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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-17 11:11:10 +02:00
refactor(battle): enhance RNG handling and fixed damage mechanics
- Always supply Gen 2 battle random (BattleRandom) and Gen 1 / love-style rng. - Add EFFECT_STATIC_DAMAGE for Sonic Boom and Dragon Rage (move power; Ghost immunity via resettypematchup for static damage only). - Keep Magnitude rolling via BattleRandom instead of collapsing to Magnitude 4. - Cover RNG, static damage, and Magnitude in gen2 battle tests.
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+42
-11
@@ -37,8 +37,10 @@ local Prize = require("src.battle.gen2.Prize")
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-- * Gen 1's `user` / `target` / `battler` are battler wrappers around a mon
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-- ({ mon = , name = , isPlayer = }); Gen 2's engine works on the party mon
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-- table directly, so that is what these payloads carry.
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-- * Gen 1's `rng` is love.math.random (1..n); Gen 2's injected `random` is
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-- the cart's BattleRandom convention (0..n-1). Both keys are present.
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-- * Gen 1's `rng` is love.math.random (rng(n) → 1..n, rng(lo,hi) → lo..hi).
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-- Gen 2's cart BattleRandom is random(n) → 0..n-1. Both live on the
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-- battle: `random` / `roller()` are BattleRandom for damage, accuracy,
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-- Magnitude, etc.; `rng` is the Gen 1 / love-style view of the same stream.
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local Runtime = require("src.mods.Runtime")
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-- The two battle lines that carry the cart's own `line` break: a marker-bearing
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-- literal has to stay reachable from a translation mod (#186, #245), which is
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@@ -88,6 +90,19 @@ local function rand(random, n)
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return math.random(n) - 1
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end
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-- Gen 1 / love.math view of BattleRandom: rng(n) → 1..n, rng(lo,hi) → lo..hi.
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local function loveStyleRng(random)
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return function(lo, hi)
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if hi == nil then
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local n = lo or 1
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if n < 1 then n = 1 end
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return (rand(random, n) or 0) + 1
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end
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if hi < lo then lo, hi = hi, lo end
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return lo + (rand(random, hi - lo + 1) or 0)
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end
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end
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-- data/trainers/leaders.asm. The two lists are ONE array in the ROM: only
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-- KantoGymLeaders carries the -1 terminator, and GymLeaders falls through into
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-- it, so IsGymLeader matches all twenty-two classes while IsKantoGymLeader
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@@ -212,12 +227,15 @@ Battle.KANTO_BADGE_ORDER = {
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-- this wild battle is BATTLETYPE_ROAMING; the caller built `wild`
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-- through Roamers.beginBattle and reads Battle.roaming back to
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-- bank the beast's HP afterwards
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-- random(n) 0..n-1, injected so a test is deterministic
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-- random(n) 0..n-1, injected so a test is deterministic (BattleRandom)
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-- rng(lo,hi) / rng(n) Gen 1 / love.math contract; defaults over `random`
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function Battle.new(opts)
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opts = opts or {}
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local self = setmetatable({}, Battle)
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self.data = opts.data or {}
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self.random = opts.random or function(n) return rand(nil, n) end
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-- Same stream as `random`, Gen 1 / love.math calling convention.
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self.rng = opts.rng or loveStyleRng(self.random)
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self.party = opts.party or {}
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self.trainer = opts.trainer
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self.save = opts.save
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@@ -403,11 +421,8 @@ function Battle:endBattle(outcome)
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Runtime.emit("battle.ended", { battle = self, result = outcome })
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end
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-- A never-nil 0..n-1 roller for the hook contexts. `random` is optional on the
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-- constructor (a headless test injects one, the game leaves it to love.math),
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-- and a mod reaching for ctx.rng must not have to know that. Note the
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-- convention: this is the cart's BattleRandom byte (0..n-1), NOT Gen 1's
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-- love.math.random (1..n).
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-- Never-nil BattleRandom (0..n-1) for call sites that want the cart byte.
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-- `battle.rng` is the Gen 1 / love.math view of the same stream.
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function Battle:roller()
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if not self.rollerFn then
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self.rollerFn = function(n) return rand(self.random, n) end
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@@ -1604,10 +1619,26 @@ function Battle:useMove(attacker, defender, moveId)
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return
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end
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-- Damage that skips the formula entirely.
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local fixed = Effects.fixedDamage(def.effect, attacker, defender, self.random)
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-- Damage that skips the formula entirely (constantdamage).
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local fixed = Effects.fixedDamage(def.effect, attacker, defender, self.random, def)
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if fixed then
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self:dealDamage(attacker, defender, fixed, { move = def, moveId = moveId })
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-- StaticDamage's effect script runs resettypematchup after constantdamage
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-- (data/moves/effects.asm): immunities still miss (Sonic Boom vs Ghost).
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-- Flat damage is otherwise unscaled — no STAB / effectiveness multiply.
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if def.effect == "EFFECT_STATIC_DAMAGE" then
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local defTypes = (self:speciesDef(defender) or {}).types or defender.types
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local matchups = self.data.type_chart and self.data.type_chart.matchups
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local mult = Damage.typeMultiplier(def.type, defTypes, matchups)
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if mult == 0 then
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self:markMissed()
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self:emit({ kind = "message",
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text = "It doesn't affect " .. self:monName(defender) .. "..." })
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return
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end
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end
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self:dealDamage(attacker, defender, fixed, {
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move = def, moveId = moveId, effectiveness = 10,
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})
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return
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end
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@@ -179,9 +179,10 @@ end
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-- --------------------------------------------------------------- fixed damage
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-- BattleCommand_LevelDamage / SuperFang / Psywave, all of which skip the
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-- damage formula entirely.
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function Effects.fixedDamage(effect, attacker, defender, random)
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-- BattleCommand_ConstantDamage / LevelDamage / SuperFang / Psywave /
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-- StaticDamage (Sonic Boom, Dragon Rage): skip the damage formula entirely.
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-- `move` is optional; EFFECT_STATIC_DAMAGE reads move.power (20 / 40).
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function Effects.fixedDamage(effect, attacker, defender, random, move)
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if effect == "EFFECT_LEVEL_DAMAGE" then
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return math.max(1, attacker.level or 1)
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end
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@@ -193,6 +194,9 @@ function Effects.fixedDamage(effect, attacker, defender, random)
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local ceiling = math.max(1, math.floor((attacker.level or 1) * 3 / 2))
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return math.max(1, (random and random(ceiling) or 0) + 1)
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end
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if effect == "EFFECT_STATIC_DAMAGE" then
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return math.max(1, (move and move.power) or 1)
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end
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return nil
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end
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@@ -257,8 +261,18 @@ Effects.MAGNITUDE_POWER = {
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-- is what damagecalc reads as the move's power -- data/moves/moves.asm stores
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-- MAGNITUDE at power 1 precisely because this overwrites it. Returns the
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-- power and the magnitude number the text prints.
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--
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-- `random` is BattleRandom (0..n-1). If none is supplied, roll via love.math
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-- / math.random — never hard-code 0 (that always yields Magnitude 4).
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function Effects.magnitudePower(random)
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local roll = random and random(256) or 0
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local roll
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if type(random) == "function" then
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roll = random(256) or 0
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elseif love and love.math and love.math.random then
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roll = love.math.random(256) - 1
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else
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roll = math.random(256) - 1
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end
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for _, row in ipairs(Effects.MAGNITUDE_POWER) do
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if row[1] >= roll then return row[2], row[3] end
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end
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