@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 +1,1407 @@
1
+ /**
2
+ * Object inspection, ported from reference/src/obj-info.c (Angband 4.2.6):
3
+ * object_info_out (L2315) and its describe_* helpers, obj_known_blows (L864),
4
+ * obj_known_damage / o_obj_known_damage (L1023 / L1264), obj_known_digging
5
+ * (L1813), obj_known_light (L1914), obj_known_effect / describe_effect
6
+ * (L2013 / L2060), describe_combat (L1752), describe_origin (L2177) and
7
+ * describe_flavor_text (L2252).
8
+ *
9
+ * The engine is a PURE READ: it reproduces upstream's block order, separators,
10
+ * wording, punctuation, colours (COLOUR_* -> color.ts) and integer math, and
11
+ * MUST NOT draw from the game RNG. Every value comes from deterministic reads
12
+ * or randcalc(timeout, MINIMISE/MAXIMISE) fixed bounds; calcBonuses /
13
+ * calcBlows / calcDiggingChances / breakageChance are deterministic given
14
+ * state, and the hypothetical-wield re-derive is driven through a deps closure
15
+ * that must pass update=false and never roll. See object-info.test.ts for the
16
+ * RNG-invariance guard.
17
+ *
18
+ * The result is a Textblock: an ordered list of coloured runs with literal
19
+ * '\n' in the text (the faithful analogue of z-textblock's textblock_append /
20
+ * textblock_append_c). Word-wrapping to a display width is a presentation
21
+ * concern left to the shell (packages/web wrapRuns), so the core emits logical
22
+ * lines only, exactly as the character-dump path needs.
23
+ *
24
+ * Game-layer data the upstream reads from globals (the player, the rune env,
25
+ * the projection table, the monster-race registry, the built effect chain, the
26
+ * constants and options) is injected via ObjectInfoDeps rather than reached
27
+ * from a live GameState, so the engine is reusable by inspect, the store look
28
+ * command and object recall without a second divergent copy.
29
+ */
30
+ import { COLOUR_GREEN, COLOUR_L_GREEN, COLOUR_L_RED, COLOUR_L_WHITE, COLOUR_RED, COLOUR_WHITE, COLOUR_YELLOW, } from "../color.js";
31
+ import { OF, OBJ_MOD } from "../generated/index.js";
32
+ import { ORIGIN, ORIGIN_ENTRIES } from "../generated/origins.js";
33
+ import { MELEE_CRIT, MELEE_CRIT_LEVELS, RANGED_CRIT, RANGED_CRIT_LEVELS, } from "../combat/hit.js";
34
+ import { chanceOfMeleeHitBase } from "../combat/melee.js";
35
+ import { chanceOfMissileHitBase } from "../combat/ranged.js";
36
+ import { SKILL, STAT_MAX } from "../player/types.js";
37
+ import { myRationalConstruct, myRationalProduct, myRationalSum, myRationalToUint, } from "../rational.js";
38
+ import { OBJ_NOTICE, objectHasStandardToH, sustainFlag } from "./knowledge.js";
39
+ import { objectEffectIsKnown, objectFullyKnown, objectKnownShadow, } from "./known-object.js";
40
+ import { copyBrands, copySlays, objectWeightOne, tvalIsAmmo, tvalIsEdible, tvalIsFuel, tvalIsLight, tvalIsMeleeWeapon, tvalIsPotion, tvalIsRod, tvalIsScroll, tvalIsStaff, tvalIsUseable, tvalIsWand, tvalIsWeapon, tvalIsWearable, } from "./object.js";
41
+ import { EL_INFO_HATES, EL_INFO_IGNORE, ELEM_MAX, OBJ_MOD_MAX, OBJ_PROPERTY, OFT, } from "./types.js";
42
+ /* ------------------------------------------------------------------ *
43
+ * OINFO modes (obj-info.h L28-35). Values MUST match upstream so the
44
+ * EGO / FAKE / TERSE / SPOIL gates in describe_stats / get_known_flags /
45
+ * get_known_elements stay correct when the character dump, store look and
46
+ * ego-recall reuse the engine.
47
+ * ------------------------------------------------------------------ */
48
+ export const OINFO = {
49
+ NONE: 0x00,
50
+ TERSE: 0x01,
51
+ SUBJ: 0x02,
52
+ EGO: 0x04,
53
+ FAKE: 0x08,
54
+ SPOIL: 0x10,
55
+ };
56
+ /** textblock_new (z-textblock.c L57): an empty run stream. */
57
+ export function tbNew() {
58
+ return { runs: [] };
59
+ }
60
+ /**
61
+ * textblock_append (z-textblock.c L166): default (white) colour.
62
+ *
63
+ * Upstream is variadic and vformats; the port's callers interpolate first, so
64
+ * this takes the finished string. Empty appends are dropped rather than pushing
65
+ * a zero-length run, which is invisible to textblockToString and to
66
+ * textblockAttrs alike (the C's vstrnfmt of "" also writes nothing).
67
+ */
68
+ export function tbAppend(tb, text) {
69
+ if (text.length > 0)
70
+ tb.runs.push({ text, attr: COLOUR_WHITE });
71
+ }
72
+ /** textblock_append_c (z-textblock.c L179): coloured. */
73
+ export function tbAppendC(tb, attr, text) {
74
+ if (text.length > 0)
75
+ tb.runs.push({ text, attr });
76
+ }
77
+ /**
78
+ * textblock_append_textblock (z-textblock.c L153): append every character AND
79
+ * its attribute from `tba` onto `tb`, leaving `tba` UNTOUCHED so the caller can
80
+ * keep using or free it independently (upstream's callers at obj-info.c L2135,
81
+ * effects-info.c L262/L296/L367, ui-equip-cmp.c L1457/L1462 and
82
+ * ui-knowledge.c L3052 all free the source afterwards, which is only safe
83
+ * because this copies).
84
+ *
85
+ * The runs are copied rather than aliased for the same reason: a later append to
86
+ * `tb` must not be able to reach into `tba`'s run objects.
87
+ */
88
+ export function tbAppendTextblock(tb, tba) {
89
+ for (const r of tba.runs)
90
+ tb.runs.push({ text: r.text, attr: r.attr });
91
+ }
92
+ /**
93
+ * textblock_attrs (z-textblock.c L201): the PER-CHARACTER attribute array.
94
+ *
95
+ * The port stores runs, not parallel character arrays, because that is what its
96
+ * front ends consume; this is the flattening upstream's display_area
97
+ * (ui-output.c L145) reads, and it is the shape upstream's own tests assert
98
+ * against. attrs[i] is the colour of textblockToString(tb)[i].
99
+ */
100
+ export function textblockAttrs(tb) {
101
+ const attrs = [];
102
+ for (const r of tb.runs) {
103
+ for (let i = 0; i < r.text.length; i++)
104
+ attrs.push(r.attr);
105
+ }
106
+ return attrs;
107
+ }
108
+ /** Concatenate the entire run-stream text (tests / plain readouts). */
109
+ export function textblockToString(tb) {
110
+ let s = "";
111
+ for (const r of tb.runs)
112
+ s += r.text;
113
+ return s;
114
+ }
115
+ /* ------------------------------------------------------------------ *
116
+ * Small helpers.
117
+ * ------------------------------------------------------------------ */
118
+ /** randcalc(v, 0, MINIMISE). */
119
+ function rvMin(v) {
120
+ return v.base + v.dice;
121
+ }
122
+ /** randcalc(v, 0, MAXIMISE). */
123
+ function rvMax(v) {
124
+ return v.base + v.dice * v.sides + v.mBonus;
125
+ }
126
+ /** is_a_vowel (z-util.c). */
127
+ function isAVowel(c) {
128
+ return "aeiouAEIOU".includes(c);
129
+ }
130
+ /** C "%+i" (always-signed integer). */
131
+ function plusI(n) {
132
+ return n < 0 ? String(n) : `+${n}`;
133
+ }
134
+ /** Substitute %s placeholders left to right. */
135
+ function sprintfS(fmt, ...args) {
136
+ let i = 0;
137
+ return fmt.replace(/%s/g, () => args[i++] ?? "");
138
+ }
139
+ function lookupProp(env, type, propIndex) {
140
+ for (const p of env.properties) {
141
+ if (p && p.type === type && p.propIndex === propIndex)
142
+ return p;
143
+ }
144
+ return null;
145
+ }
146
+ /** object_to_hit(obj->known) (obj-util.c L296): shadow to-hit plus curses. */
147
+ function objToHit(o, env) {
148
+ let result = o.toH;
149
+ if (o.curses) {
150
+ for (let i = 1; i < env.curses.length; i++) {
151
+ if (o.curses[i]?.power)
152
+ result += env.curses[i]?.obj.toH ?? 0;
153
+ }
154
+ }
155
+ return result;
156
+ }
157
+ /** object_to_dam(obj->known). */
158
+ function objToDam(o, env) {
159
+ let result = o.toD;
160
+ if (o.curses) {
161
+ for (let i = 1; i < env.curses.length; i++) {
162
+ if (o.curses[i]?.power)
163
+ result += env.curses[i]?.obj.toD ?? 0;
164
+ }
165
+ }
166
+ return result;
167
+ }
168
+ /** info_out_list (obj-info.c L78): "a, b, c.\n". */
169
+ function infoOutList(tb, list) {
170
+ for (let i = 0; i < list.length; i++) {
171
+ tbAppend(tb, list[i]);
172
+ if (i !== list.length - 1)
173
+ tbAppend(tb, ", ");
174
+ }
175
+ tbAppend(tb, ".\n");
176
+ }
177
+ function getKnownElements(obj, shadow, p, mode) {
178
+ const out = [];
179
+ for (let i = 0; i < ELEM_MAX; i++) {
180
+ const known = p.objKnown.elInfo[i]?.resLevel ?? 0;
181
+ let resLevel = 0;
182
+ if (known || mode & OINFO.SPOIL) {
183
+ resLevel = shadow.elInfo[i]?.resLevel ?? 0;
184
+ }
185
+ let flags = shadow.elInfo[i]?.flags ?? 0;
186
+ /* Ignoring an element. */
187
+ if ((obj.elInfo[i]?.flags ?? 0) & EL_INFO_IGNORE) {
188
+ if ((obj.elInfo[i]?.flags ?? 0) & EL_INFO_HATES) {
189
+ flags &= ~EL_INFO_HATES;
190
+ }
191
+ else {
192
+ flags &= ~EL_INFO_IGNORE;
193
+ }
194
+ }
195
+ if (mode & OINFO.TERSE)
196
+ flags &= ~EL_INFO_HATES;
197
+ out.push({ resLevel, flags });
198
+ }
199
+ return out;
200
+ }
201
+ /* ------------------------------------------------------------------ *
202
+ * describe_* helpers (obj-info.c).
203
+ * ------------------------------------------------------------------ */
204
+ function describeCurses(tb, shadow, env) {
205
+ const c = shadow.curses;
206
+ if (!c)
207
+ return false;
208
+ for (let i = 1; i < env.curses.length; i++) {
209
+ if (c[i]?.power) {
210
+ tbAppend(tb, "It ");
211
+ tbAppendC(tb, COLOUR_L_RED, env.curses[i]?.desc ?? "");
212
+ if (c[i]?.power === 100)
213
+ tbAppend(tb, "; this curse cannot be removed");
214
+ tbAppend(tb, ".\n");
215
+ }
216
+ }
217
+ return true;
218
+ }
219
+ function describeStats(tb, shadow, env, mode, aware) {
220
+ const suppressDetails = (mode & (OINFO.EGO | OINFO.FAKE)) !== 0;
221
+ let knownEffect = false;
222
+ if (shadow.ego)
223
+ knownEffect = true;
224
+ /* tval_can_have_flavor_k && object_flavor_is_aware (jewellery). */
225
+ if (aware)
226
+ knownEffect = true;
227
+ let count = 0;
228
+ for (let i = 0; i < OBJ_MOD_MAX; i++) {
229
+ if (shadow.modifiers[i])
230
+ count++;
231
+ }
232
+ const detail = count > 0;
233
+ if (!count)
234
+ return false;
235
+ for (let i = 0; i < OBJ_MOD_MAX; i++) {
236
+ const val = shadow.modifiers[i] ?? 0;
237
+ if (!val)
238
+ continue;
239
+ const desc = lookupProp(env, OBJ_PROPERTY.MOD, i)?.name ??
240
+ lookupProp(env, OBJ_PROPERTY.STAT, i)?.name ??
241
+ "";
242
+ if (detail && !suppressDetails) {
243
+ const attr = val > 0 ? COLOUR_L_GREEN : COLOUR_RED;
244
+ tbAppendC(tb, attr, `${plusI(val)} ${desc}.\n`);
245
+ }
246
+ else if (knownEffect) {
247
+ tbAppend(tb, `Affects your ${desc}.\n`);
248
+ }
249
+ }
250
+ return true;
251
+ }
252
+ function describeSlays(tb, shadow, env) {
253
+ const s = shadow.slays;
254
+ if (!s)
255
+ return false;
256
+ if (tvalIsWeapon(shadow.tval) || tvalIsFuel(shadow.tval)) {
257
+ tbAppend(tb, "Slays ");
258
+ }
259
+ else {
260
+ tbAppend(tb, "It causes your melee attacks to slay ");
261
+ }
262
+ let count = 0;
263
+ for (let i = 1; i < env.slays.length; i++)
264
+ if (s[i])
265
+ count++;
266
+ for (let i = 1; i < env.slays.length; i++) {
267
+ if (!s[i])
268
+ continue;
269
+ tbAppend(tb, env.slays[i]?.name ?? "");
270
+ if ((env.slays[i]?.multiplier ?? 0) > 3)
271
+ tbAppend(tb, " (powerfully)");
272
+ if (count > 1)
273
+ tbAppend(tb, ", ");
274
+ else
275
+ tbAppend(tb, ".\n");
276
+ count--;
277
+ }
278
+ return true;
279
+ }
280
+ function describeBrands(tb, shadow, env) {
281
+ const b = shadow.brands;
282
+ if (!b)
283
+ return false;
284
+ if (tvalIsWeapon(shadow.tval) || tvalIsFuel(shadow.tval)) {
285
+ tbAppend(tb, "Branded with ");
286
+ }
287
+ else {
288
+ tbAppend(tb, "It brands your melee attacks with ");
289
+ }
290
+ let count = 0;
291
+ for (let i = 1; i < env.brands.length; i++)
292
+ if (b[i])
293
+ count++;
294
+ for (let i = 1; i < env.brands.length; i++) {
295
+ if (!b[i])
296
+ continue;
297
+ if ((env.brands[i]?.multiplier ?? 0) < 3)
298
+ tbAppend(tb, "weak ");
299
+ tbAppend(tb, env.brands[i]?.name ?? "");
300
+ if (count > 1)
301
+ tbAppend(tb, ", ");
302
+ else
303
+ tbAppend(tb, ".\n");
304
+ count--;
305
+ }
306
+ return true;
307
+ }
308
+ function describeElements(tb, el, projections) {
309
+ let prev = false;
310
+ const collect = (test) => {
311
+ const out = [];
312
+ for (let i = 0; i < ELEM_MAX; i++) {
313
+ if (test(el[i]?.resLevel ?? 0))
314
+ out.push(projections[i]?.name ?? "");
315
+ }
316
+ return out;
317
+ };
318
+ const imm = collect((r) => r === 3);
319
+ if (imm.length) {
320
+ tbAppend(tb, "Provides immunity to ");
321
+ infoOutList(tb, imm);
322
+ prev = true;
323
+ }
324
+ const res = collect((r) => r === 1);
325
+ if (res.length) {
326
+ tbAppend(tb, "Provides resistance to ");
327
+ infoOutList(tb, res);
328
+ prev = true;
329
+ }
330
+ const vul = collect((r) => r === -1);
331
+ if (vul.length) {
332
+ tbAppend(tb, "Makes you vulnerable to ");
333
+ infoOutList(tb, vul);
334
+ prev = true;
335
+ }
336
+ return prev;
337
+ }
338
+ function describeProtects(tb, flags, env) {
339
+ const descs = [];
340
+ for (let i = 1; i < OF.MAX; i++) {
341
+ const prop = lookupProp(env, OBJ_PROPERTY.FLAG, i);
342
+ if (!prop || prop.subtype !== OFT.PROT)
343
+ continue;
344
+ if (flags.has(i))
345
+ descs.push(prop.desc);
346
+ }
347
+ if (!descs.length)
348
+ return false;
349
+ tbAppend(tb, "Provides protection from ");
350
+ infoOutList(tb, descs);
351
+ return true;
352
+ }
353
+ function describeIgnores(tb, el, projections) {
354
+ const descs = [];
355
+ for (let i = 0; i < ELEM_MAX; i++) {
356
+ if ((el[i]?.flags ?? 0) & EL_INFO_IGNORE)
357
+ descs.push(projections[i]?.name ?? "");
358
+ }
359
+ if (!descs.length)
360
+ return false;
361
+ tbAppend(tb, "Cannot be harmed by ");
362
+ infoOutList(tb, descs);
363
+ return true;
364
+ }
365
+ function describeHates(tb, el, projections) {
366
+ const descs = [];
367
+ for (let i = 0; i < ELEM_MAX; i++) {
368
+ if ((el[i]?.flags ?? 0) & EL_INFO_HATES)
369
+ descs.push(projections[i]?.name ?? "");
370
+ }
371
+ if (!descs.length)
372
+ return false;
373
+ tbAppend(tb, "Can be destroyed by ");
374
+ infoOutList(tb, descs);
375
+ return true;
376
+ }
377
+ function describeSustains(tb, flags, env) {
378
+ const descs = [];
379
+ for (let i = 0; i < STAT_MAX; i++) {
380
+ const prop = lookupProp(env, OBJ_PROPERTY.STAT, i);
381
+ if (!prop)
382
+ continue;
383
+ if (flags.has(sustainFlag(i)))
384
+ descs.push(prop.name);
385
+ }
386
+ if (!descs.length)
387
+ return false;
388
+ tbAppend(tb, "Sustains ");
389
+ infoOutList(tb, descs);
390
+ return true;
391
+ }
392
+ function describeMiscMagic(tb, flags, env) {
393
+ let printed = false;
394
+ for (let i = 1; i < OF.MAX; i++) {
395
+ const prop = lookupProp(env, OBJ_PROPERTY.FLAG, i);
396
+ if (!prop)
397
+ continue;
398
+ if (prop.subtype !== OFT.MISC && prop.subtype !== OFT.MELEE && prop.subtype !== OFT.BAD) {
399
+ continue;
400
+ }
401
+ if (flags.has(i)) {
402
+ tbAppend(tb, `${prop.desc}. `);
403
+ printed = true;
404
+ }
405
+ }
406
+ if (printed)
407
+ tbAppend(tb, "\n");
408
+ return printed;
409
+ }
410
+ /** The shared level-band summation of calculate_*_crits (obj-info.c L488-540). */
411
+ function critScale(critChance, weight, chanceRange, powerWeightScl, powerRandom, levels) {
412
+ const div = 100;
413
+ if (critChance > 0 && levels.length > 0) {
414
+ let minPower = powerWeightScl * weight + 1;
415
+ const maxPower = minPower - 1 + powerRandom;
416
+ let multSum = 0;
417
+ let addSum = 0;
418
+ let i = 0;
419
+ const last = levels.length - 1;
420
+ while (minPower <= maxPower) {
421
+ const lvl = levels[i];
422
+ let w;
423
+ if (maxPower < lvl.cutoff || i === last) {
424
+ w = maxPower - minPower + 1;
425
+ minPower = maxPower + 1;
426
+ }
427
+ else {
428
+ if (minPower >= lvl.cutoff) {
429
+ i++;
430
+ continue;
431
+ }
432
+ w = lvl.cutoff - minPower;
433
+ minPower = lvl.cutoff;
434
+ }
435
+ multSum += w * (lvl.mult - 1);
436
+ addSum += w * lvl.add;
437
+ i++;
438
+ }
439
+ const scale = Math.trunc(chanceRange / div) * powerRandom;
440
+ return {
441
+ mult: div + Math.trunc((critChance * multSum) / scale),
442
+ add: Math.trunc((critChance * addSum) / scale),
443
+ multRound: (critChance * multSum) % scale,
444
+ addRound: (critChance * addSum) % scale,
445
+ sclRound: scale,
446
+ div,
447
+ };
448
+ }
449
+ return { mult: 100, add: 0, div, multRound: 0, addRound: 0, sclRound: 1 };
450
+ }
451
+ function calculateMeleeCrits(deps, state, weight, plus) {
452
+ let critChance = MELEE_CRIT.chanceWeightScl * weight +
453
+ MELEE_CRIT.chanceTohScl * (state.toH + plus) +
454
+ MELEE_CRIT.chanceLevelScl * deps.player.lev +
455
+ MELEE_CRIT.chanceTohSkillScl * (state.skills[SKILL.TO_HIT_MELEE] ?? 0) +
456
+ MELEE_CRIT.chanceOffset;
457
+ critChance = Math.min(MELEE_CRIT.chanceRange, Math.max(0, critChance));
458
+ return critScale(critChance, weight, MELEE_CRIT.chanceRange, MELEE_CRIT.powerWeightScl, MELEE_CRIT.powerRandom, MELEE_CRIT_LEVELS);
459
+ }
460
+ function calculateMissileCrits(deps, state, weight, plus, launched) {
461
+ let critChance = RANGED_CRIT.chanceWeightScl * weight +
462
+ RANGED_CRIT.chanceTohScl * (state.toH + plus) +
463
+ RANGED_CRIT.chanceLevelScl * deps.player.lev +
464
+ RANGED_CRIT.chanceOffset;
465
+ if (launched) {
466
+ critChance +=
467
+ RANGED_CRIT.chanceLaunchedTohSkillScl *
468
+ (deps.currentState.skills[SKILL.TO_HIT_BOW] ?? 0);
469
+ }
470
+ else {
471
+ critChance +=
472
+ RANGED_CRIT.chanceThrownTohSkillScl *
473
+ (deps.currentState.skills[SKILL.TO_HIT_THROW] ?? 0);
474
+ }
475
+ critChance = Math.min(RANGED_CRIT.chanceRange, Math.max(0, critChance));
476
+ return critScale(critChance, weight, RANGED_CRIT.chanceRange, RANGED_CRIT.powerWeightScl, RANGED_CRIT.powerRandom, RANGED_CRIT_LEVELS);
477
+ }
478
+ const ratConstruct = myRationalConstruct;
479
+ const ratProduct = myRationalProduct;
480
+ const ratSum = myRationalSum;
481
+ /** my_rational_to_uint with the remainder out-parameter as a return field. */
482
+ function ratToUint(a, scale) {
483
+ const out = { remainder: 0 };
484
+ const value = myRationalToUint(a, scale, out);
485
+ return { value, remainder: out.remainder };
486
+ }
487
+ /** sum_o_criticals (obj-info.c L435). */
488
+ function sumOCriticals(levels) {
489
+ let remaining = ratConstruct(1, 1);
490
+ let added = ratConstruct(0, 1);
491
+ for (let i = 0; i < levels.length; i++) {
492
+ const lvl = levels[i];
493
+ const hasNext = i < levels.length - 1;
494
+ let levelAdded = ratConstruct(lvl.dice, hasNext ? lvl.chance : 1);
495
+ levelAdded = ratProduct(levelAdded, remaining);
496
+ added = ratSum(added, levelAdded);
497
+ if (hasNext) {
498
+ remaining = ratProduct(remaining, ratConstruct(lvl.chance - 1, lvl.chance));
499
+ }
500
+ }
501
+ return added;
502
+ }
503
+ function oCalcCrits(power0, powerNum, powerDen, crit) {
504
+ if (crit.levels.length === 0)
505
+ return { dice: 0, fracDice: ratConstruct(0, 1) };
506
+ const maxAdded = sumOCriticals(crit.levels);
507
+ let power = Math.trunc((power0 * powerNum) / powerDen);
508
+ const chanceNum = power * crit.chancePowerScaleNumerator;
509
+ const chanceDen = power * crit.chancePowerScaleDenominator + crit.chanceAddDenominator;
510
+ if (chanceDen > 0 && chanceNum > 0) {
511
+ if (chanceNum < chanceDen) {
512
+ let t = ratConstruct(chanceNum, chanceDen);
513
+ t = ratProduct(t, maxAdded);
514
+ const { value, remainder } = ratToUint(t, 100);
515
+ return { dice: value, fracDice: ratConstruct(remainder, t.d) };
516
+ }
517
+ const { value, remainder } = ratToUint(maxAdded, 100);
518
+ return { dice: value, fracDice: ratConstruct(remainder, maxAdded.d) };
519
+ }
520
+ return { dice: 0, fracDice: ratConstruct(0, 1) };
521
+ }
522
+ /** deadliness_conversion[151] (player-attack.c L231). */
523
+ const DEADLINESS_CONVERSION = [
524
+ 0, 5, 10, 14, 18, 22, 26, 30, 33, 36, 39, 42, 45, 48, 51, 54, 57, 60, 63, 66,
525
+ 69, 72, 75, 78, 81, 84, 87, 90, 93, 96, 99, 102, 104, 107, 109, 112, 114, 117,
526
+ 119, 122, 124, 127, 129, 132, 134, 137, 139, 142, 144, 147, 149, 152, 154,
527
+ 157, 159, 162, 164, 167, 169, 172, 174, 176, 178, 180, 182, 184, 186, 188,
528
+ 190, 192, 194, 196, 198, 200, 202, 204, 206, 208, 210, 212, 214, 216, 218,
529
+ 220, 222, 224, 226, 228, 230, 232, 234, 236, 238, 240, 242, 244, 246, 248,
530
+ 250, 251, 253, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
531
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
532
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
533
+ 255, 255, 255, 255, 255, 255, 255, 255, 255,
534
+ ];
535
+ /** apply_deadliness (player-attack.c L261): scale die_average by deadliness. */
536
+ function applyDeadliness(dieAverage, deadliness) {
537
+ let dl = deadliness;
538
+ if (dl > 150)
539
+ dl = 150;
540
+ if (dl < -150)
541
+ dl = -150;
542
+ if (dl >= 0) {
543
+ const i = DEADLINESS_CONVERSION[dl];
544
+ return dieAverage * (100 + i);
545
+ }
546
+ const i = DEADLINESS_CONVERSION[Math.abs(dl)];
547
+ if (i >= 100)
548
+ return 0;
549
+ return dieAverage * (100 - i);
550
+ }
551
+ /* ------------------------------------------------------------------ *
552
+ * Hypothetical-wield helpers.
553
+ * ------------------------------------------------------------------ */
554
+ /** Clone the current equipment array with `obj` placed in `slot`. */
555
+ function equipWith(deps, obj, slot) {
556
+ const eq = deps.equipObjects.slice();
557
+ if (slot >= 0)
558
+ eq[slot] = obj;
559
+ return eq;
560
+ }
561
+ function shadowOf(deps, o) {
562
+ return objectKnownShadow(o, deps.player, deps.env, deps.known);
563
+ }
564
+ /* ------------------------------------------------------------------ *
565
+ * obj_known_blows / describe_blows.
566
+ * ------------------------------------------------------------------ */
567
+ const STAT_RANGE = 38;
568
+ function objKnownBlows(deps, obj, maxNum) {
569
+ if (!tvalIsMeleeWeapon(obj.tval))
570
+ return [];
571
+ const equip = equipWith(deps, obj, deps.weaponSlot);
572
+ const out = [];
573
+ /* First entry: the current blows (str/dex boost 0, clamp [3,37]). */
574
+ const base = deps.deriveState(equip, 0, 0);
575
+ out.push({ strPlus: 0, dexPlus: 0, centiblows: base.numBlows });
576
+ const oldBlows = base.numBlows;
577
+ const dexBound = STAT_RANGE - (base.statInd[1] ?? 0);
578
+ const strBound = STAT_RANGE - (base.statInd[0] ?? 0);
579
+ let strFaster = -1;
580
+ let strDone = -1;
581
+ for (let dexPlus = 0; dexPlus < dexBound; dexPlus++) {
582
+ for (let strPlus = 0; strPlus < strBound; strPlus++) {
583
+ if (out.length === maxNum)
584
+ return out;
585
+ const s = deps.deriveState(equip, strPlus, dexPlus);
586
+ const newBlows = s.numBlows;
587
+ if (newBlows - (newBlows % 10) > oldBlows - (oldBlows % 10) &&
588
+ (strPlus < strDone || strDone === -1)) {
589
+ out.push({
590
+ strPlus,
591
+ dexPlus,
592
+ centiblows: Math.trunc(newBlows / 10) * 10,
593
+ });
594
+ strDone = strPlus;
595
+ break;
596
+ }
597
+ if (newBlows > oldBlows &&
598
+ (strPlus < strFaster || strFaster === -1) &&
599
+ (strPlus < strDone || strDone === -1)) {
600
+ out.push({ strPlus, dexPlus, centiblows: newBlows });
601
+ strFaster = strPlus;
602
+ }
603
+ }
604
+ }
605
+ return out;
606
+ }
607
+ function describeBlows(tb, deps, obj) {
608
+ const entries = objKnownBlows(deps, obj, STAT_RANGE * 2);
609
+ if (entries.length === 0)
610
+ return false;
611
+ const first = entries[0];
612
+ tbAppendC(tb, COLOUR_L_GREEN, `${Math.trunc(first.centiblows / 100)}.${Math.trunc(first.centiblows / 10) % 10} `);
613
+ tbAppend(tb, `blow${first.centiblows > 100 ? "s" : ""}/round.\n`);
614
+ for (let i = 1; i < entries.length; i++) {
615
+ const e = entries[i];
616
+ if (e.centiblows % 10 === 0) {
617
+ tbAppend(tb, `With +${e.strPlus} STR and +${e.dexPlus} DEX you would get ${Math.trunc(e.centiblows / 100)}.${Math.trunc(e.centiblows / 10) % 10} blows\n`);
618
+ }
619
+ else {
620
+ tbAppend(tb, `With +${e.strPlus} STR and +${e.dexPlus} DEX you would attack a bit faster\n`);
621
+ }
622
+ }
623
+ return true;
624
+ }
625
+ function collectTotalBrandsSlays(deps, shadow, weapon, ammo, bowShadow) {
626
+ const env = deps.env;
627
+ let brands = copyBrands(null, shadow.brands, env.brands) ??
628
+ new Array(env.brands.length).fill(false);
629
+ let slays = copySlays(null, shadow.slays, env.slays) ??
630
+ new Array(env.slays.length).fill(false);
631
+ if (ammo && bowShadow) {
632
+ brands = copyBrands(brands, bowShadow.brands, env.brands) ?? brands;
633
+ slays = copySlays(slays, bowShadow.slays, env.slays) ?? slays;
634
+ }
635
+ let nonweapSlay = false;
636
+ if (weapon) {
637
+ for (let i = 2; i < deps.player.body.count; i++) {
638
+ const slotObj = env.slotObject(i);
639
+ if (!slotObj)
640
+ continue;
641
+ const ss = shadowOf(deps, slotObj);
642
+ if (ss.brands || ss.slays)
643
+ nonweapSlay = true;
644
+ else
645
+ continue;
646
+ brands = copyBrands(brands, ss.brands, env.brands) ?? brands;
647
+ slays = copySlays(slays, ss.slays, env.slays) ?? slays;
648
+ }
649
+ /* Temporary (timed) brands/slays are DEFERRED with the timed-brand system. */
650
+ }
651
+ return { brands, slays, nonweapSlay };
652
+ }
653
+ function objKnownDamage(deps, obj, throwIt) {
654
+ const env = deps.env;
655
+ const shadow = shadowOf(deps, obj);
656
+ const brandDamage = new Array(env.brands.length).fill(0);
657
+ const slayDamage = new Array(env.slays.length).fill(0);
658
+ const bow = deps.bow;
659
+ const weapon = tvalIsMeleeWeapon(obj.tval) && !throwIt;
660
+ const ammo = deps.currentState.ammoTval === obj.tval && !!bow && !throwIt;
661
+ const meleeAdjMult = ammo || throwIt ? 0 : 1;
662
+ let multiplier = 1;
663
+ const state = weapon
664
+ ? deps.deriveState(equipWith(deps, obj, deps.weaponSlot), 0, 0)
665
+ : deps.deriveState(deps.equipObjects.slice(), 0, 0);
666
+ const dice = shadow.dd;
667
+ const sides = shadow.ds;
668
+ if (!dice || !sides) {
669
+ return { normal: 0, brand: brandDamage, slay: slayDamage, nonweapSlay: false, hasBrandsOrSlays: false };
670
+ }
671
+ let dam = (sides + 1) * dice * 5;
672
+ const plus = objToHit(shadow, env);
673
+ let xtraPostcrit = 0;
674
+ let xtraPrecrit = 0;
675
+ let crit;
676
+ let oldBlows = 0;
677
+ const weight = objectWeightOne(obj, env.curses);
678
+ if (weapon) {
679
+ xtraPostcrit = state.toD * 10;
680
+ xtraPrecrit += objToDam(shadow, env) * 10;
681
+ crit = calculateMeleeCrits(deps, state, weight, plus);
682
+ oldBlows = state.numBlows;
683
+ }
684
+ else if (ammo) {
685
+ crit = calculateMissileCrits(deps, deps.currentState, weight, plus, true);
686
+ dam += objToDam(shadow, env) * 10;
687
+ if (bow)
688
+ dam += objToDam(shadowOf(deps, bow), env) * 10;
689
+ }
690
+ else {
691
+ crit = calculateMissileCrits(deps, deps.currentState, weight, plus, false);
692
+ dam += objToDam(shadow, env) * 10;
693
+ dam *= 2 + Math.trunc(weight / 12);
694
+ }
695
+ if (ammo)
696
+ multiplier = deps.currentState.ammoMult;
697
+ const bowShadow = ammo && bow ? shadowOf(deps, bow) : null;
698
+ const { brands, slays, nonweapSlay } = collectTotalBrandsSlays(deps, shadow, weapon, ammo, bowShadow);
699
+ let hasBrandsOrSlays = false;
700
+ const numShots = deps.currentState.numShots;
701
+ /* The thrown branch rounds differently per site (brand uses '>', slay uses
702
+ '>=', normal uses '>'), so perHit takes a thrownGe flag. */
703
+ const critTransform = (base) => {
704
+ const temp0 = base;
705
+ const temp1 = temp0 * crit.mult +
706
+ 10 * crit.add +
707
+ Math.trunc((temp0 * crit.multRound + 10 * crit.addRound) / crit.sclRound);
708
+ return { totalDam: Math.trunc(temp1 / crit.div) + xtraPostcrit, round: temp1 % crit.div };
709
+ };
710
+ const perHit = (totalDam, round, thrownGe) => {
711
+ if (weapon) {
712
+ const t = totalDam * oldBlows + Math.trunc((round * oldBlows) / crit.div);
713
+ return Math.trunc(t / 100) + (t % 100 >= 50 ? 1 : 0);
714
+ }
715
+ if (ammo) {
716
+ const t = totalDam * numShots + Math.trunc((round * numShots) / crit.div);
717
+ return Math.trunc(t / 10) + (t % 10 >= 5 ? 1 : 0);
718
+ }
719
+ const half = Math.trunc((crit.div + 1) / 2);
720
+ return totalDam + ((thrownGe ? round >= half : round > half) ? 1 : 0);
721
+ };
722
+ for (let i = 1; i < env.brands.length; i++) {
723
+ if (!brands[i])
724
+ continue;
725
+ hasBrandsOrSlays = true;
726
+ const base = dam * (multiplier + (env.brands[i]?.multiplier ?? 0) - meleeAdjMult) + xtraPrecrit;
727
+ const { totalDam, round } = critTransform(base);
728
+ brandDamage[i] = perHit(totalDam, round, false); /* brand: '>' */
729
+ }
730
+ for (let i = 1; i < env.slays.length; i++) {
731
+ if (!slays[i])
732
+ continue;
733
+ hasBrandsOrSlays = true;
734
+ const base = dam * (multiplier + (env.slays[i]?.multiplier ?? 0) - meleeAdjMult) + xtraPrecrit;
735
+ const { totalDam, round } = critTransform(base);
736
+ slayDamage[i] = perHit(totalDam, round, true); /* slay: '>=' */
737
+ }
738
+ {
739
+ const base = dam * multiplier + xtraPrecrit;
740
+ const { totalDam, round } = critTransform(base);
741
+ const normal = perHit(totalDam, round, false); /* normal: '>' */
742
+ return { normal, brand: brandDamage, slay: slayDamage, nonweapSlay, hasBrandsOrSlays };
743
+ }
744
+ }
745
+ function oObjKnownDamage(deps, obj, throwIt) {
746
+ const env = deps.env;
747
+ const shadow = shadowOf(deps, obj);
748
+ const brandDamage = new Array(env.brands.length).fill(0);
749
+ const slayDamage = new Array(env.slays.length).fill(0);
750
+ const bow = deps.bow;
751
+ const weapon = tvalIsMeleeWeapon(obj.tval) && !throwIt;
752
+ const ammo = deps.currentState.ammoTval === obj.tval && !!bow && !throwIt;
753
+ let multiplier = 1;
754
+ let deadliness = objToDam(shadow, env);
755
+ const state = weapon
756
+ ? deps.deriveState(equipWith(deps, obj, deps.weaponSlot), 0, 0)
757
+ : deps.deriveState(deps.equipObjects.slice(), 0, 0);
758
+ let dice = shadow.dd * 100;
759
+ const sides = shadow.ds;
760
+ if (!dice || !sides) {
761
+ return { normal: 0, brand: brandDamage, slay: slayDamage, nonweapSlay: false, hasBrandsOrSlays: false };
762
+ }
763
+ let oldBlows = 0;
764
+ let fracDice = ratConstruct(0, 1);
765
+ const weight = objectWeightOne(obj, env.curses);
766
+ if (weapon) {
767
+ const power = chanceOfMeleeHitBase(toCombat(state), obj);
768
+ const oc = oCalcCrits(power, deps.z.oMeleeCritical.powerTohScaleNumerator ?? 1, deps.z.oMeleeCritical.powerTohScaleDenominator ?? 1, deps.z.oMeleeCritical);
769
+ dice += oc.dice;
770
+ fracDice = oc.fracDice;
771
+ oldBlows = state.numBlows;
772
+ }
773
+ else if (ammo) {
774
+ const power = chanceOfMissileHitBase(toCombat(deps.currentState), obj, bow);
775
+ const oc = oCalcMissile(power, deps, true);
776
+ dice += oc.dice;
777
+ fracDice = oc.fracDice;
778
+ }
779
+ else {
780
+ const thrownScl = 2 + Math.trunc(weight / 12);
781
+ const power = chanceOfMissileHitBase(toCombat(deps.currentState), obj, null);
782
+ const oc = oCalcMissile(power, deps, false);
783
+ dice += oc.dice;
784
+ dice *= thrownScl;
785
+ const { value, remainder } = ratToUint(oc.fracDice, thrownScl);
786
+ dice += value;
787
+ fracDice = ratConstruct(remainder, oc.fracDice.d);
788
+ }
789
+ if (ammo)
790
+ multiplier = deps.currentState.ammoMult;
791
+ let dieAverage = 5 * (sides + 1);
792
+ dieAverage *= multiplier;
793
+ if (ammo && bow) {
794
+ deadliness += objToDam(shadowOf(deps, bow), env) + state.toD;
795
+ }
796
+ else {
797
+ deadliness += state.toD;
798
+ }
799
+ dieAverage = applyDeadliness(dieAverage, Math.min(deadliness, 150));
800
+ const bowShadow = ammo && bow ? shadowOf(deps, bow) : null;
801
+ const { brands, slays, nonweapSlay } = collectTotalBrandsSlays(deps, shadow, weapon, ammo, bowShadow);
802
+ let hasBrandsOrSlays = false;
803
+ const numShots = deps.currentState.numShots;
804
+ const perMult = (oMult) => {
805
+ let average = dieAverage * oMult;
806
+ let round = average % 1000;
807
+ average = Math.trunc(average / 1000);
808
+ const u1 = ratToUint(fracDice, average);
809
+ let temp0 = dice * average + Math.trunc((dice * round) / 1000) + u1.value;
810
+ const fracTemp = ratConstruct(u1.remainder, fracDice.d);
811
+ const u2 = ratToUint(fracTemp, 1000);
812
+ round = ((dice * round) % 1000) + u2.value;
813
+ if (u2.remainder >= Math.trunc((fracTemp.d + 1) / 2))
814
+ round++;
815
+ const add = oMult - 10;
816
+ let totalDam;
817
+ if (weapon) {
818
+ totalDam = oldBlows * temp0 + Math.trunc((oldBlows * round) / 1000);
819
+ const r = totalDam % 10000;
820
+ totalDam = Math.trunc(totalDam / 10000);
821
+ totalDam += Math.trunc((add * oldBlows) / 10) + (r >= 5000 ? 1 : 0);
822
+ }
823
+ else if (ammo) {
824
+ totalDam = numShots * temp0 + Math.trunc((numShots * round) / 1000);
825
+ const r = totalDam % 1000;
826
+ totalDam = Math.trunc(totalDam / 1000);
827
+ totalDam += add * numShots + (r >= 500 ? 1 : 0);
828
+ }
829
+ else {
830
+ totalDam = Math.trunc(temp0 / 100) + add * 10 + (temp0 % 100 >= 50 ? 1 : 0);
831
+ }
832
+ return totalDam;
833
+ };
834
+ for (let i = 1; i < env.brands.length; i++) {
835
+ if (!brands[i])
836
+ continue;
837
+ hasBrandsOrSlays = true;
838
+ brandDamage[i] = perMult(env.brands[i]?.oMultiplier ?? 0);
839
+ }
840
+ for (let i = 1; i < env.slays.length; i++) {
841
+ if (!slays[i])
842
+ continue;
843
+ hasBrandsOrSlays = true;
844
+ slayDamage[i] = perMult(env.slays[i]?.oMultiplier ?? 0);
845
+ }
846
+ /* Normal damage. */
847
+ const u = ratToUint(fracDice, dieAverage);
848
+ let temp0 = dice * dieAverage + u.value;
849
+ if (u.remainder >= Math.trunc((fracDice.d + 1) / 2))
850
+ temp0++;
851
+ let round = temp0 % 1000;
852
+ temp0 = Math.trunc(temp0 / 1000);
853
+ let normal;
854
+ if (weapon) {
855
+ normal = oldBlows * temp0 + Math.trunc((oldBlows * round) / 1000);
856
+ round = normal % 1000;
857
+ normal = Math.trunc(normal / 1000);
858
+ normal += round >= 500 ? 1 : 0;
859
+ }
860
+ else if (ammo) {
861
+ normal = numShots * temp0 + Math.trunc((numShots * round) / 1000);
862
+ round = normal % 100;
863
+ normal = Math.trunc(normal / 100);
864
+ normal += round >= 50 ? 1 : 0;
865
+ }
866
+ else {
867
+ normal = Math.trunc(temp0 / 10) + (temp0 % 10 >= 5 ? 1 : 0);
868
+ }
869
+ return { normal, brand: brandDamage, slay: slayDamage, nonweapSlay, hasBrandsOrSlays };
870
+ }
871
+ function oCalcMissile(power, deps, launched) {
872
+ const c = deps.z.oRangedCritical;
873
+ const num = launched
874
+ ? c.powerLaunchedTohScaleNumerator ?? 1
875
+ : c.powerThrownTohScaleNumerator ?? 1;
876
+ const den = launched
877
+ ? c.powerLaunchedTohScaleDenominator ?? 1
878
+ : c.powerThrownTohScaleDenominator ?? 1;
879
+ return oCalcCrits(power, num, den, c);
880
+ }
881
+ function toCombat(state) {
882
+ return {
883
+ toH: state.toH,
884
+ toD: state.toD,
885
+ ac: state.ac,
886
+ toA: state.toA,
887
+ skills: state.skills,
888
+ numBlows: state.numBlows,
889
+ ammoMult: state.ammoMult,
890
+ numShots: state.numShots,
891
+ ammoTval: state.ammoTval,
892
+ blessWield: state.blessWield,
893
+ };
894
+ }
895
+ /* ------------------------------------------------------------------ *
896
+ * describe_damage (obj-info.c L1519): sorted, grouped average damage.
897
+ * ------------------------------------------------------------------ */
898
+ function describeDamage(tb, deps, obj, throwIt) {
899
+ const env = deps.env;
900
+ const res = deps.percentDamage
901
+ ? oObjKnownDamage(deps, obj, throwIt)
902
+ : objKnownDamage(deps, obj, throwIt);
903
+ let hasBrandsOrSlays = res.hasBrandsOrSlays;
904
+ if (res.nonweapSlay) {
905
+ tbAppend(tb, "This weapon may benefit from one or more off-weapon brands or slays.\n");
906
+ }
907
+ tbAppend(tb, throwIt ? "Average thrown damage: " : "Average damage/round: ");
908
+ if (hasBrandsOrSlays) {
909
+ const brandMax = env.brands.length;
910
+ const slayMax = env.slays.length;
911
+ const sortind = [];
912
+ for (let i = 0; i < slayMax; i++) {
913
+ if ((res.slay[i] ?? 0) > 0)
914
+ sortind.push(i + brandMax);
915
+ }
916
+ for (let i = 0; i < brandMax; i++) {
917
+ if ((res.brand[i] ?? 0) > 0)
918
+ sortind.push(i);
919
+ }
920
+ const damOf = (ind) => ind < brandMax ? (res.brand[ind] ?? 0) : (res.slay[ind - brandMax] ?? 0);
921
+ /* Insertion sort, descending. */
922
+ for (let i = 0; i < sortind.length - 1; i++) {
923
+ let maxdam = damOf(sortind[i]);
924
+ let maxind = i;
925
+ for (let j = i + 1; j < sortind.length; j++) {
926
+ const d = damOf(sortind[j]);
927
+ if (maxdam < d) {
928
+ maxdam = d;
929
+ maxind = j;
930
+ }
931
+ }
932
+ if (maxind !== i) {
933
+ const tmp = sortind[maxind];
934
+ sortind[maxind] = sortind[i];
935
+ sortind[i] = tmp;
936
+ }
937
+ }
938
+ let lastdam = 0;
939
+ let groupn = 0;
940
+ let lastnm = null;
941
+ let lastIsBrand = false;
942
+ for (let i = 0; i < sortind.length; i++) {
943
+ const ind = sortind[i];
944
+ let isBrand;
945
+ let tgt;
946
+ let dam;
947
+ if (ind < brandMax) {
948
+ isBrand = true;
949
+ tgt = env.brands[ind]?.name ?? "";
950
+ dam = res.brand[ind] ?? 0;
951
+ }
952
+ else {
953
+ isBrand = false;
954
+ tgt = env.slays[ind - brandMax]?.name ?? "";
955
+ dam = res.slay[ind - brandMax] ?? 0;
956
+ }
957
+ if (groupn > 0) {
958
+ if (dam !== lastdam) {
959
+ if (groupn > 2)
960
+ tbAppend(tb, ", and");
961
+ else if (groupn === 2)
962
+ tbAppend(tb, " and");
963
+ }
964
+ else if (groupn > 1) {
965
+ tbAppend(tb, ",");
966
+ }
967
+ if (lastIsBrand)
968
+ tbAppend(tb, " creatures not resistant to");
969
+ tbAppend(tb, ` ${lastnm}`);
970
+ }
971
+ if (dam !== lastdam) {
972
+ if (i !== 0)
973
+ tbAppend(tb, ", ");
974
+ if (dam % 10) {
975
+ tbAppendC(tb, COLOUR_L_GREEN, `${Math.trunc(dam / 10)}.${dam % 10} vs`);
976
+ }
977
+ else {
978
+ tbAppendC(tb, COLOUR_L_GREEN, `${Math.trunc(dam / 10)} vs`);
979
+ }
980
+ groupn = 1;
981
+ lastdam = dam;
982
+ }
983
+ else {
984
+ groupn++;
985
+ }
986
+ lastnm = tgt;
987
+ lastIsBrand = isBrand;
988
+ }
989
+ if (groupn > 0) {
990
+ if (groupn > 2)
991
+ tbAppend(tb, ", and");
992
+ else if (groupn === 2)
993
+ tbAppend(tb, " and");
994
+ if (lastIsBrand)
995
+ tbAppend(tb, " creatures not resistant to");
996
+ tbAppend(tb, ` ${lastnm}`);
997
+ }
998
+ if (sortind.length === 0) {
999
+ hasBrandsOrSlays = false;
1000
+ }
1001
+ else {
1002
+ tbAppend(tb, sortind.length === 1 ? " and " : ", and ");
1003
+ }
1004
+ }
1005
+ if (res.normal <= 0) {
1006
+ tbAppendC(tb, COLOUR_L_RED, "0");
1007
+ }
1008
+ else if (res.normal % 10) {
1009
+ tbAppendC(tb, COLOUR_L_GREEN, `${Math.trunc(res.normal / 10)}.${res.normal % 10}`);
1010
+ }
1011
+ else {
1012
+ tbAppendC(tb, COLOUR_L_GREEN, `${Math.trunc(res.normal / 10)}`);
1013
+ }
1014
+ if (hasBrandsOrSlays)
1015
+ tbAppend(tb, " vs. others");
1016
+ tbAppend(tb, ".\n");
1017
+ return true;
1018
+ }
1019
+ /* ------------------------------------------------------------------ *
1020
+ * describe_combat (obj-info.c L1752).
1021
+ * ------------------------------------------------------------------ */
1022
+ function describeCombat(tb, deps, obj) {
1023
+ const bow = deps.bow;
1024
+ const weapon = tvalIsMeleeWeapon(obj.tval);
1025
+ const ammo = deps.currentState.ammoTval === obj.tval && !!bow;
1026
+ const throwingWeapon = weapon && obj.flags.has(OF.THROWING);
1027
+ const rock = tvalIsAmmo(obj.tval) && obj.flags.has(OF.THROWING);
1028
+ /* obj_known_misc_combat. */
1029
+ let thrownEffect = false;
1030
+ let range = 0;
1031
+ let heavy = false;
1032
+ if (!weapon && !ammo) {
1033
+ if (tvalIsPotion(obj.tval) && obj.dd !== 0 && obj.ds !== 0 && deps.known.isAware(obj.kind)) {
1034
+ thrownEffect = true;
1035
+ }
1036
+ }
1037
+ if (ammo) {
1038
+ range = 10 * Math.min(6 + 2 * deps.currentState.ammoMult, deps.z.maxRange);
1039
+ }
1040
+ const breakChance = deps.breakageChance(obj);
1041
+ if (weapon) {
1042
+ const s = deps.deriveState(equipWith(deps, obj, deps.weaponSlot), 0, 0);
1043
+ heavy = s.heavyWield;
1044
+ }
1045
+ if (!weapon && !ammo && !rock) {
1046
+ if (thrownEffect) {
1047
+ tbAppend(tb, "It can be thrown at creatures with damaging effect.\n");
1048
+ return true;
1049
+ }
1050
+ return false;
1051
+ }
1052
+ tbAppendC(tb, COLOUR_L_WHITE, "Combat info:\n");
1053
+ if (heavy)
1054
+ tbAppendC(tb, COLOUR_L_RED, "You are too weak to use this weapon.\n");
1055
+ describeBlows(tb, deps, obj);
1056
+ if (ammo) {
1057
+ tbAppend(tb, "When fired, hits targets up to ");
1058
+ tbAppendC(tb, COLOUR_L_GREEN, `${range}`);
1059
+ tbAppend(tb, " feet away.\n");
1060
+ }
1061
+ if (weapon || ammo)
1062
+ describeDamage(tb, deps, obj, false);
1063
+ if (throwingWeapon || rock)
1064
+ describeDamage(tb, deps, obj, true);
1065
+ if (ammo) {
1066
+ tbAppendC(tb, COLOUR_L_GREEN, `${breakChance}%`);
1067
+ tbAppend(tb, " chance of breaking upon contact.\n");
1068
+ }
1069
+ return true;
1070
+ }
1071
+ /* ------------------------------------------------------------------ *
1072
+ * obj_known_digging / describe_digger (obj-info.c L1813 / L1858).
1073
+ * ------------------------------------------------------------------ */
1074
+ const DIGGING_NAMES = ["rubble", "magma veins", "quartz veins", "granite"];
1075
+ function objKnownDigging(deps, obj) {
1076
+ if (!tvalIsWearable(obj.tval) ||
1077
+ (!tvalIsMeleeWeapon(obj.tval) && (obj.modifiers[OBJ_MOD.TUNNEL] ?? 0) <= 0)) {
1078
+ return null;
1079
+ }
1080
+ const shadow = shadowOf(deps, obj);
1081
+ if (!tvalIsMeleeWeapon(obj.tval) && !(shadow.modifiers[OBJ_MOD.TUNNEL] ?? 0)) {
1082
+ return null;
1083
+ }
1084
+ const slot = deps.wieldSlot(obj);
1085
+ const state = deps.deriveState(equipWith(deps, obj, slot), 0, 0);
1086
+ const chances = deps.calcDiggingChances(state.skills[SKILL.DIGGING] ?? 0);
1087
+ const deciturns = [];
1088
+ for (let i = 0; i < 4; i++) {
1089
+ const chance = Math.min(1600, chances[i] ?? 0);
1090
+ deciturns[i] = chance ? Math.trunc(16000 / chance) : 0;
1091
+ }
1092
+ return deciturns;
1093
+ }
1094
+ function describeDigger(tb, deps, obj) {
1095
+ const deciturns = objKnownDigging(deps, obj);
1096
+ if (!deciturns)
1097
+ return false;
1098
+ for (let i = 0; i < 4; i++) {
1099
+ const dt = deciturns[i];
1100
+ if (i === 0 && dt > 0) {
1101
+ if (tvalIsMeleeWeapon(obj.tval))
1102
+ tbAppend(tb, "Clears ");
1103
+ else
1104
+ tbAppend(tb, "With this item, your current weapon clears ");
1105
+ }
1106
+ if (i === 3 || (i !== 0 && dt === 0))
1107
+ tbAppend(tb, "and ");
1108
+ if (dt === 0) {
1109
+ tbAppendC(tb, COLOUR_L_RED, "doesn't affect ");
1110
+ tbAppend(tb, `${DIGGING_NAMES[i]}.\n`);
1111
+ break;
1112
+ }
1113
+ tbAppend(tb, `${DIGGING_NAMES[i]} in `);
1114
+ if (dt === 10) {
1115
+ tbAppendC(tb, COLOUR_L_GREEN, "1 ");
1116
+ }
1117
+ else if (dt < 100) {
1118
+ tbAppendC(tb, COLOUR_GREEN, `${Math.trunc(dt / 10)}.${dt % 10} `);
1119
+ }
1120
+ else {
1121
+ tbAppendC(tb, dt < 1000 ? COLOUR_YELLOW : COLOUR_RED, `${Math.trunc((dt + 5) / 10)} `);
1122
+ }
1123
+ tbAppend(tb, `turn${dt === 10 ? "" : "s"}${i === 3 ? ".\n" : ", "}`);
1124
+ }
1125
+ return true;
1126
+ }
1127
+ /* ------------------------------------------------------------------ *
1128
+ * describe_light (obj-info.c L1914 / L1955).
1129
+ * ------------------------------------------------------------------ */
1130
+ function describeLight(tb, deps, obj, mode) {
1131
+ const shadow = shadowOf(deps, obj);
1132
+ const isLight = tvalIsLight(obj.tval);
1133
+ if (!isLight && (obj.modifiers[OBJ_MOD.LIGHT] ?? 0) <= 0)
1134
+ return false;
1135
+ let intensity = 0;
1136
+ if (obj.flags.has(OF.LIGHT_2))
1137
+ intensity = 2;
1138
+ else if (obj.flags.has(OF.LIGHT_3))
1139
+ intensity = 3;
1140
+ intensity += shadow.modifiers[OBJ_MOD.LIGHT] ?? 0;
1141
+ if (intensity === 0)
1142
+ return false;
1143
+ const noFuel = shadow.flags.has(OF.NO_FUEL);
1144
+ const usesFuel = !(noFuel || shadow.artifact);
1145
+ const refuelTurns = isLight && shadow.flags.has(OF.TAKES_FUEL) ? deps.z.fuelLamp : 0;
1146
+ const terse = (mode & OINFO.TERSE) !== 0;
1147
+ if (isLight) {
1148
+ tbAppend(tb, "Intensity ");
1149
+ tbAppendC(tb, COLOUR_L_GREEN, `${intensity}`);
1150
+ tbAppend(tb, " light.");
1151
+ if (!obj.artifact && !usesFuel)
1152
+ tbAppend(tb, " No fuel required.");
1153
+ if (!terse) {
1154
+ if (refuelTurns) {
1155
+ tbAppend(tb, ` Refills other lanterns up to ${refuelTurns} turns of fuel.`);
1156
+ }
1157
+ else {
1158
+ tbAppend(tb, " Cannot be refueled.");
1159
+ }
1160
+ }
1161
+ tbAppend(tb, "\n");
1162
+ }
1163
+ return true;
1164
+ }
1165
+ /* ------------------------------------------------------------------ *
1166
+ * describe_book / describe_effect (obj-info.c L1990 / L2060).
1167
+ * ------------------------------------------------------------------ */
1168
+ function describeBook(tb, deps, obj) {
1169
+ if (!(deps.canBrowse?.(obj) ?? false))
1170
+ return false;
1171
+ tbAppend(tb, "\nYou can read this book.\n");
1172
+ return true;
1173
+ }
1174
+ function describeEffect(tb, deps, obj, shadow, subjective) {
1175
+ const effRecords = obj.activation?.effect ?? obj.effect ?? null;
1176
+ if (!effRecords || effRecords.length === 0)
1177
+ return false;
1178
+ const storeConsumable = (deps.inStore ?? false) && tvalIsUseable(obj.tval);
1179
+ const known = objectEffectIsKnown(obj, shadow) || storeConsumable;
1180
+ /* Effect not known: mouth platitudes. */
1181
+ if (!known) {
1182
+ if (tvalIsEdible(obj.tval))
1183
+ tbAppend(tb, "It can be eaten.\n");
1184
+ else if (tvalIsPotion(obj.tval))
1185
+ tbAppend(tb, "It can be drunk.\n");
1186
+ else if (tvalIsScroll(obj.tval))
1187
+ tbAppend(tb, "It can be read.\n");
1188
+ else if (tvalIsWand(obj.tval))
1189
+ tbAppend(tb, "It requires a target. It can be used.");
1190
+ else if (tvalIsStaff(obj.tval))
1191
+ tbAppend(tb, "It can be used.");
1192
+ else
1193
+ tbAppend(tb, "It may require a target. It can be used.");
1194
+ return true;
1195
+ }
1196
+ const aimed = deps.effect.aimed;
1197
+ let minTime = 0;
1198
+ let maxTime = 0;
1199
+ if (rvMax(obj.time) > 0) {
1200
+ minTime = rvMin(obj.time);
1201
+ maxTime = rvMax(obj.time);
1202
+ }
1203
+ const failureChance = tvalIsEdible(obj.tval) || tvalIsPotion(obj.tval) || tvalIsScroll(obj.tval)
1204
+ ? 0
1205
+ : deps.effect.deviceFailure;
1206
+ if (obj.activation && obj.activation.desc) {
1207
+ if (aimed)
1208
+ tbAppend(tb, "It requires a target. ");
1209
+ tbAppend(tb, "When used, it ");
1210
+ tbAppend(tb, obj.activation.desc);
1211
+ }
1212
+ else {
1213
+ const level = obj.artifact?.level ?? obj.activation?.level ?? obj.kind.level;
1214
+ const deviceSkill = deps.currentState.skills[SKILL.DEVICE] ?? 0;
1215
+ const boost = Math.max(Math.trunc((deviceSkill - level) / 2), 0);
1216
+ let prefix;
1217
+ if (tvalIsEdible(obj.tval)) {
1218
+ prefix = aimed ? "It requires a target. When eaten, it " : "When eaten, it ";
1219
+ }
1220
+ else if (tvalIsPotion(obj.tval)) {
1221
+ prefix = aimed ? "It requires a target. When quaffed, it " : "When quaffed, it ";
1222
+ }
1223
+ else if (tvalIsScroll(obj.tval)) {
1224
+ prefix = aimed ? "It requires a target. When read, it " : "When read, it ";
1225
+ }
1226
+ else {
1227
+ prefix = aimed ? "It requires a target. When used, it " : "When used, it ";
1228
+ }
1229
+ const tbe = deps.effect.describe(prefix, boost, false);
1230
+ if (tbe === null)
1231
+ return false;
1232
+ tbAppend(tb, tbe);
1233
+ }
1234
+ tbAppend(tb, ".\n");
1235
+ if (minTime || maxTime) {
1236
+ const multiplier = subjective ? deps.speedMultiplier : 10;
1237
+ tbAppend(tb, "Takes ");
1238
+ minTime = Math.trunc((minTime * multiplier) / 10);
1239
+ maxTime = Math.trunc((maxTime * multiplier) / 10);
1240
+ tbAppendC(tb, COLOUR_L_GREEN, `${minTime}`);
1241
+ if (minTime !== maxTime) {
1242
+ tbAppend(tb, " to ");
1243
+ tbAppendC(tb, COLOUR_L_GREEN, `${maxTime}`);
1244
+ }
1245
+ tbAppend(tb, " turns to recharge");
1246
+ if (subjective && deps.currentState.speed !== 110) {
1247
+ tbAppend(tb, " at your current speed");
1248
+ }
1249
+ tbAppend(tb, ".\n");
1250
+ }
1251
+ if (failureChance > 0) {
1252
+ tbAppend(tb, `Your chance of success is ${Math.trunc((1000 - failureChance) / 10)}.${(1000 - failureChance) % 10}%\n`);
1253
+ }
1254
+ return true;
1255
+ }
1256
+ /* ------------------------------------------------------------------ *
1257
+ * describe_origin / describe_flavor_text (obj-info.c L2177 / L2252).
1258
+ * ------------------------------------------------------------------ */
1259
+ function describeOrigin(tb, deps, obj, terse) {
1260
+ /* Only in chardumps if wieldable; inspect is never terse. */
1261
+ if (terse && !tvalIsWearable(obj.tval))
1262
+ return false;
1263
+ let origin = obj.origin;
1264
+ if (obj.origin === ORIGIN.DROP_MIMIC && obj.mimickingMIdx !== 0) {
1265
+ origin = ORIGIN.FLOOR;
1266
+ }
1267
+ const lootSpot = obj.originDepth
1268
+ ? `at ${obj.originDepth * 50} feet (level ${obj.originDepth})`
1269
+ : "in town";
1270
+ let dropper = "monster lost to history";
1271
+ let unique = false;
1272
+ let comma = false;
1273
+ if (obj.originRace) {
1274
+ const race = deps.raceOrigin?.(obj.originRace);
1275
+ if (race) {
1276
+ dropper = race.name;
1277
+ unique = race.unique;
1278
+ comma = race.comma;
1279
+ }
1280
+ }
1281
+ const article = isAVowel(dropper[0] ?? "") ? "an " : "a ";
1282
+ let name = unique ? dropper : article + dropper;
1283
+ if (comma)
1284
+ name += ",";
1285
+ const entry = ORIGIN_ENTRIES[origin];
1286
+ if (!entry)
1287
+ return false;
1288
+ switch (entry.args) {
1289
+ case -1:
1290
+ return false;
1291
+ case 0:
1292
+ tbAppend(tb, entry.description);
1293
+ break;
1294
+ case 1:
1295
+ tbAppend(tb, sprintfS(entry.description, lootSpot));
1296
+ break;
1297
+ case 2:
1298
+ tbAppend(tb, sprintfS(entry.description, name, lootSpot));
1299
+ break;
1300
+ default:
1301
+ break;
1302
+ }
1303
+ tbAppend(tb, "\n\n");
1304
+ return true;
1305
+ }
1306
+ function describeFlavorText(tb, deps, obj, shadow, ego) {
1307
+ if (!deps.randarts && obj.artifact && shadow.artifact && obj.artifact.text) {
1308
+ tbAppend(tb, `${obj.artifact.text}\n\n`);
1309
+ }
1310
+ else if (deps.known.isAware(obj.kind) || ego) {
1311
+ let didDesc = false;
1312
+ if (!ego && obj.kind.text) {
1313
+ tbAppend(tb, obj.kind.text);
1314
+ didDesc = true;
1315
+ }
1316
+ if ((ego || shadow.ego !== null) && obj.ego?.text) {
1317
+ if (didDesc)
1318
+ tbAppend(tb, " ");
1319
+ tbAppend(tb, `${obj.ego.text}\n\n`);
1320
+ }
1321
+ else if (didDesc) {
1322
+ tbAppend(tb, "\n\n");
1323
+ }
1324
+ }
1325
+ }
1326
+ /* ------------------------------------------------------------------ *
1327
+ * object_info_out (obj-info.c L2315).
1328
+ * ------------------------------------------------------------------ */
1329
+ /**
1330
+ * object_info (obj-info.c L2393) folded with object_info_out: build the run
1331
+ * stream for an object. Inspect calls with mode = OINFO.SUBJ (the ego / terse
1332
+ * / fake / spoil bits stay off). The caller must OR in OINFO.SUBJ, matching
1333
+ * upstream object_info().
1334
+ */
1335
+ export function objectInfo(obj, mode, deps) {
1336
+ const tb = tbNew();
1337
+ const terse = (mode & OINFO.TERSE) !== 0;
1338
+ const subjective = (mode & OINFO.SUBJ) !== 0;
1339
+ const ego = (mode & OINFO.EGO) !== 0;
1340
+ const shadow = shadowOf(deps, obj);
1341
+ /* Unaware objects get simple descriptions (the port's shadow.kind always
1342
+ mirrors obj.kind, matching object_set_base_known; the is_unknown grid
1343
+ placeholder is not modelled). */
1344
+ if (obj.kind !== shadow.kind) {
1345
+ tbAppend(tb, "\n\nYou do not know what this is.\n");
1346
+ return tb;
1347
+ }
1348
+ /* get_known_flags: non-ego, non-terse -> the shadow's flags. */
1349
+ const flags = shadow.flags;
1350
+ const el = getKnownElements(obj, shadow, deps.player, mode);
1351
+ if (subjective)
1352
+ describeOrigin(tb, deps, obj, terse);
1353
+ if (!terse)
1354
+ describeFlavorText(tb, deps, obj, shadow, ego);
1355
+ let something = false;
1356
+ if (!objectFullyKnown(obj, shadow, deps.player, deps.env) &&
1357
+ shadow.notice & OBJ_NOTICE.ASSESSED &&
1358
+ !tvalIsUseable(obj.tval)) {
1359
+ tbAppend(tb, "You do not know the full extent of this item's powers.\n");
1360
+ something = true;
1361
+ }
1362
+ const aware = deps.known.isAware(obj.kind);
1363
+ if (describeCurses(tb, shadow, deps.env))
1364
+ something = true;
1365
+ if (describeStats(tb, shadow, deps.env, mode, aware))
1366
+ something = true;
1367
+ if (describeSlays(tb, shadow, deps.env))
1368
+ something = true;
1369
+ if (describeBrands(tb, shadow, deps.env))
1370
+ something = true;
1371
+ if (describeElements(tb, el, deps.projections))
1372
+ something = true;
1373
+ if (describeProtects(tb, flags, deps.env))
1374
+ something = true;
1375
+ if (describeIgnores(tb, el, deps.projections))
1376
+ something = true;
1377
+ if (describeHates(tb, el, deps.projections))
1378
+ something = true;
1379
+ if (describeSustains(tb, flags, deps.env))
1380
+ something = true;
1381
+ if (describeMiscMagic(tb, flags, deps.env))
1382
+ something = true;
1383
+ if (describeLight(tb, deps, obj, mode))
1384
+ something = true;
1385
+ if (describeBook(tb, deps, obj))
1386
+ something = true;
1387
+ /* describe_ego is skipped for inspect (ego bit off). */
1388
+ if (something)
1389
+ tbAppend(tb, "\n");
1390
+ if (!ego) {
1391
+ if (describeEffect(tb, deps, obj, shadow, subjective)) {
1392
+ something = true;
1393
+ tbAppend(tb, "\n");
1394
+ }
1395
+ if (subjective && describeCombat(tb, deps, obj)) {
1396
+ something = true;
1397
+ tbAppend(tb, "\n");
1398
+ }
1399
+ if (!terse && subjective && describeDigger(tb, deps, obj))
1400
+ something = true;
1401
+ }
1402
+ if (!something && !terse) {
1403
+ tbAppend(tb, "\n\n\nThis item does not seem to possess any special abilities.");
1404
+ }
1405
+ return tb;
1406
+ }
1407
+ //# sourceMappingURL=object-info.js.map