@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
@@ -0,0 +1,520 @@
1
+ /**
2
+ * The player's object-knowledge (the "rune" learning system), ported from
3
+ * reference/src/obj-knowledge.c (Angband 4.2.6).
4
+ *
5
+ * The learn-by-use half is fully ported: runes are learned on wield
6
+ * (object_learn_on_wield), on attack and defend (equip_learn_on_melee_attack /
7
+ * _ranged_attack / _on_defend, missile_learn_on_ranged_attack), when a flag or
8
+ * element fires in play (equip_learn_flag / equip_learn_element), over time
9
+ * (equip_learn_after_time), from brands/slays biting a monster
10
+ * (player_learn_brand/slay via combat/brand-slay.ts), plus the racial innates
11
+ * at birth (player_learn_innate) and the learn-everything wizard ramp
12
+ * (player_learn_all_runes).
13
+ *
14
+ * The modifier runes gate REAL play: calc_bonuses (player-calcs.c L1942-1981)
15
+ * multiplies every equipped item's modifier by p->obj_k->modifiers, so an
16
+ * unlearned modifier is INERT. Flags, resists, and the to_a/to_h/to_d combat
17
+ * bonuses always apply for the real state and their runes feed the DISPLAYED
18
+ * known_state (character sheet / inspect), which lands with the display task;
19
+ * the knowledge itself is tracked here exactly as upstream so the display
20
+ * work is pure presentation.
21
+ *
22
+ * DEFERRED (ledgered in parity/ledger/obj-knowledge.yaml): the per-object
23
+ * obj->known twin (display-only shadow copies: "had a chance to notice"
24
+ * markers, object_fully_known short-circuits, update_player_object_knowledge's
25
+ * gear/store sweep), rune inscriptions (rune_note), monster-lore learning from
26
+ * brands/slays (lore is #24), and shapechange learning (shapes are bound raw).
27
+ */
28
+ import { FlagSet } from "../bitflag.js";
29
+ import type { RandomValue } from "../rng.js";
30
+ import type { GameObject } from "./object.js";
31
+ import type { Brand, Curse, EgoItem, ObjectKind, ObjectProperty, Slay } from "./types.js";
32
+ import type { Player } from "../player/player.js";
33
+ /** obj->notice bits (object.h). */
34
+ export declare const OBJ_NOTICE: {
35
+ readonly WORN: 1;
36
+ readonly ASSESSED: 2;
37
+ readonly IGNORE: 4;
38
+ readonly IMAGINED: 8;
39
+ };
40
+ /**
41
+ * The registry tables and equipment access rune learning reads. Built once
42
+ * per game (session/game.ts wireGame) from the bound registries; the harness
43
+ * provides an inert default for worldless tests.
44
+ */
45
+ export interface RuneEnv {
46
+ brands: readonly (Brand | null)[];
47
+ slays: readonly (Slay | null)[];
48
+ curses: readonly (Curse | null)[];
49
+ properties: readonly (ObjectProperty | null)[];
50
+ /** Element rune names (upstream projections[i].name: "acid", ...). */
51
+ elementNames: readonly string[];
52
+ /** slot_object(p, i): the equipped object in body slot i, or null. */
53
+ slotObject(slot: number): GameObject | null;
54
+ /** randcalc_varies, for object_has_standard_to_h on body armor. */
55
+ randcalcVaries(v: RandomValue): boolean;
56
+ /** Flavor knowledge, for object_flavor_tried on wield. */
57
+ flavor?: FlavorKnowledge;
58
+ /** msg() sink for rune / flag / modifier messages. */
59
+ msg?(text: string): void;
60
+ }
61
+ /** Optional registry tables for makeRuneEnv (inert defaults when absent). */
62
+ export interface RuneEnvTables {
63
+ brands?: readonly (Brand | null)[];
64
+ slays?: readonly (Slay | null)[];
65
+ curses?: readonly (Curse | null)[];
66
+ properties?: readonly (ObjectProperty | null)[];
67
+ elementNames?: readonly string[];
68
+ flavor?: FlavorKnowledge;
69
+ msg?(text: string): void;
70
+ }
71
+ /**
72
+ * Assemble a RuneEnv from equipment access plus whatever registry tables the
73
+ * caller has; missing tables default to empty (learning against them is a
74
+ * no-op), which keeps worldless harness tests total.
75
+ */
76
+ export declare function makeRuneEnv(slotObject: (slot: number) => GameObject | null, randcalcVaries: (v: RandomValue) => boolean, tables?: RuneEnvTables): RuneEnv;
77
+ /** ODESC_BASE approximation until object_desc lands: the kind's plain name. */
78
+ export declare function objBaseName(obj: GameObject): string;
79
+ /** player_knows_brand. */
80
+ export declare function playerKnowsBrand(p: Player, i: number): boolean;
81
+ /** player_knows_slay. */
82
+ export declare function playerKnowsSlay(p: Player, i: number): boolean;
83
+ /** player_knows_curse. */
84
+ export declare function playerKnowsCurse(p: Player, i: number): boolean;
85
+ /** RUNE_VAR_COMBAT: learn one of the three combat runes. */
86
+ export declare function playerLearnCombat(p: Player, env: RuneEnv, which: "toA" | "toH" | "toD", message?: boolean): boolean;
87
+ /** RUNE_VAR_MOD: learn a modifier rune. */
88
+ export declare function playerLearnMod(p: Player, env: RuneEnv, i: number, message?: boolean): boolean;
89
+ /** RUNE_VAR_RESIST: learn an element rune (high elements only, as the list). */
90
+ export declare function playerLearnResist(p: Player, env: RuneEnv, elem: number, message?: boolean): boolean;
91
+ /** RUNE_VAR_FLAG: learn an object-flag rune. */
92
+ export declare function playerLearnFlagRune(p: Player, env: RuneEnv, flag: number, message?: boolean): boolean;
93
+ /**
94
+ * RUNE_VAR_BRAND: learn a brand rune; all brands sharing the name are learned
95
+ * together (a rune covers "fire" whatever the multiplier).
96
+ */
97
+ export declare function playerLearnBrand(p: Player, env: RuneEnv, index: number, message?: boolean): boolean;
98
+ /**
99
+ * RUNE_VAR_SLAY: learn a slay rune; all slays hitting the same monsters
100
+ * (same_monsters_slain) are learned together.
101
+ */
102
+ export declare function playerLearnSlay(p: Player, env: RuneEnv, index: number, message?: boolean): boolean;
103
+ /** RUNE_VAR_CURSE: learn a curse rune. */
104
+ export declare function playerLearnCurse(p: Player, env: RuneEnv, index: number, message?: boolean): boolean;
105
+ /**
106
+ * create_obj_flag_mask(f, true, id, OFT_MAX): every OF_* flag whose property
107
+ * has the given OFID_* identify type.
108
+ */
109
+ export declare function objFlagMaskById(env: RuneEnv, id: number): FlagSet;
110
+ /**
111
+ * player_outfit's obvious-flag knowledge (player-birth.c L597-602): at birth the
112
+ * player knows every LIGHT / DIG / THROW / CURSE_ONLY subtype object flag. These
113
+ * are the non-rune "on wield" flags (init_rune skips their subtypes), so without
114
+ * this a mundane torch / digger / thrown item would read as not-fully-known and
115
+ * show a spurious "{??}" in stores and lists. Marking them known here makes such
116
+ * items fully known the moment they are seen, exactly as upstream. Mutates the
117
+ * passed flag set in place.
118
+ */
119
+ export declare function learnBirthObviousFlags(known: FlagSet, properties: readonly (ObjectProperty | null)[]): void;
120
+ /** sustain_flag(stat): the OF_SUST_* flag for a stat (contiguous block). */
121
+ export declare function sustainFlag(stat: number): number;
122
+ /**
123
+ * object_has_standard_to_h: body armor with a fixed kind to_h matches the
124
+ * kind's base; anything else is standard only at to_h == 0.
125
+ */
126
+ export declare function objectHasStandardToH(env: RuneEnv, obj: GameObject): boolean;
127
+ export declare function objectCursesFindToA(p: Player, env: RuneEnv, obj: GameObject): void;
128
+ export declare function objectCursesFindToH(p: Player, env: RuneEnv, obj: GameObject): void;
129
+ export declare function objectCursesFindToD(p: Player, env: RuneEnv, obj: GameObject): void;
130
+ /** object_curses_find_flags: learn test-mask flags carried by curses. */
131
+ export declare function objectCursesFindFlags(p: Player, env: RuneEnv, obj: GameObject, testFlags: FlagSet): boolean;
132
+ /** object_curses_find_modifiers: learn modifier runes carried by curses. */
133
+ export declare function objectCursesFindModifiers(p: Player, env: RuneEnv, obj: GameObject): void;
134
+ /** object_curses_find_element: learn an element rune carried by curses. */
135
+ export declare function objectCursesFindElement(p: Player, env: RuneEnv, obj: GameObject, elem: number): boolean;
136
+ /**
137
+ * object_learn_on_wield (obj-knowledge.c L1820): learn the properties that
138
+ * become obvious the moment an item is worn or wielded - the obvious
139
+ * (OFID_WIELD) flags with sustains promoted to obvious on stat items, every
140
+ * modifier, and anything the item's curses supply. Guarded by the
141
+ * OBJ_NOTICE_WORN bit and marks flavored wearables tried.
142
+ *
143
+ * Without an env (worldless callers, e.g. unit tests that only exercise the
144
+ * calc_bonuses gate) only the modifier runes are learned, which is the whole
145
+ * real-play effect.
146
+ */
147
+ export declare function objectLearnOnWield(player: Player, obj: GameObject, env?: RuneEnv): void;
148
+ /**
149
+ * missile_learn_on_ranged_attack: firing teaches the to-hit rune (when the
150
+ * missile or launcher is off-standard) and the to-dam rune.
151
+ */
152
+ export declare function missileLearnOnRangedAttack(p: Player, env: RuneEnv, obj: GameObject): void;
153
+ /** equip_learn_on_defend: being hit teaches the to-armor rune. */
154
+ export declare function equipLearnOnDefend(p: Player, env: RuneEnv): void;
155
+ /**
156
+ * equip_learn_on_ranged_attack: firing teaches the to-hit rune from any
157
+ * off-standard equipment except the weapon and launcher.
158
+ */
159
+ export declare function equipLearnOnRangedAttack(p: Player, env: RuneEnv): void;
160
+ /**
161
+ * equip_learn_on_melee_attack: attacking teaches the to-hit and to-dam runes
162
+ * from any off-standard equipment except the launcher.
163
+ */
164
+ export declare function equipLearnOnMeleeAttack(p: Player, env: RuneEnv): void;
165
+ /**
166
+ * equip_learn_flag: a flag fired in play; learn its rune from any equipped
167
+ * item carrying it (with the flag_message), including via curses.
168
+ */
169
+ export declare function equipLearnFlag(p: Player, env: RuneEnv, flag: number): void;
170
+ /**
171
+ * equip_learn_element: an element hit the player; learn its rune from any
172
+ * equipped item affecting it (with the glow message), including via curses.
173
+ */
174
+ export declare function equipLearnElement(p: Player, env: RuneEnv, element: number): void;
175
+ /**
176
+ * shape_learn_on_assume (L1892): on taking a shape, learn its obvious
177
+ * (OFID_WIELD) flags and its resists, through the same equipment learn
178
+ * calls upstream uses.
179
+ */
180
+ export declare function shapeLearnOnAssume(p: Player, env: RuneEnv, shape: import("../player/types.js").Shape): void;
181
+ /**
182
+ * equip_learn_after_time: learn the timed (OFID_TIMED) flags the equipment
183
+ * carries; called every 100 game turns from process_world.
184
+ */
185
+ export declare function equipLearnAfterTime(p: Player, env: RuneEnv): void;
186
+ /** player_learn_innate: know the racial element and flag runes at birth. */
187
+ export declare function playerLearnInnate(p: Player, env: RuneEnv): void;
188
+ /** player_learn_all_runes: learn absolutely everything (wizard mode). */
189
+ export declare function playerLearnAllRunes(p: Player, env: RuneEnv): void;
190
+ /** enum rune_variety. */
191
+ export type RuneVariety = "combat" | "mod" | "resist" | "brand" | "slay" | "curse" | "flag";
192
+ /** struct rune, resolved: a variety, its per-variety index, and a name. */
193
+ export interface Rune {
194
+ variety: RuneVariety;
195
+ index: number;
196
+ name: string;
197
+ }
198
+ /**
199
+ * init_rune: build the rune list in the exact upstream order - combat,
200
+ * modifiers, high elements, brands (first of each name), slays (first of
201
+ * each same-monsters group), named curses, then the identifiable flags
202
+ * (subtypes NONE / LIGHT / DIG / THROW / CURSE_ONLY excluded).
203
+ */
204
+ export declare function buildRuneList(env: RuneEnv): Rune[];
205
+ /**
206
+ * rune_desc (obj-knowledge.c L344-403): the recall description of a rune. The
207
+ * text is computed per variety (no per-rune desc field in the data pack), so
208
+ * this ports the C switch verbatim. Combat runes have fixed strings keyed by
209
+ * COMBAT_RUNE_TO_A/H/D (obj-knowledge.h L35-37); curse runes read the curse's
210
+ * own desc (curses[index].desc) formatted as "Object %s."; every other variety
211
+ * substitutes the rune's name into its template. Returns "" for an out-of-range
212
+ * curse (the C default falls through to NULL).
213
+ */
214
+ export declare function runeDesc(env: RuneEnv, rune: Rune): string;
215
+ /** player_knows_rune over the typed knowledge stores. */
216
+ export declare function playerKnowsRune(p: Player, rune: Rune): boolean;
217
+ /** object_has_rune. */
218
+ export declare function objectHasRune(env: RuneEnv, obj: GameObject, rune: Rune): boolean;
219
+ /**
220
+ * object_runes_known, reduced to the port's player-rune knowledge model:
221
+ * every rune the object carries is known to the player. (Upstream compares
222
+ * the obj->known twin, which is filled from the same rune knowledge.)
223
+ */
224
+ export declare function objectRunesKnown(p: Player, env: RuneEnv, obj: GameObject, runes: readonly Rune[]): boolean;
225
+ /** player_learn_rune dispatched by variety. */
226
+ export declare function playerLearnRune(p: Player, env: RuneEnv, rune: Rune, message: boolean): boolean;
227
+ /**
228
+ * object_find_unknown_rune: a random unknown rune carried by the object
229
+ * (upstream RNG: candidates gathered in list order, then randint0), or -1.
230
+ */
231
+ export declare function objectFindUnknownRune(rng: {
232
+ randint0(m: number): number;
233
+ }, p: Player, env: RuneEnv, obj: GameObject, runes: readonly Rune[]): number;
234
+ /**
235
+ * object_learn_unknown_rune (obj-knowledge.c L1798): learn a random unknown
236
+ * rune from the object; with none left the object is marked assessed. Returns
237
+ * whether a rune was learned.
238
+ *
239
+ * Upstream both branches end in player_know_object (directly at L1806, or via
240
+ * player_learn_rune -> update_player_object_knowledge at L1811), which fires the
241
+ * object_flavor_aware side effect for the object. The port synthesises the
242
+ * known shadow on demand for display, so that awareness half is fired here (a
243
+ * knowledge-UPDATE site) via playerKnowObjectAwareness. `flavor` is optional so
244
+ * callers with no flavor environment (older tests) keep the bare rune-learn.
245
+ */
246
+ export declare function objectLearnUnknownRune(rng: {
247
+ randint0(m: number): number;
248
+ }, p: Player, env: RuneEnv, obj: GameObject, runes: readonly Rune[], flavor?: FlavorKnowledge, flavorDeps?: FlavorAwareDeps): boolean;
249
+ /**
250
+ * Flavor awareness, ported from the kind->aware / kind->tried bits of
251
+ * reference/src/object.h and the accessors/setters in obj-knowledge.c
252
+ * (object_flavor_is_aware L2243, object_flavor_was_tried L2254,
253
+ * object_flavor_aware L2266, object_flavor_tried L2320).
254
+ *
255
+ * Upstream these two bits live on the shared object_kind template and are
256
+ * global to the running game. This port keeps them out of the immutable bound
257
+ * registry and in a per-game FlavorKnowledge, keyed by kind index (kidx), so a
258
+ * bound ObjRegistry stays reusable across games.
259
+ *
260
+ * "aware" means the player knows what a flavored kind does (has quaffed the
261
+ * potion, etc.); "tried" means a kind of that flavor has been used without the
262
+ * effect being learned. object_value and object_value_base read is_aware to
263
+ * decide between the real cost and a flat per-tval guess.
264
+ */
265
+ /**
266
+ * The player-side side effects object_flavor_aware fires beyond flipping the
267
+ * aware bit (obj-knowledge.c L2276-2279). Injected so FlavorKnowledge stays
268
+ * decoupled from the ignore subsystem (obj/ignore.ts IgnoreSettings) and the
269
+ * player's upkeep, mirroring how the rest of the port threads deps. The
270
+ * gear/store base_known sweep and floor re-light are NOT here: the former is
271
+ * covered by the on-demand known shadow, the latter is a display concern (see
272
+ * FlavorKnowledge.objectFlavorAware).
273
+ */
274
+ export interface FlavorAwareDeps {
275
+ /** kind_is_ignored_unaware(kind) (obj-ignore.c): ignored while unidentified? */
276
+ isIgnoredUnaware(kidx: number): boolean;
277
+ /** kind_ignore_when_aware(kind) (obj-ignore.c): carry the ignore bit over. */
278
+ ignoreWhenAware(kidx: number): void;
279
+ /** p->upkeep->notice |= PN_IGNORE: request an ignore re-check of the pack. */
280
+ requestIgnoreNotice(): void;
281
+ }
282
+ /**
283
+ * An inert FlavorAwareDeps for callers that have a FlavorKnowledge but no
284
+ * live ignore/notice environment (birth-time scripting, tests, or a caller
285
+ * that intentionally wants the bare aware-bit flip with none of the L2276-79
286
+ * side effects). Equivalent to the old bare setAware() call.
287
+ */
288
+ export declare const NOOP_FLAVOR_AWARE_DEPS: FlavorAwareDeps;
289
+ export declare class FlavorKnowledge {
290
+ private readonly ordinaryKindCount;
291
+ private readonly awareKidx;
292
+ private readonly triedKidx;
293
+ /**
294
+ * @param ordinaryKindCount z_info->ordinary_kind_max: kinds at or above this
295
+ * index are INSTA_ART dummies and are never marked tried.
296
+ */
297
+ constructor(ordinaryKindCount: number);
298
+ /**
299
+ * z_info->ordinary_kind_max: kinds at or above this index are special-artifact
300
+ * dummies (see obj-knowledge.c L1168's kidx >= ordinary_kind_max test).
301
+ */
302
+ get ordinaryKindMax(): number;
303
+ /** object_flavor_is_aware(obj): is the player aware of this kind's flavor? */
304
+ isAware(kind: ObjectKind): boolean;
305
+ /** object_flavor_was_tried(obj): has a kind of this flavor been tried? */
306
+ wasTried(kind: ObjectKind): boolean;
307
+ /**
308
+ * The aware-bit half of object_flavor_aware (L2272-2273): mark a kind's
309
+ * flavor known; returns true when this made a change. This is the pure
310
+ * primitive - it flips the bit and nothing else, so it is safe for birth
311
+ * aware-marking (flavor.ts) and savefile restore, which must NOT trigger the
312
+ * ignore re-check. Callers that are the player becoming aware in play should
313
+ * use objectFlavorAware() below, which layers on the awareness side effects.
314
+ */
315
+ setAware(kind: ObjectKind): boolean;
316
+ /**
317
+ * object_flavor_aware (obj-knowledge.c L2266): the player becomes aware of a
318
+ * flavoured kind AND the awareness side effects fire. Returns true when
319
+ * awareness newly changed (upstream is void; the port surfaces the change so
320
+ * callers can gate a message / redraw).
321
+ *
322
+ * What each upstream step maps to in the port's on-demand-shadow model:
323
+ * - kind->aware = true (L2272-2273): setAware below.
324
+ * - obj->known->effect = obj->effect (L2274): the port keeps NO persistent
325
+ * obj->known twin; the known shadow is synthesised on demand and
326
+ * objectSetBaseKnown (known-object.ts L157-170) already fills shadow.effect
327
+ * from deps.isAware(kind). Once the bit above flips, every later synthesis
328
+ * reveals the effect automatically - there is nothing to write here.
329
+ * - ignore/autoinscribe fix (L2276-2279): ported below via `deps`.
330
+ * - object_set_base_known over p->gear and every store's stock (L2281-2290):
331
+ * a NO-OP in the port. Those are exactly the twins that are synthesised on
332
+ * demand and re-read the freshly-flipped aware bit, so there is no stored
333
+ * copy to re-sweep. (Building a persistent twin to sweep is the separate
334
+ * DEFERRED obj->known item, out of scope here.)
335
+ * - floor-tile re-light for kinds that change glyph on awareness
336
+ * (L2293-2312): a cave/display concern, outside packages/core/src/obj.
337
+ *
338
+ * @returns true iff the kind was not already aware.
339
+ */
340
+ objectFlavorAware(kind: ObjectKind, deps: FlavorAwareDeps): boolean;
341
+ /** object_flavor_tried (L2320): mark a kind tried; artifacts are skipped. */
342
+ setTried(kind: ObjectKind): void;
343
+ /** A JSON-safe snapshot of the aware/tried kidx sets, for savefiles. */
344
+ snapshot(): {
345
+ aware: number[];
346
+ tried: number[];
347
+ };
348
+ /** Restore a snapshot() payload (replacing the current knowledge). */
349
+ restore(data: {
350
+ aware: number[];
351
+ tried: number[];
352
+ }): void;
353
+ }
354
+ /**
355
+ * The per-game "everseen" knowledge (object.h struct object_kind.everseen and
356
+ * struct ego_item.everseen). Upstream these bits live on the shared kind/ego
357
+ * templates and are global to the running game; this port keeps them out of the
358
+ * immutable bound registry - exactly like FlavorKnowledge - in a per-game store
359
+ * keyed by kind index (kidx) and ego index (eidx), so a bound ObjRegistry stays
360
+ * reusable across games and the flags ride the save (save.c L397, L533).
361
+ *
362
+ * A kind or ego is marked everseen the first time the player sees an item whose
363
+ * name they know: object_desc sets obj->kind->everseen once the flavour is
364
+ * aware, and obj->ego->everseen once the ego is identified (obj-desc.c
365
+ * L633-637), plus player-birth.c L658 marks each bought start-item's kind. The
366
+ * object-knowledge browser lists a kind when it is everseen OR flavoured
367
+ * (ui-knowledge.c L2157); the ego browser lists an ego when it is everseen
368
+ * (L1847).
369
+ *
370
+ * Marking is a pure Set insert: it draws no RNG and does not depend on draw
371
+ * order, so wiring it into object_desc/generation cannot perturb determinism.
372
+ */
373
+ export declare class EverseenKnowledge {
374
+ private readonly seenKidx;
375
+ private readonly seenEidx;
376
+ /** obj->kind->everseen: has the player ever seen this kind (name known)? */
377
+ kindSeen(kind: ObjectKind): boolean;
378
+ /** obj->ego->everseen: has the player ever seen this ego (identified)? */
379
+ egoSeen(ego: EgoItem): boolean;
380
+ /** obj->kind->everseen = true (obj-desc.c L637 / player-birth.c L658). */
381
+ markKind(kind: ObjectKind): void;
382
+ /** obj->ego->everseen = true (obj-desc.c L634). */
383
+ markEgo(ego: EgoItem): void;
384
+ /** A JSON-safe snapshot of the seen kidx/eidx sets, for savefiles. */
385
+ snapshot(): {
386
+ kinds: number[];
387
+ egos: number[];
388
+ };
389
+ /** Restore a snapshot() payload (replacing the current knowledge). */
390
+ restore(data: {
391
+ kinds: number[];
392
+ egos: number[];
393
+ }): void;
394
+ }
395
+ /**
396
+ * The per-kind autoinscription registry (object.h L241-242's
397
+ * kind->note_aware / kind->note_unaware). Upstream these two quark strings
398
+ * live on the shared object_kind template and are global to the running game;
399
+ * this port keeps them out of the immutable bound registry - like
400
+ * FlavorKnowledge and IgnoreSettings - in a per-game store keyed by kind index
401
+ * (kidx), so a bound ObjRegistry stays reusable across games and the notes ride
402
+ * the save.
403
+ *
404
+ * get(kidx, aware) is get_autoinscription (obj-ignore.c L229): the aware note
405
+ * when the kind is aware, else the unaware note. set() is
406
+ * add_autoinscription / remove_autoinscription (obj-ignore.c L322 / L294): a
407
+ * non-empty note registers that slot, an empty note clears it (upstream's
408
+ * NULL-inscription -> remove_autoinscription path).
409
+ *
410
+ * This is the KIND-note half only. The separate rune-based autoinscription
411
+ * (runes_autoinscribe, obj-ignore.c L217) rides the rune-knowledge system and
412
+ * stays ledger-deferred (#24).
413
+ */
414
+ export declare class AutoinscriptionRegistry {
415
+ /** kind->note_aware / note_unaware, keyed by kidx. Absent slot == no note. */
416
+ private readonly notes;
417
+ /** get_autoinscription(kind, aware) (obj-ignore.c L229). */
418
+ get(kidx: number, aware: boolean): string | undefined;
419
+ /**
420
+ * add_autoinscription (obj-ignore.c L322) / remove_autoinscription (L294):
421
+ * register the aware or unaware note for a kind. An empty note clears that
422
+ * slot (upstream's null-inscription branch); a kind with neither slot set is
423
+ * dropped from the map entirely.
424
+ */
425
+ set(kidx: number, note: string, aware: boolean): void;
426
+ /** remove_autoinscription (obj-ignore.c L294): clear both slots for a kind. */
427
+ clear(kidx: number): void;
428
+ /** Every kind with a registered note (either slot), for the management UI. */
429
+ entries(): Array<[number, {
430
+ aware?: string;
431
+ unaware?: string;
432
+ }]>;
433
+ }
434
+ /**
435
+ * rune_list[i].note (object.h struct rune): the player's per-rune
436
+ * autoinscription. Upstream this is a quark on the file-static rune_list, set
437
+ * from the rune knowledge screen (ui-knowledge.c rune_xtra_act, L2246-2280) and
438
+ * saved/loaded by wr_ignore (save.c:586-605) / rd_ignore (load.c:937-945).
439
+ * Like AutoinscriptionRegistry it lives per-game here so the bound registries
440
+ * stay immutable, keyed by the rune's index in buildRuneList - the same key
441
+ * upstream uses to address rune_list at runtime. (The SAVEFILE keys by runeKey
442
+ * instead; see runeKey below for why.)
443
+ *
444
+ * WART preserved: upstream `rune_set_note(i, "")` goes through quark_add(""),
445
+ * which returns a NONZERO quark (z-quark.c:31-49 never returns 0 for a new
446
+ * string), so an empty inscription is a LIVE note that appends nothing - it is
447
+ * written to the savefile and shows the '}' uninscribe prompt. Only
448
+ * rune_set_note(i, NULL) clears the slot. Hence set(i, "") stores, set(i, null)
449
+ * deletes.
450
+ */
451
+ export declare class RuneNoteRegistry {
452
+ private readonly notes;
453
+ /** rune_note(i) (obj-knowledge.c:406). undefined == quark 0 == no note. */
454
+ get(i: number): string | undefined;
455
+ /** rune_set_note(i, inscription) (obj-knowledge.c:414). */
456
+ set(i: number, note: string | null): void;
457
+ /** Every rune index carrying a note, for the save block and the UI. */
458
+ entries(): Array<[number, string]>;
459
+ }
460
+ /** rune_note (obj-knowledge.c:406) as a free function over the registry. */
461
+ export declare function runeNote(registry: RuneNoteRegistry, i: number): string | undefined;
462
+ /** rune_set_note (obj-knowledge.c:414) as a free function over the registry. */
463
+ export declare function runeSetNote(registry: RuneNoteRegistry, i: number, note: string | null): void;
464
+ /**
465
+ * A pack-stable identity for a rune, for the savefile only.
466
+ *
467
+ * Upstream writes the raw rune-list index (`wr_s16b(k)`, save.c:600) and reads
468
+ * it straight back (`rune_set_note(runeid, tmp)`, load.c:944), which mis-targets
469
+ * if the loaded data changes the rune list's shape - the same positional-index
470
+ * fragility wr_object_memory has. That fragility is a property of the C
471
+ * SAVEFILE FORMAT, and the port's format is the ratified JSON document whose
472
+ * load-bearing rule is that every content reference is a stable id
473
+ * (MOD_LIFECYCLE decision 1, session/save.ts SAVE_VERSION). Runtime behaviour
474
+ * is untouched: in play a rune is still addressed by its buildRuneList index,
475
+ * exactly as upstream addresses rune_list.
476
+ *
477
+ * `variety:name` is unique across the whole list: buildRuneList already
478
+ * de-duplicates brands and slays by name, and the remaining varieties draw one
479
+ * rune per distinct property name.
480
+ */
481
+ export declare function runeKey(rune: Rune): string;
482
+ /**
483
+ * rune_name (obj-knowledge.c:325): the display name of a rune, with the
484
+ * variety-specific decoration - "<x> brand", "slay <x>", "<x> curse",
485
+ * "resist <x>", and the bare name for combat / modifier / flag runes.
486
+ */
487
+ export declare function runeName(rune: Rune): string;
488
+ /**
489
+ * get_autoinscription (obj-ignore.c L229) as a free function over the registry,
490
+ * mirroring the upstream signature: the aware note when the kind is aware, else
491
+ * the unaware note; undefined when the kind has no note for that awareness.
492
+ */
493
+ export declare function getAutoinscription(registry: AutoinscriptionRegistry, kidx: number, aware: boolean): string | undefined;
494
+ /**
495
+ * add_autoinscription / remove_autoinscription (obj-ignore.c L322 / L294) as a
496
+ * free function over the registry: register `note` for the aware or unaware
497
+ * slot; an empty note clears it.
498
+ */
499
+ export declare function setAutoinscription(registry: AutoinscriptionRegistry, kidx: number, note: string, aware: boolean): void;
500
+ /**
501
+ * The object_flavor_aware side effect of player_know_object (obj-knowledge.c
502
+ * L1163-1175). This is the awareness-UPDATE half of player_know_object, split
503
+ * out so it can be fired at the port's knowledge-update sites - upstream the
504
+ * whole of player_know_object writes the obj->known twin AND fires this; the
505
+ * port synthesises the twin on demand for display, so ONLY this awareness half
506
+ * needs a home, and it must never live on the display path (describing an item
507
+ * must not mutate the player's knowledge).
508
+ *
509
+ * player_know_object early-returns for a not-yet-assessed object (L1033) before
510
+ * ever reaching these branches, so this mirrors that gate: awareness fires only
511
+ * once the object is ASSESSED. Then:
512
+ * - jewellery whose non-curse runes are all known becomes aware (L1163-1167);
513
+ * - a special artifact that isn't jewellery (kidx >= ordinary_kind_max) becomes
514
+ * aware outright (L1168-1175).
515
+ *
516
+ * object_flavor_aware itself early-returns when the kind is already aware, so
517
+ * re-firing across repeated rune-learns is a no-op.
518
+ */
519
+ export declare function playerKnowObjectAwareness(p: Player, env: RuneEnv, obj: GameObject, runes: readonly Rune[], flavor: FlavorKnowledge, flavorDeps: FlavorAwareDeps): void;
520
+ //# sourceMappingURL=knowledge.d.ts.map
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