident, .Flinch);
520
- return .done;
521
- }
567
+ if (showdown and try disabled(side, ident, options)) return .done;
522
568
 
523
569
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
524
570
  // before the side had a selected a move - we simply need to assume this leads to a desync
525
571
  if (side.last_selected_move == .None) {
526
- assert(!showdown);
572
+ assert(!pkmn.options.mod);
527
573
  return .err;
528
574
  }
529
575
 
530
576
  if (volatiles.Confusion) {
531
577
  assert(volatiles.confusion > 0);
578
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
579
+ .started, .ended => volatiles.confusion = 0,
580
+ .continuing => if (volatiles.confusion > 1) {
581
+ volatiles.confusion -= 1;
582
+ },
583
+ .overwritten => {},
584
+ else => unreachable,
585
+ } else {
586
+ volatiles.confusion -= 1;
587
+ }
588
+
589
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
532
590
 
533
- volatiles.confusion -= 1;
534
591
  if (volatiles.confusion == 0) {
535
592
  volatiles.Confusion = false;
536
- try log.end(ident, .Confusion);
593
+ try log.end(.{ ident, .Confusion });
537
594
  } else {
538
- try log.activate(ident, .Confusion);
595
+ try log.activate(.{ ident, .Confusion });
539
596
 
540
- const confused = if (showdown)
541
- !battle.rng.chance(u8, 128, 256)
542
- else
543
- battle.rng.next() >= Gen12.percent(50) + 1;
544
-
545
- if (confused) {
597
+ if (try Rolls.confused(battle, player, options)) {
546
598
  assert(!volatiles.MultiHit);
547
599
  if (!volatiles.Rage) volatiles.state = 0;
548
600
  volatiles.Bide = false;
@@ -552,6 +604,9 @@ fn beforeMove(
552
604
  volatiles.Charging = false;
553
605
  volatiles.Binding = false;
554
606
  volatiles.Invulnerable = false;
607
+
608
+ options.chance.observe(.attacking, player, .None);
609
+ options.chance.observe(.binding, player, .None);
555
610
  {
556
611
  // This feels (and is) disgusting but the cartridge literally just overwrites
557
612
  // the opponent's defense with the user's defense and resets it after. As a
@@ -559,7 +614,9 @@ fn beforeMove(
559
614
  const def = foe.active.stats.def;
560
615
  foe.active.stats.def = active.stats.def;
561
616
  defer foe.active.stats.def = def;
562
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
617
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
618
+ return .err;
619
+ }
563
620
  }
564
621
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
565
622
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -568,98 +625,124 @@ fn beforeMove(
568
625
  player
569
626
  else
570
627
  player.foe();
628
+
629
+ const uncapped = battle.last_damage;
571
630
  // Skipping adjustDamage / randomizeDamage / checkHit
572
- _ = try applyDamage(battle, player, target, .Confusion, log);
631
+ _ = try applyDamage(battle, player, target, .Confusion, options);
632
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
633
+ if (showdown) battle.last_damage = uncapped;
573
634
 
574
635
  return .done;
575
636
  }
576
637
  }
577
638
  }
578
639
 
579
- if (!showdown and try disabled(side, ident, log)) return .done;
640
+ if (!showdown and try disabled(side, ident, options)) return .done;
580
641
 
581
- if (Status.is(stored.status, .PAR)) {
582
- const paralyzed = if (showdown)
583
- battle.rng.chance(u8, 63, 256)
584
- else
585
- battle.rng.next() < Gen12.percent(25);
642
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
643
+ if (!volatiles.Rage) volatiles.state = 0;
644
+ volatiles.Bide = false;
645
+ volatiles.Thrashing = false;
646
+ volatiles.Charging = false;
647
+ volatiles.Binding = false;
586
648
 
587
- if (paralyzed) {
588
- if (!volatiles.Rage) volatiles.state = 0;
589
- volatiles.Bide = false;
590
- volatiles.Thrashing = false;
591
- volatiles.Charging = false;
592
- volatiles.Binding = false;
593
- // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
594
- try log.cant(ident, .Paralysis);
595
- return .done;
596
- }
649
+ options.chance.observe(.attacking, player, .None);
650
+ options.chance.observe(.binding, player, .None);
651
+
652
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
653
+ try log.cant(.{ ident, .Paralysis });
654
+ return .done;
597
655
  }
598
656
 
599
657
  if (volatiles.Bide) {
600
658
  assert(!volatiles.Thrashing and !volatiles.Rage);
601
659
 
602
- volatiles.state +%= battle.last_damage;
660
+ if (showdown) {
661
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
662
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
663
+ // addition because 65535 is sufficient to faint any Pokémon anyway
664
+ volatiles.state +|= battle.last_damage;
665
+ } else {
666
+ volatiles.state +%= battle.last_damage;
667
+ }
603
668
 
604
- assert(volatiles.attacks > 0);
669
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
670
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
605
671
 
606
- volatiles.attacks -= 1;
607
672
  if (volatiles.attacks != 0) {
608
- try log.activate(ident, .Bide);
673
+ try log.activate(.{ ident, .Bide });
609
674
  return .done;
610
675
  }
611
676
 
612
677
  volatiles.Bide = false;
613
- try log.end(ident, .Bide);
678
+ try log.end(.{ ident, .Bide });
614
679
 
615
680
  battle.last_damage = volatiles.state *% 2;
616
681
  volatiles.state = 0;
617
682
 
618
683
  if (battle.last_damage == 0) {
619
- try log.fail(ident, .None);
684
+ try log.fail(.{ ident, .None });
620
685
  return .done;
621
686
  }
622
687
 
623
688
  const sub = showdown and foe.active.volatiles.Substitute;
624
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
625
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
689
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
690
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
626
691
 
627
692
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
628
693
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
629
694
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
630
695
  if (showdown) {
631
696
  residual.* = false;
632
- try handleResidual(battle, player, log);
697
+ try handleResidual(battle, player, options);
633
698
  }
634
699
 
635
700
  return .done;
636
701
  }
637
702
 
638
703
  if (volatiles.Thrashing) {
639
- assert(volatiles.attacks > 0);
640
- assert(from != null);
641
- volatiles.attacks -= 1;
642
- if (!showdown and handleThrashing(battle, active)) {
643
- try log.start(battle.active(player), .ConfusionSilent);
644
- }
645
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
646
- if (showdown and handleThrashing(battle, active)) {
647
- try log.start(battle.active(player), .ConfusionSilent);
704
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
705
+
706
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
707
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
708
+
709
+ if (volatiles.attacks == 0) {
710
+ const overwritten = volatiles.Confusion;
711
+
712
+ volatiles.Thrashing = false;
713
+ volatiles.Confusion = true;
714
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
715
+
716
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
717
+ // ended (the engine's protocol is always from the omniscient perspective and clients
718
+ // can be expected to recognize this pattern and pass the information only to the
719
+ // correct player)
720
+ try log.start(.{ battle.active(player), .ConfusionSilent });
721
+ options.chance.observe(.confusion, player, if (overwritten)
722
+ if (pkmn.options.overwrite) .overwritten else .continuing
723
+ else
724
+ .started);
725
+ if (!overwritten) options.calc.confusion(player);
648
726
  }
727
+
728
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
729
+ // used in useMove and doesn't have the notion of skipping canMove semantics
730
+ if (showdown) side.last_used_move = side.last_selected_move;
731
+
649
732
  return .skip_can;
650
733
  }
651
734
 
652
735
  if (volatiles.Binding) {
653
- assert(volatiles.attacks > 0);
654
- volatiles.attacks -= 1;
655
- try log.move(
656
- battle.active(player),
657
- side.last_selected_move,
658
- battle.active(player.foe()),
659
- side.last_selected_move,
660
- );
736
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
737
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
738
+
739
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
661
740
  if (showdown or battle.last_damage != 0) {
662
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
741
+ const sub = showdown and foe.active.volatiles.Substitute;
742
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
743
+ if (battle.foe(player).stored().hp > 0 and !sub) {
744
+ try buildRage(battle, player.foe(), options);
745
+ }
663
746
  }
664
747
  return .done;
665
748
  }
@@ -673,56 +756,62 @@ fn canMove(
673
756
  mslot: u4,
674
757
  auto: bool,
675
758
  skip_pp: bool,
676
- from: ?Move,
759
+ from: Move,
677
760
  residual: *bool,
678
- log: anytype,
761
+ options: anytype,
679
762
  ) !bool {
680
763
  var side = battle.side(player);
681
764
  const player_ident = battle.active(player);
682
765
  const move = Move.get(side.last_selected_move);
683
766
 
684
- const foe_last = battle.foe(player).last_used_move;
685
- const special = from != null and (from.? == .Metronome and
686
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
687
-
688
- var skip = skip_pp;
689
767
  if (side.active.volatiles.Charging) {
690
768
  side.active.volatiles.Charging = false;
691
769
  side.active.volatiles.Invulnerable = false;
692
770
  } else if (move.effect == .Charge) {
693
- try log.move(player_ident, side.last_selected_move, .{}, from);
694
- try Effects.charge(battle, player, log);
771
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
772
+ setCounterable(battle, player, side, move);
773
+ try Effects.charge(battle, player, options);
695
774
  return false;
696
775
  }
697
776
 
698
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
699
- if (!skip) decrementPP(side, mslot, auto);
777
+ side.last_used_move = side.last_selected_move;
778
+ if (!skip_pp) decrementPP(side, mslot, auto);
700
779
 
701
780
  const target = if (move.target == .Self) player else player.foe();
702
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
703
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
704
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
705
- // meaning sometimes we lose this information. from is still set because it not being null is
706
- // relevant for control flow, but we don't have anything useful to put in the log. This is
707
- // regrettable, but this information is more "nice to have" than required
708
- const f = if (from != null and from.? == .None) null else from;
709
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
781
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
782
+ setCounterable(battle, player, side, move);
710
783
 
711
784
  if (move.effect.onBegin()) {
712
- try onBegin(battle, player, move, mslot, residual, log);
785
+ try onBegin(battle, player, move, mslot, residual, options);
713
786
  return false;
714
787
  }
715
788
 
716
789
  if (move.effect == .Thrashing) {
717
- Effects.thrashing(battle, player);
718
- } else if (!showdown and move.effect == .Binding) {
719
- // Pokémon Showdown handles this after hit/miss checks and damage calculation
720
- Effects.binding(battle, player);
790
+ Effects.thrashing(battle, player, options);
791
+ } else if (move.effect == .Binding) {
792
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
793
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
794
+ if (showdown) {
795
+ battle.foe(player).active.volatiles.Recharging = false;
796
+ } else {
797
+ try Effects.binding(battle, player, false, options);
798
+ }
721
799
  }
722
800
 
723
801
  return true;
724
802
  }
725
803
 
804
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
805
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
806
+ // in cases where an early return happens the data for a players last selected move does not get
807
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
808
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
809
+ // as the desync results from actually having two separate battle states that subtly disagree
810
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
811
+ (move.type == .Normal or move.type == .Fighting);
812
+ battle.lastMove(player).counterable = @intFromBool(counterable);
813
+ }
814
+
726
815
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
727
816
  if (side.last_selected_move == .Struggle) return;
728
817
 
@@ -732,25 +821,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
732
821
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
733
822
  if (volatiles.Bide) return;
734
823
 
735
- assert(active.move(mslot).pp > 0 or auto);
736
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
824
+ var move_slot = active.move(mslot);
825
+ assert(move_slot.pp > 0 or auto);
826
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
737
827
  if (volatiles.Transform) return;
738
828
 
739
- assert(side.stored().move(mslot).pp > 0 or auto);
740
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
829
+ move_slot = side.stored().move(mslot);
830
+ assert(move_slot.pp > 0 or auto);
831
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
741
832
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
742
833
  }
743
834
 
744
- fn incrementPP(side: *Side, mslot: u4) void {
835
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
745
836
  var active = &side.active;
746
837
  const volatiles = &active.volatiles;
747
838
 
748
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
839
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
749
840
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
750
841
  if (showdown and volatiles.Transform) return;
751
842
 
843
+ const n = options.calc.overridden(player, .pp) orelse 1;
844
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
845
+
752
846
  assert(mslot > 0 and mslot <= 4);
753
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
847
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
754
848
  }
755
849
 
756
850
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -758,10 +852,12 @@ fn doMove(
758
852
  battle: anytype,
759
853
  player: Player,
760
854
  mslot: u4,
855
+ rewrap: bool,
761
856
  auto: bool,
762
857
  residual: *bool,
763
- log: anytype,
858
+ options: anytype,
764
859
  ) !?Result {
860
+ var log = options.log;
765
861
  var side = battle.side(player);
766
862
  const foe = battle.foe(player);
767
863
 
@@ -776,40 +872,44 @@ fn doMove(
776
872
  var hits: u4 = 1;
777
873
  var effectiveness = Effectiveness.neutral;
778
874
 
875
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
876
+ if (showdown and !counter) battle.last_damage = 0;
877
+
779
878
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
780
879
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
781
- return specialDamage(battle, player, move, log);
880
+ return specialDamage(battle, player, move, options);
782
881
  }
783
882
 
784
883
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
785
884
  // calling moveHit early covers most of that but we also need to check type immunity first
786
885
  var miss = showdown and miss: {
787
886
  immune = move.target != .Self and !status and !counter and
788
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
789
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
887
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
888
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
790
889
  if (immune and move.effect != .Binding) break :miss true;
791
890
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
792
891
  battle.last_damage = 0;
793
892
  break :miss true;
794
893
  }
795
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
894
+ break :miss (move.target != .Self and
895
+ !try moveHit(battle, player, move, &immune, &mist, options));
796
896
  };
797
897
  assert(!immune or miss or (showdown and move.effect == .Binding));
798
898
 
799
- var late = showdown;
899
+ var late = showdown and move.effect != .Explode;
800
900
  const skip = status or immune;
801
- if ((!showdown or (!skip or counter)) and !miss) blk: {
901
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
802
902
  if (showdown and move.effect.isMulti()) {
803
- Effects.multiHit(battle, player, move);
903
+ try Effects.multiHit(battle, player, move, options);
804
904
  hits = side.active.volatiles.attacks;
805
905
  late = false;
806
906
  }
807
907
 
808
908
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
809
909
  const check = !showdown or (!counter and move.effect != .OHKO);
810
- if (check) crit = checkCriticalHit(battle, player, move);
910
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
811
911
 
812
- if (counter) return counterDamage(battle, player, move, log);
912
+ if (counter) return counterDamage(battle, player, move, options);
813
913
 
814
914
  battle.last_damage = 0;
815
915
 
@@ -820,8 +920,9 @@ fn doMove(
820
920
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
821
921
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
822
922
  battle.last_damage = if (ohko) 65535 else 0;
823
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
824
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
923
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
924
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
925
+ if (!showdown) try options.chance.commit(player, .err);
825
926
  return @as(?Result, Result.Error);
826
927
  }
827
928
  if (battle.last_damage == 0) {
@@ -831,17 +932,16 @@ fn doMove(
831
932
  effectiveness = adjustDamage(battle, player);
832
933
  immune = effectiveness == 0;
833
934
  }
834
- randomizeDamage(battle);
935
+ try randomizeDamage(battle, player, options);
835
936
  }
836
937
  }
837
938
 
838
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
839
- if (showdown and skip) battle.last_damage = 0;
840
-
841
- miss = if (showdown or skip)
842
- miss
843
- else
844
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
939
+ var missed: bool = undefined;
940
+ const zero = battle.last_damage == 0;
941
+ if (!showdown and !skip) {
942
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
943
+ miss = missed or zero;
944
+ }
845
945
 
846
946
  assert(showdown or miss or battle.last_damage > 0 or skip);
847
947
  assert((!showdown and miss) or !(ohko and immune));
@@ -849,11 +949,11 @@ fn doMove(
849
949
 
850
950
  if (!showdown or !miss) {
851
951
  if (move.effect == .MirrorMove) {
852
- return mirrorMove(battle, player, mslot, auto, residual, log);
952
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
853
953
  } else if (move.effect == .Metronome) {
854
- return metronome(battle, player, mslot, auto, residual, log);
954
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
855
955
  } else if (move.effect.onEnd()) {
856
- try onEnd(battle, player, move, log);
956
+ try onEnd(battle, player, move, options);
857
957
  return null;
858
958
  }
859
959
  }
@@ -865,36 +965,60 @@ fn doMove(
865
965
  ohko = (!showdown or (!immune and !invulnerable)) and
866
966
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
867
967
  if (ohko) {
868
- try log.immune(foe_ident, .OHKO);
869
- } else if (immune and !invulnerable) {
870
- try log.immune(foe_ident, .None);
968
+ try log.immune(.{ foe_ident, .OHKO });
969
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
970
+ try log.immune(.{ foe_ident, .None });
971
+ if (!showdown) {
972
+ if (move.effect == .Binding) {
973
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
974
+ // then simply clears it later on if the move happens to miss in moveHit.
975
+ // However, moveHit can return true and we'll still end up in the outer miss
976
+ // handling block because attacking into an immune Pokemon does zero damage
977
+ // (considered missing)
978
+ assert(zero);
979
+ // Thus we still need to actually save the hit result (but not the crit roll).
980
+ // Using .miss for this commit would accomplish what we want, but is somewhat
981
+ // misleading as its entirely possible the move actually did hit (and the target
982
+ // is now trapped) so we use the .binding value instead which is effectively
983
+ // identical, just doesn't claim to know about the actual results of the hit
984
+ // roll)
985
+ try options.chance.commit(player, .binding);
986
+ } else {
987
+ // The .glitch option allows for conditionally committing if we are in a
988
+ // division-by-zero freeze alternative timeline scenario
989
+ try options.chance.commit(player, .glitch);
990
+ }
991
+ }
871
992
  } else if (mist) {
872
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
873
- try log.fail(foe_ident, .None);
993
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
994
+ try log.fail(.{ foe_ident, .None });
874
995
  } else {
875
- try log.lastmiss();
876
- try log.miss(battle.active(player));
996
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
997
+ try log.lastmiss(.{});
998
+ try log.miss(.{battle.active(player)});
877
999
  }
878
1000
  if (move.effect == .JumpKick) {
879
1001
  // Recoil is supposed to be damage/8 but damage will always be 0 here
880
- assert(battle.last_damage == 0);
1002
+ assert(showdown or battle.last_damage == 0);
881
1003
  battle.last_damage = 1;
882
- _ = try applyDamage(battle, player, player.foe(), .None, log);
1004
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
883
1005
  if (showdown and side.stored().hp == 0) residual.* = false;
884
1006
  } else if (move.effect == .Explode) {
885
1007
  try Effects.explode(battle, player);
886
- try buildRage(battle, player.foe(), log);
1008
+ try buildRage(battle, player.foe(), options);
887
1009
  } else if (showdown and move.effect == .Disable) {
888
- try buildRage(battle, player.foe(), log);
1010
+ try buildRage(battle, player.foe(), options);
889
1011
  }
890
1012
  return null;
1013
+ } else if (!showdown) {
1014
+ try options.chance.commit(player, .hit);
891
1015
  }
892
1016
 
893
1017
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
894
1018
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
895
- // it up above before damage calculation).
1019
+ // it up above before damage calculation)
896
1020
  if (!showdown and move.effect.isMulti()) {
897
- Effects.multiHit(battle, player, move);
1021
+ try Effects.multiHit(battle, player, move, options);
898
1022
  hits = side.active.volatiles.attacks;
899
1023
  }
900
1024
 
@@ -905,18 +1029,20 @@ fn doMove(
905
1029
  var hit: u4 = 0;
906
1030
  while (hit < hits) {
907
1031
  if (hit == 0) {
908
- if (crit) try log.crit(battle.active(player.foe()));
1032
+ if (crit) try log.crit(.{battle.active(player.foe())});
909
1033
  if (effectiveness > Effectiveness.neutral) {
910
- try log.supereffective(battle.active(player.foe()));
1034
+ try log.supereffective(.{battle.active(player.foe())});
911
1035
  } else if (effectiveness < Effectiveness.neutral) {
912
- try log.resisted(battle.active(player.foe()));
1036
+ try log.resisted(.{battle.active(player.foe())});
913
1037
  }
914
1038
  }
915
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
916
- if (hit == 0 and ohko) try log.ohko();
1039
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1040
+ if (hit == 0 and ohko) try log.ohko(.{});
917
1041
  hit += 1;
918
1042
  if (foe.stored().hp == 0) break;
919
- if (!late and !sub) try buildRage(battle, player.foe(), log);
1043
+ if (!late and (!sub or move.effect == .Explode)) {
1044
+ try buildRage(battle, player.foe(), options);
1045
+ }
920
1046
  // If the substitute breaks during a multi-hit attack, the attack ends
921
1047
  if (nullified) break;
922
1048
  }
@@ -926,35 +1052,39 @@ fn doMove(
926
1052
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
927
1053
  side.active.volatiles.attacks = 0;
928
1054
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
929
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1055
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
930
1056
  }
931
- try log.hitcount(battle.active(player.foe()), hit);
932
- } else if (showdown) {
1057
+ try log.hitcount(.{ battle.active(player.foe()), hit });
1058
+ } else if (showdown and move.effect == .Binding) {
933
1059
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
934
- if (move.effect == .Binding) {
935
- Effects.binding(battle, player);
936
- if (immune) {
937
- battle.last_damage = 0;
938
- // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
939
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
940
- return null;
1060
+ try Effects.binding(battle, player, rewrap, options);
1061
+ if (immune) {
1062
+ battle.last_damage = 0;
1063
+ assert(foe.stored().hp > 0);
1064
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1065
+ if (sub) {
1066
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1067
+ } else {
1068
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1069
+ try buildRage(battle, player.foe(), options);
941
1070
  }
1071
+ return null;
942
1072
  }
943
1073
  }
944
1074
 
945
1075
  // Substitute being broken nullifies the move's effect completely so even
946
- // if an effect was intended to "always happen" it will still get skipped.
1076
+ // if an effect was intended to "always happen" it will still get skipped
947
1077
  if (nullified) return null;
948
1078
 
949
1079
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
950
1080
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
951
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
952
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1081
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1082
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
953
1083
 
954
1084
  if (foe.stored().hp == 0) return null;
955
1085
 
956
1086
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
957
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1087
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
958
1088
 
959
1089
  if (!move.effect.isSpecial()) {
960
1090
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -963,32 +1093,33 @@ fn doMove(
963
1093
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
964
1094
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
965
1095
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
966
- // puts the |-status| message before |-hitcount| instead of after.
1096
+ // puts the |-status| message before |-hitcount| instead of after
967
1097
  if (move.effect == .Twineedle) {
968
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1098
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
969
1099
  } else if (move.effect == .Disable) {
970
- const result = try Effects.disable(battle, player, move, log);
971
- if (showdown) try buildRage(battle, player.foe(), log);
1100
+ const result = try Effects.disable(battle, player, move, options);
1101
+ if (showdown) try buildRage(battle, player.foe(), options);
972
1102
  return result;
973
1103
  } else {
974
- try moveEffect(battle, player, move, log);
1104
+ try moveEffect(battle, player, move, options);
975
1105
  }
976
1106
  }
977
1107
 
978
1108
  return null;
979
1109
  }
980
1110
 
981
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1111
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
982
1112
  const side = battle.side(player);
983
1113
 
984
1114
  // Base speed is used for the critical hit calculation, even when Transform-ed
985
- var chance = @as(u16, Species.chance(side.stored().species));
986
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
987
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
988
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
989
-
990
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
991
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1115
+ var rate: u16 = Species.chance(side.stored().species);
1116
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1117
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1118
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1119
+
1120
+ const spurious =
1121
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1122
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
992
1123
  }
993
1124
 
994
1125
  fn calcDamage(
@@ -997,6 +1128,7 @@ fn calcDamage(
997
1128
  target_player: Player,
998
1129
  m: ?Move.Data,
999
1130
  crit: bool,
1131
+ options: anytype,
1000
1132
  ) bool {
1001
1133
  // Confusion (indicated when m == null) just needs a 40 BP physical move
1002
1134
  const cfz = m == null;
@@ -1008,28 +1140,8 @@ fn calcDamage(
1008
1140
 
1009
1141
  const special = move.type.special();
1010
1142
 
1011
- // zig fmt: off
1012
- var atk: u32 =
1013
- if (crit)
1014
- if (special) side.stored().stats.spc
1015
- else side.stored().stats.atk
1016
- else
1017
- if (special) side.active.stats.spc
1018
- else side.active.stats.atk;
1019
- var def: u32 =
1020
- if (crit)
1021
- if (special) target.stored().stats.spc
1022
- else target.stored().stats.def
1023
- else
1024
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1025
- if (special)
1026
- target.active.stats.spc *
1027
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1028
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1029
- else
1030
- target.active.stats.def *
1031
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1032
- // zig fmt: on
1143
+ var atk = attack(side, crit, special);
1144
+ var def = defense(target, crit, special, cfz);
1033
1145
 
1034
1146
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1035
1147
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1037,12 +1149,12 @@ fn calcDamage(
1037
1149
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1038
1150
  atk = @max((atk / 4) & 255, 1);
1039
1151
  // GLITCH: not adjusted to be a min of 1 on cartridge (can lead to division-by-zero freeze)
1040
- def = @max((def / 4) & 255, if (showdown) 1 else 0);
1152
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1041
1153
  }
1042
1154
 
1043
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1155
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1044
1156
 
1045
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1157
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1046
1158
 
1047
1159
  if (def == 0) return false;
1048
1160
 
@@ -1054,11 +1166,41 @@ fn calcDamage(
1054
1166
  d = @min(997, d);
1055
1167
  d += 2;
1056
1168
 
1057
- battle.last_damage = @intCast(u16, d);
1169
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1170
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1171
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1172
+ // that results in counter intuitive probabilities in the common case
1173
+ if (pkmn.options.chance and !pkmn.options.mod and move.effect != .Explode) {
1174
+ atk = attack(side, !crit, special);
1175
+ def = defense(target, !crit, special, false);
1176
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1177
+ }
1178
+
1179
+ battle.last_damage = @intCast(d);
1058
1180
 
1059
1181
  return true;
1060
1182
  }
1061
1183
 
1184
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1185
+ return if (crit)
1186
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1187
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1188
+ }
1189
+
1190
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1191
+ return if (crit)
1192
+ if (special) target.stored().stats.spc else target.stored().stats.def
1193
+ else
1194
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1195
+ if (special)
1196
+ target.active.stats.spc *
1197
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1198
+ else
1199
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1200
+ target.active.stats.def *
1201
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1202
+ }
1203
+
1062
1204
  fn adjustDamage(battle: anytype, player: Player) u16 {
1063
1205
  const side = battle.side(player);
1064
1206
  const foe = battle.foe(player);
@@ -1068,9 +1210,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1068
1210
  var d = battle.last_damage;
1069
1211
  if (side.active.types.includes(move.type)) d +%= d / 2;
1070
1212
 
1071
- const neutral = @enumToInt(Effectiveness.Neutral);
1072
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1073
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1213
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1214
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1215
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1074
1216
 
1075
1217
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1076
1218
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1090,26 +1232,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1090
1232
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1091
1233
  }
1092
1234
 
1093
- fn randomizeDamage(battle: anytype) void {
1235
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1094
1236
  if (battle.last_damage <= 1) return;
1095
-
1096
- const random = if (showdown)
1097
- battle.rng.range(u8, 217, 256)
1098
- else loop: {
1099
- while (true) {
1100
- const r = std.math.rotr(u8, battle.rng.next(), 1);
1101
- if (r >= 217) break :loop r;
1102
- }
1103
- };
1104
-
1105
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1237
+ const random = try Rolls.damage(battle, player, options);
1238
+ options.calc.base(player.foe(), battle.last_damage);
1239
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1240
+ options.calc.final(player.foe(), battle.last_damage);
1106
1241
  }
1107
1242
 
1108
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1243
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1109
1244
  const side = battle.side(player);
1110
1245
  const foe = battle.foe(player);
1111
1246
 
1112
- if (!try checkHit(battle, player, move, log)) return null;
1247
+ if (!try checkHit(battle, player, move, options)) return null;
1113
1248
 
1114
1249
  battle.last_damage = switch (side.last_selected_move) {
1115
1250
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1118,75 +1253,68 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1118
1253
  .DragonRage => 40,
1119
1254
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1120
1255
  .Psywave => power: {
1121
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1122
- if (showdown) {
1123
- break :power battle.rng.range(u8, 0, max);
1124
- } else {
1125
- // GLITCH: Psywave infinite glitch loop
1126
- if (max <= 1) return Result.Error;
1127
- while (true) {
1128
- const r = battle.rng.next();
1129
- if (r < max) break :power r;
1130
- }
1131
- }
1256
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1257
+ // GLITCH: Psywave infinite glitch loop
1258
+ if (!pkmn.options.mod and max <= 1) return Result.Error;
1259
+ break :power try Rolls.psywave(battle, player, max, options);
1132
1260
  },
1133
1261
  else => unreachable,
1134
1262
  };
1135
1263
 
1136
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1264
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else Result.Error;
1137
1265
 
1138
1266
  const sub = showdown and foe.active.volatiles.Substitute;
1139
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1140
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1267
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1268
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1141
1269
 
1142
1270
  return null;
1143
1271
  }
1144
1272
 
1145
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1273
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1146
1274
  const foe = battle.foe(player);
1147
1275
 
1148
1276
  if (battle.last_damage == 0) {
1149
- try log.fail(battle.active(player), .None);
1277
+ try options.log.fail(.{ battle.active(player), .None });
1150
1278
  return null;
1151
1279
  }
1152
1280
 
1153
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1154
- const foe_last_used_move =
1155
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1281
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1156
1282
  const foe_last_selected_move =
1157
1283
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1158
- .Counter
1284
+ .Splash
1159
1285
  else
1160
1286
  foe.last_selected_move);
1161
1287
 
1162
- const used = foe_last_used_move.bp > 0 and
1163
- foe.last_used_move != .Counter and
1164
- (foe_last_used_move.type == .Normal or
1165
- foe_last_used_move.type == .Fighting);
1166
-
1288
+ const used = battle.lastMove(player.foe()).counterable != 0;
1167
1289
  const selected = foe_last_selected_move.bp > 0 and
1168
1290
  foe.last_selected_move != .Counter and
1169
1291
  (foe_last_selected_move.type == .Normal or
1170
1292
  foe_last_selected_move.type == .Fighting);
1171
1293
 
1172
1294
  if (!used and !selected) {
1173
- try log.fail(battle.active(player), .None);
1295
+ try options.log.fail(.{ battle.active(player), .None });
1174
1296
  return null;
1175
1297
  }
1176
1298
 
1177
1299
  if (!used or !selected) {
1178
1300
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1179
- if (!showdown) return Result.Error;
1180
- try log.fail(battle.active(player), .None);
1301
+ if (!pkmn.options.mod) return Result.Error;
1302
+ try options.log.fail(.{ battle.active(player), .None });
1181
1303
  return null;
1182
1304
  }
1183
1305
 
1184
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1306
+ // NOTE: llvm/llvm-project#58557
1307
+ battle.last_damage = if (comptime builtin.target.isWasm())
1308
+ @max(battle.last_damage *% 2, std.math.maxInt(u16))
1309
+ else
1310
+ battle.last_damage *| 2;
1185
1311
 
1186
- // Pokémon Showdown calls checkHit before Counter
1187
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1312
+ // Pokémon Showdown calls moveHit before Counter
1313
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1188
1314
 
1189
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1315
+ const sub = showdown and foe.active.volatiles.Substitute;
1316
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1317
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1190
1318
  return null;
1191
1319
  }
1192
1320
 
@@ -1195,7 +1323,7 @@ fn applyDamage(
1195
1323
  target_player: Player,
1196
1324
  sub_player: Player,
1197
1325
  reason: Damage,
1198
- log: anytype,
1326
+ options: anytype,
1199
1327
  ) !bool {
1200
1328
  assert(showdown or battle.last_damage != 0);
1201
1329
 
@@ -1210,19 +1338,20 @@ fn applyDamage(
1210
1338
  subbed.active.volatiles.substitute = 0;
1211
1339
  subbed.active.volatiles.Substitute = false;
1212
1340
  // battle.last_damage is not updated with the amount of HP the Substitute had
1213
- try log.end(battle.active(sub_player), .Substitute);
1341
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1342
+ if (reason != .Confusion) options.calc.capped(sub_player);
1214
1343
  return true;
1215
1344
  } else {
1216
1345
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1217
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1218
- try log.activate(battle.active(sub_player), .Substitute);
1346
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1347
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1219
1348
  return false;
1220
1349
  }
1221
1350
  }
1222
1351
 
1223
1352
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1224
1353
  target.stored().hp -= battle.last_damage;
1225
- try log.damage(battle.active(target_player), target.stored(), reason);
1354
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1226
1355
  return false;
1227
1356
  }
1228
1357
 
@@ -1230,73 +1359,81 @@ fn mirrorMove(
1230
1359
  battle: anytype,
1231
1360
  player: Player,
1232
1361
  mslot: u4,
1362
+ rewrap: bool,
1233
1363
  auto: bool,
1234
1364
  residual: *bool,
1235
- log: anytype,
1236
- ) !?Result {
1365
+ options: anytype,
1366
+ ) anyerror!?Result {
1237
1367
  var side = battle.side(player);
1238
1368
  const foe = battle.foe(player);
1239
1369
 
1240
1370
  side.last_selected_move = foe.last_used_move;
1241
1371
 
1242
1372
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1243
- try log.fail(battle.active(player), .None);
1373
+ try options.log.fail(.{ battle.active(player), .None });
1244
1374
  return null;
1375
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1376
+ incrementPP(side, player, mslot, options);
1245
1377
  }
1246
1378
 
1247
- incrementPP(side, mslot);
1248
-
1249
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1250
- return doMove(battle, player, mslot, auto, residual, log);
1379
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1380
+ return null;
1381
+ }
1382
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1251
1383
  }
1252
1384
 
1253
1385
  fn metronome(
1254
1386
  battle: anytype,
1255
1387
  player: Player,
1256
1388
  mslot: u4,
1389
+ rewrap: bool,
1257
1390
  auto: bool,
1258
1391
  residual: *bool,
1259
- log: anytype,
1260
- ) !?Result {
1392
+ options: anytype,
1393
+ ) anyerror!?Result {
1261
1394
  var side = battle.side(player);
1262
1395
 
1263
- side.last_selected_move = if (showdown) blk: {
1264
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
1265
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
1266
- break :blk @intToEnum(Move, r + mod);
1267
- } else loop: {
1268
- while (true) {
1269
- const r = battle.rng.next();
1270
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
1271
- if (r >= @enumToInt(Move.Struggle)) continue;
1272
- break :loop @intToEnum(Move, r);
1273
- }
1274
- };
1275
-
1276
- incrementPP(side, mslot);
1396
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1397
+ incrementPP(side, player, mslot, options);
1277
1398
 
1278
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1279
- return doMove(battle, player, mslot, auto, residual, log);
1399
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1400
+ return null;
1401
+ }
1402
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1280
1403
  }
1281
1404
 
1282
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1405
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1283
1406
  var immune = false;
1284
1407
  var mist = false;
1285
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1408
+
1409
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1410
+ if (!showdown) try options.chance.commit(player, .hit);
1411
+ return true;
1412
+ }
1413
+
1286
1414
  assert(!immune);
1287
1415
  if (mist) {
1288
1416
  assert(!showdown);
1289
1417
  const foe_ident = battle.active(player.foe());
1290
- try log.activate(foe_ident, .Mist);
1291
- try log.fail(foe_ident, .None);
1418
+ try options.log.activate(.{ foe_ident, .Mist });
1419
+ try options.log.fail(.{ foe_ident, .None });
1292
1420
  } else {
1293
- try log.lastmiss();
1294
- try log.miss(battle.active(player));
1421
+ try options.log.lastmiss(.{});
1422
+ try options.log.miss(.{battle.active(player)});
1295
1423
  }
1424
+
1425
+ if (!showdown) try options.chance.commit(player, .miss);
1296
1426
  return false;
1297
1427
  }
1298
1428
 
1299
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1429
+ fn moveHit(
1430
+ battle: anytype,
1431
+ player: Player,
1432
+ move: Move.Data,
1433
+ immune: *bool,
1434
+ mist: *bool,
1435
+ options: anytype,
1436
+ ) !bool {
1300
1437
  var side = battle.side(player);
1301
1438
  const foe = battle.foe(player);
1302
1439
 
@@ -1330,23 +1467,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1330
1467
  }
1331
1468
 
1332
1469
  // GLITCH: Thrash / Petal Dance / Rage get their accuracy overwritten on subsequent hits
1333
- var state = &side.active.volatiles.state;
1334
- const overwritten = (move.effect == .Thrashing or move.effect == .Rage) and state.* > 0;
1335
- assert(!overwritten or (0 < state.* and state.* <= 255 and !side.active.volatiles.Bide));
1336
- var accuracy = if (overwritten) state.* else @as(u16, Gen12.percent(move.accuracy));
1337
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1470
+ const state = side.active.volatiles.state;
1471
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1472
+ const overwritten = overwrite and state > 0;
1473
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1474
+
1475
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1476
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1338
1477
  accuracy = accuracy * boost[0] / boost[1];
1339
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1478
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1340
1479
  accuracy = accuracy * boost[0] / boost[1];
1341
1480
  accuracy = @min(255, @max(1, accuracy));
1342
1481
 
1343
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1482
+ // Pokémon Showdown only overwrites if the volatile is present
1483
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1484
+ if (overwrite) side.active.volatiles.state = accuracy;
1344
1485
 
1345
1486
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1346
- break :miss if (showdown)
1347
- !battle.rng.chance(u8, @intCast(u8, accuracy), 256)
1348
- else
1349
- battle.rng.next() >= accuracy;
1487
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1350
1488
  };
1351
1489
 
1352
1490
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1356,16 +1494,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1356
1494
  }
1357
1495
 
1358
1496
  if (!miss) return true;
1359
- battle.last_damage = 0;
1497
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1498
+
1360
1499
  side.active.volatiles.Binding = false;
1500
+ options.chance.observe(.binding, player, .None);
1501
+
1361
1502
  return false;
1362
1503
  }
1363
1504
 
1364
1505
  fn checkFaint(
1365
1506
  battle: anytype,
1366
1507
  player: Player,
1367
- log: anytype,
1368
- ) @TypeOf(log).Error!?Result {
1508
+ cap: bool,
1509
+ options: anytype,
1510
+ ) @TypeOf(options.log).Error!?Result {
1369
1511
  const side = battle.side(player);
1370
1512
  if (side.stored().hp > 0) return null;
1371
1513
 
@@ -1373,33 +1515,32 @@ fn checkFaint(
1373
1515
  const foe_fainted = foe.stored().hp == 0;
1374
1516
 
1375
1517
  const player_out = findFirstAlive(side) == 0;
1376
- const foe_out = findFirstAlive(foe) == 0;
1377
- const tie = player_out and foe_out;
1378
- const more = tie or player_out or foe_out;
1518
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1519
+ const more = player_out or foe_out;
1379
1520
 
1380
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1381
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1521
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1522
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1382
1523
 
1383
1524
  assert(!side.active.volatiles.MultiHit);
1384
1525
  assert(!foe.active.volatiles.MultiHit);
1385
1526
 
1386
- if (tie) {
1387
- try log.tie();
1527
+ if (player_out and foe_out) {
1528
+ try options.log.tie(.{});
1388
1529
  return Result.Tie;
1389
1530
  } else if (player_out) {
1390
- try log.win(player.foe());
1531
+ try options.log.win(.{player.foe()});
1391
1532
  return if (player == .P1) Result.Lose else Result.Win;
1392
1533
  } else if (foe_out) {
1393
- try log.win(player);
1534
+ try options.log.win(.{player});
1394
1535
  return if (player == .P1) Result.Win else Result.Lose;
1395
1536
  }
1396
1537
 
1397
1538
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1398
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1399
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1539
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1540
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1400
1541
  }
1401
1542
 
1402
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1543
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1403
1544
  var side = battle.side(player);
1404
1545
  var foe = battle.foe(player);
1405
1546
  assert(side.stored().hp == 0);
@@ -1408,7 +1549,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1408
1549
  assert(!foe_volatiles.MultiHit);
1409
1550
  if (foe_volatiles.Bide) {
1410
1551
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1411
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1552
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1412
1553
  if (foe_volatiles.state != 0) return Result.Error;
1413
1554
  }
1414
1555
 
@@ -1432,32 +1573,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1432
1573
  side.stored().stats.spe;
1433
1574
  }
1434
1575
 
1435
- try log.faint(battle.active(player), done);
1576
+ try options.log.faint(.{ battle.active(player), done });
1577
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1578
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1579
+ if (cap) options.calc.capped(player);
1436
1580
  return null;
1437
1581
  }
1438
1582
 
1439
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1583
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1440
1584
  var side = battle.side(player);
1441
1585
  var stored = side.stored();
1442
1586
  const ident = battle.active(player);
1443
1587
  var volatiles = &side.active.volatiles;
1444
1588
 
1445
1589
  const brn = Status.is(stored.status, .BRN);
1446
- if (brn or Status.is(stored.status, .PSN)) blk: {
1590
+ if (brn or Status.is(stored.status, .PSN)) {
1447
1591
  var damage = @max(stored.stats.hp / 16, 1);
1448
-
1449
1592
  if (volatiles.Toxic) {
1450
1593
  volatiles.toxic += 1;
1451
1594
  damage *= volatiles.toxic;
1452
1595
  }
1596
+ damage = @min(damage, stored.hp);
1453
1597
 
1454
- const amount = @min(damage, stored.hp);
1455
- if (showdown and amount == 0) break :blk;
1456
-
1457
- stored.hp -= amount;
1458
-
1459
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1460
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1598
+ if (!showdown or damage > 0) {
1599
+ stored.hp -= damage;
1600
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1601
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1602
+ }
1461
1603
  }
1462
1604
 
1463
1605
  if (volatiles.LeechSeed) {
@@ -1478,49 +1620,46 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1478
1620
  damage *= volatiles.toxic;
1479
1621
  }
1480
1622
 
1481
- // Pokémon Showdown erroneously updates last damage with uncapped Leech Seed damage
1482
- if (showdown) battle.last_damage = damage;
1483
-
1484
1623
  const amount = @min(damage, stored.hp);
1485
1624
  stored.hp -= amount;
1486
1625
 
1487
- // As above, Pokémon Showdown uses damageOf but its not relevant
1488
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1626
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1627
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1489
1628
 
1490
1629
  const before = foe_stored.hp;
1491
1630
  // Uncapped damage is added back to the foe
1492
1631
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1493
1632
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1494
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1633
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1495
1634
  }
1496
1635
  }
1497
1636
 
1498
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1637
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1499
1638
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1500
1639
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1501
1640
 
1502
- if (showdown and options.ebc and checkEBC(battle)) {
1503
- try log.tie();
1641
+ battle.turn += 1;
1642
+
1643
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1644
+ try options.log.tie(.{});
1504
1645
  return Result.Tie;
1505
1646
  }
1506
1647
 
1507
- battle.turn += 1;
1508
-
1509
- if (showdown and battle.turn >= 1000) {
1510
- try log.tie();
1648
+ if (pkmn.options.mod and battle.turn >= 1000) {
1649
+ try options.log.tie(.{});
1511
1650
  return Result.Tie;
1512
1651
  } else if (battle.turn >= 65535) {
1513
1652
  return Result.Error;
1514
1653
  }
1515
1654
 
1516
- try log.turn(battle.turn);
1655
+ try options.log.turn(.{battle.turn});
1517
1656
 
1518
1657
  return Result.Default;
1519
1658
  }
1520
1659
 
1521
1660
  fn checkEBC(battle: anytype) bool {
1522
1661
  for (battle.sides, 0..) |side, i| {
1523
- const foe = battle.sides[~@intCast(u1, i)];
1662
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1524
1663
 
1525
1664
  var foe_all_ghosts = true;
1526
1665
  var foe_all_transform = true;
@@ -1572,105 +1711,126 @@ fn checkEBC(battle: anytype) bool {
1572
1711
  return false;
1573
1712
  }
1574
1713
 
1575
- inline fn onBegin(
1714
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1715
+ if (side.active.volatiles.disable_move != 0) {
1716
+ // A Pokémon that transforms after being disabled may end up with less move slots
1717
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1718
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1719
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1720
+ m
1721
+ else
1722
+ side.last_selected_move;
1723
+ if (m != .None and m == last) {
1724
+ side.active.volatiles.Charging = false;
1725
+ try options.log.cant(.{ ident, .Disable, last });
1726
+ return true;
1727
+ }
1728
+ }
1729
+ return false;
1730
+ }
1731
+
1732
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1733
+ const side = battle.side(who);
1734
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1735
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1736
+ }
1737
+ }
1738
+
1739
+ fn onBegin(
1576
1740
  battle: anytype,
1577
1741
  player: Player,
1578
1742
  move: Move.Data,
1579
1743
  mslot: u8,
1580
1744
  residual: *bool,
1581
- log: anytype,
1745
+ options: anytype,
1582
1746
  ) !void {
1583
- assert(move.effect.onBegin());
1584
1747
  return switch (move.effect) {
1585
- .Confusion => Effects.confusion(battle, player, move, log),
1586
- .Conversion => Effects.conversion(battle, player, log),
1587
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1588
- .Haze => Effects.haze(battle, player, log),
1589
- .Heal => Effects.heal(battle, player, log),
1590
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1591
- .LightScreen => Effects.lightScreen(battle, player, log),
1592
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1593
- .Mist => Effects.mist(battle, player, log),
1594
- .Paralyze => Effects.paralyze(battle, player, move, log),
1595
- .Poison => Effects.poison(battle, player, move, log),
1596
- .Reflect => Effects.reflect(battle, player, log),
1597
- .Splash => Effects.splash(battle, player, log),
1598
- .Substitute => Effects.substitute(battle, player, residual, log),
1599
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1600
- .Transform => Effects.transform(battle, player, log),
1748
+ .Confusion => Effects.confusion(battle, player, move, options),
1749
+ .Conversion => Effects.conversion(battle, player, options),
1750
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1751
+ .Haze => Effects.haze(battle, player, options),
1752
+ .Heal => Effects.heal(battle, player, options),
1753
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1754
+ .LightScreen => Effects.lightScreen(battle, player, options),
1755
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1756
+ .Mist => Effects.mist(battle, player, options),
1757
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1758
+ .Poison => Effects.poison(battle, player, move, options),
1759
+ .Reflect => Effects.reflect(battle, player, options),
1760
+ .Splash => Effects.splash(battle, player, options),
1761
+ .Substitute => Effects.substitute(battle, player, residual, options),
1762
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1763
+ .Transform => Effects.transform(battle, player, options),
1601
1764
  else => unreachable,
1602
1765
  };
1603
1766
  }
1604
1767
 
1605
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1606
- assert(move.effect.onEnd());
1768
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1607
1769
  return switch (move.effect) {
1608
- .Bide => Effects.bide(battle, player, log),
1770
+ .Bide => Effects.bide(battle, player, options),
1609
1771
  // zig fmt: off
1610
1772
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1611
1773
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1612
- Effects.boost(battle, player, move, log),
1774
+ Effects.boost(battle, player, move, options),
1613
1775
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1614
- Effects.unboost(battle, player, move, log),
1776
+ Effects.unboost(battle, player, move, options),
1615
1777
  // zig fmt: on
1616
- .Sleep => Effects.sleep(battle, player, move, log),
1778
+ .Sleep => Effects.sleep(battle, player, move, options),
1617
1779
  else => unreachable,
1618
1780
  };
1619
1781
  }
1620
1782
 
1621
- inline fn alwaysHappens(
1783
+ fn alwaysHappens(
1622
1784
  battle: anytype,
1623
1785
  player: Player,
1624
1786
  move: Move.Data,
1625
1787
  residual: *bool,
1626
- log: anytype,
1788
+ options: anytype,
1627
1789
  ) !void {
1628
- assert(move.effect.alwaysHappens());
1629
1790
  return switch (move.effect) {
1630
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1791
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1631
1792
  .Explode => Effects.explode(battle, player),
1632
- .PayDay => Effects.payDay(battle, player, log),
1793
+ .PayDay => Effects.payDay(battle, player, options),
1633
1794
  .Rage => Effects.rage(battle, player),
1634
- .Recoil => Effects.recoil(battle, player, residual, log),
1795
+ .Recoil => Effects.recoil(battle, player, residual, options),
1635
1796
  .JumpKick, .Binding => {},
1636
1797
  else => unreachable,
1637
1798
  };
1638
1799
  }
1639
1800
 
1640
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1801
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1641
1802
  return switch (move.effect) {
1642
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1643
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1644
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1645
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1646
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1803
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1804
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1805
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1806
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1807
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1647
1808
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1648
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1649
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1809
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1810
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1650
1811
  // zig fmt: off
1651
1812
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1652
- Effects.unboost(battle, player, move, log),
1813
+ Effects.unboost(battle, player, move, options),
1653
1814
  // zig fmt: on
1654
1815
  else => {},
1655
1816
  };
1656
1817
  }
1657
1818
 
1658
1819
  pub const Effects = struct {
1659
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1820
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1660
1821
  var side = battle.side(player);
1661
1822
 
1662
1823
  side.active.volatiles.Bide = true;
1663
1824
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1825
+
1664
1826
  side.active.volatiles.state = 0;
1665
- side.active.volatiles.attacks = @intCast(u3, if (showdown)
1666
- battle.rng.range(u4, 2, 4)
1667
- else
1668
- (battle.rng.next() & 1) + 2);
1827
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1828
+ options.chance.observe(.attacking, player, .started);
1669
1829
 
1670
- try log.start(battle.active(player), .Bide);
1830
+ try options.log.start(.{ battle.active(player), .Bide });
1671
1831
  }
1672
1832
 
1673
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1833
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1674
1834
  var foe = battle.foe(player);
1675
1835
  var foe_stored = foe.stored();
1676
1836
 
@@ -1681,96 +1841,91 @@ pub const Effects = struct {
1681
1841
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1682
1842
  if (Status.is(foe_stored.status, .FRZ)) {
1683
1843
  assert(move.type == .Fire);
1684
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1844
+ try options.log.curestatus(.{
1845
+ battle.active(player.foe()),
1846
+ foe_stored.status,
1847
+ .Message,
1848
+ });
1685
1849
  foe_stored.status = 0;
1686
1850
  }
1687
1851
  return;
1688
1852
  }
1689
1853
 
1690
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1691
- battle.rng.chance(u8, @as(u8, if (move.effect == .BurnChance1) 26 else 77), 256)
1692
- else
1693
- battle.rng.next() < 1 + (if (move.effect == .BurnChance1)
1694
- Gen12.percent(10)
1695
- else
1696
- Gen12.percent(30));
1697
- if (!chance) return;
1854
+ if (foe.active.types.includes(move.type)) return;
1855
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1856
+ return;
1857
+ }
1698
1858
 
1699
1859
  foe_stored.status = Status.init(.BRN);
1700
1860
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1701
1861
 
1702
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1862
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1703
1863
  }
1704
1864
 
1705
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1865
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1706
1866
  var side = battle.side(player);
1707
1867
  var volatiles = &side.active.volatiles;
1708
1868
 
1709
1869
  volatiles.Charging = true;
1710
1870
  const move = side.last_selected_move;
1711
1871
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1712
- try log.laststill();
1713
- try log.prepare(battle.active(player), move);
1872
+ try options.log.laststill(.{});
1873
+ try options.log.prepare(.{ battle.active(player), move });
1714
1874
  }
1715
1875
 
1716
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1876
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1717
1877
  var foe = battle.foe(player);
1718
1878
  const sub = foe.active.volatiles.Substitute;
1719
1879
 
1720
1880
  if (move.effect == .ConfusionChance) {
1721
- const chance = if (showdown)
1722
- battle.rng.chance(u8, 25, 256)
1723
- else
1724
- battle.rng.next() < Gen12.percent(10);
1725
- if (!chance) return;
1881
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1726
1882
  } else {
1727
1883
  if (showdown) {
1728
- if (!try checkHit(battle, player, move, log)) {
1729
- return;
1730
- } else if (sub) {
1731
- return log.fail(battle.active(player.foe()), .None);
1732
- }
1884
+ if (!try checkHit(battle, player, move, options)) return;
1885
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1733
1886
  } else {
1734
- if (sub) {
1735
- return log.fail(battle.active(player.foe()), .None);
1736
- } else if (!try checkHit(battle, player, move, log)) {
1737
- return;
1738
- }
1887
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1888
+ if (!try checkHit(battle, player, move, options)) return;
1739
1889
  }
1740
1890
  }
1741
1891
 
1742
1892
  if (foe.active.volatiles.Confusion) return;
1743
1893
  foe.active.volatiles.Confusion = true;
1744
- foe.active.volatiles.confusion = @intCast(u3, if (showdown)
1745
- battle.rng.range(u8, 2, 6)
1746
- else
1747
- (battle.rng.next() & 3) + 2);
1748
1894
 
1749
- try log.start(battle.active(player.foe()), .Confusion);
1895
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1896
+ options.chance.observe(.confusion, player.foe(), .started);
1897
+ options.calc.confusion(player.foe());
1898
+
1899
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1750
1900
  }
1751
1901
 
1752
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1902
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1753
1903
  const foe = battle.foe(player);
1754
1904
 
1755
1905
  if (foe.active.volatiles.Invulnerable) {
1756
- try log.lastmiss();
1757
- return log.miss(battle.active(player));
1906
+ try options.log.lastmiss(.{});
1907
+ return options.log.miss(.{battle.active(player)});
1758
1908
  }
1759
1909
 
1760
1910
  battle.side(player).active.types = foe.active.types;
1761
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1911
+ return options.log.start(.{
1912
+ battle.active(player),
1913
+ .TypeChange,
1914
+ foe.active.types,
1915
+ battle.active(player.foe()),
1916
+ });
1762
1917
  }
1763
1918
 
1764
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1919
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1765
1920
  var foe = battle.foe(player);
1766
1921
  var volatiles = &foe.active.volatiles;
1767
1922
  const foe_ident = battle.active(player.foe());
1768
1923
 
1769
1924
  // Pokémon Showdown handles hit/miss earlier in doMove
1770
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1925
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1771
1926
 
1772
- if (volatiles.disabled_move != 0) {
1773
- try log.fail(foe_ident, .None);
1927
+ if (volatiles.disable_move != 0) {
1928
+ try options.log.fail(.{ foe_ident, .None });
1774
1929
  return null;
1775
1930
  }
1776
1931
 
@@ -1785,32 +1940,31 @@ pub const Effects = struct {
1785
1940
 
1786
1941
  // Technically this is still considered simply a "miss" on the cartridge,
1787
1942
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1788
- if (n == 0) {
1789
- try log.fail(foe_ident, .None);
1943
+ if (n == 0 or (pkmn.options.mod and err)) {
1944
+ try options.log.fail(.{ foe_ident, .None });
1790
1945
  return null;
1791
1946
  } else if (err) {
1792
1947
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1793
- assert(!showdown);
1794
1948
  return Result.Error;
1795
1949
  }
1796
1950
 
1797
- volatiles.disabled_move = @intCast(u3, randomMoveSlot(&battle.rng, &foe.active.moves, n));
1798
- volatiles.disabled_duration = @intCast(u4, if (showdown)
1799
- battle.rng.range(u8, 1, 9)
1800
- else
1801
- (battle.rng.next() & 7) + 1);
1951
+ volatiles.disable_move =
1952
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1953
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1954
+ options.chance.observe(.disable, player.foe(), .started);
1802
1955
 
1803
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1956
+ const id = foe.active.move(volatiles.disable_move).id;
1957
+ try options.log.start(.{ foe_ident, .Disable, id });
1804
1958
  return null;
1805
1959
  }
1806
1960
 
1807
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1808
- var side = battle.side(player);
1809
- var stored = side.stored();
1961
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1962
+ var stored = battle.side(player).stored();
1963
+ const ident = battle.active(player);
1810
1964
 
1811
1965
  if (battle.last_damage == 0) {
1812
1966
  assert(showdown);
1813
- return;
1967
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1814
1968
  }
1815
1969
 
1816
1970
  const drain = @max(battle.last_damage / 2, 1);
@@ -1819,7 +1973,7 @@ pub const Effects = struct {
1819
1973
  if (stored.hp == stored.stats.hp) return;
1820
1974
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1821
1975
 
1822
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1976
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1823
1977
  }
1824
1978
 
1825
1979
  fn explode(battle: anytype, player: Player) !void {
@@ -1833,34 +1987,28 @@ pub const Effects = struct {
1833
1987
  side.active.volatiles.LeechSeed = false;
1834
1988
  }
1835
1989
 
1836
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1990
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1837
1991
  var volatiles = &battle.foe(player).active.volatiles;
1838
1992
 
1839
1993
  if (volatiles.Substitute) return;
1840
-
1841
- const chance = if (showdown)
1842
- battle.rng.chance(u8, @as(u8, if (move.effect == .FlinchChance1) 26 else 77), 256)
1843
- else
1844
- battle.rng.next() < 1 + (if (move.effect == .FlinchChance1)
1845
- Gen12.percent(10)
1846
- else
1847
- Gen12.percent(30));
1848
- if (!chance) return;
1994
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1995
+ return;
1996
+ }
1849
1997
 
1850
1998
  volatiles.Flinch = true;
1851
1999
  volatiles.Recharging = false;
1852
2000
  }
1853
2001
 
1854
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
2002
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1855
2003
  var side = battle.side(player);
1856
2004
 
1857
2005
  if (side.active.volatiles.FocusEnergy) return;
1858
2006
  side.active.volatiles.FocusEnergy = true;
1859
2007
 
1860
- try log.start(battle.active(player), .FocusEnergy);
2008
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1861
2009
  }
1862
2010
 
1863
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2011
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1864
2012
  var foe = battle.foe(player);
1865
2013
  var foe_stored = foe.stored();
1866
2014
  const foe_ident = battle.active(player.foe());
@@ -1871,26 +2019,23 @@ pub const Effects = struct {
1871
2019
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1872
2020
  }
1873
2021
 
1874
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1875
- battle.rng.chance(u8, 26, 256)
1876
- else
1877
- battle.rng.next() < 1 + Gen12.percent(10);
1878
- if (!chance) return;
1879
-
2022
+ if (foe.active.types.includes(move.type)) return;
2023
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1880
2024
  // Freeze Clause Mod
1881
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2025
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1882
2026
 
1883
2027
  foe_stored.status = Status.init(.FRZ);
1884
2028
  // GLITCH: Hyper Beam recharging status is not cleared
1885
2029
 
1886
- try log.status(foe_ident, foe_stored.status, .None);
2030
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1887
2031
  }
1888
2032
 
1889
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2033
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2034
+ var log = options.log;
1890
2035
  var side = battle.side(player);
1891
2036
  var foe = battle.foe(player);
1892
2037
 
1893
- var side_stored = side.stored();
2038
+ const side_stored = side.stored();
1894
2039
  var foe_stored = foe.stored();
1895
2040
 
1896
2041
  const player_ident = battle.active(player);
@@ -1902,96 +2047,101 @@ pub const Effects = struct {
1902
2047
  side.active.stats = side_stored.stats;
1903
2048
  foe.active.stats = foe_stored.stats;
1904
2049
 
1905
- try log.activate(player_ident, .Haze);
1906
- try log.clearallboost();
2050
+ try log.activate(.{ player_ident, .Haze });
2051
+ try log.clearallboost(.{});
1907
2052
 
1908
2053
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1909
2054
  if (showdown) {
1910
2055
  for (&battle.sides, 0..) |*s, i| {
1911
- const p = @intToEnum(Player, i);
2056
+ const p: Player = @enumFromInt(i);
1912
2057
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1913
2058
  if (p != player and Status.any(s.stored().status)) {
1914
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2059
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1915
2060
  s.stored().status = 0;
2061
+ options.chance.observe(.sleep, p, .None);
1916
2062
  } else if (showdown and s.stored().status == Status.TOX) {
1917
2063
  s.stored().status = Status.init(.PSN);
1918
- try log.status(battle.active(p), s.stored().status, .None);
2064
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1919
2065
  }
1920
- try clearVolatiles(battle, p, log);
2066
+ try clearVolatiles(battle, p, options);
1921
2067
  }
1922
2068
  } else {
1923
2069
  if (Status.any(foe_stored.status)) {
1924
2070
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1925
2071
  foe.last_selected_move = .SKIP_TURN;
2072
+ options.chance.observe(.sleep, player.foe(), .None);
1926
2073
  }
1927
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2074
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1928
2075
  foe_stored.status = 0;
1929
2076
  }
1930
- try clearVolatiles(battle, player, log);
1931
- try clearVolatiles(battle, player.foe(), log);
2077
+ try clearVolatiles(battle, player, options);
2078
+ try clearVolatiles(battle, player.foe(), options);
1932
2079
  }
1933
2080
  }
1934
2081
 
1935
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2082
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1936
2083
  var side = battle.side(player);
1937
2084
  var stored = side.stored();
1938
2085
  const ident = battle.active(player);
1939
2086
 
1940
2087
  // GLITCH: HP recovery move failure glitches
1941
2088
  const delta = stored.stats.hp - stored.hp;
1942
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2089
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2090
+ return options.log.fail(.{ ident, .None });
2091
+ }
1943
2092
 
1944
2093
  const rest = side.last_selected_move == .Rest;
1945
2094
  if (rest) {
1946
2095
  // Adding the sleep status runs the sleep condition handler to roll duration
1947
2096
  if (showdown) battle.rng.advance(1);
1948
2097
  stored.status = Status.slf(2);
1949
- try log.statusFrom(ident, stored.status, Move.Rest);
2098
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1950
2099
  stored.hp = stored.stats.hp;
1951
2100
  } else {
1952
2101
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1953
2102
  }
1954
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2103
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1955
2104
  }
1956
2105
 
1957
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2106
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1958
2107
  battle.side(player).active.volatiles.Recharging = true;
1959
- try log.mustrecharge(battle.active(player));
2108
+ try options.log.mustrecharge(.{battle.active(player)});
1960
2109
  }
1961
2110
 
1962
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2111
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1963
2112
  var foe = battle.foe(player);
1964
2113
 
1965
2114
  if (showdown) {
1966
2115
  // Invulnerability trumps type immunity on Pokémon Showdown
1967
2116
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1968
- return log.immune(battle.active(player.foe()), .None);
2117
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1969
2118
  }
1970
- if (!try checkHit(battle, player, move, log)) return;
2119
+ if (!try checkHit(battle, player, move, options)) return;
1971
2120
  if (foe.active.volatiles.LeechSeed) return;
1972
2121
  } else {
1973
- if (!try checkHit(battle, player, move, log)) return;
2122
+ if (!try checkHit(battle, player, move, options)) return;
1974
2123
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1975
- try log.lastmiss();
1976
- return log.miss(battle.active(player));
2124
+ try options.log.lastmiss(.{});
2125
+ return options.log.miss(.{battle.active(player)});
1977
2126
  }
1978
2127
  }
1979
2128
 
1980
2129
  foe.active.volatiles.LeechSeed = true;
1981
2130
 
1982
- try log.start(battle.active(player.foe()), .LeechSeed);
2131
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1983
2132
  }
1984
2133
 
1985
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2134
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1986
2135
  var side = battle.side(player);
2136
+ const ident = battle.active(player);
1987
2137
 
1988
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2138
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1989
2139
  side.active.volatiles.LightScreen = true;
1990
2140
 
1991
- try log.start(battle.active(player), .LightScreen);
2141
+ try options.log.start(.{ ident, .LightScreen });
1992
2142
  }
1993
2143
 
1994
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2144
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1995
2145
  var side = battle.side(player);
1996
2146
  var foe = battle.foe(player);
1997
2147
 
@@ -2007,45 +2157,49 @@ pub const Effects = struct {
2007
2157
  const has_mimic = has_mimic: {
2008
2158
  for (side.active.moves, 0..) |m, i| {
2009
2159
  if (m.id == .Mimic) {
2010
- oslot = @intCast(u8, i + 1);
2160
+ oslot = @intCast(i + 1);
2011
2161
  break :has_mimic true;
2012
2162
  }
2013
2163
  }
2014
2164
  break :has_mimic false;
2015
2165
  };
2016
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
2017
- // trigger |-miss| instead of |-fail|
2018
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
2019
- return try log.fail(battle.active(player.foe()), .None);
2166
+ if (!has_mimic) {
2167
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2168
+ if (!try checkHit(battle, player, move, options)) return;
2169
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2020
2170
  }
2021
2171
  }
2022
- if (!try checkHit(battle, player, move, log)) return;
2172
+ if (!try checkHit(battle, player, move, options)) return;
2023
2173
 
2024
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2174
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2025
2175
  side.active.move(oslot).id = foe.active.move(rslot).id;
2026
2176
 
2027
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2177
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2028
2178
  }
2029
2179
 
2030
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2180
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2031
2181
  var side = battle.side(player);
2032
2182
 
2033
2183
  if (side.active.volatiles.Mist) return;
2034
2184
  side.active.volatiles.Mist = true;
2035
2185
 
2036
- try log.start(battle.active(player), .Mist);
2186
+ try options.log.start(.{ battle.active(player), .Mist });
2037
2187
  }
2038
2188
 
2039
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2189
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2040
2190
  var side = battle.side(player);
2041
2191
 
2042
2192
  assert(!side.active.volatiles.MultiHit);
2043
2193
  side.active.volatiles.MultiHit = true;
2044
2194
 
2045
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2195
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2196
+ try Rolls.distribution(battle, .MultiHit, player, options)
2197
+ else
2198
+ 2;
2046
2199
  }
2047
2200
 
2048
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2201
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2202
+ var log = options.log;
2049
2203
  var foe = battle.foe(player);
2050
2204
  var foe_stored = foe.stored();
2051
2205
  const foe_ident = battle.active(player.foe());
@@ -2055,27 +2209,28 @@ pub const Effects = struct {
2055
2209
 
2056
2210
  if (showdown) {
2057
2211
  // Invulnerability trumps type immunity on Pokémon Showdown
2058
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2059
- if (!try checkHit(battle, player, move, log)) return;
2212
+ if (immune and !foe.active.volatiles.Invulnerable) {
2213
+ return log.immune(.{ foe_ident, .None });
2214
+ } else if (!try checkHit(battle, player, move, options)) return;
2060
2215
  }
2061
2216
  if (Status.any(foe_stored.status)) {
2062
- return log.fail(
2217
+ return log.fail(.{
2063
2218
  foe_ident,
2064
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2065
- );
2219
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2220
+ });
2066
2221
  }
2067
2222
  if (!showdown) {
2068
- if (immune) return log.immune(foe_ident, .None);
2069
- if (!try checkHit(battle, player, move, log)) return;
2223
+ if (immune) return log.immune(.{ foe_ident, .None });
2224
+ if (!try checkHit(battle, player, move, options)) return;
2070
2225
  }
2071
2226
 
2072
2227
  foe_stored.status = Status.init(.PAR);
2073
2228
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2074
2229
 
2075
- try log.status(foe_ident, foe_stored.status, .None);
2230
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2076
2231
  }
2077
2232
 
2078
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2233
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2079
2234
  var foe = battle.foe(player);
2080
2235
  var foe_stored = foe.stored();
2081
2236
 
@@ -2086,65 +2241,59 @@ pub const Effects = struct {
2086
2241
  }
2087
2242
 
2088
2243
  // Body Slam can't paralyze a Normal type Pokémon
2089
- const chance = !foe.active.types.includes(move.type) and if (showdown)
2090
- battle.rng.chance(u8, @as(u8, if (move.effect == .ParalyzeChance1) 26 else 77), 256)
2091
- else
2092
- battle.rng.next() < 1 + (if (move.effect == .ParalyzeChance1)
2093
- Gen12.percent(10)
2094
- else
2095
- Gen12.percent(30));
2096
- if (!chance) return;
2244
+ if (foe.active.types.includes(move.type)) return;
2245
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2246
+ return;
2247
+ }
2097
2248
 
2098
2249
  foe_stored.status = Status.init(.PAR);
2099
2250
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2100
2251
 
2101
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2252
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2102
2253
  }
2103
2254
 
2104
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2105
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2255
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2256
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2257
+ try options.log.fieldactivate(.{});
2258
+ }
2106
2259
  }
2107
2260
 
2108
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2261
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2262
+ var log = options.log;
2109
2263
  var foe = battle.foe(player);
2110
2264
  var foe_stored = foe.stored();
2111
2265
  const foe_ident = battle.active(player.foe());
2112
2266
  const toxic = battle.side(player).last_selected_move == .Toxic;
2113
2267
 
2114
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2268
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2115
2269
  return;
2116
2270
  } else if (foe.active.volatiles.Substitute) {
2117
2271
  if (move.effect != .Poison) return;
2118
- return log.fail(foe_ident, .None);
2272
+ return log.fail(.{ foe_ident, .None });
2119
2273
  } else if (Status.any(foe_stored.status)) {
2120
2274
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2121
2275
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2122
2276
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2123
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2277
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2124
2278
  if (!showdown)
2125
- .Poison
2279
+ Fail.Poison
2126
2280
  else if (toxic == (foe_stored.status == Status.TOX))
2127
- if (toxic) .Toxic else .Poison
2281
+ if (toxic) Fail.Toxic else Fail.Poison
2128
2282
  else
2129
- .None
2283
+ Fail.None
2130
2284
  else
2131
- .None);
2285
+ Fail.None });
2132
2286
  } else if (foe.active.types.includes(.Poison)) {
2133
2287
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2134
- return log.immune(foe_ident, .None);
2288
+ return log.immune(.{ foe_ident, .None });
2135
2289
  }
2136
2290
 
2137
2291
  if (move.effect == .Poison) {
2138
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2292
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2139
2293
  } else {
2140
- const chance = if (showdown)
2141
- battle.rng.chance(u8, @as(u8, if (move.effect == .PoisonChance1) 52 else 103), 256)
2142
- else
2143
- battle.rng.next() < 1 + (if (move.effect == .PoisonChance1)
2144
- Gen12.percent(20)
2145
- else
2146
- Gen12.percent(40));
2147
- if (!chance) return;
2294
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2295
+ return;
2296
+ }
2148
2297
  }
2149
2298
 
2150
2299
  foe_stored.status = Status.init(.PSN);
@@ -2154,39 +2303,46 @@ pub const Effects = struct {
2154
2303
  foe.active.volatiles.toxic = 0;
2155
2304
  }
2156
2305
 
2157
- try log.status(foe_ident, foe_stored.status, .None);
2306
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2158
2307
  }
2159
2308
 
2160
2309
  fn rage(battle: anytype, player: Player) !void {
2161
2310
  var volatiles = &battle.side(player).active.volatiles;
2162
- if (volatiles.Rage) return;
2163
- volatiles.Rage = true;
2164
2311
  assert(!volatiles.Bide);
2165
- volatiles.state = 0;
2312
+ volatiles.Rage = true;
2166
2313
  }
2167
2314
 
2168
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2315
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2169
2316
  var side = battle.side(player);
2170
2317
  var stored = side.stored();
2171
2318
 
2172
- const damage = @intCast(i16, @max(battle.last_damage /
2319
+ assert(showdown or battle.last_damage > 0);
2320
+ if (showdown and battle.last_damage == 0) return;
2321
+
2322
+ const damage: i16 = @intCast(@max(battle.last_damage /
2173
2323
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2174
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2324
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2175
2325
 
2176
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2326
+ try options.log.damage(.{
2327
+ battle.active(player),
2328
+ stored,
2329
+ .RecoilOf,
2330
+ battle.active(player.foe()),
2331
+ });
2177
2332
  if (showdown and stored.hp == 0) residual.* = false;
2178
2333
  }
2179
2334
 
2180
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2335
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2181
2336
  var side = battle.side(player);
2337
+ const ident = battle.active(player);
2182
2338
 
2183
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2339
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2184
2340
  side.active.volatiles.Reflect = true;
2185
2341
 
2186
- try log.start(battle.active(player), .Reflect);
2342
+ try options.log.start(.{ ident, .Reflect });
2187
2343
  }
2188
2344
 
2189
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2345
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2190
2346
  var foe = battle.foe(player);
2191
2347
  var foe_stored = foe.stored();
2192
2348
  const foe_ident = battle.active(player.foe());
@@ -2197,93 +2353,87 @@ pub const Effects = struct {
2197
2353
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2198
2354
  } else {
2199
2355
  if (Status.any(foe_stored.status)) {
2200
- return log.fail(
2356
+ return options.log.fail(.{
2201
2357
  foe_ident,
2202
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2203
- );
2358
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2359
+ });
2204
2360
  }
2205
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2206
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2361
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2362
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2207
2363
  }
2208
2364
 
2209
2365
  // Sleep Clause Mod
2210
- if (showdown) {
2366
+ if (pkmn.options.mod) {
2211
2367
  for (foe.pokemon) |p| {
2212
2368
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2213
2369
  }
2214
2370
  }
2215
2371
  foe.active.volatiles.Recharging = false;
2216
2372
 
2217
- const duration = @intCast(u3, if (showdown)
2218
- battle.rng.range(u8, 1, 8)
2219
- else loop: {
2220
- while (true) {
2221
- const r = battle.rng.next() & 7;
2222
- if (r != 0) break :loop r;
2223
- }
2224
- });
2373
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2374
+ options.chance.observe(.sleep, player.foe(), .started);
2225
2375
 
2226
- foe_stored.status = Status.slp(duration);
2227
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2376
+ const last = battle.side(player).last_selected_move;
2377
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2228
2378
  }
2229
2379
 
2230
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2231
- try log.activate(battle.active(player), .Splash);
2380
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2381
+ try options.log.activate(.{ battle.active(player), .Splash });
2232
2382
  }
2233
2383
 
2234
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2384
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2235
2385
  var side = battle.side(player);
2236
2386
  if (side.active.volatiles.Substitute) {
2237
- try log.fail(battle.active(player), .Substitute);
2238
- return;
2387
+ return options.log.fail(.{ battle.active(player), .Substitute });
2239
2388
  }
2240
2389
 
2241
2390
  assert(side.stored().stats.hp <= 1023);
2242
2391
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2243
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2392
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2244
2393
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2245
2394
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2246
2395
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2247
2396
  // avoid having to convert to floating point)
2248
2397
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2249
2398
  if (side.stored().hp < required_hp) {
2250
- try log.fail(battle.active(player), .Weak);
2251
- return;
2399
+ return options.log.fail(.{ battle.active(player), .Weak });
2252
2400
  }
2253
2401
 
2254
2402
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2255
2403
  side.stored().hp -= hp;
2256
2404
  side.active.volatiles.substitute = hp + 1;
2257
2405
  side.active.volatiles.Substitute = true;
2258
- try log.start(battle.active(player), .Substitute);
2406
+ try options.log.start(.{ battle.active(player), .Substitute });
2259
2407
  if (hp > 0) {
2260
- try log.damage(battle.active(player), side.stored(), .None);
2408
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2261
2409
  if (showdown and side.stored().hp == 0) residual.* = false;
2262
2410
  }
2263
2411
  }
2264
2412
 
2265
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2266
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2267
-
2413
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2268
2414
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2269
- _ = try checkHit(battle, player, move, log);
2270
- battle.last_damage = 0;
2415
+ if (showdown) {
2416
+ if (battle.side(player).last_selected_move == .Teleport) return;
2417
+ _ = try checkHit(battle, player, move, options);
2418
+ battle.last_damage = 0;
2419
+ } else {
2420
+ try options.log.fail(.{ battle.active(player), .None });
2421
+ try options.log.laststill(.{});
2422
+ }
2271
2423
  }
2272
2424
 
2273
- fn thrashing(battle: anytype, player: Player) void {
2425
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2274
2426
  var volatiles = &battle.side(player).active.volatiles;
2275
2427
  assert(!volatiles.Thrashing);
2276
2428
  assert(!volatiles.Bide);
2277
2429
 
2278
2430
  volatiles.Thrashing = true;
2279
- volatiles.state = 0;
2280
- volatiles.attacks = @intCast(u3, if (showdown)
2281
- battle.rng.range(u8, 2, 4)
2282
- else
2283
- (battle.rng.next() & 1) + 2);
2431
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2432
+
2433
+ options.chance.observe(.attacking, player, .started);
2284
2434
  }
2285
2435
 
2286
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2436
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2287
2437
  var side = battle.side(player);
2288
2438
  const foe = battle.foe(player);
2289
2439
  const foe_ident = battle.active(player.foe());
@@ -2309,23 +2459,28 @@ pub const Effects = struct {
2309
2459
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2310
2460
  }
2311
2461
 
2312
- try log.transform(battle.active(player), foe_ident);
2462
+ try options.log.transform(.{ battle.active(player), foe_ident });
2313
2463
  }
2314
2464
 
2315
- fn binding(battle: anytype, player: Player) void {
2465
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2316
2466
  var side = battle.side(player);
2317
2467
  var foe = battle.foe(player);
2318
2468
 
2319
2469
  if (side.active.volatiles.Binding) return;
2320
2470
  side.active.volatiles.Binding = true;
2321
2471
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2322
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2323
- if (!showdown) foe.active.volatiles.Recharging = false;
2472
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2473
+ if (!showdown) {
2474
+ foe.active.volatiles.Recharging = false;
2475
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2324
2476
 
2325
- side.active.volatiles.attacks = distribution(battle) - 1;
2477
+ side.active.volatiles.attacks =
2478
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2479
+ options.chance.observe(.binding, player, .started);
2326
2480
  }
2327
2481
 
2328
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2482
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2483
+ var log = options.log;
2329
2484
  var side = battle.side(player);
2330
2485
  const ident = battle.active(player);
2331
2486
 
@@ -2335,87 +2490,87 @@ pub const Effects = struct {
2335
2490
  switch (move.effect) {
2336
2491
  .AttackUp1, .AttackUp2, .Rage => {
2337
2492
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2338
- if (boosts.atk == 6) return try log.fail(ident, .None);
2493
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2339
2494
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2340
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2341
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2495
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2496
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2342
2497
  if (stats.atk == MAX_STAT_VALUE) {
2343
2498
  boosts.atk -= 1;
2344
2499
  if (showdown) {
2345
- try log.boost(ident, reason, n);
2346
- try log.boost(ident, Boost.Attack, -1);
2500
+ try log.boost(.{ ident, reason, n });
2501
+ try log.boost(.{ ident, .Attack, -1 });
2347
2502
  if (move.effect == .Rage) return;
2348
2503
  }
2349
- return try log.fail(ident, .None);
2504
+ return log.fail(.{ ident, .None });
2350
2505
  }
2351
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2352
- const stat = unmodifiedStats(battle, player).atk;
2506
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2507
+ const stat = unmodifiedStats(battle, side).atk;
2353
2508
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2354
- try log.boost(ident, reason, n);
2509
+ try log.boost(.{ ident, reason, n });
2355
2510
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2356
2511
  if (showdown and move.effect == .Rage) return;
2357
2512
  },
2358
2513
  .DefenseUp1, .DefenseUp2 => {
2359
2514
  assert(boosts.def >= -6 and boosts.def <= 6);
2360
- if (boosts.def == 6) return try log.fail(ident, .None);
2515
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2361
2516
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2362
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2517
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2363
2518
  if (stats.def == MAX_STAT_VALUE) {
2364
2519
  boosts.def -= 1;
2365
2520
  if (showdown) {
2366
- try log.boost(ident, .Defense, n);
2367
- try log.boost(ident, .Defense, -1);
2521
+ try log.boost(.{ ident, .Defense, n });
2522
+ try log.boost(.{ ident, .Defense, -1 });
2368
2523
  }
2369
- return try log.fail(ident, .None);
2524
+ return log.fail(.{ ident, .None });
2370
2525
  }
2371
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2372
- const stat = unmodifiedStats(battle, player).def;
2526
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2527
+ const stat = unmodifiedStats(battle, side).def;
2373
2528
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2374
- try log.boost(ident, .Defense, n);
2529
+ try log.boost(.{ ident, .Defense, n });
2375
2530
  },
2376
2531
  .SpeedUp2 => {
2377
2532
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2378
- if (boosts.spe == 6) return try log.fail(ident, .None);
2379
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2533
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2534
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2380
2535
  if (stats.spe == MAX_STAT_VALUE) {
2381
2536
  boosts.spe -= 1;
2382
2537
  if (showdown) {
2383
- try log.boost(ident, .Speed, 2);
2384
- try log.boost(ident, .Speed, -1);
2538
+ try log.boost(.{ ident, .Speed, 2 });
2539
+ try log.boost(.{ ident, .Speed, -1 });
2385
2540
  }
2386
- return try log.fail(ident, .None);
2541
+ return log.fail(.{ ident, .None });
2387
2542
  }
2388
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2389
- const stat = unmodifiedStats(battle, player).spe;
2543
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2544
+ const stat = unmodifiedStats(battle, side).spe;
2390
2545
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2391
- try log.boost(ident, .Speed, 2);
2546
+ try log.boost(.{ ident, .Speed, 2 });
2392
2547
  },
2393
2548
  .SpecialUp1, .SpecialUp2 => {
2394
2549
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2395
- if (boosts.spc == 6) return try log.fail(ident, .None);
2550
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2396
2551
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2397
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2552
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2398
2553
  if (stats.spc == MAX_STAT_VALUE) {
2399
2554
  boosts.spc -= 1;
2400
2555
  if (showdown) {
2401
- try log.boost(ident, .SpecialAttack, n);
2402
- try log.boost(ident, .SpecialAttack, -1);
2403
- try log.boost(ident, .SpecialDefense, n);
2404
- try log.boost(ident, .SpecialDefense, -1);
2556
+ try log.boost(.{ ident, .SpecialAttack, n });
2557
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2558
+ try log.boost(.{ ident, .SpecialDefense, n });
2559
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2405
2560
  }
2406
- return try log.fail(ident, .None);
2561
+ return log.fail(.{ ident, .None });
2407
2562
  }
2408
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2409
- const stat = unmodifiedStats(battle, player).spc;
2563
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2564
+ const stat = unmodifiedStats(battle, side).spc;
2410
2565
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2411
- try log.boost(ident, .SpecialAttack, n);
2412
- try log.boost(ident, .SpecialDefense, n);
2566
+ try log.boost(.{ ident, .SpecialAttack, n });
2567
+ try log.boost(.{ ident, .SpecialDefense, n });
2413
2568
  },
2414
2569
  .EvasionUp1 => {
2415
2570
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2416
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2417
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2418
- try log.boost(ident, .Evasion, 1);
2571
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2572
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2573
+ try log.boost(.{ ident, .Evasion, 1 });
2419
2574
  },
2420
2575
  else => unreachable,
2421
2576
  }
@@ -2424,106 +2579,105 @@ pub const Effects = struct {
2424
2579
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2425
2580
  }
2426
2581
 
2427
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2582
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2583
+ var log = options.log;
2428
2584
  var foe = battle.foe(player);
2429
2585
  const foe_ident = battle.active(player.foe());
2586
+ const secondary = move.effect.isStatDownChance();
2430
2587
 
2431
- if (foe.active.volatiles.Substitute) {
2432
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2433
- }
2588
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2434
2589
 
2435
- if (move.effect.isStatDownChance()) {
2436
- const chance = if (showdown)
2437
- battle.rng.chance(u8, 85, 256)
2438
- else
2439
- battle.rng.next() < Gen12.percent(33) + 1;
2440
- if (!chance or foe.active.volatiles.Invulnerable) return;
2441
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2442
- return; // checkHit already checks for Invulnerable
2590
+ if (secondary) {
2591
+ const proc = try Rolls.unboost(battle, player, options);
2592
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2593
+ } else {
2594
+ // checkHit already checks for Invulnerable
2595
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2443
2596
  }
2444
2597
 
2445
2598
  var stats = &foe.active.stats;
2446
2599
  var boosts = &foe.active.boosts;
2600
+ const fail = showdown or !secondary;
2447
2601
 
2448
2602
  switch (move.effect) {
2449
2603
  .AttackDown1, .AttackDownChance => {
2450
2604
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2451
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2452
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2605
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2606
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2453
2607
  if (stats.atk == 1) {
2454
2608
  boosts.atk += 1;
2455
2609
  if (showdown) {
2456
- try log.boost(foe_ident, .Attack, -1);
2457
- try log.boost(foe_ident, .Attack, 1);
2610
+ try log.boost(.{ foe_ident, .Attack, -1 });
2611
+ try log.boost(.{ foe_ident, .Attack, 1 });
2458
2612
  }
2459
- return try log.fail(foe_ident, .None);
2613
+ return log.fail(.{ foe_ident, .None });
2460
2614
  }
2461
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2462
- const stat = unmodifiedStats(battle, player.foe()).atk;
2615
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2616
+ const stat = unmodifiedStats(battle, foe).atk;
2463
2617
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2464
- try log.boost(foe_ident, .Attack, -1);
2618
+ try log.boost(.{ foe_ident, .Attack, -1 });
2465
2619
  },
2466
2620
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2467
2621
  assert(boosts.def >= -6 and boosts.def <= 6);
2468
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2622
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2469
2623
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2470
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2624
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2471
2625
  if (stats.def == 1) {
2472
2626
  boosts.def += 1;
2473
2627
  if (showdown) {
2474
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2475
- try log.boost(foe_ident, .Defense, 1);
2628
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2629
+ try log.boost(.{ foe_ident, .Defense, 1 });
2476
2630
  }
2477
- return try log.fail(foe_ident, .None);
2631
+ return log.fail(.{ foe_ident, .None });
2478
2632
  }
2479
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2480
- const stat = unmodifiedStats(battle, player.foe()).def;
2633
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2634
+ const stat = unmodifiedStats(battle, foe).def;
2481
2635
  stats.def = @max(1, stat * mod[0] / mod[1]);
2482
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2636
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2483
2637
  },
2484
2638
  .SpeedDown1, .SpeedDownChance => {
2485
2639
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2486
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2487
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2640
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2641
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2488
2642
  if (stats.spe == 1) {
2489
2643
  boosts.spe += 1;
2490
2644
  if (showdown) {
2491
- try log.boost(foe_ident, .Speed, -1);
2492
- try log.boost(foe_ident, .Speed, 1);
2645
+ try log.boost(.{ foe_ident, .Speed, -1 });
2646
+ try log.boost(.{ foe_ident, .Speed, 1 });
2493
2647
  }
2494
- return try log.fail(foe_ident, .None);
2648
+ return log.fail(.{ foe_ident, .None });
2495
2649
  }
2496
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2497
- const stat = unmodifiedStats(battle, player.foe()).spe;
2650
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2651
+ const stat = unmodifiedStats(battle, foe).spe;
2498
2652
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2499
- try log.boost(foe_ident, .Speed, -1);
2653
+ try log.boost(.{ foe_ident, .Speed, -1 });
2500
2654
  assert(boosts.spe >= -6);
2501
2655
  },
2502
2656
  .SpecialDownChance => {
2503
2657
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2504
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2505
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2658
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2659
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2506
2660
  if (stats.spc == 1) {
2507
2661
  boosts.spc += 1;
2508
2662
  if (showdown) {
2509
- try log.boost(foe_ident, .SpecialAttack, -1);
2510
- try log.boost(foe_ident, .SpecialAttack, 1);
2511
- try log.boost(foe_ident, .SpecialDefense, -1);
2512
- try log.boost(foe_ident, .SpecialDefense, 1);
2663
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2664
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2665
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2666
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2513
2667
  }
2514
- return try log.fail(foe_ident, .None);
2668
+ return log.fail(.{ foe_ident, .None });
2515
2669
  }
2516
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2517
- const stat = unmodifiedStats(battle, player.foe()).spc;
2670
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2671
+ const stat = unmodifiedStats(battle, foe).spc;
2518
2672
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2519
- try log.boost(foe_ident, .SpecialAttack, -1);
2520
- try log.boost(foe_ident, .SpecialDefense, -1);
2673
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2674
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2521
2675
  },
2522
2676
  .AccuracyDown1 => {
2523
2677
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2524
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2525
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2526
- try log.boost(foe_ident, .Accuracy, -1);
2678
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2679
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2680
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2527
2681
  },
2528
2682
  else => unreachable,
2529
2683
  }
@@ -2533,8 +2687,7 @@ pub const Effects = struct {
2533
2687
  }
2534
2688
  };
2535
2689
 
2536
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2537
- const side = battle.side(who);
2690
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2538
2691
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2539
2692
  const id = ID.from(side.active.volatiles.transform);
2540
2693
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2548,37 +2701,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2548
2701
  }
2549
2702
  }
2550
2703
 
2551
- inline fn isForced(active: ActivePokemon) bool {
2704
+ fn isForced(active: anytype) bool {
2552
2705
  return active.volatiles.Recharging or active.volatiles.Rage or
2553
2706
  active.volatiles.Thrashing or active.volatiles.Charging;
2554
2707
  }
2555
2708
 
2556
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2709
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2710
+ var log = options.log;
2557
2711
  var side = battle.side(who);
2558
2712
  var volatiles = &side.active.volatiles;
2559
2713
  const ident = battle.active(who);
2560
2714
 
2561
- if (volatiles.disabled_move != 0) {
2562
- volatiles.disabled_move = 0;
2563
- volatiles.disabled_duration = 0;
2564
- try log.end(ident, .DisableSilent);
2715
+ if (volatiles.disable_move != 0) {
2716
+ volatiles.disable_move = 0;
2717
+ volatiles.disable_duration = 0;
2718
+ options.chance.observe(.disable, who, .None);
2719
+ try log.end(.{ ident, .DisableSilent });
2565
2720
  }
2566
2721
  if (volatiles.Confusion) {
2567
2722
  // volatiles.confusion is left unchanged
2568
2723
  volatiles.Confusion = false;
2569
- try log.end(ident, .ConfusionSilent);
2724
+ options.chance.observe(.confusion, who, .None);
2725
+ try log.end(.{ ident, .ConfusionSilent });
2570
2726
  }
2571
2727
  if (volatiles.Mist) {
2572
2728
  volatiles.Mist = false;
2573
- try log.end(ident, .Mist);
2729
+ try log.end(.{ ident, .MistSilent });
2574
2730
  }
2575
2731
  if (volatiles.FocusEnergy) {
2576
2732
  volatiles.FocusEnergy = false;
2577
- try log.end(ident, .FocusEnergy);
2733
+ try log.end(.{ ident, .FocusEnergySilent });
2578
2734
  }
2579
2735
  if (volatiles.LeechSeed) {
2580
2736
  volatiles.LeechSeed = false;
2581
- try log.end(ident, .LeechSeed);
2737
+ try log.end(.{ ident, .LeechSeedSilent });
2582
2738
  }
2583
2739
  if (!showdown and volatiles.Toxic) {
2584
2740
  volatiles.Toxic = false;
@@ -2586,107 +2742,388 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2586
2742
  }
2587
2743
  if (volatiles.LightScreen) {
2588
2744
  volatiles.LightScreen = false;
2589
- try log.end(ident, .LightScreen);
2745
+ try log.end(.{ ident, .LightScreenSilent });
2590
2746
  }
2591
2747
  if (volatiles.Reflect) {
2592
2748
  volatiles.Reflect = false;
2593
- try log.end(ident, .Reflect);
2749
+ try log.end(.{ ident, .ReflectSilent });
2594
2750
  }
2595
2751
  if (showdown and volatiles.Toxic) {
2596
2752
  volatiles.Toxic = false;
2597
2753
  // Pokémon Showdown erroneously clears the toxic counter
2598
2754
  volatiles.toxic = 0;
2599
- try log.end(ident, .Toxic);
2755
+ try log.end(.{ ident, .ToxicSilent });
2600
2756
  }
2601
2757
  }
2602
2758
 
2603
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
2604
- if (side.active.volatiles.disabled_move != 0) {
2605
- // A Pokémon that transforms after being disabled may end up with less move slots
2606
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
2607
- // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
2608
- const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
2609
- m
2759
+ fn decrement(
2760
+ comptime field: chance.Action.Field,
2761
+ player: Player,
2762
+ options: anytype,
2763
+ n: anytype,
2764
+ ) @TypeOf(n) {
2765
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2766
+ .started, .ended => 0,
2767
+ .continuing => if (n > 1) n - 1 else n,
2768
+ else => unreachable,
2769
+ } else n - 1;
2770
+ }
2771
+
2772
+ pub const Rolls = struct {
2773
+ fn speedTie(battle: anytype, options: anytype) !bool {
2774
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2775
+ player == .P1
2776
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2777
+ battle.rng.speedTie()
2778
+ else if (showdown)
2779
+ battle.rng.range(u8, 0, 2) == 0
2610
2780
  else
2611
- side.last_selected_move;
2612
- if (m != .None and m == last) {
2613
- side.active.volatiles.Charging = false;
2614
- try log.disabled(ident, last);
2615
- return true;
2616
- }
2781
+ battle.rng.next() < Gen12.percent(50) + 1;
2782
+
2783
+ try options.chance.speedTie(p1);
2784
+ return p1;
2785
+ }
2786
+
2787
+ fn criticalHit(
2788
+ battle: anytype,
2789
+ player: Player,
2790
+ rate: u8,
2791
+ spurious: bool,
2792
+ options: anytype,
2793
+ ) !bool {
2794
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2795
+ val == .true
2796
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2797
+ battle.rng.criticalHit(player, rate)
2798
+ else if (showdown)
2799
+ battle.rng.chance(u8, rate, 256)
2800
+ else
2801
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2802
+
2803
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2804
+ return crit;
2617
2805
  }
2618
- return false;
2619
- }
2620
2806
 
2621
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
2622
- const side = battle.side(who);
2623
- if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
2624
- try Effects.boost(battle, who, Move.get(.Rage), log);
2807
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2808
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2809
+ val
2810
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2811
+ battle.rng.damage(player)
2812
+ else roll: {
2813
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2814
+ while (true) {
2815
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2816
+ if (r >= 217) break :roll r;
2817
+ }
2818
+ };
2819
+
2820
+ assert(roll >= 217 and roll <= 255);
2821
+ try options.chance.damage(player, roll);
2822
+ return roll;
2625
2823
  }
2626
- }
2627
2824
 
2628
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2629
- var volatiles = &active.volatiles;
2630
- assert(volatiles.Thrashing);
2631
- if (volatiles.attacks > 0) return false;
2825
+ const uN = if (pkmn.options.miss) u8 else u9;
2826
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2827
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2828
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2829
+ val == .true
2830
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2831
+ battle.rng.hit(player, acc)
2832
+ else if (showdown)
2833
+ battle.rng.chance(uN, acc, 256)
2834
+ else
2835
+ battle.rng.next() < acc;
2632
2836
 
2633
- volatiles.Thrashing = false;
2634
- volatiles.Confusion = true;
2635
- volatiles.confusion = @intCast(u3, if (showdown)
2636
- battle.rng.range(u8, 2, 6)
2637
- else
2638
- (battle.rng.next() & 3) + 2);
2837
+ try options.chance.hit(player, ok, acc);
2838
+ return ok;
2839
+ }
2639
2840
 
2640
- return true;
2641
- }
2841
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2842
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2843
+ val == .true
2844
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2845
+ battle.rng.confused(player)
2846
+ else if (showdown)
2847
+ !battle.rng.chance(u8, 128, 256)
2848
+ else
2849
+ battle.rng.next() >= Gen12.percent(50) + 1;
2642
2850
 
2643
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2851
+ try options.chance.confused(player, cfz);
2852
+ return cfz;
2853
+ }
2644
2854
 
2645
- fn distribution(battle: anytype) u3 {
2646
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2647
- const r = (battle.rng.next() & 3);
2648
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2649
- }
2855
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2856
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2857
+ val == .true
2858
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2859
+ battle.rng.paralyzed(player)
2860
+ else if (showdown)
2861
+ battle.rng.chance(u8, 63, 256)
2862
+ else
2863
+ battle.rng.next() < Gen12.percent(25);
2650
2864
 
2651
- fn randomMoveSlot(rand: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2652
- if (showdown) {
2653
- if (check_pp == 0) {
2654
- var i: usize = moves.len;
2655
- while (i > 0) {
2656
- i -= 1;
2657
- if (moves[i].id != .None) return rand.range(u4, 0, @intCast(u4, i + 1)) + 1;
2865
+ try options.chance.paralyzed(player, par);
2866
+ return par;
2867
+ }
2868
+
2869
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2870
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2871
+ val == .true
2872
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2873
+ battle.rng.secondaryChance(player, 25)
2874
+ else if (showdown)
2875
+ battle.rng.chance(u8, 25, 256)
2876
+ else
2877
+ battle.rng.next() < Gen12.percent(10);
2878
+
2879
+ try options.chance.secondaryChance(player, proc, 25);
2880
+ return proc;
2881
+ }
2882
+
2883
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2884
+ const rate: u8 = if (low) 26 else 77;
2885
+
2886
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2887
+ val == .true
2888
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2889
+ battle.rng.secondaryChance(player, rate)
2890
+ else if (showdown)
2891
+ battle.rng.chance(u8, rate, 256)
2892
+ else
2893
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2894
+
2895
+ try options.chance.secondaryChance(player, proc, rate);
2896
+ return proc;
2897
+ }
2898
+
2899
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2900
+ const rate: u8 = if (low) 52 else 103;
2901
+
2902
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2903
+ val == .true
2904
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2905
+ battle.rng.secondaryChance(player, rate)
2906
+ else if (showdown)
2907
+ battle.rng.chance(u8, rate, 256)
2908
+ else
2909
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2910
+
2911
+ try options.chance.secondaryChance(player, proc, rate);
2912
+ return proc;
2913
+ }
2914
+
2915
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2916
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2917
+ val == .true
2918
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2919
+ battle.rng.secondaryChance(player, 85)
2920
+ else if (showdown)
2921
+ battle.rng.chance(u8, 85, 256)
2922
+ else
2923
+ battle.rng.next() < Gen12.percent(33) + 1;
2924
+
2925
+ try options.chance.secondaryChance(player, proc, 85);
2926
+ return proc;
2927
+ }
2928
+
2929
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2930
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2931
+ val
2932
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2933
+ battle.rng.metronome(player)
2934
+ else if (showdown)
2935
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2936
+ else move: {
2937
+ while (true) {
2938
+ const r = battle.rng.next();
2939
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2940
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2941
+ break :move @enumFromInt(r);
2942
+ }
2943
+ };
2944
+
2945
+ try options.chance.metronome(player, move);
2946
+ return move;
2947
+ }
2948
+
2949
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2950
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2951
+ val - 1
2952
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2953
+ battle.rng.psywave(player)
2954
+ else if (showdown)
2955
+ battle.rng.range(u8, 0, max)
2956
+ else power: {
2957
+ while (true) {
2958
+ const r = battle.rng.next();
2959
+ if (r < max) break :power r;
2960
+ }
2961
+ };
2962
+
2963
+ assert(power < max);
2964
+ try options.chance.psywave(player, power, max);
2965
+ return power;
2966
+ }
2967
+
2968
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2969
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2970
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2971
+ else
2972
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2973
+ battle.rng.sleepDuration(player)
2974
+ else if (showdown)
2975
+ battle.rng.range(u3, 1, 8)
2976
+ else duration: {
2977
+ while (true) {
2978
+ const r = battle.rng.next() & 7;
2979
+ if (r != 0) break :duration @intCast(r);
2658
2980
  }
2981
+ };
2982
+
2983
+ assert(duration >= 1 and duration <= 7);
2984
+ options.chance.duration(player, duration);
2985
+ return duration;
2986
+ }
2987
+
2988
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2989
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2990
+ if (val >= 1 and val <= 8) val else null
2991
+ else
2992
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2993
+ battle.rng.disableDuration(player)
2994
+ else if (showdown)
2995
+ battle.rng.range(u4, 1, 9)
2996
+ else
2997
+ @intCast((battle.rng.next() & 7) + 1);
2998
+
2999
+ assert(duration >= 1 and duration <= 8);
3000
+ options.chance.duration(player, duration);
3001
+ return duration;
3002
+ }
3003
+
3004
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
3005
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3006
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3007
+ else
3008
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3009
+ battle.rng.confusionDuration(player)
3010
+ else if (showdown)
3011
+ battle.rng.range(u3, 2, 6)
3012
+ else
3013
+ @intCast((battle.rng.next() & 3) + 2);
3014
+
3015
+ assert(duration >= 2 and duration <= 5);
3016
+ options.chance.duration(player, duration);
3017
+ return duration;
3018
+ }
3019
+
3020
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3021
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3022
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3023
+ else
3024
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3025
+ battle.rng.attackingDuration(player)
3026
+ else if (showdown)
3027
+ battle.rng.range(u3, 2, 4)
3028
+ else
3029
+ @intCast((battle.rng.next() & 1) + 2);
3030
+
3031
+ assert(duration >= 2 and duration <= 3);
3032
+ options.chance.duration(player, duration);
3033
+ return duration;
3034
+ }
3035
+
3036
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3037
+
3038
+ fn distribution(
3039
+ battle: anytype,
3040
+ comptime effect: Move.Effect,
3041
+ player: Player,
3042
+ options: anytype,
3043
+ ) !u3 {
3044
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3045
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3046
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3047
+ else
3048
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3049
+ battle.rng.distribution(player)
3050
+ else if (showdown)
3051
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3052
+ else n: {
3053
+ const r = (battle.rng.next() & 3);
3054
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3055
+ };
3056
+
3057
+ assert(n >= 2 and n <= 5);
3058
+ if (effect == .Binding) {
3059
+ options.chance.duration(player, n);
2659
3060
  } else {
2660
- var r = rand.range(u4, 0, @intCast(u4, check_pp)) + 1;
2661
- var i: usize = 0;
2662
- while (i < moves.len and r > 0) : (i += 1) {
2663
- if (moves[i].pp > 0) {
2664
- r -= 1;
2665
- if (r == 0) break;
3061
+ try options.chance.multiHit(player, n);
3062
+ }
3063
+ return n;
3064
+ }
3065
+
3066
+ fn moveSlot(
3067
+ battle: anytype,
3068
+ player: Player,
3069
+ moves: []MoveSlot,
3070
+ check_pp: u4,
3071
+ options: anytype,
3072
+ ) !u4 {
3073
+ // TODO: consider throwing error instead of rerolling?
3074
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3075
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3076
+ val
3077
+ else
3078
+ null
3079
+ else
3080
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3081
+ battle.rng.moveSlot(player, moves, check_pp)
3082
+ else slot: {
3083
+ if (showdown) {
3084
+ if (check_pp == 0) {
3085
+ var i: usize = moves.len;
3086
+ while (i > 0) {
3087
+ i -= 1;
3088
+ if (moves[i].id != .None) {
3089
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3090
+ }
3091
+ }
3092
+ } else {
3093
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3094
+ var i: usize = 0;
3095
+ while (i < moves.len and r > 0) : (i += 1) {
3096
+ if (moves[i].pp > 0) {
3097
+ r -= 1;
3098
+ if (r == 0) break :slot @intCast(i + 1);
3099
+ }
3100
+ }
2666
3101
  }
2667
3102
  }
2668
- return @intCast(u4, i + 1);
2669
- }
2670
- }
2671
3103
 
2672
- while (true) {
2673
- const r = @intCast(u4, rand.next() & 3);
2674
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
3104
+ while (true) {
3105
+ const r: u4 = @intCast(battle.rng.next() & 3);
3106
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3107
+ }
3108
+ };
3109
+
3110
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3111
+ return slot;
2675
3112
  }
2676
- }
3113
+ };
2677
3114
 
2678
3115
  test "RNG agreement" {
2679
3116
  if (!showdown) return;
2680
3117
  var expected: [256]u32 = undefined;
2681
3118
  for (0..expected.len) |i| {
2682
- expected[i] = @intCast(u32, i * 0x1000000);
3119
+ expected[i] = @intCast(i * 0x1000000);
2683
3120
  }
2684
3121
 
2685
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2686
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2687
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2688
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2689
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3122
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3123
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3124
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3125
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3126
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2690
3127
 
2691
3128
  for (0..expected.len) |i| {
2692
3129
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2722,11 +3159,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2722
3159
  const side = battle.side(player);
2723
3160
  const foe = battle.foe(player);
2724
3161
 
2725
- var active = side.active;
3162
+ const active = &side.active;
2726
3163
  const stored = side.stored();
2727
3164
 
2728
3165
  // While players are not given any input options on the cartridge in these cases,
2729
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3166
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2730
3167
  //
2731
3168
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2732
3169
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2734,9 +3171,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2734
3171
  // passing due to being forced into using a move. Instead of introducing another option
2735
3172
  // we simply repurpose Move with no move slot, even though pedantically this is not
2736
3173
  // strictly correct as the player would not have been presented the option to move or
2737
- // switch at all.
3174
+ // switch at all
2738
3175
  if (isForced(active)) {
2739
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3176
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2740
3177
  n += 1;
2741
3178
  return n;
2742
3179
  }
@@ -2753,7 +3190,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2753
3190
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2754
3191
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2755
3192
  // either disables all other moves in the case of limited or requires you to select a
2756
- // move normally if sleeping/frozen/bound.
3193
+ // move normally if sleeping/frozen/bound
2757
3194
  if (!showdown and (limited or foe.active.volatiles.Binding or
2758
3195
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2759
3196
  {
@@ -2766,7 +3203,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2766
3203
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2767
3204
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2768
3205
  // Move will not result in forcing the subsequent use unless the user also had the
2769
- // proc-ed move in their moveset) and disabling all other moves.
3206
+ // proc-ed move in their moveset) and disabling all other moves
2770
3207
  if (limited) {
2771
3208
  assert(showdown);
2772
3209
  assert(side.last_selected_move != .None);
@@ -2776,7 +3213,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2776
3213
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2777
3214
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2778
3215
  const struggle =
2779
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3216
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2780
3217
  const s = if (struggle) 0 else slot;
2781
3218
  out[n] = .{ .type = .Move, .data = s };
2782
3219
  n += 1;
@@ -2791,14 +3228,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2791
3228
  const m = active.moves[slot - 1];
2792
3229
  if (m.id == .None) break;
2793
3230
  if (m.pp == 0) continue;
2794
- if (active.volatiles.disabled_move == slot) continue;
3231
+ if (active.volatiles.disable_move == slot) continue;
2795
3232
  out[n] = .{ .type = .Move, .data = slot };
2796
3233
  n += 1;
2797
3234
  }
2798
3235
  // Struggle (Pokémon Showdown would use 'move 1' here)
2799
3236
  if (n == before) {
2800
3237
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2801
- if (!showdown) {
3238
+ if (!pkmn.options.mod) {
2802
3239
  while (slot <= 4) : (slot += 1) {
2803
3240
  if (active.moves[slot - 1].pp != 0) return n;
2804
3241
  }