@rpgm-tools/neo-angband-core 0.10.0

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 (1183) hide show
  1. package/LICENSE.md +43 -0
  2. package/README.md +80 -0
  3. package/dist/agent/act.d.ts +22 -0
  4. package/dist/agent/act.d.ts.map +1 -0
  5. package/dist/agent/act.js +88 -0
  6. package/dist/agent/act.js.map +1 -0
  7. package/dist/agent/controller.d.ts +34 -0
  8. package/dist/agent/controller.d.ts.map +1 -0
  9. package/dist/agent/controller.js +90 -0
  10. package/dist/agent/controller.js.map +1 -0
  11. package/dist/agent/events.d.ts +27 -0
  12. package/dist/agent/events.d.ts.map +1 -0
  13. package/dist/agent/events.js +31 -0
  14. package/dist/agent/events.js.map +1 -0
  15. package/dist/agent/index.d.ts +17 -0
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  17. package/dist/agent/index.js +15 -0
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  19. package/dist/agent/perceive.d.ts +21 -0
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  21. package/dist/agent/perceive.js +386 -0
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  23. package/dist/agent/types.d.ts +436 -0
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  25. package/dist/agent/types.js +63 -0
  26. package/dist/agent/types.js.map +1 -0
  27. package/dist/bitflag.d.ts +199 -0
  28. package/dist/bitflag.d.ts.map +1 -0
  29. package/dist/bitflag.js +478 -0
  30. package/dist/bitflag.js.map +1 -0
  31. package/dist/cmd.d.ts +164 -0
  32. package/dist/cmd.d.ts.map +1 -0
  33. package/dist/cmd.js +350 -0
  34. package/dist/cmd.js.map +1 -0
  35. package/dist/color.d.ts +104 -0
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  37. package/dist/color.js +240 -0
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  39. package/dist/combat/brand-slay.d.ts +119 -0
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  41. package/dist/combat/brand-slay.js +264 -0
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  43. package/dist/combat/hit.d.ts +198 -0
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  45. package/dist/combat/hit.js +310 -0
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  47. package/dist/combat/index.d.ts +15 -0
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  51. package/dist/combat/melee.d.ts +261 -0
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  53. package/dist/combat/melee.js +402 -0
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  55. package/dist/combat/mon-melee.d.ts +233 -0
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  57. package/dist/combat/mon-melee.js +883 -0
  58. package/dist/combat/mon-melee.js.map +1 -0
  59. package/dist/combat/ranged.d.ts +89 -0
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  61. package/dist/combat/ranged.js +253 -0
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  63. package/dist/constants.d.ts +134 -0
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  65. package/dist/constants.js +171 -0
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  67. package/dist/dice.d.ts +91 -0
  68. package/dist/dice.d.ts.map +1 -0
  69. package/dist/dice.js +424 -0
  70. package/dist/dice.js.map +1 -0
  71. package/dist/effects/effect-choice.d.ts +15 -0
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  75. package/dist/effects/effect-info.d.ts +124 -0
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  83. package/dist/effects/handlers.d.ts +70 -0
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  87. package/dist/effects/interpreter.d.ts +291 -0
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  89. package/dist/effects/interpreter.js +325 -0
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  91. package/dist/events.d.ts +188 -0
  92. package/dist/events.d.ts.map +1 -0
  93. package/dist/events.js +138 -0
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  95. package/dist/expression.d.ts +83 -0
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  99. package/dist/game/cave-cmd.d.ts +195 -0
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  103. package/dist/game/char-sheet.d.ts +189 -0
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  107. package/dist/game/chest.d.ts +94 -0
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  115. package/dist/game/curse-tick.d.ts +35 -0
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  119. package/dist/game/describe.d.ts +20 -0
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  123. package/dist/game/display.d.ts +196 -0
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  125. package/dist/game/display.js +684 -0
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  127. package/dist/game/dump-level.d.ts +37 -0
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  129. package/dist/game/dump-level.js +110 -0
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  131. package/dist/game/effect-attack.d.ts +36 -0
  132. package/dist/game/effect-attack.d.ts.map +1 -0
  133. package/dist/game/effect-attack.js +694 -0
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  135. package/dist/game/effect-detect.d.ts +34 -0
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  139. package/dist/game/effect-env.d.ts +77 -0
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  141. package/dist/game/effect-env.js +166 -0
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  143. package/dist/game/effect-game-env.d.ts +76 -0
  144. package/dist/game/effect-game-env.d.ts.map +1 -0
  145. package/dist/game/effect-game-env.js +23 -0
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  147. package/dist/game/effect-general.d.ts +98 -0
  148. package/dist/game/effect-general.d.ts.map +1 -0
  149. package/dist/game/effect-general.js +914 -0
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  151. package/dist/game/effect-item.d.ts +124 -0
  152. package/dist/game/effect-item.d.ts.map +1 -0
  153. package/dist/game/effect-item.js +789 -0
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  155. package/dist/game/effect-melee.d.ts +43 -0
  156. package/dist/game/effect-melee.d.ts.map +1 -0
  157. package/dist/game/effect-melee.js +477 -0
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  159. package/dist/game/effect-mon-origin.d.ts +67 -0
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  161. package/dist/game/effect-mon-origin.js +164 -0
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  163. package/dist/game/effect-monster.d.ts +29 -0
  164. package/dist/game/effect-monster.d.ts.map +1 -0
  165. package/dist/game/effect-monster.js +281 -0
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  167. package/dist/game/effect-summon.d.ts +37 -0
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  169. package/dist/game/effect-summon.js +113 -0
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  171. package/dist/game/effect-teleport.d.ts +130 -0
  172. package/dist/game/effect-teleport.d.ts.map +1 -0
  173. package/dist/game/effect-teleport.js +529 -0
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  175. package/dist/game/effect-terrain.d.ts +91 -0
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  177. package/dist/game/effect-terrain.js +812 -0
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  179. package/dist/game/energy.d.ts +45 -0
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  183. package/dist/game/equip-cmp.d.ts +138 -0
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  187. package/dist/game/floor.d.ts +182 -0
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  191. package/dist/game/gear.d.ts +408 -0
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  195. package/dist/game/harness.d.ts +61 -0
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  199. package/dist/game/history.d.ts +49 -0
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  203. package/dist/game/ignore-cmd.d.ts +42 -0
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  207. package/dist/game/inscription-confirm.d.ts +80 -0
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  211. package/dist/game/known.d.ts +297 -0
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  223. package/dist/game/mon-cast.d.ts +150 -0
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  227. package/dist/game/mon-cmd.d.ts +51 -0
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  239. package/dist/game/mon-list.d.ts +85 -0
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  243. package/dist/game/mon-message.d.ts +100 -0
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  251. package/dist/game/mon-ranged.d.ts +87 -0
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  1156. package/src/sound/index.ts +13 -0
  1157. package/src/sound/sound-prefs-data.ts +173 -0
  1158. package/src/sound/types.ts +68 -0
  1159. package/src/store/bind.ts +145 -0
  1160. package/src/store/price.ts +97 -0
  1161. package/src/store/store-cmd.ts +73 -0
  1162. package/src/store/store.ts +723 -0
  1163. package/src/store/transact.ts +644 -0
  1164. package/src/store/types.ts +110 -0
  1165. package/src/version.ts +26 -0
  1166. package/src/visuals/engine.ts +444 -0
  1167. package/src/visuals/glyph-table.ts +191 -0
  1168. package/src/visuals/grafmode-data.ts +90 -0
  1169. package/src/visuals/grafmode.ts +123 -0
  1170. package/src/visuals/index.ts +19 -0
  1171. package/src/visuals/map-text.ts +152 -0
  1172. package/src/visuals/pref-expr.ts +182 -0
  1173. package/src/visuals/prefs.ts +981 -0
  1174. package/src/visuals/tile-prefs.ts +183 -0
  1175. package/src/world/chunk.ts +531 -0
  1176. package/src/world/feature.ts +215 -0
  1177. package/src/world/flow.ts +128 -0
  1178. package/src/world/project.ts +687 -0
  1179. package/src/world/projection.ts +228 -0
  1180. package/src/world/scatter.ts +72 -0
  1181. package/src/world/trap.ts +155 -0
  1182. package/src/world/view.ts +513 -0
  1183. package/src/z-queue.ts +300 -0
package/dist/dice.js ADDED
@@ -0,0 +1,424 @@
1
+ /**
2
+ * Dice expressions, ported from reference/src/z-dice.c/h (Angband 4.2.6).
3
+ *
4
+ * A dice object represents "B+XdYmZ" (base, dice, sides, m_bonus) parsed
5
+ * from strings like "3+4d5M6", "d4", or "$B+$Dd$S". Uppercase names
6
+ * starting with $ are variables; expressions are bound to them with
7
+ * bindExpression and evaluated when the dice are rolled.
8
+ *
9
+ * Parser behavior replicated exactly from the upstream state machine:
10
+ * - Spaces (C isspace) are skipped, concatenating what surrounds them
11
+ * ("1 1 +2d3" parses as base 11).
12
+ * - Tokens (numbers, variable names) are truncated to 16 characters.
13
+ * - A 'd' with no leading count means one die ("d6" is 1d6).
14
+ * - 'M' doubles as the bonus marker and as a variable-name character; it is
15
+ * only treated as a name character while a variable name is being read.
16
+ * 'm' is always the bonus marker.
17
+ * - '-' is only accepted as the very first character (negative base).
18
+ * - Characters that are none of [0-9A-Z$dmM+-&], C whitespace, or the
19
+ * terminator are silently IGNORED, as upstream ("1z+2d3" == "1+2d3").
20
+ * - Numbers are parsed with C strtol base 0, so a leading 0 makes a number
21
+ * octal ("010+d4" has base 8).
22
+ * - At most 4 distinct variables fit; on overflow the component keeps the
23
+ * error index -1 (upstream stores it and later reads out of bounds,
24
+ * undefined behavior; this port evaluates such a component as 0).
25
+ *
26
+ * The RNG is passed to roll/evaluate as a parameter; this module holds no
27
+ * random state.
28
+ */
29
+ import { strtolBase0 } from "./expression.js";
30
+ /** Hard limit on the number of variables/expressions. */
31
+ const DICE_MAX_EXPRESSIONS = 4;
32
+ /** Max size for a token/number; longer tokens are truncated. */
33
+ const DICE_TOKEN_SIZE = 16;
34
+ /* String parser states (dice_state_t), 'A' through 'M' in the table. */
35
+ const STATE_START = 0; /* A */
36
+ const STATE_BASE_DIGIT = 1; /* B */
37
+ const STATE_FLUSH_BASE = 2; /* C */
38
+ const STATE_DICE_DIGIT = 3; /* D */
39
+ const STATE_FLUSH_DICE = 4; /* E */
40
+ const STATE_SIDE_DIGIT = 5; /* F */
41
+ const STATE_FLUSH_SIDE = 6; /* G */
42
+ const STATE_BONUS = 7; /* H */
43
+ const STATE_BONUS_DIGIT = 8; /* I */
44
+ const STATE_FLUSH_BONUS = 9; /* J */
45
+ const STATE_VAR = 10; /* K */
46
+ const STATE_VAR_CHAR = 11; /* L */
47
+ const STATE_FLUSH_ALL = 12; /* M */
48
+ const STATE_MAX = 13;
49
+ /* Parser input types (dice_input_t). */
50
+ const INPUT_AMP = 0;
51
+ const INPUT_MINUS = 1;
52
+ const INPUT_BASE = 2;
53
+ const INPUT_DICE = 3;
54
+ const INPUT_BONUS = 4;
55
+ const INPUT_VAR = 5;
56
+ const INPUT_DIGIT = 6;
57
+ const INPUT_UPPER = 7;
58
+ const INPUT_NULL = 8;
59
+ const INPUT_MAX = 9;
60
+ /**
61
+ * The state table from dice_parse_state_transition, transcribed verbatim.
62
+ * Row = state A..M, column = input (&, -, +, d, m, $, digit, upper, NUL).
63
+ * '.' is an invalid transition.
64
+ */
65
+ const STATE_TABLE = [
66
+ ".B.EHKB..", /* A: START */
67
+ "..CE..B.C", /* B: BASE_DIGIT */
68
+ "...EHKD..", /* C: FLUSH_BASE */
69
+ "...E..D..", /* D: DICE_DIGIT */
70
+ ".....KF..", /* E: FLUSH_DICE */
71
+ "G...H.F.G", /* F: SIDE_DIGIT */
72
+ "....H....", /* G: FLUSH_SIDE */
73
+ ".....KI..", /* H: BONUS */
74
+ "......I.J", /* I: BONUS_DIGIT */
75
+ ".........", /* J: FLUSH_BONUS */
76
+ ".......L.", /* K: VAR */
77
+ "G.CEH..LM", /* L: VAR_CHAR */
78
+ ".........", /* M: FLUSH_ALL */
79
+ ];
80
+ /* Last-seen tracker (enum last_seen_e). */
81
+ const SEEN_NONE = 0;
82
+ const SEEN_BASE = 1;
83
+ const SEEN_DICE = 2;
84
+ const SEEN_SIDE = 3;
85
+ const SEEN_BONUS = 4;
86
+ const C_SPACE = " \t\n\v\f\r";
87
+ function isDigit(c) {
88
+ return c >= "0" && c <= "9";
89
+ }
90
+ function isUpper(c) {
91
+ return c >= "A" && c <= "Z";
92
+ }
93
+ /** dice_input_for_char. */
94
+ function inputForChar(c) {
95
+ switch (c) {
96
+ case "&":
97
+ return INPUT_AMP;
98
+ case "-":
99
+ return INPUT_MINUS;
100
+ case "+":
101
+ return INPUT_BASE;
102
+ case "d":
103
+ return INPUT_DICE;
104
+ case "M":
105
+ case "m":
106
+ return INPUT_BONUS;
107
+ case "$":
108
+ return INPUT_VAR;
109
+ case "\0":
110
+ return INPUT_NULL;
111
+ default:
112
+ break;
113
+ }
114
+ if (isDigit(c))
115
+ return INPUT_DIGIT;
116
+ if (isUpper(c))
117
+ return INPUT_UPPER;
118
+ return INPUT_MAX;
119
+ }
120
+ /** dice_parse_state_transition. */
121
+ function stateTransition(state, input) {
122
+ if (state === STATE_MAX || input === INPUT_MAX)
123
+ return STATE_MAX;
124
+ const cell = STATE_TABLE[state][input];
125
+ if (cell === ".")
126
+ return STATE_MAX;
127
+ return cell.charCodeAt(0) - 0x41; /* 'A' */
128
+ }
129
+ /**
130
+ * dice_t. Construction is dice_new (dice_free is garbage collected).
131
+ */
132
+ export class Dice {
133
+ b = 0;
134
+ x = 0;
135
+ y = 0;
136
+ m = 0;
137
+ exB = false;
138
+ exX = false;
139
+ exY = false;
140
+ exM = false;
141
+ expressions = null;
142
+ /**
143
+ * dice_reset: zero the values and clear (but keep) the expression table.
144
+ */
145
+ reset() {
146
+ this.b = 0;
147
+ this.x = 0;
148
+ this.y = 0;
149
+ this.m = 0;
150
+ this.exB = false;
151
+ this.exX = false;
152
+ this.exY = false;
153
+ this.exM = false;
154
+ if (this.expressions === null)
155
+ return;
156
+ for (const entry of this.expressions) {
157
+ entry.name = null;
158
+ entry.expression = null;
159
+ }
160
+ }
161
+ /**
162
+ * dice_add_variable: returns the index of the (possibly new) variable
163
+ * name, or -1 when all DICE_MAX_EXPRESSIONS slots are taken.
164
+ */
165
+ addVariable(name) {
166
+ if (this.expressions === null) {
167
+ this.expressions = [];
168
+ for (let i = 0; i < DICE_MAX_EXPRESSIONS; i++) {
169
+ this.expressions.push({ name: null, expression: null });
170
+ }
171
+ }
172
+ for (let i = 0; i < DICE_MAX_EXPRESSIONS; i++) {
173
+ const entry = this.expressions[i];
174
+ if (entry.name === null) {
175
+ entry.name = name;
176
+ return i;
177
+ }
178
+ else if (entry.name.toLowerCase() === name.toLowerCase()) {
179
+ return i;
180
+ }
181
+ }
182
+ return -1;
183
+ }
184
+ /**
185
+ * dice_bind_expression: bind a deep copy of `expression` to a variable
186
+ * name found during parsing. Returns the index bound, or -1 when the
187
+ * name is unknown (case-insensitive lookup, as upstream my_stricmp).
188
+ */
189
+ bindExpression(name, expression) {
190
+ if (this.expressions === null)
191
+ return -1;
192
+ for (let i = 0; i < DICE_MAX_EXPRESSIONS; i++) {
193
+ const entry = this.expressions[i];
194
+ if (entry.name === null)
195
+ continue;
196
+ if (entry.name.toLowerCase() === name.toLowerCase()) {
197
+ entry.expression = expression.copy();
198
+ return i;
199
+ }
200
+ }
201
+ return -1;
202
+ }
203
+ /**
204
+ * dice_parse_string: parse a dice string into this object, resetting any
205
+ * previous state. Returns true on success, false on a parse error.
206
+ */
207
+ parseString(string) {
208
+ if (string === null || string === undefined)
209
+ return false;
210
+ let token = "";
211
+ let state = STATE_START;
212
+ let lastSeen = SEEN_NONE;
213
+ /* Reset all internal state, since this object might be reused. */
214
+ this.reset();
215
+ /* The string terminator is included as part of the parse. */
216
+ for (let current = 0; current <= string.length; current++) {
217
+ const ch = current < string.length ? string[current] : "\0";
218
+ /* Skip spaces; this concatenates digits and variable names. */
219
+ if (C_SPACE.includes(ch))
220
+ continue;
221
+ const inputType = inputForChar(ch);
222
+ switch (inputType) {
223
+ case INPUT_AMP:
224
+ case INPUT_BASE:
225
+ case INPUT_DICE:
226
+ case INPUT_VAR:
227
+ case INPUT_NULL:
228
+ state = stateTransition(state, inputType);
229
+ break;
230
+ case INPUT_MINUS:
231
+ case INPUT_DIGIT:
232
+ case INPUT_UPPER:
233
+ /* Truncate tokens if they are too long to fit. */
234
+ if (token.length < DICE_TOKEN_SIZE)
235
+ token += ch;
236
+ state = stateTransition(state, inputType);
237
+ break;
238
+ default:
239
+ /* INPUT_BONUS and unrecognized characters: handled below or
240
+ * silently ignored, as upstream. */
241
+ break;
242
+ }
243
+ /*
244
+ * 'M' doubles as the bonus marker and a variable-name character; it
245
+ * is a name character only while a variable name is being read.
246
+ */
247
+ if (ch === "M") {
248
+ if (state === STATE_VAR || state === STATE_VAR_CHAR) {
249
+ if (token.length < DICE_TOKEN_SIZE)
250
+ token += ch;
251
+ state = stateTransition(state, INPUT_UPPER);
252
+ }
253
+ else {
254
+ state = stateTransition(state, INPUT_BONUS);
255
+ }
256
+ }
257
+ else if (ch === "m") {
258
+ state = stateTransition(state, INPUT_BONUS);
259
+ }
260
+ /* Illegal transition. */
261
+ if (state >= STATE_MAX)
262
+ return false;
263
+ let flush = true;
264
+ switch (state) {
265
+ case STATE_FLUSH_BASE:
266
+ lastSeen = SEEN_BASE;
267
+ break;
268
+ case STATE_FLUSH_DICE:
269
+ lastSeen = SEEN_DICE;
270
+ /* A 'd' with no number before it is one die. */
271
+ if (token.length === 0)
272
+ token = "1";
273
+ break;
274
+ case STATE_FLUSH_SIDE:
275
+ lastSeen = SEEN_SIDE;
276
+ break;
277
+ case STATE_FLUSH_BONUS:
278
+ lastSeen = SEEN_BONUS;
279
+ break;
280
+ case STATE_FLUSH_ALL:
281
+ /* Flush whatever comes after what we last saw. */
282
+ if (lastSeen < SEEN_BONUS)
283
+ lastSeen++;
284
+ break;
285
+ case STATE_BONUS:
286
+ /* If we last saw dice, we are now seeing sides. */
287
+ if (lastSeen === SEEN_DICE)
288
+ lastSeen = SEEN_SIDE;
289
+ else
290
+ lastSeen = SEEN_BONUS;
291
+ break;
292
+ default:
293
+ /* A state that should not flush anything. */
294
+ flush = false;
295
+ break;
296
+ }
297
+ if (flush && token.length > 0) {
298
+ let value = 0;
299
+ let isVariable = false;
300
+ if (isUpper(token[0])) {
301
+ value = this.addVariable(token);
302
+ isVariable = true;
303
+ }
304
+ else {
305
+ /* C strtol(token, NULL, 0) then (int) cast. */
306
+ value = strtolBase0(token).value | 0;
307
+ isVariable = false;
308
+ }
309
+ switch (lastSeen) {
310
+ case SEEN_BASE:
311
+ this.b = value;
312
+ this.exB = isVariable;
313
+ break;
314
+ case SEEN_DICE:
315
+ this.x = value;
316
+ this.exX = isVariable;
317
+ break;
318
+ case SEEN_SIDE:
319
+ this.y = value;
320
+ this.exY = isVariable;
321
+ break;
322
+ case SEEN_BONUS:
323
+ this.m = value;
324
+ this.exM = isVariable;
325
+ break;
326
+ default:
327
+ break;
328
+ }
329
+ token = "";
330
+ }
331
+ }
332
+ return true;
333
+ }
334
+ /** Evaluate one component, resolving a bound expression if needed. */
335
+ component(value, isExpression) {
336
+ if (!isExpression)
337
+ return value;
338
+ if (this.expressions !== null &&
339
+ value >= 0 &&
340
+ value < DICE_MAX_EXPRESSIONS &&
341
+ this.expressions[value].expression !== null) {
342
+ const expr = this.expressions[value]
343
+ .expression;
344
+ return expr.evaluate();
345
+ }
346
+ return 0;
347
+ }
348
+ /**
349
+ * dice_random_value: extract a random_value, evaluating any bound
350
+ * expressions. Deterministic (no RNG involved).
351
+ */
352
+ randomValue() {
353
+ return {
354
+ base: this.component(this.b, this.exB),
355
+ dice: this.component(this.x, this.exX),
356
+ sides: this.component(this.y, this.exY),
357
+ mBonus: this.component(this.m, this.exM),
358
+ };
359
+ }
360
+ /**
361
+ * dice_evaluate: fully evaluate via randcalc under an aspect. When `out`
362
+ * is passed, the random_value used is written into it (the upstream out
363
+ * parameter).
364
+ */
365
+ evaluate(rng, level, aspect, out) {
366
+ const rv = this.randomValue();
367
+ if (out !== undefined) {
368
+ out.base = rv.base;
369
+ out.dice = rv.dice;
370
+ out.sides = rv.sides;
371
+ out.mBonus = rv.mBonus;
372
+ }
373
+ return rng.randcalc(rv, level, aspect);
374
+ }
375
+ /**
376
+ * dice_roll: evaluate as base + XdY (m_bonus is reported in `out` but
377
+ * not rolled, as upstream).
378
+ */
379
+ roll(rng, out) {
380
+ const rv = this.randomValue();
381
+ if (out !== undefined) {
382
+ out.base = rv.base;
383
+ out.dice = rv.dice;
384
+ out.sides = rv.sides;
385
+ out.mBonus = rv.mBonus;
386
+ }
387
+ return rv.base + rng.damroll(rv.dice, rv.sides);
388
+ }
389
+ /** dice_test_values: compare the raw parsed values (not expressions). */
390
+ testValues(base, diceCount, sides, bonus) {
391
+ let success = true;
392
+ success &&= this.b === base;
393
+ success &&= this.x === diceCount;
394
+ success &&= this.y === sides;
395
+ success &&= this.m === bonus;
396
+ return success;
397
+ }
398
+ /**
399
+ * dice_test_variables: check that each component uses the named variable
400
+ * (or, when null, does not use a variable). Requires that at least one
401
+ * variable was parsed, as upstream (expressions table must exist).
402
+ */
403
+ testVariables(base, diceName, sides, bonus) {
404
+ if (this.expressions === null)
405
+ return false;
406
+ const check = (wanted, isExpr, index) => {
407
+ if (wanted === null)
408
+ return !isExpr;
409
+ if (!isExpr || index < 0)
410
+ return false;
411
+ const entry = this.expressions?.[index];
412
+ if (entry === undefined || entry.name === null)
413
+ return false;
414
+ return entry.name.toLowerCase() === wanted.toLowerCase();
415
+ };
416
+ let success = true;
417
+ success &&= check(base, this.exB, this.b);
418
+ success &&= check(diceName, this.exX, this.x);
419
+ success &&= check(sides, this.exY, this.y);
420
+ success &&= check(bonus, this.exM, this.m);
421
+ return success;
422
+ }
423
+ }
424
+ //# sourceMappingURL=dice.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,15 @@
1
+ import type { Effect } from "./effect.js";
2
+ import type { EffectMenuNameDeps } from "./effect-info.js";
3
+ /** Renderer-neutral EF_SELECT menu rows (ui-effect.c L34-180). */
4
+ export interface EffectChoiceRow {
5
+ /** 0-based sub-effect choice, or -2 for the explicit random row. */
6
+ choice: number;
7
+ label: string;
8
+ random: boolean;
9
+ }
10
+ /**
11
+ * Build the rows a host UI presents for a SELECT chain. This is data-only;
12
+ * GlyphTerm and other renderers stay outside game/effects logic.
13
+ */
14
+ export declare function effectChoiceRows(first: Effect | null, count: number, deps?: EffectMenuNameDeps): EffectChoiceRow[];
15
+ //# sourceMappingURL=effect-choice.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"effect-choice.d.ts","sourceRoot":"","sources":["../../src/effects/effect-choice.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AAE1C,OAAO,KAAK,EAAE,kBAAkB,EAAE,MAAM,kBAAkB,CAAC;AAE3D,kEAAkE;AAClE,MAAM,WAAW,eAAe;IAC9B,oEAAoE;IACpE,MAAM,EAAE,MAAM,CAAC;IACf,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,OAAO,CAAC;CACjB;AAED;;;GAGG;AACH,wBAAgB,gBAAgB,CAC9B,KAAK,EAAE,MAAM,GAAG,IAAI,EACpB,KAAK,EAAE,MAAM,EACb,IAAI,GAAE,kBAAuB,GAC5B,eAAe,EAAE,CAWnB"}
@@ -0,0 +1,18 @@
1
+ import { effectMenuName, effectNext } from "./effect-info.js";
2
+ /**
3
+ * Build the rows a host UI presents for a SELECT chain. This is data-only;
4
+ * GlyphTerm and other renderers stay outside game/effects logic.
5
+ */
6
+ export function effectChoiceRows(first, count, deps = {}) {
7
+ const labels = [];
8
+ let effect = first;
9
+ for (let i = 0; effect && i < count; i++) {
10
+ labels.push(effectMenuName(effect, deps));
11
+ effect = effectNext(effect);
12
+ }
13
+ return [
14
+ { choice: -2, label: "one of the following at random", random: true },
15
+ ...labels.map((label, choice) => ({ choice, label, random: false })),
16
+ ];
17
+ }
18
+ //# sourceMappingURL=effect-choice.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,124 @@
1
+ /**
2
+ * Effect display/description helpers, ported from reference/src/effects-info.c
3
+ * (Angband 4.2.6): effect_info (effects.c L103, re-exposed here as a pure
4
+ * function over the generated EFFECT_ENTRIES table), effect_damages (L742),
5
+ * effect_avg_damage (L773), effect_projection (L804), effect_next (L721),
6
+ * effect_describe / create_nested_effect_description (L122-572), plus the
7
+ * per-row spell comment builder of reference/src/player-spell.c
8
+ * (append_random_value_string L570, spell_effect_append_value_info L593,
9
+ * get_spell_info L708) and the "Inflicts an average of ... damage." summary
10
+ * of reference/src/ui-spell.c spell_menu_browser (L147-208).
11
+ *
12
+ * PURE DISPLAY PATH, RNG-SAFE BY CONSTRUCTION: nothing in this module reads
13
+ * or advances the game RNG. Upstream's effect_describe / get_spell_info call
14
+ * dice_roll(effect->dice, &value) to populate the random_value it formats;
15
+ * dice_roll itself calls damroll() and so draws real entropy (harmless for
16
+ * the "roll" it discards but a determinism hazard if replicated here, since
17
+ * rendering a menu row or a spell description must never perturb future RNG
18
+ * draws - the project's #1 anxiety per its save-scum policy). This port
19
+ * substitutes Dice.randomValue() (dice_random_value: base/dice/sides/mBonus
20
+ * extraction with no rolling) at every such call site, and reimplements the
21
+ * AVERAGE/MINIMISE/MAXIMISE aspect math locally (rvAverage/rvMin/rvMax) so
22
+ * that not even an Rng instance needs to be threaded through this file.
23
+ * effect_next's random/select "how many sub-effects" count and
24
+ * effect_damages/effect_avg_damage/effect_projection's dice_evaluate(...,
25
+ * AVERAGE, ...) calls are all replaced the same way.
26
+ *
27
+ * Divergences by design:
28
+ * - No textblock/colour markup: describeEffect returns a plain string.
29
+ * Upstream's digit-highlighting (copy_to_textblock_with_coloring) is a
30
+ * rendering concern left to whatever UI layer consumes the string.
31
+ * - Globals the upstream reads (timed_effects[], the object property
32
+ * registry, the summon table, player->lev, z_info->food_value,
33
+ * z_info->max_range) are passed in as dependency bags instead
34
+ * (EffectDescribeDeps, SpellInfoDeps) with sensible defaults so callers
35
+ * that don't need a given case can omit it.
36
+ */
37
+ import type { Dice } from "../dice.js";
38
+ import { type RandomValue } from "../rng.js";
39
+ import type { ProjectionInfo } from "../world/projection.js";
40
+ import type { Effect } from "./effect.js";
41
+ /** Live lookup data needed by effect_get_menu_name (effects-info.c L583-714). */
42
+ export interface EffectMenuNameDeps {
43
+ projections?: readonly Pick<ProjectionInfo, "desc" | "playerDesc" | "lashDesc">[];
44
+ timedDesc?: (tmdIndex: number) => string;
45
+ statName?: (statIndex: number) => string;
46
+ summonDesc?: (summonIndex: number) => string;
47
+ foodFull?: number;
48
+ foodHungry?: number;
49
+ }
50
+ /** effect_get_menu_name (effects-info.c L583-714), including subtype formatting. */
51
+ export declare function effectMenuName(effect: Effect | null, deps?: EffectMenuNameDeps): string;
52
+ /** effect_info (effects.c L103): the short info-type string ("dam", "heal", ...). */
53
+ export declare function effectInfo(effect: Effect | null): string | null;
54
+ /**
55
+ * effect_next (effects-info.c L721): the next effect in the chain, skipping
56
+ * over all the sub-effects of a random/select effect.
57
+ */
58
+ export declare function effectNext(effect: Effect): Effect | null;
59
+ /**
60
+ * effect_damages (effects-info.c L742): whether the effect (or, for a
61
+ * random/select effect, any sub-effect) deals damage.
62
+ */
63
+ export declare function effectDamages(effect: Effect): boolean;
64
+ /**
65
+ * effect_avg_damage (effects-info.c L773): the average damage dealt, using
66
+ * `sharedDice` in place of the effect's own dice when a prior SET_VALUE
67
+ * effect supplied one (pass null when there wasn't one).
68
+ */
69
+ export declare function effectAvgDamage(effect: Effect, sharedDice: Dice | null): number;
70
+ /**
71
+ * effect_projection (effects-info.c L804): the element/projection name for
72
+ * the damage segment, or "" if the effect has none (or, for a random/select
73
+ * effect, its sub-effects don't all share the same one).
74
+ */
75
+ export declare function effectProjection(effect: Effect, projections: readonly Pick<ProjectionInfo, "playerDesc">[]): string;
76
+ /**
77
+ * Dependencies effect_describe reads from globals upstream. All optional
78
+ * except `projections`, defaulting to "" (no case in the EFINFO_* switch
79
+ * treats an empty string specially, matching an absent lookup gracefully).
80
+ */
81
+ export interface EffectDescribeDeps {
82
+ /** projections[] indexed by PROJ value (or subtype for mod codes). */
83
+ projections: readonly Pick<ProjectionInfo, "desc" | "playerDesc" | "lashDesc">[];
84
+ /** timed_effects[idx].desc (player-timed.c), for EFINFO_CURE / EFINFO_TIMED. */
85
+ timedDesc?: (tmdIndex: number) => string;
86
+ /** lookup_obj_property(OBJ_PROPERTY_STAT, idx)->name, for EFINFO_STAT. */
87
+ statName?: (statIndex: number) => string;
88
+ /** summon_desc(idx) (mon-summon.c), for EFINFO_SUMM. */
89
+ summonDesc?: (summonIndex: number) => string;
90
+ /** player->lev; scales EFINFO_SHORT's displayed length. */
91
+ playerLevel?: number;
92
+ /** z_info->food_value; the EFINFO_FOOD turn-count multiplier (100 upstream). */
93
+ foodValue?: number;
94
+ }
95
+ /**
96
+ * effect_describe (effects-info.c L319): a description of `effectHead` (and
97
+ * any effects chained after it via EF_RANDOM/EF_SELECT) if `onlyFirst`, or of
98
+ * the whole remaining chain otherwise. Returns null when nothing in range has
99
+ * a description (mirrors upstream's NULL textblock). `prefix` is prepended
100
+ * once, before the first description added.
101
+ */
102
+ export declare function describeEffect(effectHead: Effect | null, prefix: string | null, devSkillBoost: number, onlyFirst: boolean, deps: EffectDescribeDeps): string | null;
103
+ /** append_random_value_string (player-spell.c L570). */
104
+ export declare function appendRandomValueString(rv: RandomValue): string;
105
+ /** Dependencies get_spell_info reads from the live player upstream. */
106
+ export interface SpellInfoDeps {
107
+ /** player->lev; scales the displayed EF_BALL radius / EF_SHORT_BEAM length. */
108
+ playerLevel?: number;
109
+ /** z_info->max_range; caps the displayed EF_SHORT_BEAM length. */
110
+ maxRange?: number;
111
+ }
112
+ /**
113
+ * get_spell_info (player-spell.c L708): the per-spell comment shown after the
114
+ * fail% column in the spell menu, e.g. " dam 3d4" or " dam 2d8; heal 15".
115
+ */
116
+ export declare function getSpellInfo(effect: Effect | null, deps?: SpellInfoDeps): string;
117
+ /**
118
+ * The damaging-effects half of spell_menu_browser (ui-spell.c L164-201): the
119
+ * "Inflicts an average of N element[, M element and ...] damage." sentence,
120
+ * or null when the spell has no damaging effects at all (upstream skips the
121
+ * whole block in that case).
122
+ */
123
+ export declare function spellDamageSummary(effect: Effect | null, projections: readonly Pick<ProjectionInfo, "playerDesc">[]): string | null;
124
+ //# sourceMappingURL=effect-info.d.ts.map
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