@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 +1,390 @@
1
+ /**
2
+ * Player domain types, ported from reference/src/player.h (Angband 4.2.6):
3
+ * struct player_race, player_class, class_magic / class_book / class_spell,
4
+ * magic_realm, player_shape, player_body / equip_slot, start_item, the
5
+ * history_chart graph, plus the player_property and timed_effect_data /
6
+ * timed_grade shapes bound from the compiled pack JSON.
7
+ *
8
+ * These are the typed, bound shapes produced by bind.ts. World coupling stays
9
+ * out of this module: starting inventory and spell effects keep object/effect
10
+ * references as tval/sval names and raw records, to be resolved by the obj and
11
+ * effects domains later (see the "deferred" notes and parity/ledger).
12
+ */
13
+ import type { FlagSet } from "../bitflag.js";
14
+ /** Number of timed effects (player-timed.h TMD_MAX); no MAX in the enum. */
15
+ export declare const TMD_MAX: 53;
16
+ /** Number of stats (player.h STAT_MAX). */
17
+ export declare const STAT_MAX = 5;
18
+ /**
19
+ * Number of stat-table slots (player.h STAT_RANGE): 3..17 give indices 0..14,
20
+ * then 18/00 .. 18/210+ give 15..37. Every adj_* table has exactly this many
21
+ * entries, indexed by state->stat_ind.
22
+ */
23
+ export declare const STAT_RANGE = 38;
24
+ /** Maximum character level (player.h PY_MAX_LEVEL). */
25
+ export declare const PY_MAX_LEVEL = 50;
26
+ /**
27
+ * Player skills (player.h SKILL_ enum). The order is the C enum order, which
28
+ * is NOT the order of the skill-* directives in p_race.txt / class.txt: note
29
+ * SEARCH precedes STEALTH here but the reverse in the data files, so binding
30
+ * maps by directive name rather than position.
31
+ */
32
+ export declare const SKILL: {
33
+ readonly DISARM_PHYS: 0;
34
+ readonly DISARM_MAGIC: 1;
35
+ readonly DEVICE: 2;
36
+ readonly SAVE: 3;
37
+ readonly SEARCH: 4;
38
+ readonly STEALTH: 5;
39
+ readonly TO_HIT_MELEE: 6;
40
+ readonly TO_HIT_BOW: 7;
41
+ readonly TO_HIT_THROW: 8;
42
+ readonly DIGGING: 9;
43
+ };
44
+ export type SkillIndex = (typeof SKILL)[keyof typeof SKILL];
45
+ /** Number of skills (player.h SKILL_MAX). */
46
+ export declare const SKILL_MAX = 10;
47
+ /** Byte size of an object flag set (OF_SIZE = FLAG_SIZE(OF_MAX)). */
48
+ export declare const OF_SIZE: number;
49
+ /** Byte size of a player flag set (PF_SIZE = FLAG_SIZE(PF_MAX)). */
50
+ export declare const PF_SIZE: number;
51
+ /**
52
+ * Per-element resist state for a race (struct element_info). Player races only
53
+ * set res_level via `values` lines; the ignore/hate flags used on objects are
54
+ * not relevant here.
55
+ */
56
+ export interface PlayerElementInfo {
57
+ resLevel: number;
58
+ }
59
+ /**
60
+ * struct player_race (player.h), bound from p_race.json.
61
+ * `historyChart` is the starting chart index; `body` is a body registry index.
62
+ */
63
+ export interface PlayerRace {
64
+ /** Index in the race array; record order mirrors p_race.txt. */
65
+ ridx: number;
66
+ name: string;
67
+ /** r_mhp: hit-dice modifier (the race's contribution to hitdie). */
68
+ hitdie: number;
69
+ /** r_exp: experience factor percentage. */
70
+ expFactor: number;
71
+ /** Base and modifier for the age roll (b_age + 1dm_age). */
72
+ baseAge: number;
73
+ modAge: number;
74
+ /** Base and modifier for the height/weight normal rolls. */
75
+ baseHeight: number;
76
+ modHeight: number;
77
+ baseWeight: number;
78
+ modWeight: number;
79
+ /** Infravision range in grids (infra). */
80
+ infravision: number;
81
+ /** Body registry index (always 0 in stock data: the single Humanoid body). */
82
+ body: number;
83
+ /** r_adj[STAT_MAX]: stat bonuses, indexed by STAT. */
84
+ statAdj: number[];
85
+ /** r_skills[SKILL_MAX]: skill bonuses, indexed by SKILL. */
86
+ skills: number[];
87
+ /** Racial object flags (OF_*). */
88
+ flags: FlagSet;
89
+ /** Racial player flags (PF_*). */
90
+ pflags: FlagSet;
91
+ /** Starting history chart index (r->history idx). */
92
+ historyChart: number;
93
+ /** Per-element resist info (el_info), length ELEM_MAX. */
94
+ elInfo: PlayerElementInfo[];
95
+ }
96
+ /**
97
+ * struct magic_realm (player.h), bound from realm.json. The pack stores only
98
+ * the realm's name, which serves as the lookup code (lookup_realm matches by
99
+ * name); no separate display code exists in 4.2.6 data.
100
+ */
101
+ export interface MagicRealm {
102
+ /** realm.txt name, used as the lookup key from class books. */
103
+ name: string;
104
+ /** Spell stat as a STAT index (stat_name_to_idx). */
105
+ stat: number;
106
+ verb: string;
107
+ spellNoun: string;
108
+ bookNoun: string;
109
+ }
110
+ /**
111
+ * struct class_spell (player.h), bound minimally. The spell's effect chain is
112
+ * preserved verbatim as raw pack records (effectsRaw) rather than compiled
113
+ * into the effects domain; that binding is deferred.
114
+ */
115
+ export interface ClassSpell {
116
+ name: string;
117
+ /** sidx: class-wide spell index (assigned in declaration order). */
118
+ sidx: number;
119
+ /** bidx: index of the owning book in the class books array. */
120
+ bidx: number;
121
+ /** slevel: required level to learn. */
122
+ level: number;
123
+ /** smana: mana to cast. */
124
+ mana: number;
125
+ /** sfail: base failure chance. */
126
+ fail: number;
127
+ /** sexp: encoded experience bonus. */
128
+ exp: number;
129
+ /** The realm of the owning book. */
130
+ realm: MagicRealm;
131
+ /** Raw effect records, preserved for later compilation (deferred). */
132
+ effectsRaw: unknown[];
133
+ /**
134
+ * spell->text (player-spell.c): the spell's flavour description, joined
135
+ * verbatim from the class data's desc: lines (string_append semantics -
136
+ * concatenated with no separator, so each line must carry its own leading
137
+ * space where the upstream data wants one). Shown by the cast/study/browse
138
+ * menu's '?' toggle (ui-spell.c spell_menu_browser).
139
+ */
140
+ text: string;
141
+ }
142
+ /**
143
+ * struct class_book (player.h), bound minimally. The object kind (sval,
144
+ * graphics, cost/rarity) is resolved by the object domain; those fields are
145
+ * preserved as raw data here.
146
+ */
147
+ export interface ClassBook {
148
+ /** tval name from the pack (object domain resolves the numeric tval). */
149
+ tval: string;
150
+ /** Numeric tval, stamped by registerBookKinds (0 until registered). */
151
+ tvalIdx: number;
152
+ /** The book kind's sval, stamped by registerBookKinds (write_book_kind). */
153
+ sval: number;
154
+ /** dungeon: true when quality is "dungeon" rather than "town". */
155
+ dungeon: boolean;
156
+ /** The book's display name (used by write_book_kind to find its sval). */
157
+ name: string;
158
+ /** The magic realm of this book. */
159
+ realm: MagicRealm;
160
+ /** Declared spell count. */
161
+ numSpells: number;
162
+ spells: ClassSpell[];
163
+ /** Preserved book-graphics record (glyph/color), deferred to obj. */
164
+ graphics: unknown;
165
+ /** Preserved book-properties record (cost/common/minmax), deferred to obj. */
166
+ properties: unknown;
167
+ }
168
+ /** struct class_magic (player.h). */
169
+ export interface ClassMagic {
170
+ /** Level of the class's first spell (0 for non-casters). */
171
+ spellFirst: number;
172
+ /** Max armor weight before mana penalties. */
173
+ spellWeight: number;
174
+ /** Number of spellbooks. */
175
+ numBooks: number;
176
+ /** Total spells across all books. */
177
+ totalSpells: number;
178
+ books: ClassBook[];
179
+ }
180
+ /**
181
+ * struct start_item (player.h), bound minimally: the object kind is kept as
182
+ * tval/sval names for the object domain to resolve (deferred).
183
+ */
184
+ export interface StartItem {
185
+ tval: string;
186
+ sval: string;
187
+ min: number;
188
+ max: number;
189
+ /** Birth-option exclusion codes from the eopts field ("none" -> []). */
190
+ eopts: string[];
191
+ }
192
+ /** struct player_class (player.h), bound from class.json. */
193
+ export interface PlayerClass {
194
+ /** Index in the class array; record order mirrors class.txt. */
195
+ cidx: number;
196
+ name: string;
197
+ /** Up to ten level titles. */
198
+ titles: string[];
199
+ /** c_adj[STAT_MAX]: stat modifiers, indexed by STAT. */
200
+ statAdj: number[];
201
+ /** c_skills[SKILL_MAX]: base skills, indexed by SKILL. */
202
+ skills: number[];
203
+ /** x_skills[SKILL_MAX]: per-level skill increments (per 10 levels). */
204
+ extraSkills: number[];
205
+ /** c_mhp: hit-dice adjustment. */
206
+ hitdie: number;
207
+ /** c_exp: experience factor percentage. */
208
+ expFactor: number;
209
+ flags: FlagSet;
210
+ pflags: FlagSet;
211
+ maxAttacks: number;
212
+ minWeight: number;
213
+ /** att_multiply: strength multiplier for blow calculation. */
214
+ attMultiply: number;
215
+ startItems: StartItem[];
216
+ magic: ClassMagic;
217
+ }
218
+ /** struct player_property (player-properties, from player_property.json). */
219
+ export interface PlayerProperty {
220
+ /** "player", "object", or "element". */
221
+ type: string;
222
+ /** PF_/OF_ code, or undefined for element rows. */
223
+ code: string | null;
224
+ name: string;
225
+ desc: string;
226
+ /** Whether the property is shown in the UI birth/character screens. */
227
+ bindui: boolean;
228
+ /** Element value (resist rows), when present. */
229
+ value: number | null;
230
+ }
231
+ /**
232
+ * struct timed_grade (player-timed.c). The registry always prepends the
233
+ * implicit "off" grade (grade 0, max 0, no name/message), so a timed effect
234
+ * with N pack grades has N + 1 entries here.
235
+ */
236
+ export interface TimedGrade {
237
+ /** 0 for the implicit off grade, then 1..N in ascending order. */
238
+ grade: number;
239
+ /** Resolved colour attribute (color_char/text_to_attr); 0 for off. */
240
+ color: number;
241
+ /** Upper bound of this grade (inclusive); 0 for the off grade. */
242
+ max: number;
243
+ /** Display name, or null (single-char pack names are dummies -> null). */
244
+ name: string | null;
245
+ /** Message shown when entering the grade from below, or null. */
246
+ upMsg: string | null;
247
+ /** Message shown when dropping into the grade from above, or null. */
248
+ downMsg: string | null;
249
+ }
250
+ /** One entry of a timed effect's fail directive ("fail uint code str flag"). */
251
+ export interface TimedFail {
252
+ code: number;
253
+ flag: string;
254
+ }
255
+ /**
256
+ * One step of an on-begin-effect / on-end-effect chain (player-timed.c
257
+ * parse_player_timed_effect). The effect code and subtype are resolved at bind
258
+ * time; the dice string, when present, overrides the effect's own dice.
259
+ */
260
+ export interface TimedEffectStep {
261
+ /** EF_ effect code (generated EF enum value). */
262
+ effect: number;
263
+ /** effect_subtype(effect, type) result (param2 / subtype), or 0 for none. */
264
+ subtype: number;
265
+ /** effect-dice string, or undefined to use the effect's default dice. */
266
+ dice?: string;
267
+ }
268
+ /** struct timed_effect_data (player-timed.c), bound from player_timed.json. */
269
+ export interface TimedEffect {
270
+ /** TMD_ index; matches the generated TMD enum. */
271
+ index: number;
272
+ name: string;
273
+ desc: string;
274
+ /** on-end message (shown when the effect wears off). */
275
+ onEnd: string;
276
+ /** MSG_ type name (kept as a name; obj/effects resolve the int). */
277
+ msgt: string;
278
+ /** on-increase message (shown when the duration grows), or empty. */
279
+ onIncrease: string;
280
+ /** on-decrease message (shown when the duration shrinks), or empty. */
281
+ onDecrease: string;
282
+ /** TMD_FLAG_NONSTACKING: a fresh increase is blocked while already active. */
283
+ nonStacking: boolean;
284
+ /** lower-bound directive: values below this floor are raised to it. */
285
+ lowerBound: number;
286
+ /**
287
+ * temp_resist (player-timed.c parse_player_timed_resist): the ELEM_ index
288
+ * this effect grants a temporary resist against, or -1 when none. Bound
289
+ * from the pack `resist` field via ELEM[name]. On the five OPP_* effects.
290
+ */
291
+ tempResist: number;
292
+ /**
293
+ * oflag_dup (parse_player_timed_flag_synonym): the OF_ index this effect
294
+ * duplicates into the player's object flags while active, or 0 (OF_NONE)
295
+ * when none. Bound from the pack `flag-synonym[0].code` via OF[name].
296
+ */
297
+ oflagDup: number;
298
+ /**
299
+ * oflag_syn: whether the flag synonym is an exact duplicate (used only by
300
+ * the deferred notify-suppression). Bound from `flag-synonym[0].exact`.
301
+ */
302
+ oflagSyn: boolean;
303
+ grades: TimedGrade[];
304
+ fail: TimedFail[];
305
+ /**
306
+ * on_begin_effect (player-timed.c:875): the effect chain dispatched when the
307
+ * effect starts (a 0 -> positive transition), e.g. SCRAMBLE's SCRAMBLE_STATS.
308
+ * Undefined when the effect defines none.
309
+ */
310
+ onBeginEffect?: TimedEffectStep[];
311
+ /**
312
+ * on_end_effect (player-timed.c:884): the chain dispatched when the effect
313
+ * lapses (positive -> 0), e.g. SCRAMBLE's UNSCRAMBLE_STATS and SPRINT's
314
+ * ending TIMED_INC_NO_RES:SLOW. Undefined when the effect defines none.
315
+ */
316
+ onEndEffect?: TimedEffectStep[];
317
+ }
318
+ /**
319
+ * struct player_shape (player.h L216), fully bound from shape.json:
320
+ * combat bonuses, skills, object/player flags, the OBJ_MOD modifier
321
+ * array, elemental resists, the assume-shape effect chain and the shape
322
+ * blow verbs (the shape unarmed attack rides combat).
323
+ */
324
+ export interface Shape {
325
+ /** Index in the shape array; record order mirrors shape.txt. */
326
+ sidx: number;
327
+ name: string;
328
+ /** Plusses to AC / hit / damage. */
329
+ toA: number;
330
+ toH: number;
331
+ toD: number;
332
+ /** skills[SKILL_MAX]. */
333
+ skills: number[];
334
+ /** Shape (object) flags. */
335
+ flags: FlagSet;
336
+ /** Shape (player) flags. */
337
+ pflags: FlagSet;
338
+ /** Stat and other modifiers (the OBJ_MOD index space). */
339
+ modifiers: number[];
340
+ /** Elemental resists (res_level per element). */
341
+ elInfo: PlayerElementInfo[];
342
+ /** The effect on taking this shape (raw records; chain built on cast). */
343
+ effects: readonly ShapeEffectJson[];
344
+ /** The effect's message, if any. */
345
+ effectMsg: string | null;
346
+ /** Shape blow verbs ("bite", "claw", ...). */
347
+ blows: readonly string[];
348
+ }
349
+ /** One raw shape-effect record (the object-effect record shape). */
350
+ export interface ShapeEffectJson {
351
+ eff: string;
352
+ type?: string;
353
+ radius?: number;
354
+ other?: number;
355
+ dice?: string;
356
+ expr?: Array<{
357
+ name: string;
358
+ base: string;
359
+ expr: string;
360
+ }>;
361
+ }
362
+ /** One equipment slot of a body (struct equip_slot). */
363
+ export interface BodySlot {
364
+ /** EQUIP_ slot type name from the pack (e.g. "WEAPON", "RING"). */
365
+ type: string;
366
+ /** Slot label (e.g. "right hand"). */
367
+ name: string;
368
+ }
369
+ /** struct player_body (player.h), bound from body.json. */
370
+ export interface PlayerBody {
371
+ name: string;
372
+ count: number;
373
+ slots: BodySlot[];
374
+ }
375
+ /** struct history_entry (player.h): one weighted branch of a chart. */
376
+ export interface HistoryEntry {
377
+ /** Cumulative roll threshold (1..100); chosen when roll <= this. */
378
+ roll: number;
379
+ /** Successor chart index (isucc); 0 terminates the walk. */
380
+ isucc: number;
381
+ /** Resolved successor chart, or null for terminal entries. */
382
+ succ: HistoryChart | null;
383
+ text: string;
384
+ }
385
+ /** struct history_chart (player.h): a node in the history graph. */
386
+ export interface HistoryChart {
387
+ idx: number;
388
+ entries: HistoryEntry[];
389
+ }
390
+ //# sourceMappingURL=types.d.ts.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,51 @@
1
+ /**
2
+ * Player domain types, ported from reference/src/player.h (Angband 4.2.6):
3
+ * struct player_race, player_class, class_magic / class_book / class_spell,
4
+ * magic_realm, player_shape, player_body / equip_slot, start_item, the
5
+ * history_chart graph, plus the player_property and timed_effect_data /
6
+ * timed_grade shapes bound from the compiled pack JSON.
7
+ *
8
+ * These are the typed, bound shapes produced by bind.ts. World coupling stays
9
+ * out of this module: starting inventory and spell effects keep object/effect
10
+ * references as tval/sval names and raw records, to be resolved by the obj and
11
+ * effects domains later (see the "deferred" notes and parity/ledger).
12
+ */
13
+ import { flagSize } from "../bitflag.js";
14
+ import { OF, PLAYER_FLAG_ENTRIES, PLAYER_TIMED_ENTRIES } from "../generated/index.js";
15
+ /** Number of timed effects (player-timed.h TMD_MAX); no MAX in the enum. */
16
+ export const TMD_MAX = PLAYER_TIMED_ENTRIES.length;
17
+ /** Number of stats (player.h STAT_MAX). */
18
+ export const STAT_MAX = 5;
19
+ /**
20
+ * Number of stat-table slots (player.h STAT_RANGE): 3..17 give indices 0..14,
21
+ * then 18/00 .. 18/210+ give 15..37. Every adj_* table has exactly this many
22
+ * entries, indexed by state->stat_ind.
23
+ */
24
+ export const STAT_RANGE = 38;
25
+ /** Maximum character level (player.h PY_MAX_LEVEL). */
26
+ export const PY_MAX_LEVEL = 50;
27
+ /**
28
+ * Player skills (player.h SKILL_ enum). The order is the C enum order, which
29
+ * is NOT the order of the skill-* directives in p_race.txt / class.txt: note
30
+ * SEARCH precedes STEALTH here but the reverse in the data files, so binding
31
+ * maps by directive name rather than position.
32
+ */
33
+ export const SKILL = {
34
+ DISARM_PHYS: 0,
35
+ DISARM_MAGIC: 1,
36
+ DEVICE: 2,
37
+ SAVE: 3,
38
+ SEARCH: 4,
39
+ STEALTH: 5,
40
+ TO_HIT_MELEE: 6,
41
+ TO_HIT_BOW: 7,
42
+ TO_HIT_THROW: 8,
43
+ DIGGING: 9,
44
+ };
45
+ /** Number of skills (player.h SKILL_MAX). */
46
+ export const SKILL_MAX = 10;
47
+ /** Byte size of an object flag set (OF_SIZE = FLAG_SIZE(OF_MAX)). */
48
+ export const OF_SIZE = flagSize(OF.MAX);
49
+ /** Byte size of a player flag set (PF_SIZE = FLAG_SIZE(PF_MAX)). */
50
+ export const PF_SIZE = flagSize(PLAYER_FLAG_ENTRIES.length);
51
+ //# sourceMappingURL=types.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"types.js","sourceRoot":"","sources":["../../src/player/types.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAGH,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AACzC,OAAO,EAAE,EAAE,EAAE,mBAAmB,EAAE,oBAAoB,EAAE,MAAM,uBAAuB,CAAC;AAEtF,4EAA4E;AAC5E,MAAM,CAAC,MAAM,OAAO,GAAG,oBAAoB,CAAC,MAAM,CAAC;AAEnD,2CAA2C;AAC3C,MAAM,CAAC,MAAM,QAAQ,GAAG,CAAC,CAAC;AAE1B;;;;GAIG;AACH,MAAM,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC;AAE7B,uDAAuD;AACvD,MAAM,CAAC,MAAM,YAAY,GAAG,EAAE,CAAC;AAE/B;;;;;GAKG;AACH,MAAM,CAAC,MAAM,KAAK,GAAG;IACnB,WAAW,EAAE,CAAC;IACd,YAAY,EAAE,CAAC;IACf,MAAM,EAAE,CAAC;IACT,IAAI,EAAE,CAAC;IACP,MAAM,EAAE,CAAC;IACT,OAAO,EAAE,CAAC;IACV,YAAY,EAAE,CAAC;IACf,UAAU,EAAE,CAAC;IACb,YAAY,EAAE,CAAC;IACf,OAAO,EAAE,CAAC;CACF,CAAC;AAGX,6CAA6C;AAC7C,MAAM,CAAC,MAAM,SAAS,GAAG,EAAE,CAAC;AAE5B,qEAAqE;AACrE,MAAM,CAAC,MAAM,OAAO,GAAG,QAAQ,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;AAExC,oEAAoE;AACpE,MAAM,CAAC,MAAM,OAAO,GAAG,QAAQ,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC"}
@@ -0,0 +1,99 @@
1
+ /**
2
+ * Exact rational arithmetic and the mean/variance estimators, ported from
3
+ * reference/src/z-util.c (Angband 4.2.6): gcd (L1679),
4
+ * my_rational_construct (L1694), my_rational_to_uint (L1722),
5
+ * my_rational_product (L1823), my_rational_sum (L1923), mean (L1389) and
6
+ * variance (L1516).
7
+ *
8
+ * WHY THESE ARE CORE AND NOT PLUMBING. Three upstream call sites depend on the
9
+ * exact values these return:
10
+ * - obj-info.c (L435 sum_o_criticals, L563/L725 the O-combat crit averages,
11
+ * L1271-L1488 the damage-per-blow readout) prints numbers derived from
12
+ * my_rational_to_uint, so a rounding difference is a visibly wrong number on
13
+ * the item-inspect screen.
14
+ * - obj-randart.c L278-L282 store_base_power calls mean()/variance() over the
15
+ * standard artifact set; those become the generator's power baselines.
16
+ * - player-path.c L135/L195/L269 converts turn penalties through
17
+ * my_rational_to_uint, which feeds the pathfinder's terrain penalties.
18
+ *
19
+ * FIDELITY. The C works in `unsigned int` (32-bit) and falls back to a
20
+ * hand-rolled 16-bit-limb multiprecision library (ini_u16n/mul_u16n/div_u16n,
21
+ * z-util.c L1000-L1380) whenever a product would overflow. This port keeps the
22
+ * SAME saturation and approximation behaviour, using BigInt for exactly the
23
+ * intermediates the C computes in multiprecision. That matters because the
24
+ * fallback is not just "a bigger integer": my_rational_product and
25
+ * my_rational_sum deliberately APPROXIMATE (they rescale to the largest
26
+ * denominator that still fits and then round to nearest), and
27
+ * my_rational_to_uint / variance SATURATE at UINT_MAX / INT_MAX. A port that
28
+ * merely used JS doubles would silently return the unsaturated value.
29
+ *
30
+ * The 32-bit rails are the point, so they are named rather than implied:
31
+ * a `number` here stands for a C `unsigned int` unless stated otherwise.
32
+ */
33
+ /** struct my_rational (z-util.h): a fraction in lowest terms, d > 0. */
34
+ export interface MyRational {
35
+ /** numerator (unsigned int) */
36
+ n: number;
37
+ /** denominator (unsigned int), always > 0 */
38
+ d: number;
39
+ }
40
+ /**
41
+ * gcd (z-util.c L1679): the division-based Euclid. Note gcd(0, d) === d, which
42
+ * my_rational_product relies on when a numerator is zero.
43
+ */
44
+ export declare function gcd(a: number, b: number): number;
45
+ /**
46
+ * my_rational_construct (z-util.c L1694). Zero is always 0/1; otherwise the
47
+ * fraction is divided through by the gcd. The C asserts denominator > 0.
48
+ */
49
+ export declare function myRationalConstruct(numerator: number, denominator: number): MyRational;
50
+ /** The out-parameter shape for my_rational_to_uint's `remainder`. */
51
+ export interface UintRemainder {
52
+ remainder: number;
53
+ }
54
+ /**
55
+ * my_rational_to_uint (z-util.c L1722): a->n / a->d scaled by `scale`, floored,
56
+ * saturating at UINT_MAX. When `out` is given it receives the numerator of the
57
+ * part that was dropped (over the same denominator a.d) so the caller can round.
58
+ *
59
+ * Every early return that saturates ALSO zeroes the remainder — upstream does
60
+ * that at four separate points and a caller that rounds on the remainder would
61
+ * round differently if any were missed, so they are each reproduced.
62
+ */
63
+ export declare function myRationalToUint(a: MyRational, scale: number, out?: UintRemainder): number;
64
+ /** my_rational_product (z-util.c L1823): a * b, approximating on overflow. */
65
+ export declare function myRationalProduct(a: MyRational, b: MyRational): MyRational;
66
+ /** my_rational_sum (z-util.c L1923): a + b, approximating on overflow. */
67
+ export declare function myRationalSum(a: MyRational, b: MyRational): MyRational;
68
+ /**
69
+ * mean (z-util.c L1389): the arithmetic mean of nums[0 .. size-1].
70
+ *
71
+ * The `frac` out-parameter selects between TWO DIFFERENT ROUNDING RULES, which
72
+ * is the whole reason it exists:
73
+ * - frac === null: the result is rounded to NEAREST, ties away from zero
74
+ * (the C tests `f.n >= (f.d + 1) / 2` on the magnitude).
75
+ * - frac given: the result is FLOORED (rounded toward negative infinity, not
76
+ * toward zero) and *frac is the non-negative remainder over `size`, so that
77
+ * `return + frac` is the exact mean. For a negative mean the C therefore
78
+ * increments the magnitude and stores `(d - n) / d`.
79
+ *
80
+ * store_base_power (obj-randart.c L278) passes a non-null frac, so the artifact
81
+ * power baselines use the FLOOR, not round-to-nearest.
82
+ */
83
+ export declare function mean(nums: readonly number[], size: number, frac: MyRational | null): number;
84
+ /**
85
+ * variance (z-util.c L1516) of nums[0 .. size-1].
86
+ *
87
+ * `unbiased` divides by size - 1 instead of size; `ofMean` scales by a further
88
+ * 1 / size to give the variance of the estimate of the mean. `frac` selects
89
+ * floor + exact remainder over round-to-nearest, as in mean(). A result above
90
+ * INT_MAX saturates to INT_MAX with a zero fraction.
91
+ *
92
+ * The C computes this as (sum(x^2) - sum(x)^2 / size) / norm rather than from
93
+ * the deviations, and it rounds sum(x)^2 / size UP before subtracting (L1591),
94
+ * converting the remainder to `size - r0` so every later fractional term stays
95
+ * non-negative. Both are reproduced: the ceiling changes the floored result by
96
+ * one for some inputs.
97
+ */
98
+ export declare function variance(nums: readonly number[], size: number, unbiased: boolean, ofMean: boolean, frac: MyRational | null): number;
99
+ //# sourceMappingURL=rational.d.ts.map
@@ -0,0 +1 @@
1
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