@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
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1
+ /**
2
+ * Effect dispatch machinery, ported from reference/src/effects.c
3
+ * (effect_do, effect_simple, effect_aim, effect_valid) and
4
+ * effect-handler.h (effect_handler_context_t), Angband 4.2.6.
5
+ *
6
+ * Divergences by design:
7
+ * - The compiled effect_kind[] table becomes EffectRegistry, keyed by
8
+ * `number | string` so mods can register brand-new effect codes at
9
+ * runtime (a ratified project pillar). Upstream numeric EF codes keep
10
+ * their exact semantics.
11
+ * - Handlers receive an explicit environment (EffectContext) instead of
12
+ * reading globals (player, cave, z_info, ...). Slots for domains not
13
+ * yet ported are typed narrowly against what the implemented handlers
14
+ * need and widen later.
15
+ * - The C file-static `set_value` (effect-handler-general.c) becomes
16
+ * per-registry state with the same lifetime shape: one registry is one
17
+ * interpreter, as one compiled program is one static.
18
+ * - EF_SELECT's player prompt (cmd_get_effect_from_list) is an injected
19
+ * chooser on the context; without one, selection falls back to the
20
+ * random branch (documented in the parity ledger).
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+ */
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+ import type { Rng, RandomValue } from "../rng.js";
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+ import type { GameEvents } from "../events.js";
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+ import type { Effect, EffectCode } from "./effect.js";
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+ /** cave.h DIR_TARGET. */
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+ export declare const DIR_TARGET = 5;
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+ export type Source = {
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+ what: "none";
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+ } | {
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+ what: "trap";
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+ trap: unknown;
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+ } | {
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+ what: "player";
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+ } | {
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+ what: "monster";
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+ monster: number;
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+ } | {
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+ what: "object";
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+ object: unknown;
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+ } | {
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+ what: "chestTrap";
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+ chestTrap: unknown;
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+ };
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+ export declare function sourceNone(): Source;
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+ export declare function sourcePlayer(): Source;
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+ export declare function sourceMonster(who: number): Source;
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+ export declare function sourceTrap(trap: unknown): Source;
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+ export declare function sourceObject(object: unknown): Source;
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+ export declare function sourceChestTrap(chestTrap: unknown): Source;
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+ /** Anything that emits game messages (msg() in the C). */
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+ export interface EffectMessages {
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+ msg(text: string, msgt?: string): void;
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+ }
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+ /** Hitpoint holder for EF_HEAL_HP (player->chp / mhp / chp_frac). */
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+ export interface HasHp {
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+ chp: number;
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+ mhp: number;
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+ chpFrac: number;
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+ }
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+ /** Spell-point holder for EF_RESTORE_MANA (player->csp / msp / csp_frac). */
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+ export interface HasMana {
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+ csp: number;
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+ msp: number;
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+ cspFrac: number;
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+ }
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+ /**
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+ * Timed-effect host for the EF_TIMED_* family, EF_CURE and EF_NOURISH.
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+ * Signatures mirror player-timed.h: player_set_timed(p, idx, v, notify,
69
+ * can_disturb), player_inc_timed(..., check), player_dec_timed,
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+ * player_clear_timed.
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+ */
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+ export interface TimedHost {
73
+ timed(idx: number): number;
74
+ setTimed(idx: number, v: number, notify: boolean, canDisturb: boolean): boolean;
75
+ incTimed(idx: number, v: number, notify: boolean, canDisturb: boolean, check: boolean): boolean;
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+ decTimed(idx: number, v: number, notify: boolean, canDisturb: boolean): boolean;
77
+ clearTimed(idx: number, notify: boolean, canDisturb: boolean): boolean;
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+ }
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+ /** The player slot: only what implemented handlers touch, all optional. */
80
+ export interface EffectPlayer {
81
+ hp?: HasHp;
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+ mana?: HasMana;
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+ timed?: TimedHost;
84
+ /** player_apply_damage_reduction. */
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+ applyDamageReduction?: (dam: number) => number;
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+ /** take_hit(player, dam, killer). */
87
+ takeHit?: (dam: number, killer: string) => void;
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+ }
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+ /** A stub handler invocation, recorded so dispatch coverage is testable. */
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+ export interface StubCall {
91
+ code: EffectCode;
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+ name: string;
93
+ value: RandomValue;
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+ subtype: number;
95
+ radius: number;
96
+ other: number;
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+ y: number;
98
+ x: number;
99
+ dir: number;
100
+ beam: number;
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+ boost: number;
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+ }
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+ /**
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+ * The execution environment for effects. rng is mandatory; everything
105
+ * else is an optional slot that handlers check for. player/chunk/target
106
+ * are typed-but-opaque until their domains land.
107
+ */
108
+ export interface EffectContext {
109
+ rng: Rng;
110
+ events?: GameEvents;
111
+ messages?: EffectMessages;
112
+ player?: EffectPlayer;
113
+ /** The current level (struct chunk); opaque until world handlers land. */
114
+ chunk?: unknown;
115
+ /** Targeting slot; opaque until the monster domain lands. */
116
+ target?: unknown;
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+ /**
118
+ * Game-layer effect environment for handlers that need the live GameState
119
+ * (the attack projections, monster effects, ...), opaque here because it
120
+ * references game-layer state; game/effect-game-env.ts casts it to
121
+ * GameEffectEnv. Absent for a worldless interpreter, in which case those
122
+ * handlers no-op.
123
+ */
124
+ game?: unknown;
125
+ /** Dungeon depth, for handlers/expressions that need it. */
126
+ level?: number;
127
+ /** z_info->food_value (constants.txt player:food-value, 100 upstream). */
128
+ foodValue?: number;
129
+ /** OPT(player, show_damage). */
130
+ showDamage?: boolean;
131
+ /**
132
+ * EF_SELECT chooser (upstream cmd_get_effect_from_list /
133
+ * get_effect_from_list): given the first sub-effect and the count,
134
+ * return the 0-based choice, -1 to abort, or -2 for "random".
135
+ */
136
+ chooseEffect?: (first: Effect | null, count: number) => number;
137
+ /** get_aim_dir for effect_simple on aimed effects. */
138
+ getAimDir?: () => number;
139
+ /** When present, stub handlers record their invocations here. */
140
+ stubLog?: StubCall[];
141
+ }
142
+ export interface EffectHandlerContext {
143
+ readonly effect: EffectCode;
144
+ readonly origin: Source;
145
+ readonly obj: unknown;
146
+ readonly aware: boolean;
147
+ readonly dir: number;
148
+ readonly beam: number;
149
+ readonly boost: number;
150
+ readonly value: RandomValue;
151
+ readonly subtype: number;
152
+ readonly radius: number;
153
+ readonly other: number;
154
+ readonly y: number;
155
+ readonly x: number;
156
+ readonly msg: string | null;
157
+ /** Mutable, as upstream: handlers set it, effect_do copies it back. */
158
+ ident: boolean;
159
+ readonly cmd: unknown;
160
+ /** The execution environment (upstream globals). */
161
+ readonly env: EffectContext;
162
+ /** SET_VALUE/CLEAR_VALUE shared box (upstream file-static set_value). */
163
+ readonly shared: {
164
+ value: number;
165
+ };
166
+ /**
167
+ * The dispatching registry. Handlers that re-dispatch to another
168
+ * handler with a synthetic context (upstream's free-function calls,
169
+ * e.g. effect_handler_WONDER) or run effect_simple reach it here.
170
+ */
171
+ readonly registry: EffectRegistry;
172
+ }
173
+ export type EffectHandler = (context: EffectHandlerContext) => boolean;
174
+ /**
175
+ * effect_calculate_value: a chain-wide SET_VALUE overrides everything;
176
+ * otherwise base + damroll(dice, sides), optionally device-boosted.
177
+ * Note the handler re-rolls the dice itself; the roll made by effect_do
178
+ * only feeds RANDOM/SELECT choice counts.
179
+ */
180
+ export declare function effectCalculateValue(context: EffectHandlerContext, useBoost: boolean): number;
181
+ /** Implementation status, surfaced for the parity ledger and manifests. */
182
+ export type EffectHandlerStatus = "implemented" | "partial" | "stub";
183
+ export interface EffectDefinition {
184
+ handler: EffectHandler;
185
+ /** Whether the effect requires aiming (list-effects.h aim column). */
186
+ aim?: boolean;
187
+ /** Effect info label for spell tips. */
188
+ info?: string | null;
189
+ /** Effect description. */
190
+ desc?: string | null;
191
+ /** Coverage status; defaults to "implemented". */
192
+ status?: EffectHandlerStatus;
193
+ }
194
+ interface RegisteredEffect {
195
+ code: EffectCode;
196
+ handler: EffectHandler;
197
+ aim: boolean;
198
+ info: string | null;
199
+ desc: string | null;
200
+ status: EffectHandlerStatus;
201
+ }
202
+ /** Parameters of effect_do beyond the chain and the environment. */
203
+ export interface EffectDoParams {
204
+ origin: Source;
205
+ /** The object making the effect happen, if any. */
206
+ obj?: unknown;
207
+ /**
208
+ * Updated like the upstream bool *ident out-parameter (no effect ever
209
+ * sets it back to false). Optional; pass a box to observe it.
210
+ */
211
+ ident?: {
212
+ value: boolean;
213
+ };
214
+ /** Whether the player is already aware of the effect. */
215
+ aware?: boolean;
216
+ /** Direction the effect goes in. */
217
+ dir?: number;
218
+ /** Base chance out of 100 that a BOLT_OR_BEAM effect beams. */
219
+ beam?: number;
220
+ /** Skill-over-difficulty percentage boost (0..138). */
221
+ boost?: number;
222
+ /** Invoking command, passed through to handlers opaquely. */
223
+ cmd?: unknown;
224
+ }
225
+ /** Parameters of effect_simple. */
226
+ export interface EffectSimpleParams {
227
+ origin: Source;
228
+ diceString?: string;
229
+ subtype?: number;
230
+ radius?: number;
231
+ other?: number;
232
+ y?: number;
233
+ x?: number;
234
+ ident?: {
235
+ value: boolean;
236
+ };
237
+ }
238
+ /**
239
+ * The runtime effect registry and interpreter. Upstream's compiled
240
+ * effects[] table plus effect_do, as one object. Register handlers for
241
+ * the upstream EF codes with registerCoreHandlers (handlers.ts), then
242
+ * add mod effects under string codes as needed.
243
+ */
244
+ export declare class EffectRegistry {
245
+ private defs;
246
+ /** Upstream file-static set_value; see module doc for the lifetime. */
247
+ private sharedValue;
248
+ /**
249
+ * Register a handler for an effect code. Numeric codes should be
250
+ * upstream EF values; string codes are the mod extension surface.
251
+ * Re-registering a code replaces it (mods may override core effects).
252
+ */
253
+ /** The registered handler for a code (effect_handler_f), or null. */
254
+ handlerFor(code: EffectCode): EffectHandler | null;
255
+ register(code: EffectCode, def: EffectDefinition): void;
256
+ lookup(code: EffectCode): RegisteredEffect | null;
257
+ isRegistered(code: EffectCode): boolean;
258
+ /** All registered codes (for coverage counting). */
259
+ codes(): EffectCode[];
260
+ /** Coverage counts by status, for the parity ledger. */
261
+ coverage(): {
262
+ implemented: number;
263
+ partial: number;
264
+ stub: number;
265
+ };
266
+ /**
267
+ * effect_valid, registry-aware: upstream numeric codes are valid in
268
+ * (EF_NONE, EF_MAX) even if unregistered (their handler slot is then
269
+ * NULL-equivalent); other codes are valid only when registered.
270
+ */
271
+ isValidEffect(effect: Effect | null): boolean;
272
+ /** effect_aim: true when any effect in the chain requires aiming. */
273
+ effectAim(effect: Effect | null): boolean;
274
+ /** effect_info. */
275
+ effectInfo(effect: Effect | null): string | null;
276
+ /** effect_desc. */
277
+ effectDesc(effect: Effect | null): string | null;
278
+ /**
279
+ * effect_do: execute an effect chain. Returns whether any effect
280
+ * completed; params.ident is updated as the upstream out-parameter.
281
+ */
282
+ effectDo(effect: Effect | null, env: EffectContext, params: EffectDoParams): boolean;
283
+ /**
284
+ * effect_simple: perform a single effect from a dice string and bare
285
+ * parameters. Aimed effects ask env.getAimDir (upstream get_aim_dir),
286
+ * defaulting to DIR_TARGET.
287
+ */
288
+ effectSimple(index: EffectCode, env: EffectContext, params: EffectSimpleParams): boolean;
289
+ }
290
+ export {};
291
+ //# sourceMappingURL=interpreter.d.ts.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,325 @@
1
+ /**
2
+ * Effect dispatch machinery, ported from reference/src/effects.c
3
+ * (effect_do, effect_simple, effect_aim, effect_valid) and
4
+ * effect-handler.h (effect_handler_context_t), Angband 4.2.6.
5
+ *
6
+ * Divergences by design:
7
+ * - The compiled effect_kind[] table becomes EffectRegistry, keyed by
8
+ * `number | string` so mods can register brand-new effect codes at
9
+ * runtime (a ratified project pillar). Upstream numeric EF codes keep
10
+ * their exact semantics.
11
+ * - Handlers receive an explicit environment (EffectContext) instead of
12
+ * reading globals (player, cave, z_info, ...). Slots for domains not
13
+ * yet ported are typed narrowly against what the implemented handlers
14
+ * need and widen later.
15
+ * - The C file-static `set_value` (effect-handler-general.c) becomes
16
+ * per-registry state with the same lifetime shape: one registry is one
17
+ * interpreter, as one compiled program is one static.
18
+ * - EF_SELECT's player prompt (cmd_get_effect_from_list) is an injected
19
+ * chooser on the context; without one, selection falls back to the
20
+ * random branch (documented in the parity ledger).
21
+ */
22
+ import { Dice } from "../dice.js";
23
+ import { EF, EFFECT_ENTRIES } from "../generated/index.js";
24
+ import { EF_MAX, effectNew } from "./effect.js";
25
+ /** cave.h DIR_TARGET. */
26
+ export const DIR_TARGET = 5;
27
+ export function sourceNone() {
28
+ return { what: "none" };
29
+ }
30
+ export function sourcePlayer() {
31
+ return { what: "player" };
32
+ }
33
+ export function sourceMonster(who) {
34
+ return { what: "monster", monster: who };
35
+ }
36
+ export function sourceTrap(trap) {
37
+ return { what: "trap", trap };
38
+ }
39
+ export function sourceObject(object) {
40
+ return { what: "object", object };
41
+ }
42
+ export function sourceChestTrap(chestTrap) {
43
+ return { what: "chestTrap", chestTrap };
44
+ }
45
+ /**
46
+ * effect_calculate_value: a chain-wide SET_VALUE overrides everything;
47
+ * otherwise base + damroll(dice, sides), optionally device-boosted.
48
+ * Note the handler re-rolls the dice itself; the roll made by effect_do
49
+ * only feeds RANDOM/SELECT choice counts.
50
+ */
51
+ export function effectCalculateValue(context, useBoost) {
52
+ if (context.shared.value)
53
+ return context.shared.value;
54
+ let final = 0;
55
+ if (context.value.base > 0 ||
56
+ (context.value.dice > 0 && context.value.sides > 0)) {
57
+ final =
58
+ context.value.base +
59
+ context.env.rng.damroll(context.value.dice, context.value.sides);
60
+ }
61
+ if (useBoost) {
62
+ final = Math.trunc((final * (100 + context.boost)) / 100);
63
+ }
64
+ return final;
65
+ }
66
+ /**
67
+ * The runtime effect registry and interpreter. Upstream's compiled
68
+ * effects[] table plus effect_do, as one object. Register handlers for
69
+ * the upstream EF codes with registerCoreHandlers (handlers.ts), then
70
+ * add mod effects under string codes as needed.
71
+ */
72
+ export class EffectRegistry {
73
+ defs = new Map();
74
+ /** Upstream file-static set_value; see module doc for the lifetime. */
75
+ sharedValue = { value: 0 };
76
+ /**
77
+ * Register a handler for an effect code. Numeric codes should be
78
+ * upstream EF values; string codes are the mod extension surface.
79
+ * Re-registering a code replaces it (mods may override core effects).
80
+ */
81
+ /** The registered handler for a code (effect_handler_f), or null. */
82
+ handlerFor(code) {
83
+ return this.defs.get(code)?.handler ?? null;
84
+ }
85
+ register(code, def) {
86
+ if (typeof code === "number" && (code <= EF.NONE || !Number.isInteger(code))) {
87
+ throw new Error(`invalid numeric effect code ${code}`);
88
+ }
89
+ if (typeof code === "string" && code.length === 0) {
90
+ throw new Error("empty string effect code");
91
+ }
92
+ const entry = typeof code === "number" && code > EF.NONE && code < EF_MAX
93
+ ? EFFECT_ENTRIES[code - 1]
94
+ : null;
95
+ this.defs.set(code, {
96
+ code,
97
+ handler: def.handler,
98
+ aim: def.aim ?? entry?.aim ?? false,
99
+ info: def.info !== undefined ? def.info : (entry?.info ?? null),
100
+ desc: def.desc !== undefined ? def.desc : (entry?.description ?? null),
101
+ status: def.status ?? "implemented",
102
+ });
103
+ }
104
+ lookup(code) {
105
+ return this.defs.get(code) ?? null;
106
+ }
107
+ isRegistered(code) {
108
+ return this.defs.has(code);
109
+ }
110
+ /** All registered codes (for coverage counting). */
111
+ codes() {
112
+ return [...this.defs.keys()];
113
+ }
114
+ /** Coverage counts by status, for the parity ledger. */
115
+ coverage() {
116
+ const counts = { implemented: 0, partial: 0, stub: 0 };
117
+ for (const def of this.defs.values())
118
+ counts[def.status]++;
119
+ return counts;
120
+ }
121
+ /**
122
+ * effect_valid, registry-aware: upstream numeric codes are valid in
123
+ * (EF_NONE, EF_MAX) even if unregistered (their handler slot is then
124
+ * NULL-equivalent); other codes are valid only when registered.
125
+ */
126
+ isValidEffect(effect) {
127
+ if (!effect)
128
+ return false;
129
+ if (typeof effect.index === "number" &&
130
+ effect.index > EF.NONE &&
131
+ effect.index < EF_MAX) {
132
+ return true;
133
+ }
134
+ return this.defs.has(effect.index);
135
+ }
136
+ /** effect_aim: true when any effect in the chain requires aiming. */
137
+ effectAim(effect) {
138
+ if (!this.isValidEffect(effect))
139
+ return false;
140
+ for (let e = effect; e; e = e.next) {
141
+ const def = this.defs.get(e.index);
142
+ if (def) {
143
+ if (def.aim)
144
+ return true;
145
+ }
146
+ else if (typeof e.index === "number" &&
147
+ e.index > EF.NONE &&
148
+ e.index < EF_MAX) {
149
+ const entry = EFFECT_ENTRIES[e.index - 1];
150
+ if (entry.aim)
151
+ return true;
152
+ }
153
+ }
154
+ return false;
155
+ }
156
+ /** effect_info. */
157
+ effectInfo(effect) {
158
+ if (!this.isValidEffect(effect) || !effect)
159
+ return null;
160
+ const def = this.defs.get(effect.index);
161
+ return def ? def.info : null;
162
+ }
163
+ /** effect_desc. */
164
+ effectDesc(effect) {
165
+ if (!this.isValidEffect(effect) || !effect)
166
+ return null;
167
+ const def = this.defs.get(effect.index);
168
+ return def ? def.desc : null;
169
+ }
170
+ /**
171
+ * effect_do: execute an effect chain. Returns whether any effect
172
+ * completed; params.ident is updated as the upstream out-parameter.
173
+ */
174
+ effectDo(effect, env, params) {
175
+ let completed = false;
176
+ const ident = params.ident ?? { value: false };
177
+ const aware = params.aware ?? false;
178
+ const dir = params.dir ?? 0;
179
+ const beam = params.beam ?? 0;
180
+ const boost = params.boost ?? 0;
181
+ const obj = params.obj ?? null;
182
+ const cmd = params.cmd ?? null;
183
+ const value = { base: 0, dice: 0, sides: 0, mBonus: 0 };
184
+ do {
185
+ let choiceCount = 0;
186
+ let leftover = 1;
187
+ if (!this.isValidEffect(effect) || !effect) {
188
+ env.messages?.msg("Bad effect passed to effect_do(). Please report this bug.");
189
+ return false;
190
+ }
191
+ if (effect.dice !== null) {
192
+ choiceCount = effect.dice.roll(env.rng, value);
193
+ }
194
+ /* Deal with special random and select effects */
195
+ if (effect.index === EF.RANDOM || effect.index === EF.SELECT) {
196
+ let choice;
197
+ /*
198
+ * If it has no subeffects, act as if it completed
199
+ * successfully and go to the next effect.
200
+ */
201
+ if (choiceCount <= 0) {
202
+ completed = true;
203
+ effect = effect.next;
204
+ continue;
205
+ }
206
+ /*
207
+ * Treat select effects like random ones if they aren't from
208
+ * a player or if there's really no choice to be made.
209
+ */
210
+ if (effect.index === EF.RANDOM ||
211
+ params.origin.what !== "player" ||
212
+ choiceCount < 2) {
213
+ choice = env.rng.randint0(choiceCount);
214
+ }
215
+ else {
216
+ /*
217
+ * Since a choice is presented, allow identification,
218
+ * even if no choice is made.
219
+ */
220
+ ident.value = true;
221
+ if (env.chooseEffect) {
222
+ choice = env.chooseEffect(effect.next, choiceCount);
223
+ if (choice === -1)
224
+ return false;
225
+ }
226
+ else {
227
+ /*
228
+ * A player-origin select is a prompt, not a random effect. The
229
+ * live environment supplies the renderer-neutral chooser through
230
+ * EffectContext.chooseEffect; a missing UI seam is cancellation.
231
+ * This matches effects.c L425-460 and avoids an unrequested draw.
232
+ */
233
+ return false;
234
+ }
235
+ /* If the player chose to use a random effect, roll it. */
236
+ if (choice === -2) {
237
+ choice = env.rng.randint0(choiceCount);
238
+ }
239
+ if (choice < 0 || choice >= choiceCount) {
240
+ throw new RangeError(`EF_SELECT choice ${choice} out of range 0..${choiceCount - 1}`);
241
+ }
242
+ }
243
+ leftover = choiceCount - choice;
244
+ /* Skip to the chosen effect */
245
+ effect = effect.next;
246
+ while (choice-- > 0 && effect)
247
+ effect = effect.next;
248
+ if (!effect) {
249
+ /*
250
+ * There's fewer subeffects than expected. Act as if it
251
+ * ran successfully.
252
+ */
253
+ completed = true;
254
+ break;
255
+ }
256
+ /* Roll the damage, if needed */
257
+ if (effect.dice !== null) {
258
+ effect.dice.roll(env.rng, value);
259
+ }
260
+ }
261
+ /* Handle the effect */
262
+ const def = this.defs.get(effect.index);
263
+ if (def) {
264
+ const context = {
265
+ effect: effect.index,
266
+ origin: params.origin,
267
+ obj,
268
+ aware,
269
+ dir,
270
+ beam,
271
+ boost,
272
+ value: { ...value },
273
+ subtype: effect.subtype,
274
+ radius: effect.radius,
275
+ other: effect.other,
276
+ y: effect.y,
277
+ x: effect.x,
278
+ msg: effect.msg,
279
+ ident: ident.value,
280
+ cmd,
281
+ env,
282
+ shared: this.sharedValue,
283
+ registry: this,
284
+ };
285
+ completed = def.handler(context) || completed;
286
+ ident.value = context.ident;
287
+ }
288
+ /* Get the next effect, if there is one */
289
+ while (leftover-- > 0 && effect)
290
+ effect = effect.next;
291
+ } while (effect);
292
+ return completed;
293
+ }
294
+ /**
295
+ * effect_simple: perform a single effect from a dice string and bare
296
+ * parameters. Aimed effects ask env.getAimDir (upstream get_aim_dir),
297
+ * defaulting to DIR_TARGET.
298
+ */
299
+ effectSimple(index, env, params) {
300
+ const effect = effectNew(index);
301
+ const dice = new Dice();
302
+ dice.parseString(params.diceString ?? "");
303
+ effect.dice = dice;
304
+ effect.diceString = params.diceString ?? null;
305
+ effect.subtype = params.subtype ?? 0;
306
+ effect.radius = params.radius ?? 0;
307
+ effect.other = params.other ?? 0;
308
+ effect.y = params.y ?? 0;
309
+ effect.x = params.x ?? 0;
310
+ let dir = DIR_TARGET;
311
+ if (this.effectAim(effect) && env.getAimDir) {
312
+ dir = env.getAimDir();
313
+ }
314
+ const ident = params.ident ?? { value: false };
315
+ return this.effectDo(effect, env, {
316
+ origin: params.origin,
317
+ ident,
318
+ aware: true,
319
+ dir,
320
+ beam: 0,
321
+ boost: 0,
322
+ });
323
+ }
324
+ }
325
+ //# sourceMappingURL=interpreter.js.map
@@ -0,0 +1 @@
1
+ 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