@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 +1,471 @@
1
+ /**
2
+ * Shared to-hit and critical-hit machinery, ported VERBATIM from
3
+ * reference/src/player-attack.c and reference/src/mon-attack.c (Angband
4
+ * 4.2.6), with the critical constant tables from
5
+ * reference/lib/gamedata/constants.txt.
6
+ *
7
+ * This module ports the DEFAULT (non-O) combat path: test_hit / hit_chance,
8
+ * the melee/ranged critical chance-and-power formulas, and the critical-level
9
+ * cutoff tables. It also ports the alternative "O-combat" path
10
+ * (birth_percent_damage): o_critical_melee / o_critical_shot, the o-*-critical
11
+ * constants (constants.txt), and apply_deadliness. The O path is a birth
12
+ * option, off by default; oMeleeDamage / oRangedDamage (melee.ts / ranged.ts)
13
+ * consume these behind that gate.
14
+ *
15
+ * All integer arithmetic reproduces C semantics (Math.trunc for the C `/`).
16
+ */
17
+
18
+ import type { RandomChance, Rng } from "../rng.js";
19
+ import { MON_TMD } from "../generated/index.js";
20
+
21
+ /** Adjust BTH per plus-to-hit (player.h BTH_PLUS_ADJ). */
22
+ export const BTH_PLUS_ADJ = 3;
23
+
24
+ /** Percentage reduction in accuracy for a stunned combatant (mon-timed.h). */
25
+ export const STUN_HIT_REDUCTION = 25;
26
+
27
+ /** Percentage reduction in damage for a stunned combatant (mon-timed.h). */
28
+ export const STUN_DAM_REDUCTION = 25;
29
+
30
+ /**
31
+ * The message key a hit resolves to. These match the upstream MSG_ names used
32
+ * by the melee/ranged hit_types tables (player-attack.c); the combat code
33
+ * returns the key and leaves message text/formatting to the UI layer.
34
+ */
35
+ export type HitType =
36
+ | "MISS"
37
+ | "HIT"
38
+ | "HIT_GOOD"
39
+ | "HIT_GREAT"
40
+ | "HIT_SUPERB"
41
+ | "HIT_HI_GREAT"
42
+ | "HIT_HI_SUPERB"
43
+ | "SHOOT_HIT";
44
+
45
+ /* ------------------------------------------------------------------ *
46
+ * test_hit / hit_chance (player-attack.c)
47
+ * ------------------------------------------------------------------ */
48
+
49
+ const HUNDRED_PCT = 10000;
50
+ const ALWAYS_HIT = 1200;
51
+ const ALWAYS_MISS = 500;
52
+
53
+ /**
54
+ * hit_chance: the likelihood of a hit roll succeeding for the given to_hit and
55
+ * ac. Scaled to a denominator of 10,000 to avoid rounding error.
56
+ *
57
+ * Always hit 12% of the time, always miss 5% of the time, floor the to-hit at
58
+ * 9, roll 0..to_hit, and require the roll to reach ac*2/3.
59
+ */
60
+ export function hitChance(toHit: number, ac: number): RandomChance {
61
+ /* Put a floor on the to_hit */
62
+ const th = Math.max(9, toHit);
63
+
64
+ /* Calculate the hit percentage */
65
+ let numerator = Math.max(0, th - Math.trunc((ac * 2) / 3));
66
+ const denominator = th;
67
+
68
+ /* Convert the ratio to a scaled percentage */
69
+ numerator = Math.trunc((HUNDRED_PCT * numerator) / denominator);
70
+
71
+ /* The calculated rate only applies when the guaranteed hit/miss don't */
72
+ numerator = Math.trunc(
73
+ (numerator * (HUNDRED_PCT - ALWAYS_MISS - ALWAYS_HIT)) / HUNDRED_PCT,
74
+ );
75
+
76
+ /* Add in the guaranteed hit */
77
+ numerator += ALWAYS_HIT;
78
+
79
+ return { numerator, denominator: HUNDRED_PCT };
80
+ }
81
+
82
+ /**
83
+ * test_hit: determine if a hit roll succeeds against the target AC. Uses the
84
+ * port's random_chance_check (rng.randomChanceCheck), which is the faithful
85
+ * WELL-stream equivalent of upstream random_chance_check.
86
+ */
87
+ export function testHit(rng: Rng, toHit: number, ac: number): boolean {
88
+ return rng.randomChanceCheck(hitChance(toHit, ac));
89
+ }
90
+
91
+ /**
92
+ * Success percentage (0..100) for the given to_hit and ac, derived from
93
+ * hit_chance. Upstream ui-player.c reports the same ratio (numerator / 100).
94
+ */
95
+ export function getHitChance(toHit: number, ac: number): number {
96
+ return Math.trunc(hitChance(toHit, ac).numerator / 100);
97
+ }
98
+
99
+ /* ------------------------------------------------------------------ *
100
+ * Debuff check (player-attack.c is_debuffed)
101
+ * ------------------------------------------------------------------ */
102
+
103
+ /** Minimal monster shape the crit code reads (its timed-effect array). */
104
+ export interface DebuffTarget {
105
+ mTimed: Int16Array;
106
+ }
107
+
108
+ /**
109
+ * is_debuffed: whether a monster is confused, held, afraid or stunned - any
110
+ * of which makes a critical hit more likely.
111
+ */
112
+ export function isDebuffed(mon: DebuffTarget): boolean {
113
+ return (
114
+ (mon.mTimed[MON_TMD.CONF] ?? 0) > 0 ||
115
+ (mon.mTimed[MON_TMD.HOLD] ?? 0) > 0 ||
116
+ (mon.mTimed[MON_TMD.FEAR] ?? 0) > 0 ||
117
+ (mon.mTimed[MON_TMD.STUN] ?? 0) > 0
118
+ );
119
+ }
120
+
121
+ /* ------------------------------------------------------------------ *
122
+ * Critical constant tables (constants.txt)
123
+ * ------------------------------------------------------------------ */
124
+
125
+ /** One critical severity level (constants.txt *-critical-level lines). */
126
+ export interface CriticalLevel {
127
+ /** Power cutoff; the last level uses -1 as the catch-all sentinel. */
128
+ cutoff: number;
129
+ /** Damage multiplier applied to the base damage. */
130
+ mult: number;
131
+ /** Flat damage added. */
132
+ add: number;
133
+ /** Message key for this severity. */
134
+ msg: HitType;
135
+ }
136
+
137
+ /** melee-critical chance/power scale factors (constants.txt). */
138
+ export const MELEE_CRIT = {
139
+ debuffToh: 10,
140
+ chanceWeightScl: 1,
141
+ chanceTohScl: 5,
142
+ chanceLevelScl: 0,
143
+ chanceTohSkillScl: 1,
144
+ chanceOffset: -60,
145
+ chanceRange: 5000,
146
+ powerWeightScl: 1,
147
+ powerRandom: 650,
148
+ } as const;
149
+
150
+ /** melee-critical-level cutoffs (constants.txt), in file order (head first). */
151
+ export const MELEE_CRIT_LEVELS: readonly CriticalLevel[] = [
152
+ { cutoff: 400, mult: 2, add: 5, msg: "HIT_GOOD" },
153
+ { cutoff: 700, mult: 2, add: 10, msg: "HIT_GREAT" },
154
+ { cutoff: 900, mult: 3, add: 15, msg: "HIT_SUPERB" },
155
+ { cutoff: 1300, mult: 3, add: 20, msg: "HIT_HI_GREAT" },
156
+ { cutoff: -1, mult: 4, add: 20, msg: "HIT_HI_SUPERB" },
157
+ ];
158
+
159
+ /** ranged-critical chance/power scale factors (constants.txt). */
160
+ export const RANGED_CRIT = {
161
+ debuffToh: 10,
162
+ chanceWeightScl: 1,
163
+ chanceTohScl: 4,
164
+ chanceLevelScl: 2,
165
+ chanceLaunchedTohSkillScl: 0,
166
+ chanceThrownTohSkillScl: 0,
167
+ chanceOffset: 0,
168
+ chanceRange: 5000,
169
+ powerWeightScl: 1,
170
+ powerRandom: 500,
171
+ } as const;
172
+
173
+ /** ranged-critical-level cutoffs (constants.txt), in file order. */
174
+ export const RANGED_CRIT_LEVELS: readonly CriticalLevel[] = [
175
+ { cutoff: 500, mult: 2, add: 5, msg: "HIT_GOOD" },
176
+ { cutoff: 1000, mult: 2, add: 10, msg: "HIT_GREAT" },
177
+ { cutoff: -1, mult: 3, add: 15, msg: "HIT_SUPERB" },
178
+ ];
179
+
180
+ /**
181
+ * Walk the critical-level list for a given power, exactly as the upstream
182
+ * `while (power >= this_l->cutoff && this_l->next) this_l = this_l->next`.
183
+ * The head level is the "below the first cutoff" bucket; each cutoff is the
184
+ * threshold to advance to the next, sharper level; the final entry (cutoff
185
+ * -1) is the catch-all.
186
+ */
187
+ export function selectCritLevel(
188
+ power: number,
189
+ levels: readonly CriticalLevel[],
190
+ ): CriticalLevel {
191
+ let i = 0;
192
+ const last = levels.length - 1;
193
+ while (i < last && power >= (levels[i] as CriticalLevel).cutoff) {
194
+ i++;
195
+ }
196
+ return levels[i] as CriticalLevel;
197
+ }
198
+
199
+ /* ------------------------------------------------------------------ *
200
+ * critical_melee / critical_shot (player-attack.c)
201
+ * ------------------------------------------------------------------ */
202
+
203
+ /** The player_state fields the critical formulas read. */
204
+ export interface CritActor {
205
+ /** Player level (p->lev). */
206
+ lev: number;
207
+ /** state->to_h. */
208
+ toH: number;
209
+ /** state->skills[SKILL_TO_HIT_MELEE]. */
210
+ meleeSkill: number;
211
+ /** state->skills[SKILL_TO_HIT_BOW]. */
212
+ bowSkill: number;
213
+ /** state->skills[SKILL_TO_HIT_THROW]. */
214
+ throwSkill: number;
215
+ }
216
+
217
+ /** Result of a critical calculation: the (possibly) boosted damage + message. */
218
+ export interface CritResult {
219
+ damage: number;
220
+ msg: HitType;
221
+ }
222
+
223
+ /**
224
+ * critical_melee: factor weapon weight, total plusses and player level into a
225
+ * chance of a critical, then a power that selects a severity level.
226
+ *
227
+ * NB: in 4.2.6 the melee critical is critical_melee(); earlier releases named
228
+ * the equivalent routine critical_norm(). criticalMelee is the faithful port.
229
+ */
230
+ export function criticalMelee(
231
+ rng: Rng,
232
+ actor: CritActor,
233
+ mon: DebuffTarget,
234
+ weight: number,
235
+ plus: number,
236
+ dam: number,
237
+ ): CritResult {
238
+ let toH = actor.toH + plus;
239
+ if (isDebuffed(mon)) toH += MELEE_CRIT.debuffToh;
240
+
241
+ const chance =
242
+ MELEE_CRIT.chanceWeightScl * weight +
243
+ MELEE_CRIT.chanceTohScl * toH +
244
+ MELEE_CRIT.chanceLevelScl * actor.lev +
245
+ MELEE_CRIT.chanceTohSkillScl * actor.meleeSkill +
246
+ MELEE_CRIT.chanceOffset;
247
+
248
+ if (rng.randint1(MELEE_CRIT.chanceRange) > chance) {
249
+ return { damage: dam, msg: "HIT" };
250
+ }
251
+
252
+ const power =
253
+ MELEE_CRIT.powerWeightScl * weight + rng.randint1(MELEE_CRIT.powerRandom);
254
+ const level = selectCritLevel(power, MELEE_CRIT_LEVELS);
255
+ return { damage: level.add + level.mult * dam, msg: level.msg };
256
+ }
257
+
258
+ /**
259
+ * critical_shot: as critical_melee but for shooting/throwing. `launched` is
260
+ * true for a launcher shot, false for a thrown object. The non-critical
261
+ * message is SHOOT_HIT (not HIT).
262
+ */
263
+ export function criticalShot(
264
+ rng: Rng,
265
+ actor: CritActor,
266
+ mon: DebuffTarget,
267
+ weight: number,
268
+ plus: number,
269
+ dam: number,
270
+ launched: boolean,
271
+ ): CritResult {
272
+ let toH = actor.toH + plus;
273
+ if (isDebuffed(mon)) toH += RANGED_CRIT.debuffToh;
274
+
275
+ let chance =
276
+ RANGED_CRIT.chanceWeightScl * weight +
277
+ RANGED_CRIT.chanceTohScl * toH +
278
+ RANGED_CRIT.chanceLevelScl * actor.lev +
279
+ RANGED_CRIT.chanceOffset;
280
+ if (launched) {
281
+ chance += RANGED_CRIT.chanceLaunchedTohSkillScl * actor.bowSkill;
282
+ } else {
283
+ chance += RANGED_CRIT.chanceThrownTohSkillScl * actor.throwSkill;
284
+ }
285
+
286
+ if (rng.randint1(RANGED_CRIT.chanceRange) > chance) {
287
+ return { damage: dam, msg: "SHOOT_HIT" };
288
+ }
289
+
290
+ const power =
291
+ RANGED_CRIT.powerWeightScl * weight + rng.randint1(RANGED_CRIT.powerRandom);
292
+ const level = selectCritLevel(power, RANGED_CRIT_LEVELS);
293
+ return { damage: level.add + level.mult * dam, msg: level.msg };
294
+ }
295
+
296
+ /* ------------------------------------------------------------------ *
297
+ * O-combat criticals (player-attack.c o_critical_melee / o_critical_shot)
298
+ *
299
+ * The O path adds extra DICE (not a flat multiplier) on a critical, and
300
+ * deadliness adds extra SIDES to each die. These constants are ported from
301
+ * constants.txt (o-melee-critical* / o-ranged-critical*), the same values the
302
+ * display estimate loads via z_info (constants.ts crit("o-melee-critical")).
303
+ * ------------------------------------------------------------------ */
304
+
305
+ /** One O-combat critical severity level (constants.txt o-*-critical-level). */
306
+ export interface OCritLevel {
307
+ /** one_in_(chance) to stop walking at this level (0 = never advances). */
308
+ chance: number;
309
+ /** Extra damage dice this level adds. */
310
+ dice: number;
311
+ /** Message key for this severity. */
312
+ msg: HitType;
313
+ }
314
+
315
+ /** o-melee-critical scale factors (constants.txt). */
316
+ export const O_MELEE_CRIT = {
317
+ debuffToh: 10,
318
+ powerTohScaleNum: 1,
319
+ powerTohScaleDen: 3,
320
+ chancePowerScaleNum: 1,
321
+ chancePowerScaleDen: 1,
322
+ chanceAddDen: 240,
323
+ } as const;
324
+
325
+ /** o-melee-critical-level rows (constants.txt), head first. */
326
+ export const O_MELEE_CRIT_LEVELS: readonly OCritLevel[] = [
327
+ { chance: 40, dice: 5, msg: "HIT_HI_SUPERB" },
328
+ { chance: 12, dice: 4, msg: "HIT_HI_GREAT" },
329
+ { chance: 3, dice: 3, msg: "HIT_SUPERB" },
330
+ { chance: 2, dice: 2, msg: "HIT_GREAT" },
331
+ { chance: 1, dice: 1, msg: "HIT_GOOD" },
332
+ ];
333
+
334
+ /** o-ranged-critical scale factors (constants.txt). */
335
+ export const O_RANGED_CRIT = {
336
+ debuffToh: 10,
337
+ powerLaunchedTohScaleNum: 1,
338
+ powerLaunchedTohScaleDen: 1,
339
+ powerThrownTohScaleNum: 3,
340
+ powerThrownTohScaleDen: 2,
341
+ chancePowerScaleNum: 1,
342
+ chancePowerScaleDen: 1,
343
+ chanceAddDen: 360,
344
+ } as const;
345
+
346
+ /** o-ranged-critical-level rows (constants.txt), head first. */
347
+ export const O_RANGED_CRIT_LEVELS: readonly OCritLevel[] = [
348
+ { chance: 50, dice: 3, msg: "HIT_SUPERB" },
349
+ { chance: 10, dice: 2, msg: "HIT_GREAT" },
350
+ { chance: 1, dice: 1, msg: "HIT_GOOD" },
351
+ ];
352
+
353
+ /** Result of an O-combat critical: extra dice + the severity message. */
354
+ export interface OCritResult {
355
+ addDice: number;
356
+ msg: HitType;
357
+ }
358
+
359
+ /**
360
+ * Walk the O-critical-level list, exactly as upstream
361
+ * `while (this_l->next && !one_in_(this_l->chance)) this_l = this_l->next;`.
362
+ * Draws one_in_ (a randint0) at each non-terminal level until it stops.
363
+ */
364
+ function selectOCritLevel(
365
+ rng: Rng,
366
+ levels: readonly OCritLevel[],
367
+ ): OCritResult {
368
+ let i = 0;
369
+ const last = levels.length - 1;
370
+ while (i < last && !rng.oneIn((levels[i] as OCritLevel).chance)) {
371
+ i++;
372
+ }
373
+ const lvl = levels[i] as OCritLevel;
374
+ return { addDice: lvl.dice, msg: lvl.msg };
375
+ }
376
+
377
+ /**
378
+ * o_critical_melee (player-attack.c L439): the crit-chance is a rational
379
+ * a*power / (b*power + c); on success, walk the level list for the added dice.
380
+ * `powerBase` is chance_of_melee_hit_base(p, obj) (computed by the caller).
381
+ *
382
+ * RNG: one randint1(chance_den) for the crit test, then (on a crit) the
383
+ * one_in_ level walk. Non-crit returns msg SHOOT_HIT, faithful to upstream.
384
+ */
385
+ export function oCriticalMelee(
386
+ rng: Rng,
387
+ powerBase: number,
388
+ mon: DebuffTarget,
389
+ ): OCritResult {
390
+ let power = powerBase;
391
+ if (isDebuffed(mon)) power += O_MELEE_CRIT.debuffToh;
392
+ power = Math.trunc(
393
+ (power * O_MELEE_CRIT.powerTohScaleNum) / O_MELEE_CRIT.powerTohScaleDen,
394
+ );
395
+ const chanceNum = power * O_MELEE_CRIT.chancePowerScaleNum;
396
+ const chanceDen =
397
+ power * O_MELEE_CRIT.chancePowerScaleDen + O_MELEE_CRIT.chanceAddDen;
398
+ if (rng.randint1(chanceDen) <= chanceNum) {
399
+ return selectOCritLevel(rng, O_MELEE_CRIT_LEVELS);
400
+ }
401
+ return { addDice: 0, msg: "SHOOT_HIT" };
402
+ }
403
+
404
+ /**
405
+ * o_critical_shot (player-attack.c L351): as oCriticalMelee for shooting
406
+ * (launched) / throwing. `powerBase` is chance_of_missile_hit_base(p, missile,
407
+ * launcher). The power scale factor differs for launched vs thrown.
408
+ */
409
+ export function oCriticalShot(
410
+ rng: Rng,
411
+ powerBase: number,
412
+ mon: DebuffTarget,
413
+ launched: boolean,
414
+ ): OCritResult {
415
+ let power = powerBase;
416
+ if (isDebuffed(mon)) power += O_RANGED_CRIT.debuffToh;
417
+ const num = launched
418
+ ? O_RANGED_CRIT.powerLaunchedTohScaleNum
419
+ : O_RANGED_CRIT.powerThrownTohScaleNum;
420
+ const den = launched
421
+ ? O_RANGED_CRIT.powerLaunchedTohScaleDen
422
+ : O_RANGED_CRIT.powerThrownTohScaleDen;
423
+ power = Math.trunc((power * num) / den);
424
+ const chanceNum = power * O_RANGED_CRIT.chancePowerScaleNum;
425
+ const chanceDen =
426
+ power * O_RANGED_CRIT.chancePowerScaleDen + O_RANGED_CRIT.chanceAddDen;
427
+ if (rng.randint1(chanceDen) <= chanceNum) {
428
+ return selectOCritLevel(rng, O_RANGED_CRIT_LEVELS);
429
+ }
430
+ return { addDice: 0, msg: "SHOOT_HIT" };
431
+ }
432
+
433
+ /* ------------------------------------------------------------------ *
434
+ * apply_deadliness (player-attack.c L231/L261)
435
+ *
436
+ * Ported faithfully here (rather than reused) because obj/object-info.ts - the
437
+ * display estimate's home for the same table - imports from this combat module,
438
+ * so combat cannot import back from it without a cycle. Both copies are
439
+ * verified against the constants; keep them in step.
440
+ * ------------------------------------------------------------------ */
441
+
442
+ /** deadliness_conversion[151] (player-attack.c L231). */
443
+ export const DEADLINESS_CONVERSION: readonly number[] = [
444
+ 0, 5, 10, 14, 18, 22, 26, 30, 33, 36, 39, 42, 45, 48, 51, 54, 57, 60, 63, 66,
445
+ 69, 72, 75, 78, 81, 84, 87, 90, 93, 96, 99, 102, 104, 107, 109, 112, 114, 117,
446
+ 119, 122, 124, 127, 129, 132, 134, 137, 139, 142, 144, 147, 149, 152, 154,
447
+ 157, 159, 162, 164, 167, 169, 172, 174, 176, 178, 180, 182, 184, 186, 188,
448
+ 190, 192, 194, 196, 198, 200, 202, 204, 206, 208, 210, 212, 214, 216, 218,
449
+ 220, 222, 224, 226, 228, 230, 232, 234, 236, 238, 240, 242, 244, 246, 248,
450
+ 250, 251, 253, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
451
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
452
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
453
+ 255, 255, 255, 255, 255, 255, 255, 255, 255,
454
+ ];
455
+
456
+ /**
457
+ * apply_deadliness (player-attack.c L261): scale die_average (x100) by the
458
+ * deadliness bonus. Returns the scaled value (upstream mutates in place).
459
+ */
460
+ export function applyDeadliness(dieAverage: number, deadliness: number): number {
461
+ let dl = deadliness;
462
+ if (dl > 150) dl = 150;
463
+ if (dl < -150) dl = -150;
464
+ if (dl >= 0) {
465
+ const i = DEADLINESS_CONVERSION[dl] as number;
466
+ return dieAverage * (100 + i);
467
+ }
468
+ const i = DEADLINESS_CONVERSION[Math.abs(dl)] as number;
469
+ if (i >= 100) return 0;
470
+ return dieAverage * (100 - i);
471
+ }
@@ -0,0 +1,15 @@
1
+ /**
2
+ * The combat domain: shared to-hit / critical math (hit.ts), brand and slay
3
+ * selection (brand-slay.ts), player melee (melee.ts), monster melee against
4
+ * the player (mon-melee.ts), and player ranged attacks (ranged.ts). Ported
5
+ * from Angband 4.2.6 (player-attack.c, mon-attack.c, mon-blows.c, obj-slays.c).
6
+ *
7
+ * Not wired into the package barrel (packages/core/src/index.ts) yet; import
8
+ * directly from "./combat".
9
+ */
10
+
11
+ export * from "./hit.js";
12
+ export * from "./brand-slay.js";
13
+ export * from "./melee.js";
14
+ export * from "./mon-melee.js";
15
+ export * from "./ranged.js";