@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 @@
1
+ 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@@ -0,0 +1,189 @@
1
+ /**
2
+ * The DATA half of the classic character screen, ported from the panel /
3
+ * stat-table builders of reference/src/ui-player.c (Angband 4.2.6).
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+ *
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+ * Upstream get_panel_* builds a `struct panel` of panel_line(attr,label,fmt,..)
6
+ * rows (plus panel_space separators), and display_player_stat_info draws the
7
+ * six stat rows; display_panel / display_player_xtra_info then place them in
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+ * fixed screen regions. This module ports only the COMPUTATION: for every panel
9
+ * it returns the ordered CharSheetLine rows (label + preformatted value +
10
+ * COLOUR_* attr), and for the stat block it returns the per-STAT StatRow. The
11
+ * terminal draw half - the region layout table (panels[], L849), the left/right
12
+ * column alignment of display_panel, the "Self/RB/CB/EB/Best" column headers of
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+ * display_player_stat_info, and the history text_out - stays with each shell.
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+ *
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+ * A panel_space() separator is kept as an explicit blank line (label "" value
16
+ * "") so row alignment matches upstream, mirroring display.ts's empty-runs
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+ * philosophy.
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+ *
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+ * EXCLUDED (the separate ui-entry.c slice): display_player_flag_info /
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+ * display_resistance_panel / display_player_sust_info - the resist / ability /
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+ * sustain grid - all use the ui_entry.c system (compute_ui_entry_values_*,
22
+ * ui_entry_renderer_apply, char_sheet_config from ui_entry.txt) and are NOT
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+ * ported here; see parity/ledger/ui-player.yaml.
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+ *
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+ * struct player / player_state members the port does not carry arrive through
26
+ * CharSheetDeps; each has a documented default and is listed in the ledger.
27
+ */
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+ import type { Player } from "../player/player.js";
29
+ import type { GameObject } from "../obj/object.js";
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+ import type { GameState } from "./context.js";
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+ /** One computed panel row: a label, its preformatted value, and a COLOUR_*. */
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+ export interface CharSheetLine {
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+ label: string;
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+ value: string;
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+ /** COLOUR_* attribute (see color.ts). */
36
+ color: number;
37
+ }
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+ /** One computed panel: its get_panel_* key and its ordered lines. */
39
+ export interface CharSheetPanel {
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+ /** The get_panel_* name minus the "get_panel_" prefix. */
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+ key: string;
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+ lines: CharSheetLine[];
43
+ }
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+ /** One row of display_player_stat_info: the five columns plus the indicators. */
45
+ export interface StatRow {
46
+ /** Lower-case stat key ("str".."con"). */
47
+ key: string;
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+ /** stat_names[i] / stat_names_reduced[i] (lower-case when drained). */
49
+ label: string;
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+ /** cnv_stat(stat_max[i]): the natural "Self" value. */
51
+ natural: string;
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+ /** "%+3d" race->r_adj[i]. */
53
+ raceBonus: string;
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+ /** "%+3d" class->c_adj[i]. */
55
+ classBonus: string;
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+ /** "%+3d" state.stat_add[i]. */
57
+ equipBonus: string;
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+ /** cnv_stat(state.stat_top[i]): the modified "Best" maximum. */
59
+ best: string;
60
+ /** cnv_stat(state.stat_use[i]) when drained, else null. */
61
+ reduced: string | null;
62
+ /** stat_max[i] == 18+100: the "!" natural-maximum indicator. */
63
+ naturalMax: boolean;
64
+ /** stat_cur[i] < stat_max[i]. */
65
+ drained: boolean;
66
+ }
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+ /**
68
+ * The struct player / player_state / world members the character screen reads
69
+ * that the port does not carry on GameState, Player or PlayerCombatState. Every
70
+ * field is optional and defaults (in resolveDeps) to the value reproducing a
71
+ * freshly born, headless character; see parity/ledger/ui-player.yaml.
72
+ */
73
+ export interface CharSheetDeps {
74
+ /** player->full_name (get_panel_topleft L697). Default "" (not on Player). */
75
+ fullName?: string;
76
+ /** player->resting_turn (get_panel_misc L836). Default 0 (not on the port). */
77
+ restingTurn?: number;
78
+ /**
79
+ * weight_remaining(player) (get_panel_midleft L709): carry capacity left, in
80
+ * tenths of a pound; negative means overweight. Default 0 - calc_bonuses /
81
+ * the encumbrance formula is deferred (player/calcs.ts).
82
+ */
83
+ weightRemaining?: number;
84
+ /** player->state.num_shots (get_panel_combat L773). Default 0. */
85
+ numShots?: number;
86
+ /**
87
+ * player->state.see_infra (get_panel_skills L814). Default
88
+ * player->race->infra - at birth calc_bonuses seeds see_infra from the race.
89
+ */
90
+ seeInfra?: number;
91
+ /**
92
+ * player->state.stat_add[STAT_MAX] (display_player_stat_info L496): the
93
+ * equipment stat bonuses. The live shell passes state.playerState.statAdd
94
+ * (calc_bonuses' rune-gated equipment stat_add); the all-zero default applies
95
+ * only when no computed player_state is supplied (a bare headless call).
96
+ */
97
+ statAdd?: readonly number[];
98
+ /**
99
+ * player->state.stat_top[STAT_MAX] (L500): the modified maximum ("Best").
100
+ * Default modify_stat_value(stat_max, race+class adj) - the equipment / timed
101
+ * contributions are deferred.
102
+ */
103
+ statTop?: readonly number[];
104
+ /**
105
+ * player->state.stat_use[STAT_MAX] (L505): the modified current value shown
106
+ * only when drained. Default modify_stat_value(stat_cur, race+class adj).
107
+ */
108
+ statUse?: readonly number[];
109
+ /** OPT(player, effective_speed) (show_speed L671). Default false. */
110
+ effectiveSpeed?: boolean;
111
+ /** player->wizard (show_title L628). Default false (UI/debug member). */
112
+ wizard?: boolean;
113
+ /** player->total_winner (show_title L630). Default false. */
114
+ totalWinner?: boolean;
115
+ /**
116
+ * equipped_item_by_slot_name(player, "weapon") (get_panel_combat L739): the
117
+ * wielded melee weapon, or null. Default state.actor.weapon. Upstream reads
118
+ * obj->known (the rune-gated known item); the port uses the real object, the
119
+ * same known_state deferral display.ts's prt_ac took.
120
+ */
121
+ meleeWeapon?: GameObject | null;
122
+ /**
123
+ * equipped_item_by_slot_name(player, "shooting") (L760): the wielded
124
+ * launcher, or null. Default null - actor carries no launcher accessor.
125
+ */
126
+ launcher?: GameObject | null;
127
+ }
128
+ /** CharSheetDeps with every default filled in. */
129
+ interface ResolvedDeps {
130
+ fullName: string;
131
+ restingTurn: number;
132
+ weightRemaining: number;
133
+ numShots: number;
134
+ seeInfra: number;
135
+ statAdd: readonly number[];
136
+ statTop: readonly number[];
137
+ statUse: readonly number[];
138
+ effectiveSpeed: boolean;
139
+ wizard: boolean;
140
+ totalWinner: boolean;
141
+ meleeWeapon: GameObject | null;
142
+ launcher: GameObject | null;
143
+ }
144
+ /**
145
+ * likert (ui-player.c L274): a "rating" of x depending on y, and its colour.
146
+ * y is floored at 1; a negative x is always "Very Bad"; otherwise the bucket
147
+ * is x / y (integer division).
148
+ */
149
+ export declare function likert(x: number, y: number): {
150
+ desc: string;
151
+ color: number;
152
+ };
153
+ /**
154
+ * show_title (ui-player.c L626): wizard, winner, or the class level title.
155
+ * NOTE: unlike ui-display.c's fmt_title there is NO shape branch here.
156
+ */
157
+ export declare function showTitle(player: Player, deps: ResolvedDeps): string;
158
+ /**
159
+ * show_adv_exp (ui-player.c L636): the experience needed to advance, or
160
+ * "********" at the level maximum. advance = player_exp[lev-1] * expfact / 100.
161
+ */
162
+ export declare function showAdvExp(player: Player): string;
163
+ /**
164
+ * show_depth (ui-player.c L650): "Town" at max_depth 0, else "<feet>' (L<n>)"
165
+ * using player->max_depth (NOT the live cave depth).
166
+ */
167
+ export declare function showDepth(player: Player): string;
168
+ /**
169
+ * show_speed (ui-player.c L661): applies the TMD_FAST -10 / TMD_SLOW +10
170
+ * adjustment, returns "Normal" at 110, else the multiplier / delta text. With
171
+ * effective_speed the "%d.%dx (%d)" form, otherwise "%d (%d.%dx)".
172
+ */
173
+ export declare function showSpeed(state: GameState, deps: ResolvedDeps): string;
174
+ /** max_color (ui-player.c L678): val < max ? YELLOW : L_GREEN. */
175
+ export declare function maxColor(val: number, max: number): number;
176
+ /**
177
+ * characterPanels: the five panels[] entries (ui-player.c L849) in table order
178
+ * - topleft, misc, midleft, combat, skills. panel_space separators are kept as
179
+ * explicit blank lines so a shell can map line -> screen row faithfully.
180
+ */
181
+ export declare function characterPanels(state: GameState, deps?: CharSheetDeps): CharSheetPanel[];
182
+ /**
183
+ * statTable: the STAT_MAX rows of display_player_stat_info (ui-player.c L449),
184
+ * in STAT order. Each row carries the five columns (Self / RB / CB / EB / Best)
185
+ * plus the drained "reduced" value and the natural-maximum "!" indicator.
186
+ */
187
+ export declare function statTable(state: GameState, deps?: CharSheetDeps): StatRow[];
188
+ export {};
189
+ //# sourceMappingURL=char-sheet.d.ts.map
@@ -0,0 +1 @@
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@@ -0,0 +1,381 @@
1
+ /**
2
+ * The DATA half of the classic character screen, ported from the panel /
3
+ * stat-table builders of reference/src/ui-player.c (Angband 4.2.6).
4
+ *
5
+ * Upstream get_panel_* builds a `struct panel` of panel_line(attr,label,fmt,..)
6
+ * rows (plus panel_space separators), and display_player_stat_info draws the
7
+ * six stat rows; display_panel / display_player_xtra_info then place them in
8
+ * fixed screen regions. This module ports only the COMPUTATION: for every panel
9
+ * it returns the ordered CharSheetLine rows (label + preformatted value +
10
+ * COLOUR_* attr), and for the stat block it returns the per-STAT StatRow. The
11
+ * terminal draw half - the region layout table (panels[], L849), the left/right
12
+ * column alignment of display_panel, the "Self/RB/CB/EB/Best" column headers of
13
+ * display_player_stat_info, and the history text_out - stays with each shell.
14
+ *
15
+ * A panel_space() separator is kept as an explicit blank line (label "" value
16
+ * "") so row alignment matches upstream, mirroring display.ts's empty-runs
17
+ * philosophy.
18
+ *
19
+ * EXCLUDED (the separate ui-entry.c slice): display_player_flag_info /
20
+ * display_resistance_panel / display_player_sust_info - the resist / ability /
21
+ * sustain grid - all use the ui_entry.c system (compute_ui_entry_values_*,
22
+ * ui_entry_renderer_apply, char_sheet_config from ui_entry.txt) and are NOT
23
+ * ported here; see parity/ledger/ui-player.yaml.
24
+ *
25
+ * struct player / player_state members the port does not carry arrive through
26
+ * CharSheetDeps; each has a documented default and is listed in the ledger.
27
+ */
28
+ import { COLOUR_DARK, COLOUR_GREEN, COLOUR_L_BLUE, COLOUR_L_GREEN, COLOUR_L_RED, COLOUR_L_UMBER, COLOUR_ORANGE, COLOUR_RED, COLOUR_WHITE, COLOUR_YELLOW, } from "../color.js";
29
+ import { TMD } from "../generated/index.js";
30
+ import { EXTRACT_ENERGY } from "../mon/monster.js";
31
+ import { BTH_PLUS_ADJ } from "../combat/hit.js";
32
+ import { objectToDam, objectToHit } from "../combat/brand-slay.js";
33
+ import { PY_MAX_LEVEL, SKILL, STAT_MAX } from "../player/types.js";
34
+ import { modifyStatValue, player_exp } from "../player/calcs.js";
35
+ import { cnvStat } from "./display.js";
36
+ /**
37
+ * Apply only the race + class stat modifiers to a base stat array, matching
38
+ * calc_bonuses when the character wears nothing and carries no timed effect
39
+ * (the same fallback display.ts uses for stat_use).
40
+ */
41
+ function defaultStatMod(player, base) {
42
+ const out = new Array(STAT_MAX).fill(0);
43
+ for (let i = 0; i < STAT_MAX; i++) {
44
+ const add = (player.race.statAdj[i] ?? 0) + (player.cls.statAdj[i] ?? 0);
45
+ out[i] = modifyStatValue(base[i] ?? 0, add);
46
+ }
47
+ return out;
48
+ }
49
+ function resolveDeps(state, deps) {
50
+ const player = state.actor.player;
51
+ return {
52
+ fullName: deps.fullName ?? "",
53
+ restingTurn: deps.restingTurn ?? 0,
54
+ weightRemaining: deps.weightRemaining ?? 0,
55
+ numShots: deps.numShots ?? 0,
56
+ seeInfra: deps.seeInfra ?? player.race.infravision,
57
+ statAdd: deps.statAdd ?? new Array(STAT_MAX).fill(0),
58
+ statTop: deps.statTop ?? defaultStatMod(player, player.statMax),
59
+ statUse: deps.statUse ?? defaultStatMod(player, player.statCur),
60
+ effectiveSpeed: deps.effectiveSpeed ?? state.options?.get("effective_speed") ?? false,
61
+ wizard: deps.wizard ?? false,
62
+ totalWinner: deps.totalWinner ?? false,
63
+ meleeWeapon: deps.meleeWeapon ?? state.actor.weapon,
64
+ launcher: deps.launcher ?? null,
65
+ };
66
+ }
67
+ /* ------------------------------------------------------------------ */
68
+ /* Small formatting helpers */
69
+ /* ------------------------------------------------------------------ */
70
+ /** printf "%+d": a signed decimal with an explicit leading sign. */
71
+ function pf(n) {
72
+ return n < 0 ? String(n) : `+${n}`;
73
+ }
74
+ /** printf "%+3d": "%+d" right-justified into at least three columns. */
75
+ function pf3(n) {
76
+ return pf(n).padStart(3, " ");
77
+ }
78
+ /** A panel_line: label + preformatted value + attr. */
79
+ function line(color, label, value) {
80
+ return { label, value, color };
81
+ }
82
+ /** A panel_space separator: an explicit blank line (kept for alignment). */
83
+ function space() {
84
+ return { label: "", value: "", color: COLOUR_DARK };
85
+ }
86
+ /* ------------------------------------------------------------------ */
87
+ /* Panel helpers (ui-player.c) */
88
+ /* ------------------------------------------------------------------ */
89
+ /** stat_names[STAT_MAX] (ui-display.c L98; shared by display_player_stat_info). */
90
+ const STAT_NAMES = ["STR: ", "INT: ", "WIS: ", "DEX: ", "CON: "];
91
+ /** stat_names_reduced[STAT_MAX] (ui-display.c L107). */
92
+ const STAT_NAMES_REDUCED = ["Str: ", "Int: ", "Wis: ", "Dex: ", "Con: "];
93
+ /** Lower-case stat keys, in STAT order. */
94
+ const STAT_KEYS = ["str", "int", "wis", "dex", "con"];
95
+ /**
96
+ * likert (ui-player.c L274): a "rating" of x depending on y, and its colour.
97
+ * y is floored at 1; a negative x is always "Very Bad"; otherwise the bucket
98
+ * is x / y (integer division).
99
+ */
100
+ export function likert(x, y) {
101
+ if (y <= 0)
102
+ y = 1;
103
+ if (x < 0)
104
+ return { desc: "Very Bad", color: COLOUR_RED };
105
+ switch (Math.trunc(x / y)) {
106
+ case 0:
107
+ case 1:
108
+ return { desc: "Bad", color: COLOUR_RED };
109
+ case 2:
110
+ return { desc: "Poor", color: COLOUR_RED };
111
+ case 3:
112
+ case 4:
113
+ return { desc: "Fair", color: COLOUR_YELLOW };
114
+ case 5:
115
+ return { desc: "Good", color: COLOUR_YELLOW };
116
+ case 6:
117
+ return { desc: "Very Good", color: COLOUR_YELLOW };
118
+ case 7:
119
+ case 8:
120
+ return { desc: "Excellent", color: COLOUR_L_GREEN };
121
+ case 9:
122
+ case 10:
123
+ case 11:
124
+ case 12:
125
+ case 13:
126
+ return { desc: "Superb", color: COLOUR_L_GREEN };
127
+ case 14:
128
+ case 15:
129
+ case 16:
130
+ case 17:
131
+ return { desc: "Heroic", color: COLOUR_L_GREEN };
132
+ default:
133
+ return { desc: "Legendary", color: COLOUR_L_GREEN };
134
+ }
135
+ }
136
+ /**
137
+ * show_title (ui-player.c L626): wizard, winner, or the class level title.
138
+ * NOTE: unlike ui-display.c's fmt_title there is NO shape branch here.
139
+ */
140
+ export function showTitle(player, deps) {
141
+ if (deps.wizard)
142
+ return "[=-WIZARD-=]";
143
+ if (deps.totalWinner || player.lev > PY_MAX_LEVEL)
144
+ return "***WINNER***";
145
+ return player.cls.titles[Math.trunc((player.lev - 1) / 5)] ?? "";
146
+ }
147
+ /**
148
+ * show_adv_exp (ui-player.c L636): the experience needed to advance, or
149
+ * "********" at the level maximum. advance = player_exp[lev-1] * expfact / 100.
150
+ */
151
+ export function showAdvExp(player) {
152
+ if (player.lev < PY_MAX_LEVEL) {
153
+ const advance = Math.trunc(((player_exp[player.lev - 1] ?? 0) * player.expFactor) / 100);
154
+ return String(advance);
155
+ }
156
+ return "********";
157
+ }
158
+ /**
159
+ * show_depth (ui-player.c L650): "Town" at max_depth 0, else "<feet>' (L<n>)"
160
+ * using player->max_depth (NOT the live cave depth).
161
+ */
162
+ export function showDepth(player) {
163
+ if (player.maxDepth === 0)
164
+ return "Town";
165
+ return `${player.maxDepth * 50}' (L${player.maxDepth})`;
166
+ }
167
+ /**
168
+ * show_speed (ui-player.c L661): applies the TMD_FAST -10 / TMD_SLOW +10
169
+ * adjustment, returns "Normal" at 110, else the multiplier / delta text. With
170
+ * effective_speed the "%d.%dx (%d)" form, otherwise "%d (%d.%dx)".
171
+ */
172
+ export function showSpeed(state, deps) {
173
+ const player = state.actor.player;
174
+ let tmp = state.actor.speed;
175
+ if (player.timed[TMD.FAST])
176
+ tmp -= 10;
177
+ if (player.timed[TMD.SLOW])
178
+ tmp += 10;
179
+ if (tmp === 110)
180
+ return "Normal";
181
+ const cur = EXTRACT_ENERGY[tmp] ?? 0;
182
+ const norm = EXTRACT_ENERGY[110];
183
+ const multiplier = Math.trunc((10 * cur) / norm);
184
+ const intMul = Math.trunc(multiplier / 10);
185
+ const decMul = multiplier % 10;
186
+ return deps.effectiveSpeed
187
+ ? `${intMul}.${decMul}x (${tmp - 110})`
188
+ : `${tmp - 110} (${intMul}.${decMul}x)`;
189
+ }
190
+ /** max_color (ui-player.c L678): val < max ? YELLOW : L_GREEN. */
191
+ export function maxColor(val, max) {
192
+ return val < max ? COLOUR_YELLOW : COLOUR_L_GREEN;
193
+ }
194
+ /**
195
+ * colour_table[] (ui-player.c L686): eleven colours indexed by skill/10 (saving
196
+ * throw, disarm, search) or skill/13 (magic devices).
197
+ */
198
+ const COLOUR_TABLE = [
199
+ COLOUR_RED,
200
+ COLOUR_RED,
201
+ COLOUR_RED,
202
+ COLOUR_L_RED,
203
+ COLOUR_ORANGE,
204
+ COLOUR_YELLOW,
205
+ COLOUR_YELLOW,
206
+ COLOUR_GREEN,
207
+ COLOUR_GREEN,
208
+ COLOUR_L_GREEN,
209
+ COLOUR_L_BLUE,
210
+ ];
211
+ /** MIN(max, MAX(min, x)): the BOUND(x,min,max) macro (get_panel_skills L786). */
212
+ function bound(x, min, max) {
213
+ return Math.min(max, Math.max(min, x));
214
+ }
215
+ function skill(state, idx) {
216
+ return state.actor.combat.skills[idx] ?? 0;
217
+ }
218
+ /* ------------------------------------------------------------------ */
219
+ /* Panel builders (ui-player.c) */
220
+ /* ------------------------------------------------------------------ */
221
+ /** get_panel_topleft (ui-player.c L694). */
222
+ function panelTopleft(state, deps) {
223
+ const p = state.actor.player;
224
+ return [
225
+ line(COLOUR_L_BLUE, "Name", deps.fullName),
226
+ line(COLOUR_L_BLUE, "Race", p.race.name),
227
+ line(COLOUR_L_BLUE, "Class", p.cls.name),
228
+ line(COLOUR_L_BLUE, "Title", showTitle(p, deps)),
229
+ line(COLOUR_L_BLUE, "HP", `${p.chp}/${p.mhp}`),
230
+ line(COLOUR_L_BLUE, "SP", `${p.csp}/${p.msp}`),
231
+ ];
232
+ }
233
+ /** get_panel_misc (ui-player.c L826). */
234
+ function panelMisc(state, deps) {
235
+ const p = state.actor.player;
236
+ const attr = COLOUR_L_BLUE;
237
+ return [
238
+ line(attr, "Age", `${p.age}`),
239
+ line(attr, "Height", `${Math.trunc(p.ht / 12)}'${p.ht % 12}"`),
240
+ line(attr, "Weight", `${Math.trunc(p.wt / 14)}st ${p.wt % 14}lb`),
241
+ line(attr, "Turns used:", ""),
242
+ line(attr, "Game", `${state.turn}`),
243
+ line(attr, "Standard", `${Math.trunc(state.actor.totalEnergy / 100)}`),
244
+ line(attr, "Resting", `${deps.restingTurn}`),
245
+ ];
246
+ }
247
+ /** get_panel_midleft (ui-player.c L707). */
248
+ function panelMidleft(state, deps) {
249
+ const p = state.actor.player;
250
+ const diff = deps.weightRemaining;
251
+ const attr = diff < 0 ? COLOUR_L_RED : COLOUR_L_GREEN;
252
+ return [
253
+ line(maxColor(p.lev, p.maxLev), "Level", `${p.lev}`),
254
+ line(maxColor(p.exp, p.maxExp), "Cur Exp", `${p.exp}`),
255
+ line(COLOUR_L_GREEN, "Max Exp", `${p.maxExp}`),
256
+ line(COLOUR_L_GREEN, "Adv Exp", showAdvExp(p)),
257
+ space(),
258
+ line(COLOUR_L_GREEN, "Gold", `${p.au}`),
259
+ line(attr, "Burden", `${(p.upkeep.totalWeight / 10).toFixed(1)} lb`),
260
+ line(attr, "Overweight", `${Math.trunc(-diff / 10)}.${Math.abs(diff) % 10} lb`),
261
+ line(COLOUR_L_GREEN, "Max Depth", showDepth(p)),
262
+ ];
263
+ }
264
+ /** get_panel_combat (ui-player.c L728). */
265
+ function panelCombat(state, deps) {
266
+ const c = state.actor.combat;
267
+ /* Melee */
268
+ const melee = deps.meleeWeapon;
269
+ let meleeDice = 1;
270
+ let meleeSides = 1;
271
+ let dam = c.toD;
272
+ let hit = c.toH;
273
+ if (melee) {
274
+ meleeDice = melee.dd;
275
+ meleeSides = melee.ds;
276
+ dam += objectToDam(melee);
277
+ hit += objectToHit(melee);
278
+ }
279
+ if (c.blessWield)
280
+ hit += 2;
281
+ const bthMelee = Math.trunc((skill(state, SKILL.TO_HIT_MELEE) * 10) / BTH_PLUS_ADJ);
282
+ /* Ranged */
283
+ const launcher = deps.launcher;
284
+ let damR = 0;
285
+ let hitR = c.toH;
286
+ if (launcher) {
287
+ damR += objectToDam(launcher);
288
+ hitR += objectToHit(launcher);
289
+ }
290
+ const bthBow = Math.trunc((skill(state, SKILL.TO_HIT_BOW) * 10) / BTH_PLUS_ADJ);
291
+ return [
292
+ line(COLOUR_L_BLUE, "Armor", `[${c.ac},${pf(c.toA)}]`),
293
+ space(),
294
+ line(COLOUR_L_BLUE, "Melee", `${meleeDice}d${meleeSides},${pf(dam)}`),
295
+ line(COLOUR_L_BLUE, "To-hit", `${Math.trunc(bthMelee / 10)},${pf(hit)}`),
296
+ line(COLOUR_L_BLUE, "Blows", `${Math.trunc(c.numBlows / 100)}.${Math.trunc(c.numBlows / 10) % 10}/turn`),
297
+ space(),
298
+ line(COLOUR_L_BLUE, "Shoot to-dam", pf(damR)),
299
+ line(COLOUR_L_BLUE, "To-hit", `${Math.trunc(bthBow / 10)},${pf(hitR)}`),
300
+ line(COLOUR_L_BLUE, "Shots", `${Math.trunc(deps.numShots / 10)}.${deps.numShots % 10}/turn`),
301
+ ];
302
+ }
303
+ /** get_panel_skills (ui-player.c L778). */
304
+ function panelSkills(state, deps) {
305
+ const p = state.actor.player;
306
+ const depth = state.chunk.depth;
307
+ const lines = [];
308
+ /* Saving throw */
309
+ let s = bound(skill(state, SKILL.SAVE), 0, 100);
310
+ lines.push(line(COLOUR_TABLE[Math.trunc(s / 10)] ?? COLOUR_WHITE, "Saving Throw", `${s}%`));
311
+ /* Stealth */
312
+ const st = likert(skill(state, SKILL.STEALTH), 1);
313
+ lines.push(line(st.color, "Stealth", st.desc));
314
+ /* Physical disarming (assume a dungeon trap) */
315
+ s = bound(skill(state, SKILL.DISARM_PHYS) - Math.trunc(depth / 5), 2, 100);
316
+ lines.push(line(COLOUR_TABLE[Math.trunc(s / 10)] ?? COLOUR_WHITE, "Disarm - phys.", `${s}%`));
317
+ /* Magical disarming */
318
+ s = bound(skill(state, SKILL.DISARM_MAGIC) - Math.trunc(depth / 5), 2, 100);
319
+ lines.push(line(COLOUR_TABLE[Math.trunc(s / 10)] ?? COLOUR_WHITE, "Disarm - magic", `${s}%`));
320
+ /* Magic devices */
321
+ s = skill(state, SKILL.DEVICE);
322
+ lines.push(line(COLOUR_TABLE[Math.trunc(s / 13)] ?? COLOUR_WHITE, "Magic Devices", `${s}`));
323
+ /* Searching */
324
+ s = bound(skill(state, SKILL.SEARCH), 0, 100);
325
+ lines.push(line(COLOUR_TABLE[Math.trunc(s / 10)] ?? COLOUR_WHITE, "Searching", `${s}%`));
326
+ /* Infravision */
327
+ lines.push(line(COLOUR_L_GREEN, "Infravision", `${deps.seeInfra * 10} ft`));
328
+ /* Speed (attr from the TMD-adjusted net speed, text from show_speed) */
329
+ let sp = state.actor.speed;
330
+ if (p.timed[TMD.FAST])
331
+ sp -= 10;
332
+ if (p.timed[TMD.SLOW])
333
+ sp += 10;
334
+ const spAttr = sp < 110 ? COLOUR_L_UMBER : COLOUR_L_GREEN;
335
+ lines.push(line(spAttr, "Speed", showSpeed(state, deps)));
336
+ return lines;
337
+ }
338
+ /**
339
+ * characterPanels: the five panels[] entries (ui-player.c L849) in table order
340
+ * - topleft, misc, midleft, combat, skills. panel_space separators are kept as
341
+ * explicit blank lines so a shell can map line -> screen row faithfully.
342
+ */
343
+ export function characterPanels(state, deps = {}) {
344
+ const d = resolveDeps(state, deps);
345
+ return [
346
+ { key: "topleft", lines: panelTopleft(state, d) },
347
+ { key: "misc", lines: panelMisc(state, d) },
348
+ { key: "midleft", lines: panelMidleft(state, d) },
349
+ { key: "combat", lines: panelCombat(state, d) },
350
+ { key: "skills", lines: panelSkills(state, d) },
351
+ ];
352
+ }
353
+ /**
354
+ * statTable: the STAT_MAX rows of display_player_stat_info (ui-player.c L449),
355
+ * in STAT order. Each row carries the five columns (Self / RB / CB / EB / Best)
356
+ * plus the drained "reduced" value and the natural-maximum "!" indicator.
357
+ */
358
+ export function statTable(state, deps = {}) {
359
+ const d = resolveDeps(state, deps);
360
+ const p = state.actor.player;
361
+ const rows = [];
362
+ for (let i = 0; i < STAT_MAX; i++) {
363
+ const cur = p.statCur[i] ?? 0;
364
+ const max = p.statMax[i] ?? 0;
365
+ const drained = cur < max;
366
+ rows.push({
367
+ key: STAT_KEYS[i] ?? "",
368
+ label: (drained ? STAT_NAMES_REDUCED[i] : STAT_NAMES[i]) ?? "",
369
+ natural: cnvStat(max),
370
+ raceBonus: pf3(p.race.statAdj[i] ?? 0),
371
+ classBonus: pf3(p.cls.statAdj[i] ?? 0),
372
+ equipBonus: pf3(d.statAdd[i] ?? 0),
373
+ best: cnvStat(d.statTop[i] ?? 0),
374
+ reduced: drained ? cnvStat(d.statUse[i] ?? 0) : null,
375
+ naturalMax: max === 18 + 100,
376
+ drained,
377
+ });
378
+ }
379
+ return rows;
380
+ }
381
+ //# sourceMappingURL=char-sheet.js.map