@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 +1,51 @@
1
+ /**
2
+ * The store COMMANDS' entry guards, ported from reference/src/store.c's
3
+ * do_cmd_buy (L1650), do_cmd_retrieve (L1783), do_cmd_sell (L1869) and
4
+ * do_cmd_stash (L2009), plus enter_store (ui-store.c L1255) - Angband 4.2.6.
5
+ *
6
+ * Each of those four commands begins by resolving `store_at(cave, player->grid)`
7
+ * AFRESH and refusing if the player is not standing in a store of the right
8
+ * kind. The transactions themselves (store/transact.ts storeBuy / storeSell)
9
+ * already model every later failure; these are the checks that come first, and
10
+ * the port had none of them: its shop screen captured one Store when the player
11
+ * stepped onto the tile and then called the transaction directly, so a command
12
+ * naming a store the player is not in was inexpressible.
13
+ *
14
+ * That was an argument from the port's current UI, not from the C. Upstream's
15
+ * commands take the store from the grid every time, so a mod adding remote trade
16
+ * - or anything that moves the player mid-transaction - reaches these. They are
17
+ * therefore real guards on the command path, returning upstream's message or
18
+ * null to proceed, rather than assertions.
19
+ */
20
+ import type { Store } from "./store.js";
21
+ /**
22
+ * do_cmd_buy (store.c:1667-1670): purchasing requires standing in a store.
23
+ * Returns the refusal message, or null when the command may proceed.
24
+ */
25
+ export declare function storeBuyGuard(store: Store | null): string | null;
26
+ /**
27
+ * do_cmd_retrieve (store.c:1793-1800): taking from the Home requires being at
28
+ * the Home. Upstream returns SILENTLY when there is no store at all (L1794) and
29
+ * only speaks when the store is not the Home, so a null store says nothing.
30
+ */
31
+ export declare function storeRetrieveGuard(store: Store | null): string | null;
32
+ /**
33
+ * do_cmd_sell (store.c:1902-1905): selling requires standing in a store. Note
34
+ * upstream checks this AFTER the stuck-item check (L1889-1893), so a stuck item
35
+ * outside a store reports being stuck, not the absent store.
36
+ */
37
+ export declare function storeSellGuard(store: Store | null): string | null;
38
+ /**
39
+ * do_cmd_stash (store.c:2031-2034): stashing requires the Home, and unlike
40
+ * retrieve this one speaks for a null store too - the condition is
41
+ * `!store || store->feat != FEAT_HOME`.
42
+ */
43
+ export declare function storeStashGuard(store: Store | null): string | null;
44
+ /**
45
+ * enter_store (ui-store.c:1257-1262): the store screen refuses to open when the
46
+ * player's grid holds no store. The port opens the screen as a post-move
47
+ * consequence, so this fires only if the grid stops holding a store between the
48
+ * step and the screen opening - which is exactly the case upstream guards.
49
+ */
50
+ export declare function enterStoreGuard(store: Store | null): string | null;
51
+ //# sourceMappingURL=store-cmd.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"store-cmd.d.ts","sourceRoot":"","sources":["../../src/store/store-cmd.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;GAkBG;AAGH,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAExC;;;GAGG;AACH,wBAAgB,aAAa,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,GAAG,MAAM,GAAG,IAAI,CAGhE;AAED;;;;GAIG;AACH,wBAAgB,kBAAkB,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,GAAG,MAAM,GAAG,IAAI,CAIrE;AAED;;;;GAIG;AACH,wBAAgB,cAAc,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,GAAG,MAAM,GAAG,IAAI,CAGjE;AAED;;;;GAIG;AACH,wBAAgB,eAAe,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,GAAG,MAAM,GAAG,IAAI,CAGlE;AAED;;;;;GAKG;AACH,wBAAgB,eAAe,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,GAAG,MAAM,GAAG,IAAI,CAGlE"}
@@ -0,0 +1,73 @@
1
+ /**
2
+ * The store COMMANDS' entry guards, ported from reference/src/store.c's
3
+ * do_cmd_buy (L1650), do_cmd_retrieve (L1783), do_cmd_sell (L1869) and
4
+ * do_cmd_stash (L2009), plus enter_store (ui-store.c L1255) - Angband 4.2.6.
5
+ *
6
+ * Each of those four commands begins by resolving `store_at(cave, player->grid)`
7
+ * AFRESH and refusing if the player is not standing in a store of the right
8
+ * kind. The transactions themselves (store/transact.ts storeBuy / storeSell)
9
+ * already model every later failure; these are the checks that come first, and
10
+ * the port had none of them: its shop screen captured one Store when the player
11
+ * stepped onto the tile and then called the transaction directly, so a command
12
+ * naming a store the player is not in was inexpressible.
13
+ *
14
+ * That was an argument from the port's current UI, not from the C. Upstream's
15
+ * commands take the store from the grid every time, so a mod adding remote trade
16
+ * - or anything that moves the player mid-transaction - reaches these. They are
17
+ * therefore real guards on the command path, returning upstream's message or
18
+ * null to proceed, rather than assertions.
19
+ */
20
+ import { FEAT } from "../generated/index.js";
21
+ /**
22
+ * do_cmd_buy (store.c:1667-1670): purchasing requires standing in a store.
23
+ * Returns the refusal message, or null when the command may proceed.
24
+ */
25
+ export function storeBuyGuard(store) {
26
+ if (!store)
27
+ return "You cannot purchase items when not in a store.";
28
+ return null;
29
+ }
30
+ /**
31
+ * do_cmd_retrieve (store.c:1793-1800): taking from the Home requires being at
32
+ * the Home. Upstream returns SILENTLY when there is no store at all (L1794) and
33
+ * only speaks when the store is not the Home, so a null store says nothing.
34
+ */
35
+ export function storeRetrieveGuard(store) {
36
+ if (!store)
37
+ return null;
38
+ if (store.feat !== FEAT.HOME)
39
+ return "You are not currently at home.";
40
+ return null;
41
+ }
42
+ /**
43
+ * do_cmd_sell (store.c:1902-1905): selling requires standing in a store. Note
44
+ * upstream checks this AFTER the stuck-item check (L1889-1893), so a stuck item
45
+ * outside a store reports being stuck, not the absent store.
46
+ */
47
+ export function storeSellGuard(store) {
48
+ if (!store)
49
+ return "You cannot sell items when not in a store.";
50
+ return null;
51
+ }
52
+ /**
53
+ * do_cmd_stash (store.c:2031-2034): stashing requires the Home, and unlike
54
+ * retrieve this one speaks for a null store too - the condition is
55
+ * `!store || store->feat != FEAT_HOME`.
56
+ */
57
+ export function storeStashGuard(store) {
58
+ if (!store || store.feat !== FEAT.HOME)
59
+ return "You are not in your home.";
60
+ return null;
61
+ }
62
+ /**
63
+ * enter_store (ui-store.c:1257-1262): the store screen refuses to open when the
64
+ * player's grid holds no store. The port opens the screen as a post-move
65
+ * consequence, so this fires only if the grid stops holding a store between the
66
+ * step and the screen opening - which is exactly the case upstream guards.
67
+ */
68
+ export function enterStoreGuard(store) {
69
+ if (!store)
70
+ return "You see no store here.";
71
+ return null;
72
+ }
73
+ //# sourceMappingURL=store-cmd.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"store-cmd.js","sourceRoot":"","sources":["../../src/store/store-cmd.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;GAkBG;AAEH,OAAO,EAAE,IAAI,EAAE,MAAM,uBAAuB,CAAC;AAG7C;;;GAGG;AACH,MAAM,UAAU,aAAa,CAAC,KAAmB;IAC/C,IAAI,CAAC,KAAK;QAAE,OAAO,gDAAgD,CAAC;IACpE,OAAO,IAAI,CAAC;AACd,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,kBAAkB,CAAC,KAAmB;IACpD,IAAI,CAAC,KAAK;QAAE,OAAO,IAAI,CAAC;IACxB,IAAI,KAAK,CAAC,IAAI,KAAK,IAAI,CAAC,IAAI;QAAE,OAAO,gCAAgC,CAAC;IACtE,OAAO,IAAI,CAAC;AACd,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,cAAc,CAAC,KAAmB;IAChD,IAAI,CAAC,KAAK;QAAE,OAAO,4CAA4C,CAAC;IAChE,OAAO,IAAI,CAAC;AACd,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,eAAe,CAAC,KAAmB;IACjD,IAAI,CAAC,KAAK,IAAI,KAAK,CAAC,IAAI,KAAK,IAAI,CAAC,IAAI;QAAE,OAAO,2BAA2B,CAAC;IAC3E,OAAO,IAAI,CAAC;AACd,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,eAAe,CAAC,KAAmB;IACjD,IAAI,CAAC,KAAK;QAAE,OAAO,wBAAwB,CAAC;IAC5C,OAAO,IAAI,CAAC;AACd,CAAC"}
@@ -0,0 +1,156 @@
1
+ /**
2
+ * Store runtime and stock maintenance, ported from reference/src/store.c
3
+ * (Angband 4.2.6): the live store instance plus store_maint and its helpers
4
+ * (store_carry, store_object_absorb, store_check_num, mass_produce,
5
+ * store_create_random, store_get_choice, store_create_item,
6
+ * store_delete_random, store_find_kind, store_choose_owner, store_shuffle,
7
+ * store_reset).
8
+ *
9
+ * Model divergences, all faithful in reachable states:
10
+ * - The stock is a GameObject[] rather than upstream's doubly-linked pile;
11
+ * store->stock_num is the array length and store->stock_size is
12
+ * z_info->store_inven_max.
13
+ * - There is no obj->known twin, so the parallel stock_k pile and every
14
+ * obj->known assignment are dropped (they mirror the real object; the
15
+ * knowledge/display system is a separate increment).
16
+ * - player->max_depth (used only to pick generation levels) is threaded in as
17
+ * `maxDepth`, since dungeon progress is not modelled on Player yet.
18
+ * - The buy/sell commands and home_carry live in store/transact.ts (they use
19
+ * the player pack model in game/gear.ts); this module is the stocking half.
20
+ */
21
+ import type { Constants } from "../constants.js";
22
+ import type { ObjRegistry } from "../obj/bind.js";
23
+ import type { MakeDeps } from "../obj/make.js";
24
+ import type { GameObject } from "../obj/object.js";
25
+ import type { ObjectKind } from "../obj/types.js";
26
+ import type { PlayerClass } from "../player/types.js";
27
+ import type { Rng } from "../rng.js";
28
+ import type { BoundStore, ObjectBuy, StoreOwner } from "./types.js";
29
+ /**
30
+ * A live store: a BoundStore's tables plus a mutable stock and the currently
31
+ * selected proprietor.
32
+ */
33
+ export interface Store {
34
+ feat: number;
35
+ featName: string;
36
+ owners: StoreOwner[];
37
+ /** The current proprietor (store->owner), chosen at bind/shuffle. */
38
+ owner: StoreOwner;
39
+ alwaysTable: ObjectKind[];
40
+ normalTable: ObjectKind[];
41
+ buy: ObjectBuy[] | null;
42
+ turnover: number;
43
+ normalStockMin: number;
44
+ normalStockMax: number;
45
+ /** Live stock (store->stock); its length is store->stock_num. */
46
+ stock: GameObject[];
47
+ /** store->stock_size = z_info->store_inven_max. */
48
+ stockSize: number;
49
+ }
50
+ /** Context shared by the maintenance routines. */
51
+ export interface StoreMaintContext {
52
+ rng: Rng;
53
+ deps: MakeDeps;
54
+ /** player->max_depth: the deepest dungeon level reached (0 in a fresh town). */
55
+ maxDepth: number;
56
+ /** Every live store, for black_market_ok's cross-store check. */
57
+ stores: Store[];
58
+ /**
59
+ * store_update's cheat_xtra readouts (store.c:1424, :1444). The option is in
60
+ * scope per the exact-parity mandate; the session supplies this sink only
61
+ * when cheat_xtra is on, so faithful play stays silent.
62
+ */
63
+ cheatMsg?: (text: string) => void;
64
+ }
65
+ /** store_choose_owner (L1478): a uniformly random proprietor. */
66
+ export declare function storeChooseOwner(rng: Rng, store: {
67
+ owners: StoreOwner[];
68
+ featName: string;
69
+ }): StoreOwner;
70
+ /**
71
+ * store_shuffle (L1493): swap in a different proprietor.
72
+ *
73
+ * C store.c:1497-1498 retries until the owner changes and assumes more than
74
+ * one owner. A one-owner table (accepted by the port's data model) would spin
75
+ * forever. Keep the multi-owner draw loop identical to C; terminate cleanly
76
+ * when there is only one owner (randint0(1) is a no-op on the WELL stream).
77
+ */
78
+ export declare function storeShuffle(rng: Rng, store: Store): void;
79
+ /**
80
+ * Create a live Store from a bound definition. The proprietor is a provisional
81
+ * placeholder (owners[0]); store_reset assigns the real owner with a single
82
+ * randint0, matching C store_shuffle against a NULL initial owner (store.c
83
+ * L340-357, L1493-1501). When `reg`/`classes` are supplied, the bookseller's
84
+ * deferred town-book `always:` lines (bound.alwaysBookTvals) are expanded into
85
+ * the runtime alwaysTable so the shop stocks the town spellbooks
86
+ * (parse_always, store.c:208-231).
87
+ *
88
+ * `rng` is accepted for call-site compatibility but is not consumed here - the
89
+ * first owner draw happens in storeReset.
90
+ */
91
+ export declare function bindStoreRuntime(bound: BoundStore, _rng: Rng, storeInvenMax: number, reg?: ObjRegistry, classes?: readonly PlayerClass[]): Store;
92
+ /** store_sale_should_reduce_stock (L405). */
93
+ export declare function storeSaleShouldReduceStock(store: Store, obj: GameObject): boolean;
94
+ /**
95
+ * store_will_buy (L524): will this store purchase the object? The home accepts
96
+ * anything; a normal store refuses apparently worthless items (except unknown
97
+ * variable-power items when birth_no_selling is on) and, if it has a buy list,
98
+ * only buys listed tvals.
99
+ *
100
+ * `aware` feeds object_value; `runesKnown` is object_runes_known(obj) for the
101
+ * no-selling worthless exception. The buy-list flag branch's
102
+ * object_flag_is_known check is DEFERRED (needs the knowledge system); 4.2.6
103
+ * data uses only bare tvals (flag 0), so it is unreached at the baseline.
104
+ */
105
+ export declare function storeWillBuy(reg: ObjRegistry, store: {
106
+ feat: number;
107
+ buy: ObjectBuy[] | null;
108
+ }, obj: GameObject, aware: boolean, noSelling: boolean, runesKnown: boolean): boolean;
109
+ /** mass_produce (L696): set a stack size for cheap store items. */
110
+ export declare function massProduce(reg: ObjRegistry, rng: Rng, obj: GameObject): void;
111
+ /** store_check_num (L836): will the store hold this object (room or merge)? */
112
+ export declare function storeCheckNum(store: Store, obj: GameObject): boolean;
113
+ /**
114
+ * store_carry (L912): add a store-generated object to a real store, merging
115
+ * into an existing stack when possible. Returns the resulting stack, or null
116
+ * when the store rejects it (worthless, or no room). The player-carried value
117
+ * branch and the obj->known pile are deferred to the transactions increment;
118
+ * maintenance always passes fresh, non-carried objects.
119
+ */
120
+ export declare function storeCarry(rng: Rng, reg: ObjRegistry, constants: Constants, store: Store, obj: GameObject, maintain: boolean): GameObject | null;
121
+ /** store_delete (L989): remove `amt` of a stack, or the whole stack. */
122
+ export declare function storeDelete(store: Store, obj: GameObject, amt: number): void;
123
+ /** store_create_random (L1156): make a random object and give it to the store. */
124
+ export declare function storeCreateRandom(ctx: StoreMaintContext, store: Store): boolean;
125
+ /** store_create_item (L1262): make a specific always-stocked kind. */
126
+ export declare function storeCreateItem(ctx: StoreMaintContext, store: Store, kind: ObjectKind): GameObject | null;
127
+ /** store_maint (L1294): keep a store's stock between its bounds. */
128
+ export declare function storeMaint(ctx: StoreMaintContext, store: Store): void;
129
+ /**
130
+ * store_update (L1422): on the return to town, catch the stores up on the days
131
+ * that elapsed while the player was in the dungeon. For each accrued day, run
132
+ * store_maint on every non-home store, then occasionally (one_in_(store_shuffle))
133
+ * shuffle one random non-home shopkeeper. The home is never maintained. The
134
+ * caller zeroes daycount afterwards (upstream sets `daycount = 0` at the end).
135
+ *
136
+ * RNG order is faithful: all maintenance draws for the day precede the single
137
+ * shuffle-chance draw, and the store picked to shuffle is randint0(n_non_home).
138
+ */
139
+ export declare function storeUpdate(ctx: StoreMaintContext, daycount: number): void;
140
+ /**
141
+ * store_reset (L340): (re)initialise every non-home store's stock, running
142
+ * store_maint ten times to fill it. Home is left empty.
143
+ *
144
+ * Owner assignment matches C store_shuffle against a NULL initial owner: a
145
+ * single randint0(n_owners) per store, not a force-different re-draw (the port
146
+ * used to choose at bind and again in storeShuffle, over-drawing the stream).
147
+ * Later re-shuffles (store_update / empty-store) still use storeShuffle.
148
+ */
149
+ export declare function storeReset(ctx: StoreMaintContext): void;
150
+ /**
151
+ * store_init + store_reset for a fresh town: build every store's live instance
152
+ * from the bound registry and stock it. Returns the stores in registry order
153
+ * (the session holds them on GameState; a shell looks one up by entrance feat).
154
+ */
155
+ export declare function createTownStores(bound: BoundStore[], deps: MakeDeps, rng: Rng, maxDepth: number, classes?: readonly PlayerClass[]): Store[];
156
+ //# sourceMappingURL=store.d.ts.map
@@ -0,0 +1 @@
1
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