@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 +1,440 @@
1
+ /**
2
+ * The perceive facade (P7.7): build a read-only AgentView over a live GameState,
3
+ * covering the BORG_AS_MOD section-3 read surface. Every accessor returns fresh
4
+ * plain data (no references into live engine objects), so the view is read-only
5
+ * by construction and already serializable across a future sandbox boundary.
6
+ *
7
+ * This is the first faithful breadth: player vitals + status, visible monsters,
8
+ * map cells, carried/worn/floor items, the target, and the per-decision message
9
+ * stream (fed by the controller's message tap). A second breadth adds object
10
+ * flags/brands/slays/resists/curses detail on ItemView, store stock, the
11
+ * class spellbook/spell tables, and namespaced ids (raceId/kindId/featCode) -
12
+ * every one of the second-breadth fields is behind an optional AgentViewDeps so
13
+ * the worldless test harness (no resolver/registry/playerState/stores) stays
14
+ * total: absent deps degrade to [] / false / omission, never a throw.
15
+ */
16
+
17
+ import {
18
+ ELEMENT_ENTRIES,
19
+ FEAT,
20
+ MON_RACE_FLAG_ENTRIES,
21
+ MON_SPELL_ENTRIES,
22
+ MON_TMD,
23
+ OBJECT_FLAG_ENTRIES,
24
+ SQUARE,
25
+ TMD,
26
+ } from "../generated/index.js";
27
+ import type { FlagSet } from "../bitflag.js";
28
+ import type { GameState } from "../game/context.js";
29
+ import { gearGet } from "../game/gear.js";
30
+ import type { GameObject } from "../obj/object.js";
31
+ import { OBJ_MOD_NAMES } from "../obj/bind.js";
32
+ import { objectValue } from "../obj/value.js";
33
+ import { monsterIsVisible } from "../mon/predicate.js";
34
+ import { PY_SPELL, spellChance } from "../player/spell.js";
35
+ import { makeSpellChanceEnv } from "../game/spell-cmd.js";
36
+ import { priceItem } from "../store/price.js";
37
+ import { AGENT_API_VERSION, AGENT_STATE_DOMAINS, AgentCapabilityError } from "./types.js";
38
+ import type {
39
+ AgentCapabilities,
40
+ AgentView,
41
+ AgentViewDeps,
42
+ CellView,
43
+ ItemView,
44
+ MonsterView,
45
+ PlayerView,
46
+ SpellbookView,
47
+ SpellView,
48
+ StoreItemView,
49
+ StoreView,
50
+ TargetView,
51
+ } from "./types.js";
52
+
53
+ /** OF_* codes for the set flags in an object-flag FlagSet (OF is 1-indexed). */
54
+ function ofCodes(flags: FlagSet): string[] {
55
+ const out: string[] = [];
56
+ for (const f of flags) {
57
+ const entry = OBJECT_FLAG_ENTRIES[f - 1];
58
+ if (entry) out.push(entry.name);
59
+ }
60
+ return out;
61
+ }
62
+
63
+ /** RF_* codes for the set flags in a race-flag FlagSet (entry index == RF value). */
64
+ function raceFlagCodes(flags: FlagSet): string[] {
65
+ const out: string[] = [];
66
+ for (const f of flags) {
67
+ const entry = MON_RACE_FLAG_ENTRIES[f];
68
+ if (entry) out.push(entry.name);
69
+ }
70
+ return out;
71
+ }
72
+
73
+ /** RSF_* codes for the set flags in a spell-flag FlagSet (entry index == RSF value). */
74
+ function spellFlagCodes(flags: FlagSet): string[] {
75
+ const out: string[] = [];
76
+ for (const f of flags) {
77
+ const entry = MON_SPELL_ENTRIES[f];
78
+ if (entry) out.push(entry.name);
79
+ }
80
+ return out;
81
+ }
82
+
83
+ function itemView(
84
+ handle: number,
85
+ obj: GameObject,
86
+ state: GameState,
87
+ deps: AgentViewDeps,
88
+ ): ItemView {
89
+ const modifiers: Array<{ code: string; value: number }> = [];
90
+ for (let i = 0; i < obj.modifiers.length; i++) {
91
+ const value = obj.modifiers[i] ?? 0;
92
+ if (value === 0) continue;
93
+ const code = OBJ_MOD_NAMES[i];
94
+ if (code) modifiers.push({ code, value });
95
+ }
96
+
97
+ const brands: string[] = [];
98
+ if (obj.brands) {
99
+ for (let i = 0; i < obj.brands.length; i++) {
100
+ if (!obj.brands[i]) continue;
101
+ const code = state.brands[i]?.code;
102
+ if (code) brands.push(code);
103
+ }
104
+ }
105
+
106
+ const slays: string[] = [];
107
+ if (obj.slays) {
108
+ for (let i = 0; i < obj.slays.length; i++) {
109
+ if (!obj.slays[i]) continue;
110
+ const code = state.slays[i]?.code;
111
+ if (code) slays.push(code);
112
+ }
113
+ }
114
+
115
+ const resists: Array<{ element: string; level: number }> = [];
116
+ for (let i = 0; i < obj.elInfo.length; i++) {
117
+ const level = obj.elInfo[i]?.resLevel ?? 0;
118
+ if (level === 0) continue;
119
+ const name = ELEMENT_ENTRIES[i]?.name;
120
+ if (name) resists.push({ element: name, level });
121
+ }
122
+
123
+ const curses: string[] = [];
124
+ if (obj.curses) {
125
+ for (let i = 0; i < obj.curses.length; i++) {
126
+ const power = obj.curses[i]?.power ?? 0;
127
+ if (power <= 0) continue;
128
+ /* Curse names resolve from the always-present RuneEnv curse table (real
129
+ * in production, inert [null] in the worldless harness), then the
130
+ * optional registry dep, then the numeric index as a last resort. */
131
+ curses.push(
132
+ state.runeEnv.curses[i]?.name ??
133
+ deps.reg?.curses[i]?.name ??
134
+ String(i),
135
+ );
136
+ }
137
+ }
138
+
139
+ const view: ItemView = {
140
+ handle,
141
+ label: obj.kind.name,
142
+ tval: obj.tval,
143
+ sval: obj.sval,
144
+ pval: obj.pval,
145
+ number: obj.number,
146
+ weight: obj.weight,
147
+ ac: obj.ac,
148
+ toA: obj.toA,
149
+ toH: obj.toH,
150
+ toD: obj.toD,
151
+ dd: obj.dd,
152
+ ds: obj.ds,
153
+ ego: obj.ego !== null,
154
+ artifact: obj.artifact !== null,
155
+ flags: ofCodes(obj.flags),
156
+ modifiers,
157
+ brands,
158
+ slays,
159
+ resists,
160
+ curses,
161
+ egoName: obj.ego?.name ?? null,
162
+ artifactName: obj.artifact?.name ?? null,
163
+ activation: obj.activation !== null,
164
+ timeout: obj.timeout,
165
+ inscription: obj.note ?? null,
166
+ };
167
+ if (deps.resolver) {
168
+ const kindId = deps.resolver.kindIdOrNull(obj.kind.kidx);
169
+ if (kindId !== null) view.kindId = kindId;
170
+ }
171
+ if (deps.reg) {
172
+ const aware = deps.aware ?? ((): boolean => true);
173
+ view.value = objectValue(deps.reg, obj, obj.number, aware(obj.kind));
174
+ }
175
+ return view;
176
+ }
177
+
178
+ function playerView(state: GameState, deps: AgentViewDeps): PlayerView {
179
+ const p = state.actor.player;
180
+ const combat = state.actor.combat;
181
+ const playerState = state.playerState;
182
+ const view: PlayerView = {
183
+ race: p.race.name,
184
+ cls: p.cls.name,
185
+ level: p.lev,
186
+ maxLevel: p.maxLev,
187
+ exp: p.exp,
188
+ maxExp: p.maxExp,
189
+ gold: p.au,
190
+ depth: state.chunk.depth,
191
+ maxDepth: p.maxDepth,
192
+ hp: p.chp,
193
+ maxHp: p.mhp,
194
+ sp: p.csp,
195
+ maxSp: p.msp,
196
+ speed: state.actor.speed,
197
+ /* Displayed AC is state->ac + state->to_a. */
198
+ ac: combat.ac + combat.toA,
199
+ toHit: combat.toH,
200
+ toDam: combat.toD,
201
+ stats: [...p.statCur],
202
+ light: state.actor.light,
203
+ grid: { x: state.actor.grid.x, y: state.actor.grid.y },
204
+ status: {
205
+ blind: p.timed[TMD.BLIND] ?? 0,
206
+ confused: p.timed[TMD.CONFUSED] ?? 0,
207
+ afraid: p.timed[TMD.AFRAID] ?? 0,
208
+ poisoned: p.timed[TMD.POISONED] ?? 0,
209
+ cut: p.timed[TMD.CUT] ?? 0,
210
+ stun: p.timed[TMD.STUN] ?? 0,
211
+ paralyzed: p.timed[TMD.PARALYZED] ?? 0,
212
+ food: p.timed[TMD.FOOD] ?? 0,
213
+ },
214
+ dead: state.isDead,
215
+ winner: p.totalWinner,
216
+ skills: [...p.skills],
217
+ shape: p.shape?.name ?? null,
218
+ objectFlags: playerState ? ofCodes(playerState.flags) : [],
219
+ seeInfra: playerState?.seeInfra ?? p.race.infravision,
220
+ blows: combat.numBlows,
221
+ shots: combat.numShots,
222
+ };
223
+ if (deps.resolver) {
224
+ const raceId = deps.resolver.playerRaceIdOrNull(p.race.ridx);
225
+ if (raceId !== null) view.playerRaceId = raceId;
226
+ const classId = deps.resolver.playerClassIdOrNull(p.cls.cidx);
227
+ if (classId !== null) view.playerClassId = classId;
228
+ }
229
+ return view;
230
+ }
231
+
232
+ function monsterViews(state: GameState, deps: AgentViewDeps): MonsterView[] {
233
+ const out: MonsterView[] = [];
234
+ for (let i = 1; i < state.monsters.length; i++) {
235
+ const m = state.monsters[i];
236
+ if (!m) continue;
237
+ const view: MonsterView = {
238
+ id: m.midx,
239
+ race: m.race.name,
240
+ raceIndex: m.race.ridx,
241
+ grid: { x: m.grid.x, y: m.grid.y },
242
+ visible: monsterIsVisible(m),
243
+ hp: m.hp,
244
+ maxHp: m.maxhp,
245
+ speed: m.mspeed,
246
+ asleep: (m.mTimed[MON_TMD.SLEEP] ?? 0) > 0,
247
+ afraid: (m.mTimed[MON_TMD.FEAR] ?? 0) > 0,
248
+ confused: (m.mTimed[MON_TMD.CONF] ?? 0) > 0,
249
+ stunned: (m.mTimed[MON_TMD.STUN] ?? 0) > 0,
250
+ level: m.race.level,
251
+ /* No MON_TMD_* poison timer exists upstream (monsters are never
252
+ * "poisoned" as a timed status in 4.2.6); always false. */
253
+ poisoned: false,
254
+ raceFlags: raceFlagCodes(m.race.flags),
255
+ spellFlags: spellFlagCodes(m.race.spellFlags),
256
+ };
257
+ if (deps.resolver) {
258
+ const raceId = deps.resolver.raceIdOrNull(m.race.ridx);
259
+ if (raceId !== null) view.raceId = raceId;
260
+ }
261
+ out.push(view);
262
+ }
263
+ return out;
264
+ }
265
+
266
+ function cellView(
267
+ state: GameState,
268
+ x: number,
269
+ y: number,
270
+ deps: AgentViewDeps,
271
+ ): CellView | null {
272
+ const grid = { x, y };
273
+ const c = state.chunk;
274
+ if (!c.inBounds(grid)) return null;
275
+ const idx = y * c.width + x;
276
+ const feat = c.feat(grid);
277
+ const view: CellView = {
278
+ x,
279
+ y,
280
+ feat,
281
+ passable: c.isPassable(grid),
282
+ inView: c.sqinfoHas(grid, SQUARE["VIEW"]),
283
+ known: (state.known.feat[idx] ?? -1) >= 0,
284
+ monster: c.mon(grid),
285
+ objectCount: (state.floor.get(idx) ?? []).length,
286
+ glow: c.sqinfoHas(grid, SQUARE["GLOW"]),
287
+ trap: (state.traps.get(idx)?.length ?? 0) > 0,
288
+ };
289
+ if (deps.resolver) {
290
+ const code = deps.resolver.featIdOrNull(feat);
291
+ if (code !== null) view.featCode = code;
292
+ }
293
+ return view;
294
+ }
295
+
296
+ function storeViews(state: GameState, deps: AgentViewDeps): StoreView[] {
297
+ const stores = state.stores ?? [];
298
+ return stores.map((store) => {
299
+ const isHome = store.feat === FEAT.HOME;
300
+ const aware = deps.aware ?? ((): boolean => true);
301
+ const stock: StoreItemView[] = store.stock.map((obj, index) => {
302
+ const item = itemView(0, obj, state, deps);
303
+ const view: StoreItemView = { ...item, index };
304
+ if (deps.reg && !isHome) {
305
+ view.price = priceItem(
306
+ deps.reg,
307
+ store,
308
+ store.owner,
309
+ obj,
310
+ false,
311
+ 1,
312
+ aware(obj.kind),
313
+ deps.noSelling ?? false,
314
+ );
315
+ }
316
+ return view;
317
+ });
318
+ return {
319
+ feat: store.feat,
320
+ featName: store.featName,
321
+ isHome,
322
+ owner: { name: store.owner.name, purse: store.owner.maxCost },
323
+ stock,
324
+ };
325
+ });
326
+ }
327
+
328
+ function spellbookViews(state: GameState): SpellbookView[] {
329
+ const p = state.actor.player;
330
+ /* Live cast-failure needs the derived stat indices; absent (before the first
331
+ * calc_bonuses / worldless harness) the chance field is simply omitted. */
332
+ const statInd = state.statInd;
333
+ /* Same env as the cast/display paths so the perceived fail rate carries the
334
+ OF_AFRAID / PF_UNLIGHT penalties (spell_chance is shared upstream). */
335
+ const chanceEnv = makeSpellChanceEnv(state);
336
+ return p.cls.magic.books.map((book) => ({
337
+ tval: book.tvalIdx,
338
+ name: book.name,
339
+ realm: book.realm.name,
340
+ spells: book.spells.map((s) => {
341
+ const flags = p.spellFlags[s.sidx] ?? 0;
342
+ const view: SpellView = {
343
+ name: s.name,
344
+ sidx: s.sidx,
345
+ bidx: s.bidx,
346
+ level: s.level,
347
+ mana: s.mana,
348
+ fail: s.fail,
349
+ learned: (flags & PY_SPELL.LEARNED) !== 0,
350
+ worked: (flags & PY_SPELL.WORKED) !== 0,
351
+ forgotten: (flags & PY_SPELL.FORGOTTEN) !== 0,
352
+ };
353
+ if (statInd) view.chance = spellChance(p, statInd, s.sidx, chanceEnv);
354
+ return view;
355
+ }),
356
+ }));
357
+ }
358
+
359
+ /**
360
+ * Build a perceive view over a live state. `messageBuffer` is the controller's
361
+ * per-decision message tap (drained by messages()); absent, the stream is
362
+ * empty. `deps` unlocks the richer fields (namespaced ids, store pricing,
363
+ * object value); every field of AgentViewDeps is optional and degrades
364
+ * gracefully when absent (see module docs).
365
+ */
366
+ /**
367
+ * Wrap an accessor so it throws AgentCapabilityError unless the caller was
368
+ * granted "state:<domain>.read" (the "state:*.read" wildcard covers all). With
369
+ * no AgentCapabilities (a trusted in-process host) the accessor is returned
370
+ * unchanged - every domain is granted.
371
+ */
372
+ function gateRead<A extends unknown[], R>(
373
+ caps: AgentCapabilities | undefined,
374
+ domain: string,
375
+ fn: (...args: A) => R,
376
+ ): (...args: A) => R {
377
+ if (!caps) return fn;
378
+ const cap = `state:${domain}.read`;
379
+ return (...args: A): R => {
380
+ // Accept the specific domain or the explicit "state:*.read" wildcard, so
381
+ // enforcement holds for any AgentCapabilities, not only one that expands
382
+ // wildcards itself (mod-sdk CapabilitySet does; a bare stub may not).
383
+ if (!caps.has(cap) && !caps.has("state:*.read")) {
384
+ throw new AgentCapabilityError(
385
+ `agent perceive: capability "${cap}" is not granted`,
386
+ );
387
+ }
388
+ return fn(...args);
389
+ };
390
+ }
391
+
392
+ export function createAgentView(
393
+ state: GameState,
394
+ messageBuffer?: { drain(): string[] },
395
+ deps: AgentViewDeps = {},
396
+ caps?: AgentCapabilities,
397
+ ): AgentView {
398
+ const D = AGENT_STATE_DOMAINS;
399
+ return {
400
+ apiVersion: AGENT_API_VERSION,
401
+ turn: gateRead(caps, D.turn, () => state.turn),
402
+ player: gateRead(caps, D.player, () => playerView(state, deps)),
403
+ monsters: gateRead(caps, D.monsters, () => monsterViews(state, deps)),
404
+ cell: gateRead(caps, D.map, (x: number, y: number) =>
405
+ cellView(state, x, y, deps),
406
+ ),
407
+ mapBounds: gateRead(caps, D.map, () => ({
408
+ width: state.chunk.width,
409
+ height: state.chunk.height,
410
+ })),
411
+ inventory: gateRead(caps, D.inventory, () => {
412
+ const out: ItemView[] = [];
413
+ for (const handle of state.gear.pack) {
414
+ const obj = gearGet(state.gear, handle);
415
+ if (obj) out.push(itemView(handle, obj, state, deps));
416
+ }
417
+ return out;
418
+ }),
419
+ equipment: gateRead(caps, D.inventory, () =>
420
+ state.actor.player.equipment.map((handle) => {
421
+ if (!handle) return null;
422
+ const obj = gearGet(state.gear, handle);
423
+ return obj ? itemView(handle, obj, state, deps) : null;
424
+ }),
425
+ ),
426
+ floorItems: gateRead(caps, D.floor, (x: number, y: number) => {
427
+ const pile = state.floor.get(y * state.chunk.width + x) ?? [];
428
+ return pile.map((obj) => itemView(0, obj, state, deps));
429
+ }),
430
+ target: gateRead(caps, D.target, (): TargetView | null => {
431
+ const t = state.target;
432
+ if (!t.set && !t.fixed) return null;
433
+ return { midx: t.midx, grid: { x: t.grid.x, y: t.grid.y } };
434
+ }),
435
+ messages: gateRead(caps, D.messages, () => messageBuffer?.drain() ?? []),
436
+ stores: gateRead(caps, D.stores, () => storeViews(state, deps)),
437
+ spellbooks: gateRead(caps, D.spells, () => spellbookViews(state)),
438
+ constants: gateRead(caps, D.constants, () => ({ ...state.z })),
439
+ };
440
+ }