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.
This commit is contained in:
1jamie
2026-08-12 17:45:28 -05:00
parent c3136bf8f7
commit 6ff7dd0c38
3 changed files with 173 additions and 15 deletions
+42 -11
View File
@@ -37,8 +37,10 @@ local Prize = require("src.battle.gen2.Prize")
-- * Gen 1's `user` / `target` / `battler` are battler wrappers around a mon -- * Gen 1's `user` / `target` / `battler` are battler wrappers around a mon
-- ({ mon = , name = , isPlayer = }); Gen 2's engine works on the party mon -- ({ mon = , name = , isPlayer = }); Gen 2's engine works on the party mon
-- table directly, so that is what these payloads carry. -- table directly, so that is what these payloads carry.
-- * Gen 1's `rng` is love.math.random (1..n); Gen 2's injected `random` is -- * Gen 1's `rng` is love.math.random (rng(n) → 1..n, rng(lo,hi) → lo..hi).
-- the cart's BattleRandom convention (0..n-1). Both keys are present. -- Gen 2's cart BattleRandom is random(n) → 0..n-1. Both live on the
-- battle: `random` / `roller()` are BattleRandom for damage, accuracy,
-- Magnitude, etc.; `rng` is the Gen 1 / love-style view of the same stream.
local Runtime = require("src.mods.Runtime") local Runtime = require("src.mods.Runtime")
-- The two battle lines that carry the cart's own `line` break: a marker-bearing -- The two battle lines that carry the cart's own `line` break: a marker-bearing
-- literal has to stay reachable from a translation mod (#186, #245), which is -- literal has to stay reachable from a translation mod (#186, #245), which is
@@ -88,6 +90,19 @@ local function rand(random, n)
return math.random(n) - 1 return math.random(n) - 1
end end
-- Gen 1 / love.math view of BattleRandom: rng(n) → 1..n, rng(lo,hi) → lo..hi.
local function loveStyleRng(random)
return function(lo, hi)
if hi == nil then
local n = lo or 1
if n < 1 then n = 1 end
return (rand(random, n) or 0) + 1
end
if hi < lo then lo, hi = hi, lo end
return lo + (rand(random, hi - lo + 1) or 0)
end
end
-- data/trainers/leaders.asm. The two lists are ONE array in the ROM: only -- data/trainers/leaders.asm. The two lists are ONE array in the ROM: only
-- KantoGymLeaders carries the -1 terminator, and GymLeaders falls through into -- KantoGymLeaders carries the -1 terminator, and GymLeaders falls through into
-- it, so IsGymLeader matches all twenty-two classes while IsKantoGymLeader -- it, so IsGymLeader matches all twenty-two classes while IsKantoGymLeader
@@ -212,12 +227,15 @@ Battle.KANTO_BADGE_ORDER = {
-- this wild battle is BATTLETYPE_ROAMING; the caller built `wild` -- this wild battle is BATTLETYPE_ROAMING; the caller built `wild`
-- through Roamers.beginBattle and reads Battle.roaming back to -- through Roamers.beginBattle and reads Battle.roaming back to
-- bank the beast's HP afterwards -- bank the beast's HP afterwards
-- random(n) 0..n-1, injected so a test is deterministic -- random(n) 0..n-1, injected so a test is deterministic (BattleRandom)
-- rng(lo,hi) / rng(n) Gen 1 / love.math contract; defaults over `random`
function Battle.new(opts) function Battle.new(opts)
opts = opts or {} opts = opts or {}
local self = setmetatable({}, Battle) local self = setmetatable({}, Battle)
self.data = opts.data or {} self.data = opts.data or {}
self.random = opts.random or function(n) return rand(nil, n) end self.random = opts.random or function(n) return rand(nil, n) end
-- Same stream as `random`, Gen 1 / love.math calling convention.
self.rng = opts.rng or loveStyleRng(self.random)
self.party = opts.party or {} self.party = opts.party or {}
self.trainer = opts.trainer self.trainer = opts.trainer
self.save = opts.save self.save = opts.save
@@ -403,11 +421,8 @@ function Battle:endBattle(outcome)
Runtime.emit("battle.ended", { battle = self, result = outcome }) Runtime.emit("battle.ended", { battle = self, result = outcome })
end end
-- A never-nil 0..n-1 roller for the hook contexts. `random` is optional on the -- Never-nil BattleRandom (0..n-1) for call sites that want the cart byte.
-- constructor (a headless test injects one, the game leaves it to love.math), -- `battle.rng` is the Gen 1 / love.math view of the same stream.
-- and a mod reaching for ctx.rng must not have to know that. Note the
-- convention: this is the cart's BattleRandom byte (0..n-1), NOT Gen 1's
-- love.math.random (1..n).
function Battle:roller() function Battle:roller()
if not self.rollerFn then if not self.rollerFn then
self.rollerFn = function(n) return rand(self.random, n) end self.rollerFn = function(n) return rand(self.random, n) end
@@ -1604,10 +1619,26 @@ function Battle:useMove(attacker, defender, moveId)
return return
end end
-- Damage that skips the formula entirely. -- Damage that skips the formula entirely (constantdamage).
local fixed = Effects.fixedDamage(def.effect, attacker, defender, self.random) local fixed = Effects.fixedDamage(def.effect, attacker, defender, self.random, def)
if fixed then if fixed then
self:dealDamage(attacker, defender, fixed, { move = def, moveId = moveId }) -- StaticDamage's effect script runs resettypematchup after constantdamage
-- (data/moves/effects.asm): immunities still miss (Sonic Boom vs Ghost).
-- Flat damage is otherwise unscaled — no STAB / effectiveness multiply.
if def.effect == "EFFECT_STATIC_DAMAGE" then
local defTypes = (self:speciesDef(defender) or {}).types or defender.types
local matchups = self.data.type_chart and self.data.type_chart.matchups
local mult = Damage.typeMultiplier(def.type, defTypes, matchups)
if mult == 0 then
self:markMissed()
self:emit({ kind = "message",
text = "It doesn't affect " .. self:monName(defender) .. "..." })
return
end
end
self:dealDamage(attacker, defender, fixed, {
move = def, moveId = moveId, effectiveness = 10,
})
return return
end end
+18 -4
View File
@@ -179,9 +179,10 @@ end
-- --------------------------------------------------------------- fixed damage -- --------------------------------------------------------------- fixed damage
-- BattleCommand_LevelDamage / SuperFang / Psywave, all of which skip the -- BattleCommand_ConstantDamage / LevelDamage / SuperFang / Psywave /
-- damage formula entirely. -- StaticDamage (Sonic Boom, Dragon Rage): skip the damage formula entirely.
function Effects.fixedDamage(effect, attacker, defender, random) -- `move` is optional; EFFECT_STATIC_DAMAGE reads move.power (20 / 40).
function Effects.fixedDamage(effect, attacker, defender, random, move)
if effect == "EFFECT_LEVEL_DAMAGE" then if effect == "EFFECT_LEVEL_DAMAGE" then
return math.max(1, attacker.level or 1) return math.max(1, attacker.level or 1)
end end
@@ -193,6 +194,9 @@ function Effects.fixedDamage(effect, attacker, defender, random)
local ceiling = math.max(1, math.floor((attacker.level or 1) * 3 / 2)) local ceiling = math.max(1, math.floor((attacker.level or 1) * 3 / 2))
return math.max(1, (random and random(ceiling) or 0) + 1) return math.max(1, (random and random(ceiling) or 0) + 1)
end end
if effect == "EFFECT_STATIC_DAMAGE" then
return math.max(1, (move and move.power) or 1)
end
return nil return nil
end end
@@ -257,8 +261,18 @@ Effects.MAGNITUDE_POWER = {
-- is what damagecalc reads as the move's power -- data/moves/moves.asm stores -- is what damagecalc reads as the move's power -- data/moves/moves.asm stores
-- MAGNITUDE at power 1 precisely because this overwrites it. Returns the -- MAGNITUDE at power 1 precisely because this overwrites it. Returns the
-- power and the magnitude number the text prints. -- power and the magnitude number the text prints.
--
-- `random` is BattleRandom (0..n-1). If none is supplied, roll via love.math
-- / math.random — never hard-code 0 (that always yields Magnitude 4).
function Effects.magnitudePower(random) function Effects.magnitudePower(random)
local roll = random and random(256) or 0 local roll
if type(random) == "function" then
roll = random(256) or 0
elseif love and love.math and love.math.random then
roll = love.math.random(256) - 1
else
roll = math.random(256) - 1
end
for _, row in ipairs(Effects.MAGNITUDE_POWER) do for _, row in ipairs(Effects.MAGNITUDE_POWER) do
if row[1] >= roll then return row[2], row[3] end if row[1] >= roll then return row[2], row[3] end
end end
+113
View File
@@ -58,6 +58,8 @@ local MATCHUPS = {
{ attacker = "NORMAL", defender = "ROCK", multiplier = 5 }, { attacker = "NORMAL", defender = "ROCK", multiplier = 5 },
{ attacker = "NORMAL", defender = "STEEL", multiplier = 5 }, { attacker = "NORMAL", defender = "STEEL", multiplier = 5 },
{ attacker = "ELECTRIC", defender = "GROUND", multiplier = 0 }, { attacker = "ELECTRIC", defender = "GROUND", multiplier = 0 },
-- Sonic Boom is Normal; Gen 2 StaticDamage still respects Ghost immunity.
{ attacker = "NORMAL", defender = "GHOST", multiplier = 0 },
} }
local MOVES = { local MOVES = {
@@ -144,6 +146,15 @@ local POKEMON = {
levelMoves = { { level = 1, move = "TACKLE" } }, levelMoves = { { level = 1, move = "TACKLE" } },
evolutions = {}, evolutions = {},
}, },
GASTLY = {
id = "GASTLY", index = 92, name = "GASTLY",
baseStats = { hp = 30, attack = 35, defense = 30, speed = 80,
specialAttack = 100, specialDefense = 35 },
types = { "GHOST", "POISON" }, catchRate = 190, baseExp = 62,
growthRate = "GROWTH_MEDIUM_SLOW", genderRatio = 127,
levelMoves = { { level = 1, move = "LICK" } },
evolutions = {},
},
} }
local DATA = { local DATA = {
@@ -613,6 +624,21 @@ local battle, player, wild = newBattle()
check("battle picks the first healthy mon", battle.player, player) check("battle picks the first healthy mon", battle.player, player)
check("wild battle flag", battle.wild, true) check("wild battle flag", battle.wild, true)
-- Gen 2 battles expose BattleRandom (`random` / :roller()) and the Gen 1 /
-- love.math `rng` over the same stream.
check("battle.rng is present", type(battle.rng), "function")
check("battle.rng(lo,hi) respects bounds", battle.rng(10, 10), 10)
check("battle.rng(lo,hi) another fixed point", battle.rng(50, 50), 50)
do
local roll = battle.rng(0, 255)
check("battle.rng(0,255) is an integer", roll == math.floor(roll), true)
check("battle.rng(0,255) in range", roll >= 0 and roll <= 255, true)
end
-- zeroRandom always returns 0, so the love adapter maps:
-- rng(n) → 0+1 = 1; rng(lo,hi) → lo + 0 = lo
check("battle.rng(n) is 1..n over BattleRandom", battle.rng(7), 1)
check("battle.rng(0,99) uses both args", battle.rng(0, 99), 0)
-- A move spends PP and deals damage. -- A move spends PP and deals damage.
local before = wild.hp local before = wild.hp
battle:takeTurn({ kind = "move", move = "TACKLE" }) battle:takeTurn({ kind = "move", move = "TACKLE" })
@@ -910,6 +936,16 @@ local EFFECT_MOVES = {
SEISMIC_TOSS = { id = "SEISMIC_TOSS", name = "SEISMICTOSS", power = 1, SEISMIC_TOSS = { id = "SEISMIC_TOSS", name = "SEISMICTOSS", power = 1,
type = "FIGHTING", accuracy = 100, pp = 20, type = "FIGHTING", accuracy = 100, pp = 20,
effect = "EFFECT_LEVEL_DAMAGE" }, effect = "EFFECT_LEVEL_DAMAGE" },
-- EFFECT_STATIC_DAMAGE: Sonic Boom (20) and Dragon Rage (40).
SONICBOOM = { id = "SONICBOOM", name = "SONICBOOM", power = 20,
type = "NORMAL", accuracy = 90, pp = 20,
effect = "EFFECT_STATIC_DAMAGE" },
DRAGON_RAGE = { id = "DRAGON_RAGE", name = "DRAGON RAGE", power = 40,
type = "DRAGON", accuracy = 100, pp = 10,
effect = "EFFECT_STATIC_DAMAGE" },
MAGNITUDE = { id = "MAGNITUDE", name = "MAGNITUDE", power = 1,
type = "GROUND", accuracy = 100, pp = 30,
effect = "EFFECT_MAGNITUDE" },
LOCK_ON = { id = "LOCK_ON", name = "LOCK-ON", power = 0, type = "NORMAL", LOCK_ON = { id = "LOCK_ON", name = "LOCK-ON", power = 0, type = "NORMAL",
accuracy = 100, accuracyRaw = 0xff, pp = 5, effect = "EFFECT_LOCK_ON" }, accuracy = 100, accuracyRaw = 0xff, pp = 5, effect = "EFFECT_LOCK_ON" },
-- data/moves/moves.asm:169, :172, :151. -- data/moves/moves.asm:169, :172, :151.
@@ -1078,6 +1114,83 @@ tossBattle:takeTurn({ kind = "move", move = "SEISMIC_TOSS" })
check("seismic toss deals the level", check("seismic toss deals the level",
tossBefore - tossWild.hp, tossPlayer.level) tossBefore - tossWild.hp, tossPlayer.level)
-- EFFECT_STATIC_DAMAGE: Sonic Boom (20) and Dragon Rage (40).
-- Cart: constantdamage + resettypematchup (effects.asm StaticDamage).
do
check("static damage uses move power",
Effects.fixedDamage("EFFECT_STATIC_DAMAGE", { level = 10 }, { hp = 50 }, nil,
{ power = 40 }), 40)
check("sonic boom fixed damage is 20",
Effects.fixedDamage("EFFECT_STATIC_DAMAGE", { level = 10 }, { hp = 50 }, nil,
{ power = 20 }), 20)
local boomBattle, _, boomWild = effectBattle({ "SONICBOOM" })
boomWild.hp = 100
boomWild.maxHp = 100
local boomBefore = boomWild.hp
boomBattle:takeTurn({ kind = "move", move = "SONICBOOM" })
check("sonic boom deals flat 20", boomBefore - boomWild.hp, 20)
-- Normal vs Ghost is 0x; StaticDamage's resettypematchup misses.
local ghostBattle, _, ghostWild = effectBattle({ "SONICBOOM" })
ghostWild.species = "GASTLY"
local ghostBefore = ghostWild.hp
ghostBattle:takeTurn({ kind = "move", move = "SONICBOOM" })
check("sonic boom misses Ghost in Gen 2", ghostWild.hp, ghostBefore)
local rageBattle, _, rageWild = effectBattle({ "DRAGON_RAGE" })
rageWild.hp = 100
rageWild.maxHp = 100
local rageBefore = rageWild.hp
rageBattle:takeTurn({ kind = "move", move = "DRAGON_RAGE" })
check("dragon rage deals flat 40", rageBefore - rageWild.hp, 40)
end
-- Magnitude: BattleRandom walks magnitude_power.asm. Nil random must not
-- collapse to roll 0 (always Magnitude 4); Battle.new always supplies a roller.
do
local p4, n4 = Effects.magnitudePower(function() return 0 end)
check("magnitude roll 0 is power 10", p4, 10)
check("magnitude roll 0 is number 4", n4, 4)
local p8, n8 = Effects.magnitudePower(function() return 200 end)
check("magnitude roll 200 is power 90", p8, 90)
check("magnitude roll 200 is number 8", n8, 8)
local seen = {}
for roll = 0, 255 do
local _, number = Effects.magnitudePower(function() return roll end)
seen[number] = true
end
for want = 4, 10 do
check(("magnitude table reaches %d"):format(want), seen[want] == true, true)
end
-- Engine path: inject a mid-table roll and confirm the announce + damage.
local magBattle, magPlayer, magWild = newBattle({
random = function(n)
-- Pin the getmagnitude byte: return 200 whenever n == 256.
if n == 256 then return 200 end
return 0
end,
})
magPlayer.moves = { { id = "MAGNITUDE", pp = 30, maxPp = 30 } }
magWild.hp = 200
magWild.maxHp = 200
local magEvents = magBattle:takeTurn({ kind = "move", move = "MAGNITUDE" })
local announced
for _, ev in ipairs(magEvents) do
if ev.kind == "message" and type(ev.text) == "string"
and ev.text:match("^Magnitude %d+") then
announced = ev.text
break
end
end
check("magnitude announces rolled number", announced, "Magnitude 8!")
check("magnitude deals more than power-1 would",
magWild.hp < 200, true)
end
-- --------------------------------------------------------------- held items -- --------------------------------------------------------------- held items
local Ai = require("src.battle.gen2.Ai") local Ai = require("src.battle.gen2.Ai")