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feat(mods): expose read-only battle snapshots
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+22
-12
@@ -83,25 +83,35 @@ function Damage.critRoll(ruleset, attacker, moveId, rng, highCrit)
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return rng(0, 255) < b
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end
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-- Accuracy test: rand(0..255) < floor(accuracy * 255 / 100) adjusted by
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-- accuracy/evasion stages. With oneIn256Miss a max-accuracy move still
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-- misses on 255.
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function Damage.accuracyRoll(ruleset, move, attacker, defender, rng)
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rng = rng or love.math.random
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-- Exact number of the 256 RNG outcomes that pass MoveHitTest. Keeping the
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-- threshold public lets read-only UIs preview the same rules the roll uses.
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function Damage.accuracyThreshold(ruleset, move, attacker, defender)
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-- X ACCURACY sets USING_X_ACCURACY: the move simply never misses
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-- (MoveHitTest returns before any accuracy math, 1/256 included)
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if attacker.xAccuracy then return true end
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if attacker.xAccuracy then return 256 end
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local acc = math.floor(move.accuracy * 255 / 100)
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local accuracyStage = attacker.stages and attacker.stages.accuracy or 0
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local evasionStage = defender.stages and defender.stages.evasion or 0
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-- CalcHitChance scales by the accuracy stage and the evasion stage as
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-- two separate ratio multiplications, clamping each result
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acc = math.min(255, Stats.applyStage(acc,
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attacker.stages and attacker.stages.accuracy or 0))
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acc = math.min(255, Stats.applyStage(acc,
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-(defender.stages and defender.stages.evasion or 0)))
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acc = math.min(255, Stats.applyStage(acc, accuracyStage))
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acc = math.min(255, Stats.applyStage(acc, -evasionStage))
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if not ruleset.oneIn256Miss and move.accuracy >= 100
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and (attacker.stages.accuracy or 0) >= (defender.stages.evasion or 0) then
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return true
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and accuracyStage >= evasionStage then
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return 256
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end
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return acc
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end
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function Damage.accuracyChance(ruleset, move, attacker, defender)
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return Damage.accuracyThreshold(ruleset, move, attacker, defender) * 100 / 256
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end
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-- Accuracy test: rand(0..255) < the shared ruleset-aware threshold.
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function Damage.accuracyRoll(ruleset, move, attacker, defender, rng)
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rng = rng or love.math.random
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local acc = Damage.accuracyThreshold(ruleset, move, attacker, defender)
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if acc == 256 then return true end
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return rng(0, 255) < acc
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end
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