@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 +1,397 @@
1
+ /**
2
+ * Player ranged attacks (firing and throwing), ported from
3
+ * reference/src/player-attack.c (Angband 4.2.6):
4
+ * chance_of_missile_hit(_base), ranged_damage, breakage_chance, and the
5
+ * make_ranged_shot / make_ranged_throw attack builders. Standard (non-O)
6
+ * combat only.
7
+ *
8
+ * This is the attack-resolution shell: to-hit, damage, and critical. The
9
+ * projectile path, ammo/quiver management, drop_near/breakage application,
10
+ * piercing (TMD_POWERSHOT), and the do_cmd_fire/throw command front-ends live
11
+ * in the world/command layer and are DEFERRED (see parity/ledger).
12
+ *
13
+ * DEFERRED (ledgered in parity/ledger/combat-ranged.yaml): knowledge/learning
14
+ * (missile_learn_*, learn_brand_slay_from_launch/throw), OF_EXPLODE triple
15
+ * damage happens in make_ranged_throw here but the projectile path/target
16
+ * selection does not; temporary brands/slays.
17
+ *
18
+ * O-combat ranged (birth_percent_damage) IS ported: oRangedDamage /
19
+ * o_critical_shot, gated in makeRangedShot / makeRangedThrow at the same points
20
+ * upstream branches (player-attack.c L1249 / L1286). With the option off the
21
+ * RNG draws are byte-identical to the standard path.
22
+ */
23
+
24
+ import type { Rng } from "../rng.js";
25
+ import type { Brand, Slay } from "../obj/types.js";
26
+ import type { GameObject } from "../obj/object.js";
27
+ import type { Monster } from "../mon/monster.js";
28
+ import type { Player } from "../player/player.js";
29
+ import { OF } from "../generated/index.js";
30
+ import { SKILL } from "../player/types.js";
31
+ import { objectWeightOne, tvalIsAmmo } from "../obj/object.js";
32
+ import type { CritActor, HitType } from "./hit.js";
33
+ import {
34
+ BTH_PLUS_ADJ,
35
+ applyDeadliness,
36
+ criticalShot,
37
+ oCriticalShot,
38
+ testHit,
39
+ } from "./hit.js";
40
+ import type { PlayerCombatState } from "./melee.js";
41
+ import {
42
+ getMonsterBrandMultiplier,
43
+ improveAttackModifier,
44
+ objectToDam,
45
+ objectToHit,
46
+ } from "./brand-slay.js";
47
+ import type { AttackModifier } from "./brand-slay.js";
48
+
49
+ /** The outcome of a single ranged attack resolution. */
50
+ export interface RangedAttackResult {
51
+ success: boolean;
52
+ damage: number;
53
+ msg: HitType;
54
+ verb: string;
55
+ brand: number;
56
+ slay: number;
57
+ }
58
+
59
+ function skill(state: PlayerCombatState, idx: number): number {
60
+ return state.skills[idx] ?? 0;
61
+ }
62
+
63
+ function critActor(p: Player, state: PlayerCombatState): CritActor {
64
+ return {
65
+ lev: p.lev,
66
+ toH: state.toH,
67
+ meleeSkill: skill(state, SKILL.TO_HIT_MELEE),
68
+ bowSkill: skill(state, SKILL.TO_HIT_BOW),
69
+ throwSkill: skill(state, SKILL.TO_HIT_THROW),
70
+ };
71
+ }
72
+
73
+ /**
74
+ * chance_of_missile_hit_base: to-hit for a missile before the target. A
75
+ * launcher shot uses the bow skill; a thrown throwing-weapon uses the throw
76
+ * skill and adds the player's to-hit; any other thrown object uses 3/2 of the
77
+ * throw skill and no personal to-hit.
78
+ */
79
+ export function chanceOfMissileHitBase(
80
+ state: PlayerCombatState,
81
+ missile: GameObject,
82
+ launcher: GameObject | null,
83
+ ): number {
84
+ let bonus = objectToHit(missile);
85
+ let chance: number;
86
+
87
+ if (!launcher) {
88
+ if (missile.flags.has(OF.THROWING)) {
89
+ bonus += state.toH;
90
+ chance = skill(state, SKILL.TO_HIT_THROW) + bonus * BTH_PLUS_ADJ;
91
+ } else {
92
+ chance =
93
+ Math.trunc((3 * skill(state, SKILL.TO_HIT_THROW)) / 2) +
94
+ bonus * BTH_PLUS_ADJ;
95
+ }
96
+ } else {
97
+ bonus += state.toH + objectToHit(launcher);
98
+ chance = skill(state, SKILL.TO_HIT_BOW) + bonus * BTH_PLUS_ADJ;
99
+ }
100
+
101
+ return chance;
102
+ }
103
+
104
+ /**
105
+ * chance_of_missile_hit: base value less the distance to the target, halved
106
+ * when the target is not obvious.
107
+ */
108
+ export function chanceOfMissileHit(
109
+ state: PlayerCombatState,
110
+ missile: GameObject,
111
+ launcher: GameObject | null,
112
+ distance: number,
113
+ monObvious: boolean,
114
+ ): number {
115
+ const chance = chanceOfMissileHitBase(state, missile, launcher) - distance;
116
+ return monObvious ? chance : Math.trunc(chance / 2);
117
+ }
118
+
119
+ /**
120
+ * ranged_damage: missile dice times the launcher/brand/slay multiplier, plus
121
+ * to-dam bonuses; thrown throwing-weapons get a weight-scaled damage boost.
122
+ */
123
+ export function rangedDamage(
124
+ rng: Rng,
125
+ state: PlayerCombatState,
126
+ mon: Monster,
127
+ missile: GameObject,
128
+ launcher: GameObject | null,
129
+ brand: number,
130
+ slay: number,
131
+ brands: readonly (Brand | null)[],
132
+ slays: readonly (Slay | null)[],
133
+ ): number {
134
+ let mult = launcher ? state.ammoMult : 1;
135
+
136
+ if (brand) {
137
+ mult += getMonsterBrandMultiplier(mon, brands[brand] as Brand, false);
138
+ } else if (slay) {
139
+ mult += (slays[slay] as Slay).multiplier;
140
+ }
141
+
142
+ let dmg = rng.damroll(missile.dd, missile.ds);
143
+ dmg += objectToDam(missile);
144
+ if (launcher) {
145
+ dmg += objectToDam(launcher);
146
+ } else if (missile.flags.has(OF.THROWING)) {
147
+ dmg *= 2 + Math.trunc(objectWeightOne(missile) / 12);
148
+ }
149
+ dmg *= mult;
150
+
151
+ return dmg;
152
+ }
153
+
154
+ /** The (possibly critical-boosted) damage of a shot plus its message. */
155
+ export interface RangedDamageOutcome {
156
+ damage: number;
157
+ msg: HitType;
158
+ }
159
+
160
+ /**
161
+ * o_ranged_damage (player-attack.c L590): the birth_percent_damage ranged path.
162
+ * Deadliness, the launcher multiplier, and the slay/brand o_multiplier add
163
+ * extra SIDES; criticals add extra DICE. The launcher/throw multiplier and
164
+ * to-dam are folded in here, so the caller adds nothing afterwards.
165
+ *
166
+ * RNG order, matching upstream exactly:
167
+ * 1. randint0(10000) - the fractional-sides roll.
168
+ * 2. o_critical_shot (launcher OR OF_THROWING only): randint1(chance_den),
169
+ * then on a crit the one_in_ level walk.
170
+ * 3. damroll(dice, sides).
171
+ */
172
+ export function oRangedDamage(
173
+ rng: Rng,
174
+ state: PlayerCombatState,
175
+ mon: Monster,
176
+ missile: GameObject,
177
+ launcher: GameObject | null,
178
+ brand: number,
179
+ slay: number,
180
+ brands: readonly (Brand | null)[],
181
+ slays: readonly (Slay | null)[],
182
+ ): RangedDamageOutcome {
183
+ const mult = launcher ? state.ammoMult : 1;
184
+ let dice = missile.dd;
185
+ let add = 0;
186
+
187
+ /* Average value of a single damage die, x10, times the launcher multiplier. */
188
+ let dieAverage = Math.trunc((10 * (missile.ds + 1)) / 2);
189
+ dieAverage *= mult;
190
+
191
+ /* Slays/brands inflate the average (10x). Ranged prefers a brand over a slay
192
+ * (player-attack.c L606: `if (b) ... else if (s)`) - the reverse of melee. */
193
+ if (brand) {
194
+ const bmult = getMonsterBrandMultiplier(mon, brands[brand] as Brand, true);
195
+ dieAverage *= bmult;
196
+ add = bmult - 10;
197
+ } else if (slay) {
198
+ const oMult = (slays[slay] as Slay).oMultiplier;
199
+ dieAverage *= oMult;
200
+ add = oMult - 10;
201
+ } else {
202
+ dieAverage *= 10;
203
+ }
204
+
205
+ /* Deadliness: missile to-dam always; launcher adds launcher to-dam + to_d;
206
+ * a thrown throwing-weapon adds to_d; a plain thrown object adds neither. */
207
+ let deadliness = objectToDam(missile);
208
+ if (launcher) {
209
+ deadliness += objectToDam(launcher) + state.toD;
210
+ } else if (missile.flags.has(OF.THROWING)) {
211
+ deadliness += state.toD;
212
+ }
213
+ dieAverage = applyDeadliness(dieAverage, Math.min(deadliness, 150));
214
+
215
+ /* Sides per die, with a fractional-sides roll. */
216
+ let sides = 2 * dieAverage - 10000;
217
+ const extra = rng.randint0(10000) < sides % 10000;
218
+ sides = Math.trunc(sides / 10000);
219
+ sides += extra ? 1 : 0;
220
+
221
+ /* Criticals add dice, only for launcher shots and thrown throwing-weapons.
222
+ * A thrown throwing-weapon also multiplies its dice by the weight scale. */
223
+ let msg: HitType = "SHOOT_HIT";
224
+ if (launcher) {
225
+ const crit = oCriticalShot(
226
+ rng,
227
+ chanceOfMissileHitBase(state, missile, launcher),
228
+ mon,
229
+ true,
230
+ );
231
+ dice += crit.addDice;
232
+ msg = crit.msg;
233
+ } else if (missile.flags.has(OF.THROWING)) {
234
+ const crit = oCriticalShot(
235
+ rng,
236
+ chanceOfMissileHitBase(state, missile, null),
237
+ mon,
238
+ false,
239
+ );
240
+ dice += crit.addDice;
241
+ msg = crit.msg;
242
+ dice *= 2 + Math.trunc(objectWeightOne(missile) / 12);
243
+ }
244
+
245
+ let dmg = rng.damroll(dice, sides);
246
+ dmg += add;
247
+
248
+ return { damage: dmg, msg };
249
+ }
250
+
251
+ /**
252
+ * make_ranged_shot: resolve a launcher shot (bow + ammo) against a monster.
253
+ * Returns success=false (with zero damage) on a miss.
254
+ */
255
+ export function makeRangedShot(
256
+ rng: Rng,
257
+ p: Player,
258
+ state: PlayerCombatState,
259
+ ammo: GameObject,
260
+ launcher: GameObject,
261
+ mon: Monster,
262
+ brands: readonly (Brand | null)[],
263
+ slays: readonly (Slay | null)[],
264
+ distance: number,
265
+ monObvious = true,
266
+ percentDamage = false,
267
+ ): RangedAttackResult {
268
+ if (
269
+ !testHit(
270
+ rng,
271
+ chanceOfMissileHit(state, ammo, launcher, distance, monObvious),
272
+ mon.race.ac,
273
+ )
274
+ ) {
275
+ return { success: false, damage: 0, msg: "MISS", verb: "hits", brand: 0, slay: 0 };
276
+ }
277
+
278
+ /* improve_attack_modifier reads birth_percent_damage internally; thread the
279
+ * O flag so the brand/slay comparison uses the O-multipliers (no RNG). */
280
+ const mod: AttackModifier = { brand: 0, slay: 0, verb: "hits" };
281
+ improveAttackModifier(ammo, mon, brands, slays, mod, true, percentDamage);
282
+ improveAttackModifier(launcher, mon, brands, slays, mod, true, percentDamage);
283
+
284
+ /* Damage gate matches upstream player-attack.c L1249. */
285
+ let dmg: number;
286
+ let msg: HitType;
287
+ if (!percentDamage) {
288
+ dmg = rangedDamage(rng, state, mon, ammo, launcher, mod.brand, mod.slay, brands, slays);
289
+ const crit = criticalShot(
290
+ rng,
291
+ critActor(p, state),
292
+ mon,
293
+ objectWeightOne(ammo),
294
+ objectToHit(ammo),
295
+ dmg,
296
+ true,
297
+ );
298
+ dmg = crit.damage;
299
+ msg = crit.msg;
300
+ } else {
301
+ const o = oRangedDamage(rng, state, mon, ammo, launcher, mod.brand, mod.slay, brands, slays);
302
+ dmg = o.damage;
303
+ msg = o.msg;
304
+ }
305
+
306
+ return {
307
+ success: true,
308
+ damage: dmg,
309
+ msg,
310
+ verb: mod.verb,
311
+ brand: mod.brand,
312
+ slay: mod.slay,
313
+ };
314
+ }
315
+
316
+ /**
317
+ * make_ranged_throw: resolve a thrown object against a monster. OF_EXPLODE
318
+ * objects (flasks of oil) triple their damage.
319
+ */
320
+ export function makeRangedThrow(
321
+ rng: Rng,
322
+ p: Player,
323
+ state: PlayerCombatState,
324
+ obj: GameObject,
325
+ mon: Monster,
326
+ brands: readonly (Brand | null)[],
327
+ slays: readonly (Slay | null)[],
328
+ distance: number,
329
+ monObvious = true,
330
+ percentDamage = false,
331
+ ): RangedAttackResult {
332
+ if (
333
+ !testHit(
334
+ rng,
335
+ chanceOfMissileHit(state, obj, null, distance, monObvious),
336
+ mon.race.ac,
337
+ )
338
+ ) {
339
+ return { success: false, damage: 0, msg: "MISS", verb: "hits", brand: 0, slay: 0 };
340
+ }
341
+
342
+ const mod: AttackModifier = { brand: 0, slay: 0, verb: "hits" };
343
+ improveAttackModifier(obj, mon, brands, slays, mod, true, percentDamage);
344
+
345
+ /* Damage gate matches upstream player-attack.c L1286. */
346
+ let dmg: number;
347
+ let msg: HitType;
348
+ if (!percentDamage) {
349
+ dmg = rangedDamage(rng, state, mon, obj, null, mod.brand, mod.slay, brands, slays);
350
+ const crit = criticalShot(
351
+ rng,
352
+ critActor(p, state),
353
+ mon,
354
+ objectWeightOne(obj),
355
+ objectToHit(obj),
356
+ dmg,
357
+ false,
358
+ );
359
+ dmg = crit.damage;
360
+ msg = crit.msg;
361
+ } else {
362
+ const o = oRangedDamage(rng, state, mon, obj, null, mod.brand, mod.slay, brands, slays);
363
+ dmg = o.damage;
364
+ msg = o.msg;
365
+ }
366
+
367
+ /* Direct adjustment for exploding things (flasks of oil). */
368
+ if (obj.flags.has(OF.EXPLODE)) dmg *= 3;
369
+
370
+ return {
371
+ success: true,
372
+ damage: dmg,
373
+ msg,
374
+ verb: mod.verb,
375
+ brand: mod.brand,
376
+ slay: mod.slay,
377
+ };
378
+ }
379
+
380
+ /**
381
+ * breakage_chance: percent chance an object breaks after hitting (or missing).
382
+ * Artifacts never break; a missed object squares its break chance.
383
+ */
384
+ export function breakageChance(obj: GameObject, hitTarget: boolean): number {
385
+ let perc = obj.kind.base.breakPerc;
386
+
387
+ if (obj.artifact) return 0;
388
+ if (
389
+ obj.flags.has(OF.THROWING) &&
390
+ !obj.flags.has(OF.EXPLODE) &&
391
+ !tvalIsAmmo(obj.tval)
392
+ ) {
393
+ perc = 1;
394
+ }
395
+ if (!hitTarget) return Math.trunc((perc * perc) / 100);
396
+ return perc;
397
+ }