@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 +1,345 @@
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
+ import { INT_MAX, UINT32_MAX } from "./guard.js";
34
+ /** Bit length, i.e. msb_u16n (z-util.c L1059): 0 for zero, else 1-based msb. */
35
+ function msb(x) {
36
+ return x === 0n ? 0 : x.toString(2).length;
37
+ }
38
+ /**
39
+ * gcd (z-util.c L1679): the division-based Euclid. Note gcd(0, d) === d, which
40
+ * my_rational_product relies on when a numerator is zero.
41
+ */
42
+ export function gcd(a, b) {
43
+ while (b) {
44
+ const t = b;
45
+ b = a % b;
46
+ a = t;
47
+ }
48
+ return a;
49
+ }
50
+ /**
51
+ * my_rational_construct (z-util.c L1694). Zero is always 0/1; otherwise the
52
+ * fraction is divided through by the gcd. The C asserts denominator > 0.
53
+ */
54
+ export function myRationalConstruct(numerator, denominator) {
55
+ if (numerator === 0) {
56
+ /* Use 0 / 1 as the way to represent zero. */
57
+ return { n: 0, d: 1 };
58
+ }
59
+ const g = gcd(numerator, denominator);
60
+ return { n: Math.trunc(numerator / g), d: Math.trunc(denominator / g) };
61
+ }
62
+ /**
63
+ * my_rational_to_uint (z-util.c L1722): a->n / a->d scaled by `scale`, floored,
64
+ * saturating at UINT_MAX. When `out` is given it receives the numerator of the
65
+ * part that was dropped (over the same denominator a.d) so the caller can round.
66
+ *
67
+ * Every early return that saturates ALSO zeroes the remainder — upstream does
68
+ * that at four separate points and a caller that rounds on the remainder would
69
+ * round differently if any were missed, so they are each reproduced.
70
+ */
71
+ export function myRationalToUint(a, scale, out) {
72
+ if (!scale) {
73
+ if (out)
74
+ out.remainder = 0;
75
+ return 0;
76
+ }
77
+ let result = Math.trunc(a.n / a.d);
78
+ if (result > Math.trunc(UINT32_MAX / scale)) {
79
+ if (out)
80
+ out.remainder = 0;
81
+ return UINT32_MAX;
82
+ }
83
+ result *= scale;
84
+ const r = a.n % a.d;
85
+ const q = Math.trunc(scale / a.d);
86
+ /* q * r cannot overflow: q <= scale / a.d and r < a.d, so q * r < scale. */
87
+ if (result > UINT32_MAX - q * r) {
88
+ if (out)
89
+ out.remainder = 0;
90
+ return UINT32_MAX;
91
+ }
92
+ result += q * r;
93
+ const r2 = scale - q * a.d;
94
+ if (r && r2 > Math.trunc(UINT32_MAX / r)) {
95
+ /*
96
+ * The product of the remainders overflows in the native arithmetic, so the
97
+ * C switches to multiprecision integers (L1756-L1803). BigInt is exact here
98
+ * for the same reason: r < a.d and r2 < a.d, both under 2^32.
99
+ */
100
+ const t = BigInt(r) * BigInt(r2);
101
+ const bd = BigInt(a.d);
102
+ const mq = Number(t / bd);
103
+ if (result <= UINT32_MAX - mq) {
104
+ result += mq;
105
+ if (out)
106
+ out.remainder = Number(t % bd);
107
+ }
108
+ else {
109
+ result = UINT32_MAX;
110
+ if (out)
111
+ out.remainder = 0;
112
+ }
113
+ return result;
114
+ }
115
+ const t = r * r2;
116
+ const q2 = Math.trunc(t / a.d);
117
+ if (result > UINT32_MAX - q2) {
118
+ if (out)
119
+ out.remainder = 0;
120
+ return UINT32_MAX;
121
+ }
122
+ result += q2;
123
+ if (out)
124
+ out.remainder = t - q2 * a.d;
125
+ return result;
126
+ }
127
+ /**
128
+ * The shared tail of my_rational_product and my_rational_sum's overflow paths
129
+ * (z-util.c L1872-L1911 and L1985-L2027). Given the exact fraction n / d that
130
+ * does not fit in 32 bits, return the best 32-bit approximation the C would:
131
+ * take the integer quotient, pick the LARGEST denominator that still fits
132
+ * alongside it, scale the remainder into that denominator, and round to nearest
133
+ * by comparing bit lengths (which is why this is an approximation and not the
134
+ * true value).
135
+ */
136
+ function approximate(n, d, guardSum) {
137
+ const q = n / d;
138
+ if (q > BigInt(UINT32_MAX))
139
+ return myRationalConstruct(UINT32_MAX, 1);
140
+ const r = n % d;
141
+ let resn = Number(q);
142
+ const resd = resn < UINT32_MAX ? Math.trunc(UINT32_MAX / (resn + 1)) : 1;
143
+ resn *= resd;
144
+ const scaled = r * BigInt(resd);
145
+ const t = Number(scaled / d);
146
+ const rr = scaled % d;
147
+ if (guardSum && resn > UINT32_MAX - t) {
148
+ /* my_rational_sum guards this addition (L2015) where product asserts it. */
149
+ return myRationalConstruct(UINT32_MAX, 1);
150
+ }
151
+ resn += t;
152
+ /* Approximate rounding to the nearest. */
153
+ if (msb(rr) + 1 >= msb(d) && resn < UINT32_MAX)
154
+ resn += 1;
155
+ return myRationalConstruct(resn, resd);
156
+ }
157
+ /** my_rational_product (z-util.c L1823): a * b, approximating on overflow. */
158
+ export function myRationalProduct(a, b) {
159
+ const g1 = gcd(a.n, b.d);
160
+ const g2 = gcd(a.d, b.n);
161
+ const anr = Math.trunc(a.n / g1);
162
+ const adr = Math.trunc(a.d / g2);
163
+ const bnr = Math.trunc(b.n / g2);
164
+ const bdr = Math.trunc(b.d / g1);
165
+ if ((bnr && anr > Math.trunc(UINT32_MAX / bnr)) ||
166
+ adr > Math.trunc(UINT32_MAX / bdr)) {
167
+ return approximate(BigInt(anr) * BigInt(bnr), BigInt(adr) * BigInt(bdr), false);
168
+ }
169
+ /* Note: the native path does NOT re-reduce; anr/adr and bnr/bdr already are. */
170
+ return { n: anr * bnr, d: adr * bdr };
171
+ }
172
+ /** my_rational_sum (z-util.c L1923): a + b, approximating on overflow. */
173
+ export function myRationalSum(a, b) {
174
+ const g = gcd(a.d, b.d);
175
+ const adr = Math.trunc(a.d / g);
176
+ const bdr = Math.trunc(b.d / g);
177
+ if (adr <= Math.trunc(UINT32_MAX / b.d) &&
178
+ a.n <= Math.trunc(UINT32_MAX / bdr) &&
179
+ b.n <= Math.trunc(UINT32_MAX / adr) &&
180
+ a.n * bdr <= UINT32_MAX - b.n * adr) {
181
+ return myRationalConstruct(a.n * bdr + b.n * adr, adr * b.d);
182
+ }
183
+ return approximate(BigInt(a.n) * BigInt(bdr) + BigInt(adr) * BigInt(b.n), BigInt(adr) * BigInt(b.d), true);
184
+ }
185
+ /**
186
+ * Split the entries of `nums[0 .. size-1]` into the positive and negative
187
+ * contributions to the sum, the way mean() and variance() both do (the C keeps
188
+ * two multiprecision accumulators so that INT_MIN never has to be negated in
189
+ * an `int`). Also returns the sum of squares, which only variance() reads.
190
+ */
191
+ function accumulate(nums, size) {
192
+ let sp = 0n;
193
+ let sn = 0n;
194
+ let ss = 0n;
195
+ for (let i = 0; i < size; i++) {
196
+ const v = nums[i];
197
+ if (v === 0)
198
+ continue;
199
+ const bv = BigInt(v);
200
+ if (v > 0)
201
+ sp += bv;
202
+ else
203
+ sn -= bv;
204
+ ss += bv * bv;
205
+ }
206
+ return { sp, sn, ss };
207
+ }
208
+ /**
209
+ * mean (z-util.c L1389): the arithmetic mean of nums[0 .. size-1].
210
+ *
211
+ * The `frac` out-parameter selects between TWO DIFFERENT ROUNDING RULES, which
212
+ * is the whole reason it exists:
213
+ * - frac === null: the result is rounded to NEAREST, ties away from zero
214
+ * (the C tests `f.n >= (f.d + 1) / 2` on the magnitude).
215
+ * - frac given: the result is FLOORED (rounded toward negative infinity, not
216
+ * toward zero) and *frac is the non-negative remainder over `size`, so that
217
+ * `return + frac` is the exact mean. For a negative mean the C therefore
218
+ * increments the magnitude and stores `(d - n) / d`.
219
+ *
220
+ * store_base_power (obj-randart.c L278) passes a non-null frac, so the artifact
221
+ * power baselines use the FLOOR, not round-to-nearest.
222
+ */
223
+ export function mean(nums, size, frac) {
224
+ if (size <= 0) {
225
+ if (frac) {
226
+ frac.n = 0;
227
+ frac.d = 1;
228
+ }
229
+ return 0;
230
+ }
231
+ const { sp, sn } = accumulate(nums, size);
232
+ const sz = BigInt(size);
233
+ if (sp < sn) {
234
+ /* The mean is negative; work with the magnitude, like the C does. */
235
+ const mag = sn - sp;
236
+ let result = mag / sz;
237
+ const f = myRationalConstruct(Number(mag % sz), size);
238
+ if (frac) {
239
+ if (f.n > 0) {
240
+ /*
241
+ * Will be negating the result, but the returned fraction must be
242
+ * non-negative, so step the magnitude up and complement the fraction.
243
+ */
244
+ result += 1n;
245
+ frac.n = f.d - f.n;
246
+ frac.d = f.d;
247
+ }
248
+ else {
249
+ frac.n = f.n;
250
+ frac.d = f.d;
251
+ }
252
+ }
253
+ else if (f.n >= Math.trunc((f.d + 1) / 2)) {
254
+ result += 1n;
255
+ }
256
+ return result === 0n ? 0 : -Number(result);
257
+ }
258
+ const mag = sp - sn;
259
+ let result = mag / sz;
260
+ const f = myRationalConstruct(Number(mag % sz), size);
261
+ if (frac) {
262
+ frac.n = f.n;
263
+ frac.d = f.d;
264
+ }
265
+ else if (f.n >= Math.trunc((f.d + 1) / 2)) {
266
+ result += 1n;
267
+ }
268
+ return Number(result);
269
+ }
270
+ /**
271
+ * variance (z-util.c L1516) of nums[0 .. size-1].
272
+ *
273
+ * `unbiased` divides by size - 1 instead of size; `ofMean` scales by a further
274
+ * 1 / size to give the variance of the estimate of the mean. `frac` selects
275
+ * floor + exact remainder over round-to-nearest, as in mean(). A result above
276
+ * INT_MAX saturates to INT_MAX with a zero fraction.
277
+ *
278
+ * The C computes this as (sum(x^2) - sum(x)^2 / size) / norm rather than from
279
+ * the deviations, and it rounds sum(x)^2 / size UP before subtracting (L1591),
280
+ * converting the remainder to `size - r0` so every later fractional term stays
281
+ * non-negative. Both are reproduced: the ceiling changes the floored result by
282
+ * one for some inputs.
283
+ */
284
+ export function variance(nums, size, unbiased, ofMean, frac) {
285
+ if (size <= 1) {
286
+ if (frac) {
287
+ frac.n = 0;
288
+ frac.d = 1;
289
+ }
290
+ return 0;
291
+ }
292
+ const norm = size - (unbiased ? 1 : 0);
293
+ const { sp, sn, ss: sumSq } = accumulate(nums, size);
294
+ const sz = BigInt(size);
295
+ const nm = BigInt(norm);
296
+ const diff = sp >= sn ? sp - sn : sn - sp;
297
+ const sqs = diff * diff;
298
+ let q = sqs / sz;
299
+ let r0 = sqs % sz;
300
+ if (r0 > 0n) {
301
+ /*
302
+ * Since this remainder is subtracted, add one to the quotient and turn the
303
+ * remainder into size - r0 so later terms are all non-negative.
304
+ */
305
+ q += 1n;
306
+ r0 = sz - r0;
307
+ }
308
+ const ss = sumSq - q;
309
+ let v = ss / nm;
310
+ const r1 = ss % nm;
311
+ let r2 = 0n;
312
+ if (ofMean) {
313
+ r2 = v % sz;
314
+ v = v / sz;
315
+ }
316
+ if (v > BigInt(UINT32_MAX) || Number(v) > INT_MAX) {
317
+ if (frac) {
318
+ frac.n = 0;
319
+ frac.d = 1;
320
+ }
321
+ return INT_MAX;
322
+ }
323
+ let result = Number(v);
324
+ /*
325
+ * Account for the fractional part. With ofMean false that is
326
+ * r1 / norm + r0 / (size * norm); with ofMean true it is
327
+ * r2 / size + r1 / (size * norm) + r0 / (size * size * norm).
328
+ */
329
+ let f = myRationalConstruct(Number(r0), size);
330
+ f = myRationalProduct(f, myRationalConstruct(1, norm));
331
+ f = myRationalSum(f, myRationalConstruct(Number(r1), norm));
332
+ if (ofMean) {
333
+ f = myRationalProduct(f, myRationalConstruct(1, size));
334
+ f = myRationalSum(f, myRationalConstruct(Number(r2), size));
335
+ }
336
+ if (frac) {
337
+ frac.n = f.n;
338
+ frac.d = f.d;
339
+ }
340
+ else if (f.n >= Math.trunc((f.d + 1) / 2) && result < INT_MAX) {
341
+ result += 1;
342
+ }
343
+ return result;
344
+ }
345
+ //# sourceMappingURL=rational.js.map
@@ -0,0 +1 @@
1
+ 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package/dist/rng.d.ts ADDED
@@ -0,0 +1,168 @@
1
+ /**
2
+ * Random number generation, ported from reference/src/z-rand.c (Angband
3
+ * 4.2.6).
4
+ *
5
+ * The upstream implementation is a single global WELL1024a stream with a
6
+ * "quick" LCRNG mode and a seed-swap trick for stable seeds (flavors,
7
+ * randarts). This port makes the generator instantiable so the engine can
8
+ * run named, independently seeded streams instead of swapping seeds on one
9
+ * global; each individual stream is bit-for-bit faithful to upstream.
10
+ *
11
+ * All arithmetic reproduces C uint32 semantics exactly (Math.imul for
12
+ * wrapping multiplication, >>> 0 for unsigned truncation, Math.trunc for
13
+ * C integer division). Golden vectors generated by an independent Python
14
+ * oracle (scripts/gen-rng-vectors.py) pin the outputs.
15
+ */
16
+ /**
17
+ * Assumed maximum dungeon level, used for object/monster creation math.
18
+ */
19
+ export declare const MAX_RAND_DEPTH = 128;
20
+ /**
21
+ * The number of 32-bit integers worth of WELL seed state.
22
+ */
23
+ export declare const RAND_DEG = 32;
24
+ /**
25
+ * Random aspects used by damcalc, mBonusCalc, and randcalc.
26
+ * Order mirrors the upstream enum: MINIMISE, AVERAGE, MAXIMISE, EXTREMIFY,
27
+ * RANDOMISE.
28
+ */
29
+ export type Aspect = "minimise" | "average" | "maximise" | "extremify" | "randomise";
30
+ /**
31
+ * A strategy for making a dice roll: base + XdY + BONUS, where mBonus is
32
+ * used in a tricky way to determine BONUS.
33
+ */
34
+ export interface RandomValue {
35
+ base: number;
36
+ dice: number;
37
+ sides: number;
38
+ mBonus: number;
39
+ }
40
+ /**
41
+ * A random chance of success, such as 8 in 125 (6.4 percent).
42
+ */
43
+ export interface RandomChance {
44
+ numerator: number;
45
+ denominator: number;
46
+ }
47
+ /**
48
+ * Serializable snapshot of a generator, for savefiles.
49
+ */
50
+ export interface RngState {
51
+ quick: boolean;
52
+ value: number;
53
+ state: number[];
54
+ stateI: number;
55
+ fixed: boolean;
56
+ fixval: number;
57
+ }
58
+ /**
59
+ * A single RNG stream: WELL1024a (the upstream "complex" RNG) with an
60
+ * optional LCRNG "quick" mode, faithful to z-rand.c.
61
+ */
62
+ export declare class Rng {
63
+ private state;
64
+ private stateI;
65
+ private quick;
66
+ /** Rand_value: the quick-mode LCRNG state. */
67
+ private value;
68
+ private fixed;
69
+ private fixval;
70
+ constructor(seed: number, opts?: {
71
+ quick?: boolean;
72
+ });
73
+ /**
74
+ * Rand_state_init: seed the WELL table via LCRNG propagation, then cycle
75
+ * the table ten times per degree.
76
+ */
77
+ stateInit(seed: number): void;
78
+ /** WELLRNG1024a step. */
79
+ private well;
80
+ /**
81
+ * Rand_div: extract a random number from 0 to m - 1 via unbiased
82
+ * partitioned division of 28-bit values.
83
+ */
84
+ randDiv(m: number): number;
85
+ /** randint0(M): 0 <= X < M, uniform. */
86
+ randint0(m: number): number;
87
+ /** randint1(M): 1 <= X <= M, uniform. */
88
+ randint1(m: number): number;
89
+ /** one_in_(x): true one time in x. */
90
+ oneIn(x: number): boolean;
91
+ /** rand_range: A <= X <= B, uniform. */
92
+ randRange(a: number, b: number): number;
93
+ /** rand_spread(A, D): A - D <= X <= A + D, uniform. */
94
+ randSpread(a: number, d: number): number;
95
+ /**
96
+ * Rand_normal: a random integer from a (table-driven pseudo-)normal
97
+ * distribution with the given mean and standard deviation.
98
+ */
99
+ randNormal(mean: number, stand: number): number;
100
+ /**
101
+ * Rand_sample: an integer from a distribution with known mean and
102
+ * approximate bounds; standU/standL are 10x the assumed standard
103
+ * deviations to each bound.
104
+ */
105
+ randSample(mean: number, upper: number, lower: number, standU: number, standL: number): number;
106
+ /** damroll: sum of `num` rolls of a `sides`-sided die. */
107
+ damroll(num: number, sides: number): number;
108
+ /** Division that rounds up or down randomly, weighted by the remainder. */
109
+ private simulateDivision;
110
+ /**
111
+ * m_bonus: an enchantment bonus from a normal distribution whose mean
112
+ * approaches max as level approaches MAX_RAND_DEPTH.
113
+ */
114
+ mBonus(max: number, level: number): number;
115
+ /** m_bonus_calc: aspect-parameterized companion of mBonus. */
116
+ mBonusCalc(max: number, level: number, aspect: Aspect): number;
117
+ /** damcalc: aspect-parameterized companion of damroll. */
118
+ damcalc(num: number, sides: number, aspect: Aspect): number;
119
+ /** randcalc: evaluate a RandomValue under an aspect. */
120
+ randcalc(v: RandomValue, level: number, aspect: Aspect): number;
121
+ /** Whether `test` lies within the RandomValue's possible range. */
122
+ randcalcValid(v: RandomValue, test: number): boolean;
123
+ /** Whether the RandomValue actually varies. */
124
+ randcalcVaries(v: RandomValue): boolean;
125
+ /** random_chance_check: roll a numerator-in-denominator chance. */
126
+ randomChanceCheck(c: RandomChance): boolean;
127
+ /**
128
+ * rand_fix: make randDiv return a fixed percentage of its maximum rather
129
+ * than a random value (upstream test hook).
130
+ */
131
+ randFix(val: number): void;
132
+ /** Undo randFix (upstream never needs this; tests do). */
133
+ randUnfix(): void;
134
+ /** Snapshot the full generator state for savefiles. */
135
+ getState(): RngState;
136
+ /**
137
+ * Restore a snapshot taken with getState() (or a savefile rd_randomizer).
138
+ * Matches load.c L388-415: state_i is reduced modulo RAND_DEG and
139
+ * Rand_quick is forced false so the WELL stream continues (never the
140
+ * simple LCRNG). Fixed/fixval are not part of the C save block; they
141
+ * remain as restored for the port's test/debug seams only when present.
142
+ */
143
+ setState(s: RngState): void;
144
+ }
145
+ /**
146
+ * random_chance_scaled: rescale a chance ratio to a new denominator
147
+ * (pure arithmetic; no RNG state involved).
148
+ */
149
+ export declare function randomChanceScaled(c: RandomChance, scale: number): number;
150
+ /**
151
+ * A set of named, independently seeded RNG streams. This replaces the
152
+ * upstream seed-swap trick (seed_flavor, seed_randart) with first-class
153
+ * streams; each stream is a faithful WELL1024a generator.
154
+ */
155
+ export declare class RngStreams {
156
+ private streams;
157
+ /** Create (or re-seed) the named stream. */
158
+ create(name: string, seed: number): Rng;
159
+ /** Get a stream; throws if it was never created. */
160
+ get(name: string): Rng;
161
+ has(name: string): boolean;
162
+ names(): string[];
163
+ /** Snapshot every stream, for savefiles. */
164
+ getState(): Record<string, RngState>;
165
+ /** Restore a snapshot taken with getState(). */
166
+ setState(states: Record<string, RngState>): void;
167
+ }
168
+ //# sourceMappingURL=rng.d.ts.map
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