@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 +1,153 @@
1
+ /**
2
+ * Terrain features, ported from reference/src/cave.h struct feature and
3
+ * the terrain.txt binding in init.c (Angband 4.2.6).
4
+ *
5
+ * Features bind from the compiled terrain.json; indices (fidx) follow
6
+ * the generated FEAT codes from list-terrain.h so square feats stay
7
+ * numerically identical to upstream.
8
+ */
9
+ import { FlagSet } from "../bitflag.js";
10
+ import { FEAT, RF, TERRAIN_FLAG_ENTRIES, TF } from "../generated/index.js";
11
+ /** Byte size of a terrain FlagSet (upstream TF_SIZE). */
12
+ export const TF_SIZE = Math.ceil(TERRAIN_FLAG_ENTRIES.length / 8);
13
+ function parseFlagNames(lines) {
14
+ const flags = new FlagSet(TF_SIZE);
15
+ if (!lines)
16
+ return flags;
17
+ for (const line of lines) {
18
+ for (const raw of line.split("|")) {
19
+ const name = raw.trim();
20
+ if (!name)
21
+ continue;
22
+ const value = TF[name];
23
+ if (value === undefined || value === 0) {
24
+ throw new Error(`terrain: unknown flag ${name}`);
25
+ }
26
+ flags.on(value);
27
+ }
28
+ }
29
+ return flags;
30
+ }
31
+ function joinLines(lines) {
32
+ // string_append semantics: multi-line values concatenate with no
33
+ // separator; trailing spaces in the source lines are load-bearing.
34
+ return lines ? lines.join("") : "";
35
+ }
36
+ /**
37
+ * player.h's digging enum: DIGGING_RUBBLE = 0 .. DIGGING_DOORS = 4,
38
+ * DIGGING_MAX = 5. parse_feat_digging (init.c) accepts only
39
+ * `DIGGING_RUBBLE + 1 .. DIGGING_MAX`, i.e. 1..5 -- 0 and DIGGING_MAX + 1
40
+ * are both PARSE_ERROR_OUT_OF_BOUNDS (f-info.c test_digging_bad0). f->dig
41
+ * indexes calc_digging_chances()' `chances[DIGGING_MAX]`, so an
42
+ * out-of-range value is a live out-of-bounds read upstream too; upstream
43
+ * refuses the data rather than clamping, and so does this.
44
+ */
45
+ const DIGGING_MIN_VALID = 1;
46
+ const DIGGING_MAX_VALID = 5;
47
+ function resolveDigging(code, dig) {
48
+ if (dig === undefined)
49
+ return 0;
50
+ if (dig < DIGGING_MIN_VALID || dig > DIGGING_MAX_VALID) {
51
+ throw new Error(`terrain: ${code}: digging ${String(dig)} is out of bounds ` +
52
+ `(PARSE_ERROR_OUT_OF_BOUNDS; init.c parse_feat_digging accepts ` +
53
+ `${String(DIGGING_MIN_VALID)}..${String(DIGGING_MAX_VALID)})`);
54
+ }
55
+ return dig;
56
+ }
57
+ function resolveResistFlag(name) {
58
+ if (!name)
59
+ return 0;
60
+ const value = RF[name];
61
+ if (value === undefined) {
62
+ throw new Error(`terrain: unknown resist flag ${name}`);
63
+ }
64
+ return value;
65
+ }
66
+ /**
67
+ * The feature registry: features indexed by fidx (FEAT order) with
68
+ * lookups by code and name.
69
+ */
70
+ export class FeatureRegistry {
71
+ byIdx = [];
72
+ byCode = new Map();
73
+ byName = new Map();
74
+ constructor(records) {
75
+ const featMap = FEAT;
76
+ for (const rec of records) {
77
+ const fidx = featMap[rec.code];
78
+ if (fidx === undefined) {
79
+ throw new Error(`terrain: code not in list-terrain.h: ${rec.code}`);
80
+ }
81
+ const feature = {
82
+ fidx,
83
+ code: rec.code,
84
+ name: rec.name,
85
+ desc: joinLines(rec.desc),
86
+ mimic: null,
87
+ priority: rec.priority ?? 0,
88
+ dig: resolveDigging(rec.code, rec.digging),
89
+ flags: parseFlagNames(rec.flags),
90
+ dAttr: rec.graphics?.color ?? "w",
91
+ dChar: rec.graphics?.glyph ?? " ",
92
+ walkMsg: joinLines(rec["walk-msg"]),
93
+ runMsg: joinLines(rec["run-msg"]),
94
+ hurtMsg: joinLines(rec["hurt-msg"]),
95
+ dieMsg: joinLines(rec["die-msg"]),
96
+ confusedMsg: joinLines(rec["confused-msg"]),
97
+ lookPrefix: joinLines(rec["look-prefix"]),
98
+ lookInPreposition: joinLines(rec["look-in-preposition"]),
99
+ resistFlag: resolveResistFlag(rec["resist-flag"]?.[0]),
100
+ };
101
+ this.byIdx[fidx] = feature;
102
+ this.byCode.set(rec.code, feature);
103
+ this.byName.set(rec.name, feature);
104
+ }
105
+ // Second pass: resolve mimic references by code.
106
+ for (const rec of records) {
107
+ if (rec.mimic !== undefined) {
108
+ const f = this.byCode.get(rec.code);
109
+ const target = this.byCode.get(rec.mimic);
110
+ if (!target)
111
+ throw new Error(`terrain: mimic not found: ${rec.mimic}`);
112
+ f.mimic = target.fidx;
113
+ }
114
+ }
115
+ }
116
+ get(fidx) {
117
+ const f = this.byIdx[fidx];
118
+ if (!f)
119
+ throw new Error(`feature index not bound: ${fidx}`);
120
+ return f;
121
+ }
122
+ byCodeName(code) {
123
+ const f = this.byCode.get(code);
124
+ if (!f)
125
+ throw new Error(`feature code not bound: ${code}`);
126
+ return f;
127
+ }
128
+ /** Every bound feature, in code-registration order (for id enumeration). */
129
+ allFeatures() {
130
+ return [...this.byCode.values()];
131
+ }
132
+ /** lookup by full name (used by gamedata cross-references). */
133
+ lookupByName(name) {
134
+ return this.byName.get(name) ?? null;
135
+ }
136
+ /**
137
+ * lookup_feat_code (cave.c L315): the feature with the given list-terrain.h
138
+ * code, or null (the C returns -1). Non-throwing companion to byCodeName,
139
+ * used by the graphics pref parser where an unknown code is skipped rather
140
+ * than fatal.
141
+ */
142
+ lookupByCode(code) {
143
+ return this.byCode.get(code) ?? null;
144
+ }
145
+ count() {
146
+ return this.byCode.size;
147
+ }
148
+ /** Whether the feature has a terrain flag (feat_is_* style helper). */
149
+ featHas(fidx, tf) {
150
+ return this.get(fidx).flags.has(tf);
151
+ }
152
+ }
153
+ //# sourceMappingURL=feature.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,33 @@
1
+ /**
2
+ * Noise and scent heatmaps from game-world.c (make_noise, update_scent).
3
+ *
4
+ * Noise: a breadth-first flood from the player's grid; lower values are
5
+ * closer to the player, 0 is silence (or the player grid itself). Monsters
6
+ * home in by stepping to adjacent grids with lower noise.
7
+ *
8
+ * Scent: an aging trail; a 5x5 stamp around the player, aged by one each
9
+ * player turn. Grids never visited hold 0.
10
+ *
11
+ * Upstream provenance: reference/src/game-world.c.
12
+ */
13
+ import type { Loc } from "../loc.js";
14
+ import type { Chunk } from "./chunk.js";
15
+ /** The player fields the heatmaps read, injected like ViewerState. */
16
+ export interface FlowSource {
17
+ grid: Loc;
18
+ /** True while TMD_COVERTRACKS is active. */
19
+ covertTracks: boolean;
20
+ }
21
+ /**
22
+ * make_noise: rebuild the noise heatmap by flooding outward from the
23
+ * source. Covered tracks quadruple the per-step noise increment.
24
+ */
25
+ export declare function makeNoise(c: Chunk, p: FlowSource): void;
26
+ /**
27
+ * update_scent: age all existing scent by one, then lay fresh scent in a
28
+ * 5x5 stamp around the player. A stamped grid only takes scent when it is
29
+ * connected to the trail: it is the player grid, or it neighbours a grid
30
+ * whose scent is exactly one fresher (upstream's wall-leak guard).
31
+ */
32
+ export declare function updateScent(c: Chunk, p: FlowSource): void;
33
+ //# sourceMappingURL=flow.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"flow.d.ts","sourceRoot":"","sources":["../../src/world/flow.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAGH,OAAO,KAAK,EAAE,GAAG,EAAE,MAAM,WAAW,CAAC;AAErC,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAGxC,sEAAsE;AACtE,MAAM,WAAW,UAAU;IACzB,IAAI,EAAE,GAAG,CAAC;IACV,4CAA4C;IAC5C,YAAY,EAAE,OAAO,CAAC;CACvB;AAED;;;GAGG;AACH,wBAAgB,SAAS,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC,EAAE,UAAU,GAAG,IAAI,CA2CvD;AAWD;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC,EAAE,UAAU,GAAG,IAAI,CAqCzD"}
@@ -0,0 +1,115 @@
1
+ /**
2
+ * Noise and scent heatmaps from game-world.c (make_noise, update_scent).
3
+ *
4
+ * Noise: a breadth-first flood from the player's grid; lower values are
5
+ * closer to the player, 0 is silence (or the player grid itself). Monsters
6
+ * home in by stepping to adjacent grids with lower noise.
7
+ *
8
+ * Scent: an aging trail; a 5x5 stamp around the player, aged by one each
9
+ * player turn. Grids never visited hold 0.
10
+ *
11
+ * Upstream provenance: reference/src/game-world.c.
12
+ */
13
+ import { DDGRID_DDD } from "../loc.js";
14
+ import { loc } from "../loc.js";
15
+ import { featIsNoFlow, featIsNoScent } from "./chunk.js";
16
+ /**
17
+ * make_noise: rebuild the noise heatmap by flooding outward from the
18
+ * source. Covered tracks quadruple the per-step noise increment.
19
+ */
20
+ export function makeNoise(c, p) {
21
+ const noiseIncrement = p.covertTracks ? 4 : 1;
22
+ const queue = [];
23
+ let head = 0;
24
+ // Set all the grids to silence. Upstream only clears the interior
25
+ // (borders are permanent walls and never carry flow).
26
+ for (let y = 1; y < c.height - 1; y++) {
27
+ for (let x = 1; x < c.width - 1; x++) {
28
+ c.noise[y * c.width + x] = 0;
29
+ }
30
+ }
31
+ let noise = 0;
32
+ let next = p.grid;
33
+ c.noise[next.y * c.width + next.x] = noise;
34
+ queue.push(next.y * c.width + next.x);
35
+ noise += noiseIncrement;
36
+ while (head < queue.length) {
37
+ const i = queue[head++];
38
+ next = loc(i % c.width, Math.trunc(i / c.width));
39
+ // Reached the current noise level: requeue it and step the level.
40
+ if (c.noise[i] === noise) {
41
+ queue.push(i);
42
+ noise += noiseIncrement;
43
+ continue;
44
+ }
45
+ for (let d = 0; d < 8; d++) {
46
+ const dir = DDGRID_DDD[d];
47
+ const g = loc(next.x + dir.x, next.y + dir.y);
48
+ if (!c.inBounds(g))
49
+ continue;
50
+ /* square_isnoflow (cave-square.c:738). */
51
+ if (featIsNoFlow(c.features, c.feat(g)))
52
+ continue;
53
+ const gi = g.y * c.width + g.x;
54
+ if (c.noise[gi] !== 0)
55
+ continue;
56
+ if (g.x === p.grid.x && g.y === p.grid.y)
57
+ continue;
58
+ c.noise[gi] = noise;
59
+ queue.push(gi);
60
+ }
61
+ }
62
+ }
63
+ /** The 5x5 stamp of fresh scent strengths centred on the player. */
64
+ const SCENT_STRENGTH = [
65
+ [2, 2, 2, 2, 2],
66
+ [2, 1, 1, 1, 2],
67
+ [2, 1, 0, 1, 2],
68
+ [2, 1, 1, 1, 2],
69
+ [2, 2, 2, 2, 2],
70
+ ];
71
+ /**
72
+ * update_scent: age all existing scent by one, then lay fresh scent in a
73
+ * 5x5 stamp around the player. A stamped grid only takes scent when it is
74
+ * connected to the trail: it is the player grid, or it neighbours a grid
75
+ * whose scent is exactly one fresher (upstream's wall-leak guard).
76
+ */
77
+ export function updateScent(c, p) {
78
+ for (let y = 1; y < c.height - 1; y++) {
79
+ for (let x = 1; x < c.width - 1; x++) {
80
+ const i = y * c.width + x;
81
+ if (c.scent[i] > 0) {
82
+ c.scent[i] = c.scent[i] + 1;
83
+ }
84
+ }
85
+ }
86
+ if (p.covertTracks)
87
+ return;
88
+ for (let y = 0; y < 5; y++) {
89
+ for (let x = 0; x < 5; x++) {
90
+ const newScent = SCENT_STRENGTH[y][x];
91
+ const scentGrid = loc(x + p.grid.x - 2, y + p.grid.y - 2);
92
+ if (!c.inBounds(scentGrid))
93
+ continue;
94
+ /* square_isnoscent (cave-square.c:746). */
95
+ if (featIsNoScent(c.features, c.feat(scentGrid)))
96
+ continue;
97
+ let addScent = false;
98
+ for (let d = 0; d < 8; d++) {
99
+ const dir = DDGRID_DDD[d];
100
+ const adj = loc(scentGrid.x + dir.x, scentGrid.y + dir.y);
101
+ if (!c.inBounds(adj))
102
+ continue;
103
+ if (x === 2 && y === 2)
104
+ addScent = true;
105
+ if (c.scent[adj.y * c.width + adj.x] === newScent - 1) {
106
+ addScent = true;
107
+ }
108
+ }
109
+ if (!addScent)
110
+ continue;
111
+ c.scent[scentGrid.y * c.width + scentGrid.x] = newScent;
112
+ }
113
+ }
114
+ }
115
+ //# sourceMappingURL=flow.js.map
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@@ -0,0 +1,176 @@
1
+ /**
2
+ * Projection path geometry, ported from reference/src/project.c (Angband
3
+ * 4.2.6): project_path (the grid-by-grid path a bolt/beam/ball travels) and
4
+ * projectable (can a bolt from grid1 reach grid2). These are the pure-geometry
5
+ * foundation of the projection engine; the project() driver that turns a path
6
+ * into a blast area and the per-target GF_ handlers (project_f/o/m/p) build on
7
+ * this in later increments.
8
+ *
9
+ * Distance here is the game's octagonal metric MAX(dy,dx) + MIN(dy,dx)/2, via
10
+ * the Bresenham-like slope walk. The array-out-parameter of the C signature is
11
+ * returned as a Loc[]; its length is upstream's return value n. The initial
12
+ * grid (grid1) is never included, exactly as upstream.
13
+ *
14
+ * Two upstream couplings are approximated, both faithful in reachable states:
15
+ * - Decoys (cave_find_decoy) are not modelled, so the PROJECT_STOP decoy check
16
+ * uses a sentinel (-1,-1) that never matches; a decoy only exists once the
17
+ * create-decoy effect is ported.
18
+ * - PROJECT_INFO uses square_isbelievedwall (the player's remembered map),
19
+ * supplied by the caller because this world module does not own knowledge.
20
+ */
21
+ import type { Loc } from "../loc.js";
22
+ import { distance } from "../loc.js";
23
+ import type { Chunk } from "./chunk.js";
24
+ /** project.h projection-behaviour flags. */
25
+ export declare const PROJECT: {
26
+ readonly NONE: 0;
27
+ readonly JUMP: 1;
28
+ readonly BEAM: 2;
29
+ readonly THRU: 4;
30
+ readonly STOP: 8;
31
+ readonly GRID: 16;
32
+ readonly ITEM: 32;
33
+ readonly KILL: 64;
34
+ readonly HIDE: 128;
35
+ readonly AWARE: 256;
36
+ readonly SAFE: 512;
37
+ readonly ARC: 1024;
38
+ readonly PLAY: 2048;
39
+ readonly INFO: 4096;
40
+ readonly SHORT: 8192;
41
+ readonly SELF: 16384;
42
+ readonly ROCK: 32768;
43
+ };
44
+ /**
45
+ * project_path (project.c L123): the ordered grids a projection from grid1
46
+ * toward grid2 passes through, up to `range`, stopping per the flags (finish
47
+ * grid unless THRU, walls unless ROCK, monsters/decoy if STOP). Returns the
48
+ * path grids (length = upstream n); empty when grid1 == grid2.
49
+ */
50
+ export declare function projectPath(c: Chunk, range: number, grid1: Loc, grid2: Loc, flg: number, believedWall?: (grid: Loc) => boolean): Loc[];
51
+ /**
52
+ * projectable (project.c L366): true when a bolt from grid1 reaches grid2 with
53
+ * nothing in the way. `maxRange` is z_info->max_range; callers apply the
54
+ * PROJECT_SHORT quartering (a player's COVERTRACKS state) by passing a reduced
55
+ * value. No grid is ever projectable from itself.
56
+ */
57
+ export declare function projectable(c: Chunk, grid1: Loc, grid2: Loc, flg: number, maxRange: number, believedWall?: (grid: Loc) => boolean): boolean;
58
+ /**
59
+ * get_angle_to_grid[41][41] (gen-util.c L63): for a grid offset (dx, dy) from a
60
+ * centre, indexed [dy + 20][dx + 20], the angle in degrees to that grid. Used by
61
+ * arc projections (and starburst rooms) to reject grids outside the arc's cone.
62
+ * [20][20] is the centre itself (255, an undefined-angle sentinel). Copied
63
+ * verbatim from upstream; indexing is [y][x] exactly as the C table.
64
+ */
65
+ export declare const GET_ANGLE_TO_GRID: readonly (readonly number[])[];
66
+ /** One traveled step of a bolt/beam, for projection visuals. */
67
+ export interface BoltStep {
68
+ /** Grid the step moved from. */
69
+ from: Loc;
70
+ /** Grid the step moved to. */
71
+ to: Loc;
72
+ }
73
+ /** The result of a monster GF handler, mirroring project_m's out-parameters. */
74
+ export interface MonsterHitResult {
75
+ /** did_hit: the projection struck a monster in the grid. */
76
+ didHit: boolean;
77
+ /** was_obvious: the effect was observed by the player. */
78
+ wasObvious: boolean;
79
+ /** The monster's grid AFTER the hit (project_m may teleport it). */
80
+ grid?: Loc;
81
+ }
82
+ /** Inputs to a projection, matching project()'s C signature (project.c L576). */
83
+ export interface ProjectParams {
84
+ /** Resolved source grid (caller applies origin_get_loc); (-1,-1) => none. */
85
+ origin: Loc;
86
+ /** finish: the target grid, or a grid to travel toward. */
87
+ finish: Loc;
88
+ /** rad: 0 = bolt/beam, 1..20 = ball radius, or max arc length. */
89
+ rad: number;
90
+ /** typ: GF_ projection type, opaque to the driver; passed to the hooks. */
91
+ typ: number;
92
+ /** flg: PROJECT_* behaviour flags. */
93
+ flg: number;
94
+ /** degrees_of_arc: arc width; 0 with a radius means a fixed-length beam. */
95
+ degreesOfArc?: number;
96
+ /** diameter_of_source: controls damage falloff (10 = 1/2 at range 1). */
97
+ diameterOfSource?: number;
98
+ /** z_info->max_range. */
99
+ maxRange: number;
100
+ /** dam: base damage applied to each affected grid. */
101
+ dam: number;
102
+ /** Whether the source is the player (drives single-target tracking). */
103
+ sourceIsPlayer?: boolean;
104
+ /** Whether the player is blind (suppresses bolt visuals). */
105
+ blind?: boolean;
106
+ /** square_isbelievedwall for PROJECT_INFO (cave-square.c L901-912). */
107
+ believedWall?: (grid: Loc) => boolean;
108
+ }
109
+ /** The computed blast: pure geometry + damage, no side effects. */
110
+ export interface Projection {
111
+ /** flg after JUMP/arc-to-beam normalization (what the hooks receive). */
112
+ flg: number;
113
+ /** The blast epicentre. */
114
+ centre: Loc;
115
+ /** The full projection path (beam-limited), for on-path tests and visuals. */
116
+ pathGrids: Loc[];
117
+ /** Traveled bolt/beam steps, in order, for bolt visuals. */
118
+ bolts: BoltStep[];
119
+ /** Affected grids (num_grids), sorted ascending by distance from centre. */
120
+ grids: Loc[];
121
+ /** distance_to_grid[i] for each affected grid. */
122
+ distanceToGrid: number[];
123
+ /** dam_at_dist[0..maxRange]: damage applied at each distance from centre. */
124
+ damAtDist: number[];
125
+ }
126
+ /**
127
+ * computeProjection: the pure blast geometry and damage-falloff core of
128
+ * project() (project.c L576), with no side effects. It resolves the source,
129
+ * normalizes the flags (PROJECT_JUMP, and a zero-width arc into a beam), walks
130
+ * the path collecting beam/bolt grids, gathers the explosion's blast grids
131
+ * (with arc-angle rejection via GET_ANGLE_TO_GRID and LOS from the centre),
132
+ * precomputes damage at each distance, and sorts the grids outward from the
133
+ * centre. The per-grid GF effects and UI events are applied by project() using
134
+ * this result, so the geometry is independently testable.
135
+ */
136
+ export declare function computeProjection(c: Chunk, p: ProjectParams): Projection;
137
+ /**
138
+ * The per-grid effect and UI seams of project(). Each is optional; the port's
139
+ * GF_ handlers (project_f/o/m/p) and the web UI supply them in later
140
+ * increments. Object/feature/player handlers return true when the player
141
+ * observed an effect; the monster handler returns project_m's out-parameters.
142
+ */
143
+ export interface ProjectHooks {
144
+ /** UI: display one bolt/beam step. Fired only when not blind and not HIDE. */
145
+ onBolt?: (step: BoltStep, typ: number, beam: boolean) => void;
146
+ /** UI: display the whole blast, once, before per-grid effects. */
147
+ onBlast?: (proj: Projection, typ: number) => void;
148
+ /** project_o: affect an object on the ground. */
149
+ onObject?: (dist: number, grid: Loc, dam: number, typ: number) => boolean;
150
+ /** project_m: affect a monster in the grid. */
151
+ onMonster?: (dist: number, grid: Loc, dam: number, typ: number, flg: number) => MonsterHitResult;
152
+ /** project_p: affect the player. */
153
+ onPlayer?: (dist: number, grid: Loc, dam: number, typ: number, projSelf: boolean) => boolean;
154
+ /** project_f: affect a terrain feature. */
155
+ onFeature?: (dist: number, grid: Loc, dam: number, typ: number) => boolean;
156
+ /** Recall/health-track the single monster a player projection hit. */
157
+ onTrackMonster?: (grid: Loc) => void;
158
+ /** Whether the player has just died (checked after project_p). */
159
+ playerIsDead?: () => boolean;
160
+ }
161
+ /**
162
+ * project (project.c L576): the generic beam/bolt/ball/arc driver. Computes the
163
+ * blast via computeProjection, marks the affected grids for one-shot monster
164
+ * processing, then applies the per-grid GF handlers and UI events (supplied as
165
+ * hooks) in upstream order: bolt visuals, blast visuals, objects, monsters,
166
+ * player, features. Returns true if the player observed any effect.
167
+ *
168
+ * Faithful deviation: on the player-death early return we clear the
169
+ * SQUARE_PROJECT marks first. Upstream leaves them set (the level is torn down
170
+ * on death), so this is unobservable but avoids leaving stale marks on a Chunk
171
+ * the port may keep.
172
+ */
173
+ export declare function project(c: Chunk, params: ProjectParams, hooks?: ProjectHooks): boolean;
174
+ /** distance re-export for callers computing octagonal blast radii. */
175
+ export { distance };
176
+ //# sourceMappingURL=project.d.ts.map
@@ -0,0 +1 @@
1
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