@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 +1,859 @@
1
+ /**
2
+ * Effect display/description helpers, ported from reference/src/effects-info.c
3
+ * (Angband 4.2.6): effect_info (effects.c L103, re-exposed here as a pure
4
+ * function over the generated EFFECT_ENTRIES table), effect_damages (L742),
5
+ * effect_avg_damage (L773), effect_projection (L804), effect_next (L721),
6
+ * effect_describe / create_nested_effect_description (L122-572), plus the
7
+ * per-row spell comment builder of reference/src/player-spell.c
8
+ * (append_random_value_string L570, spell_effect_append_value_info L593,
9
+ * get_spell_info L708) and the "Inflicts an average of ... damage." summary
10
+ * of reference/src/ui-spell.c spell_menu_browser (L147-208).
11
+ *
12
+ * PURE DISPLAY PATH, RNG-SAFE BY CONSTRUCTION: nothing in this module reads
13
+ * or advances the game RNG. Upstream's effect_describe / get_spell_info call
14
+ * dice_roll(effect->dice, &value) to populate the random_value it formats;
15
+ * dice_roll itself calls damroll() and so draws real entropy (harmless for
16
+ * the "roll" it discards but a determinism hazard if replicated here, since
17
+ * rendering a menu row or a spell description must never perturb future RNG
18
+ * draws - the project's #1 anxiety per its save-scum policy). This port
19
+ * substitutes Dice.randomValue() (dice_random_value: base/dice/sides/mBonus
20
+ * extraction with no rolling) at every such call site, and reimplements the
21
+ * AVERAGE/MINIMISE/MAXIMISE aspect math locally (rvAverage/rvMin/rvMax) so
22
+ * that not even an Rng instance needs to be threaded through this file.
23
+ * effect_next's random/select "how many sub-effects" count and
24
+ * effect_damages/effect_avg_damage/effect_projection's dice_evaluate(...,
25
+ * AVERAGE, ...) calls are all replaced the same way.
26
+ *
27
+ * Divergences by design:
28
+ * - No textblock/colour markup: describeEffect returns a plain string.
29
+ * Upstream's digit-highlighting (copy_to_textblock_with_coloring) is a
30
+ * rendering concern left to whatever UI layer consumes the string.
31
+ * - Globals the upstream reads (timed_effects[], the object property
32
+ * registry, the summon table, player->lev, z_info->food_value,
33
+ * z_info->max_range) are passed in as dependency bags instead
34
+ * (EffectDescribeDeps, SpellInfoDeps) with sensible defaults so callers
35
+ * that don't need a given case can omit it.
36
+ */
37
+
38
+ import type { Dice } from "../dice.js";
39
+ import { EF, EFFECT_ENTRIES } from "../generated/index.js";
40
+ import { MAX_RAND_DEPTH, type RandomValue } from "../rng.js";
41
+ import type { ProjectionInfo } from "../world/projection.js";
42
+ import type { Effect, EffectCode } from "./effect.js";
43
+ import { effectValidUpstream } from "./effect.js";
44
+
45
+ /* ------------------------------------------------------------------ *
46
+ * Generated-table access (base_descs[] in effects-info.c).
47
+ * ------------------------------------------------------------------ */
48
+
49
+ interface EffectEntryShape {
50
+ name: string;
51
+ aim: boolean;
52
+ info: string | null;
53
+ args: number;
54
+ infoFlags: string;
55
+ description: string;
56
+ menuName: string;
57
+ }
58
+
59
+ /** Live lookup data needed by effect_get_menu_name (effects-info.c L583-714). */
60
+ export interface EffectMenuNameDeps {
61
+ projections?: readonly Pick<ProjectionInfo, "desc" | "playerDesc" | "lashDesc">[];
62
+ timedDesc?: (tmdIndex: number) => string;
63
+ statName?: (statIndex: number) => string;
64
+ summonDesc?: (summonIndex: number) => string;
65
+ foodFull?: number;
66
+ foodHungry?: number;
67
+ }
68
+
69
+ function effectEntryFor(index: number): EffectEntryShape {
70
+ return EFFECT_ENTRIES[index - 1] as EffectEntryShape;
71
+ }
72
+
73
+ /** effect_get_menu_name (effects-info.c L583-714), including subtype formatting. */
74
+ export function effectMenuName(effect: Effect | null, deps: EffectMenuNameDeps = {}): string {
75
+ if (!effectValidUpstream(effect) || !effect) return "";
76
+ const entry = effectEntryFor(effect.index as number);
77
+ const fmt = entry.menuName;
78
+ const format = (...args: Array<string | number>): string => sprintf(fmt, ...args);
79
+
80
+ switch (entry.infoFlags) {
81
+ case "EFINFO_FOOD": {
82
+ let action: string | null = null;
83
+ let target: string | null = null;
84
+ if (effect.subtype === 0) {
85
+ action = "feed";
86
+ target = "yourself";
87
+ } else if (effect.subtype === 1) {
88
+ action = "increase";
89
+ target = "hunger";
90
+ } else if (effect.subtype === 2 || effect.subtype === 3) {
91
+ const avg = effect.dice ? diceAverage(effect.dice, 1) : 0;
92
+ const full = deps.foodFull ?? 90 * 100;
93
+ const hungry = deps.foodHungry ?? 10 * 100;
94
+ action = effect.subtype === 2 ? "become" : "leave";
95
+ target =
96
+ avg > full
97
+ ? "bloated"
98
+ : avg > hungry
99
+ ? effect.subtype === 3
100
+ ? "nourished"
101
+ : "satisfied"
102
+ : "hungry";
103
+ }
104
+ return action && target ? format(action, target) : "";
105
+ }
106
+ case "EFINFO_CURE":
107
+ case "EFINFO_TIMED":
108
+ return format(deps.timedDesc?.(effect.subtype) ?? "");
109
+ case "EFINFO_STAT":
110
+ return format(deps.statName?.(effect.subtype) ?? "");
111
+ case "EFINFO_SEEN":
112
+ case "EFINFO_BOLT":
113
+ case "EFINFO_BOLTD":
114
+ case "EFINFO_TOUCH":
115
+ return format(deps.projections?.[effect.subtype]?.desc ?? "");
116
+ case "EFINFO_SUMM":
117
+ return format(deps.summonDesc?.(effect.subtype) ?? "");
118
+ case "EFINFO_TELE": {
119
+ const value = effect.dice ? effect.dice.randomValue() : ZERO_RV;
120
+ const avg = effect.dice ? rvAverage(value, 1) : 0;
121
+ return format(effect.subtype ? "other" : "you", value.mBonus ? "some distance" : `${avg} grids`);
122
+ }
123
+ case "EFINFO_BALL":
124
+ case "EFINFO_SPOT":
125
+ case "EFINFO_BREATH":
126
+ case "EFINFO_SHORT":
127
+ return format(deps.projections?.[effect.subtype]?.playerDesc ?? "");
128
+ case "EFINFO_LASH":
129
+ return format(deps.projections?.[effect.subtype]?.lashDesc ?? "");
130
+ case "EFINFO_DICE":
131
+ case "EFINFO_HEAL":
132
+ case "EFINFO_CONST":
133
+ case "EFINFO_QUAKE":
134
+ case "EFINFO_NONE":
135
+ return fmt;
136
+ default:
137
+ return "";
138
+ }
139
+ }
140
+
141
+ /** effect_info (effects.c L103): the short info-type string ("dam", "heal", ...). */
142
+ export function effectInfo(effect: Effect | null): string | null {
143
+ if (!effectValidUpstream(effect) || !effect) return null;
144
+ return effectEntryFor(effect.index as number).info;
145
+ }
146
+
147
+ /** effect_desc (effects.c L111): the raw description format string. */
148
+ function effectDesc(effect: Effect | null): string | null {
149
+ if (!effectValidUpstream(effect) || !effect) return null;
150
+ return effectEntryFor(effect.index as number).description;
151
+ }
152
+
153
+ /** base_descs[e->index].efinfo_flag, defaulting to EFINFO_NONE when invalid. */
154
+ function infoFlagFor(index: EffectCode): string {
155
+ if (typeof index !== "number" || index <= EF.NONE || index >= EFFECT_ENTRIES.length + 1) {
156
+ return "EFINFO_NONE";
157
+ }
158
+ return effectEntryFor(index).infoFlags;
159
+ }
160
+
161
+ /* ------------------------------------------------------------------ *
162
+ * Deterministic dice math (no RNG instance touched; see module doc).
163
+ * ------------------------------------------------------------------ */
164
+
165
+ const ZERO_RV: Readonly<RandomValue> = { base: 0, dice: 0, sides: 0, mBonus: 0 };
166
+
167
+ /** randcalc(v, level, AVERAGE) without drawing from the RNG. */
168
+ function rvAverage(v: RandomValue, level = 0): number {
169
+ const dam = Math.trunc((v.dice * (v.sides + 1)) / 2);
170
+ const bonus = Math.trunc((v.mBonus * level) / MAX_RAND_DEPTH);
171
+ return v.base + dam + bonus;
172
+ }
173
+
174
+ /** randcalc(v, 0, MINIMISE). */
175
+ function rvMin(v: RandomValue): number {
176
+ return v.base + v.dice;
177
+ }
178
+
179
+ /** randcalc(v, 0, MAXIMISE). */
180
+ function rvMax(v: RandomValue): number {
181
+ return v.base + v.dice * v.sides + v.mBonus;
182
+ }
183
+
184
+ /** randcalc_varies(v). */
185
+ function rvVaries(v: RandomValue): boolean {
186
+ return rvMin(v) !== rvMax(v);
187
+ }
188
+
189
+ /** dice_evaluate(dice, level, AVERAGE, NULL): dice_random_value then rvAverage. */
190
+ function diceAverage(dice: Dice | null, level = 0): number {
191
+ return dice ? rvAverage(dice.randomValue(), level) : 0;
192
+ }
193
+
194
+ /* ------------------------------------------------------------------ *
195
+ * effect_next, effect_damages, effect_avg_damage, effect_projection.
196
+ * ------------------------------------------------------------------ */
197
+
198
+ /**
199
+ * effect_next (effects-info.c L721): the next effect in the chain, skipping
200
+ * over all the sub-effects of a random/select effect.
201
+ */
202
+ export function effectNext(effect: Effect): Effect | null {
203
+ if (effect.index === EF.RANDOM || effect.index === EF.SELECT) {
204
+ let e: Effect | null = effect;
205
+ const numSubeffects = Math.max(0, diceAverage(effect.dice));
206
+ for (let i = 0; e !== null && i < numSubeffects + 1; i++) {
207
+ e = e.next;
208
+ }
209
+ return e;
210
+ }
211
+ return effect.next;
212
+ }
213
+
214
+ /**
215
+ * effect_damages (effects-info.c L742): whether the effect (or, for a
216
+ * random/select effect, any sub-effect) deals damage.
217
+ */
218
+ export function effectDamages(effect: Effect): boolean {
219
+ if (effect.index === EF.RANDOM || effect.index === EF.SELECT) {
220
+ const numSubeffects = diceAverage(effect.dice);
221
+ let e: Effect | null = effect.next;
222
+ for (let i = 0; e !== null && i < numSubeffects; i++) {
223
+ if (effectDamages(e)) return true;
224
+ e = e.next;
225
+ }
226
+ return false;
227
+ }
228
+ const info = effectInfo(effect);
229
+ return info !== null && info === "dam";
230
+ }
231
+
232
+ /**
233
+ * effect_avg_damage (effects-info.c L773): the average damage dealt, using
234
+ * `sharedDice` in place of the effect's own dice when a prior SET_VALUE
235
+ * effect supplied one (pass null when there wasn't one).
236
+ */
237
+ export function effectAvgDamage(effect: Effect, sharedDice: Dice | null): number {
238
+ if (effect.index === EF.RANDOM || effect.index === EF.SELECT) {
239
+ let total = 0;
240
+ let nActual = 0;
241
+ const nStated = diceAverage(sharedDice ?? effect.dice);
242
+ let e: Effect | null = effect.next;
243
+ for (let i = 0; e !== null && i < nStated; i++) {
244
+ total += effectAvgDamage(e, sharedDice);
245
+ nActual++;
246
+ e = e.next;
247
+ }
248
+ return nActual > 0 ? Math.trunc(total / nActual) : 0;
249
+ }
250
+ if (effectDamages(effect)) {
251
+ return diceAverage(sharedDice ?? effect.dice);
252
+ }
253
+ return 0;
254
+ }
255
+
256
+ /**
257
+ * effect_projection (effects-info.c L804): the element/projection name for
258
+ * the damage segment, or "" if the effect has none (or, for a random/select
259
+ * effect, its sub-effects don't all share the same one).
260
+ */
261
+ export function effectProjection(
262
+ effect: Effect,
263
+ projections: readonly Pick<ProjectionInfo, "playerDesc">[],
264
+ ): string {
265
+ if (effect.index === EF.RANDOM || effect.index === EF.SELECT) {
266
+ const numSubeffects = diceAverage(effect.dice);
267
+ if (numSubeffects <= 0 || !effect.next) return "";
268
+ let e: Effect | null = effect.next;
269
+ const subeffectProj = effectProjection(e, projections);
270
+ for (let i = 0; e !== null && i < numSubeffects; i++) {
271
+ if (subeffectProj !== effectProjection(e, projections)) return "";
272
+ e = e.next;
273
+ }
274
+ return subeffectProj;
275
+ }
276
+ const proj = projections[effect.subtype];
277
+ if (proj && proj.playerDesc !== null) {
278
+ switch (infoFlagFor(effect.index)) {
279
+ case "EFINFO_BALL":
280
+ case "EFINFO_BOLTD":
281
+ case "EFINFO_BREATH":
282
+ case "EFINFO_SHORT":
283
+ case "EFINFO_SPOT":
284
+ return proj.playerDesc;
285
+ default:
286
+ break;
287
+ }
288
+ }
289
+ return "";
290
+ }
291
+
292
+ /* ------------------------------------------------------------------ *
293
+ * effect_describe / create_nested_effect_description.
294
+ * ------------------------------------------------------------------ */
295
+
296
+ /** A minimal sprintf: substitutes %s/%d left to right with String(arg). */
297
+ function sprintf(fmt: string, ...args: Array<string | number>): string {
298
+ let i = 0;
299
+ return fmt.replace(/%[sd]/g, () => {
300
+ const a = args[i++];
301
+ return a === undefined ? "" : String(a);
302
+ });
303
+ }
304
+
305
+ /** format_dice_string (effects-info.c L51). multiplier is 1 except for EFINFO_FOOD's turn count. */
306
+ function formatDiceString(v: RandomValue, multiplier = 1): string {
307
+ if (v.dice && v.base) {
308
+ if (multiplier === 1) return `${v.base}+${v.dice}d${v.sides}`;
309
+ return `${multiplier * v.base}+${multiplier}*(${v.dice}d${v.sides})`;
310
+ }
311
+ if (v.dice) {
312
+ if (multiplier === 1) return `${v.dice}d${v.sides}`;
313
+ return `${multiplier}*(${v.dice}d${v.sides})`;
314
+ }
315
+ return `${multiplier * v.base}`;
316
+ }
317
+
318
+ /** append_damage (effects-info.c L81). */
319
+ function appendDamage(value: RandomValue, devSkillBoost: number): string {
320
+ let s = "";
321
+ if (devSkillBoost !== 0) {
322
+ s += `, which your device skill increases by ${devSkillBoost}%`;
323
+ }
324
+ if (rvVaries(value) || devSkillBoost > 0) {
325
+ const dam = Math.trunc(((100 + devSkillBoost) * rvAverage(value)) / 10);
326
+ s += ` for an average of ${Math.trunc(dam / 10)}.${Math.abs(dam % 10)} damage`;
327
+ }
328
+ return s;
329
+ }
330
+
331
+ /**
332
+ * Dependencies effect_describe reads from globals upstream. All optional
333
+ * except `projections`, defaulting to "" (no case in the EFINFO_* switch
334
+ * treats an empty string specially, matching an absent lookup gracefully).
335
+ */
336
+ export interface EffectDescribeDeps {
337
+ /** projections[] indexed by PROJ value (or subtype for mod codes). */
338
+ projections: readonly Pick<ProjectionInfo, "desc" | "playerDesc" | "lashDesc">[];
339
+ /** timed_effects[idx].desc (player-timed.c), for EFINFO_CURE / EFINFO_TIMED. */
340
+ timedDesc?: (tmdIndex: number) => string;
341
+ /** lookup_obj_property(OBJ_PROPERTY_STAT, idx)->name, for EFINFO_STAT. */
342
+ statName?: (statIndex: number) => string;
343
+ /** summon_desc(idx) (mon-summon.c), for EFINFO_SUMM. */
344
+ summonDesc?: (summonIndex: number) => string;
345
+ /** player->lev; scales EFINFO_SHORT's displayed length. */
346
+ playerLevel?: number;
347
+ /** z_info->food_value; the EFINFO_FOOD turn-count multiplier (100 upstream). */
348
+ foodValue?: number;
349
+ }
350
+
351
+ /** The big EFINFO_* description switch (effect_describe's inner body, L384-548). */
352
+ function formatEffectDesc(
353
+ e: Effect,
354
+ edesc: string,
355
+ value: RandomValue,
356
+ diceString: string,
357
+ devSkillBoost: number,
358
+ deps: EffectDescribeDeps,
359
+ ): string {
360
+ const proj = deps.projections[e.subtype];
361
+ const rawDesc = proj?.desc ?? "";
362
+ const playerDesc = proj?.playerDesc ?? "";
363
+ const lashDesc = proj?.lashDesc ?? "";
364
+
365
+ switch (infoFlagFor(e.index)) {
366
+ case "EFINFO_DICE":
367
+ return sprintf(edesc, diceString);
368
+
369
+ case "EFINFO_HEAL": {
370
+ const minString = value.mBonus
371
+ ? ` (or ${value.mBonus}%, whichever is greater)`
372
+ : "";
373
+ return sprintf(edesc, diceString, minString);
374
+ }
375
+
376
+ case "EFINFO_CONST":
377
+ return sprintf(edesc, Math.trunc(value.base / 2));
378
+
379
+ case "EFINFO_FOOD": {
380
+ const fed = e.subtype
381
+ ? e.subtype === 1
382
+ ? "uses enough food value"
383
+ : "leaves you nourished"
384
+ : "feeds you";
385
+ const turnDiceString = formatDiceString(value, deps.foodValue ?? 100);
386
+ return sprintf(edesc, fed, turnDiceString, diceString);
387
+ }
388
+
389
+ case "EFINFO_CURE":
390
+ return sprintf(edesc, deps.timedDesc ? deps.timedDesc(e.subtype) : "");
391
+
392
+ case "EFINFO_TIMED":
393
+ return sprintf(edesc, deps.timedDesc ? deps.timedDesc(e.subtype) : "", diceString);
394
+
395
+ case "EFINFO_STAT":
396
+ return sprintf(edesc, deps.statName ? deps.statName(e.subtype) : "");
397
+
398
+ case "EFINFO_SEEN":
399
+ return sprintf(edesc, rawDesc);
400
+
401
+ case "EFINFO_SUMM":
402
+ return sprintf(edesc, deps.summonDesc ? deps.summonDesc(e.subtype) : "");
403
+
404
+ case "EFINFO_TELE": {
405
+ const dist = value.mBonus ? "a level-dependent distance" : `${value.base} grids`;
406
+ return sprintf(edesc, e.subtype ? "a monster" : "you", dist);
407
+ }
408
+
409
+ case "EFINFO_QUAKE":
410
+ return sprintf(edesc, e.radius);
411
+
412
+ case "EFINFO_BALL":
413
+ return sprintf(edesc, playerDesc, e.radius, diceString) + appendDamage(value, devSkillBoost);
414
+
415
+ case "EFINFO_SPOT": {
416
+ const iRadius = e.other ? e.other : e.radius;
417
+ return (
418
+ sprintf(edesc, playerDesc, e.radius, iRadius, diceString) +
419
+ appendDamage(value, devSkillBoost)
420
+ );
421
+ }
422
+
423
+ case "EFINFO_BREATH":
424
+ return (
425
+ sprintf(edesc, playerDesc, e.other, diceString) +
426
+ appendDamage(value, e.index === EF.BREATH ? 0 : devSkillBoost)
427
+ );
428
+
429
+ case "EFINFO_SHORT": {
430
+ const playerLevel = deps.playerLevel ?? 0;
431
+ const radius = e.radius + (e.other ? Math.trunc(playerLevel / e.other) : 0);
432
+ return sprintf(edesc, playerDesc, radius, diceString);
433
+ }
434
+
435
+ case "EFINFO_LASH":
436
+ return sprintf(edesc, lashDesc, e.subtype);
437
+
438
+ case "EFINFO_BOLT":
439
+ return sprintf(edesc, rawDesc);
440
+
441
+ case "EFINFO_BOLTD":
442
+ return sprintf(edesc, rawDesc, diceString) + appendDamage(value, devSkillBoost);
443
+
444
+ case "EFINFO_TOUCH":
445
+ return sprintf(edesc, rawDesc);
446
+
447
+ case "EFINFO_NONE":
448
+ return edesc;
449
+
450
+ default:
451
+ /* Unreachable: infoFlags only ever holds one of the cases above
452
+ * (upstream's fallback here reports a bug and returns ""). */
453
+ return "";
454
+ }
455
+ }
456
+
457
+ interface NestedResult {
458
+ text: string | null;
459
+ next: Effect | null;
460
+ }
461
+
462
+ /**
463
+ * create_nested_effect_description (effects-info.c L122): describes the
464
+ * random/select effect's next `count` sub-effects, either as a single
465
+ * combined "breathes a cone of X, Y, or Z" sentence (when they're all
466
+ * EFINFO_BREATH effects with matching dice/other) or as an "or"/","-joined
467
+ * list of their individual descriptions.
468
+ */
469
+ function createNestedEffectDescription(
470
+ effectsIn: Effect | null,
471
+ count: number,
472
+ prefix: string | null,
473
+ typePrefix: string | null,
474
+ devSkillBoost: number,
475
+ deps: EffectDescribeDeps,
476
+ ): NestedResult {
477
+ let e: Effect | null = effectsIn;
478
+ let irand = 0;
479
+ for (;;) {
480
+ if (!e || irand >= count) {
481
+ return { text: null, next: e };
482
+ }
483
+ if (effectDesc(e) !== null && e.index !== EF.RANDOM && e.index !== EF.SELECT) {
484
+ break;
485
+ }
486
+ e = e.next;
487
+ irand++;
488
+ }
489
+
490
+ const efirst = e;
491
+ const firstInd = e.index;
492
+ const firstOther = e.other;
493
+ const firstDice = e.dice;
494
+ const firstRv: RandomValue = e.dice ? e.dice.randomValue() : { ...ZERO_RV };
495
+
496
+ let nvalid = 1;
497
+ let sameInd = true;
498
+ let sameOther = true;
499
+ let sameDice = true;
500
+ let jrand = irand + 1;
501
+ let cursor: Effect | null = efirst.next;
502
+ for (; cursor && jrand < count; cursor = cursor.next, jrand++) {
503
+ if (effectDesc(cursor) === null || cursor.index === EF.RANDOM || cursor.index === EF.SELECT) {
504
+ continue;
505
+ }
506
+ nvalid++;
507
+ if (cursor.index !== firstInd) sameInd = false;
508
+ if (cursor.other !== firstOther) sameOther = false;
509
+ if (cursor.dice) {
510
+ if (firstDice) {
511
+ const thisRv = cursor.dice.randomValue();
512
+ if (
513
+ thisRv.base !== firstRv.base ||
514
+ thisRv.dice !== firstRv.dice ||
515
+ thisRv.sides !== firstRv.sides ||
516
+ thisRv.mBonus !== firstRv.mBonus
517
+ ) {
518
+ sameDice = false;
519
+ }
520
+ } else {
521
+ sameDice = false;
522
+ }
523
+ } else if (firstDice) {
524
+ sameDice = false;
525
+ }
526
+ }
527
+ const nexte = cursor;
528
+
529
+ if (sameInd && infoFlagFor(firstInd) === "EFINFO_BREATH" && sameDice && sameOther) {
530
+ let breaths = deps.projections[efirst.subtype]?.playerDesc ?? "";
531
+ let ivalid = 1;
532
+ let bc: Effect | null = efirst.next;
533
+ let bj = irand + 1;
534
+ for (; bc && bj < count; bc = bc.next, bj++) {
535
+ if (effectDesc(bc) === null || bc.index === EF.RANDOM || bc.index === EF.SELECT) {
536
+ continue;
537
+ }
538
+ breaths += ivalid === nvalid - 1 ? (nvalid > 2 ? ", or " : " or ") : ", ";
539
+ breaths += deps.projections[bc.subtype]?.playerDesc ?? "";
540
+ ivalid++;
541
+ }
542
+
543
+ const diceString = formatDiceString(firstRv);
544
+ const desc =
545
+ sprintf(effectDesc(efirst) ?? "", breaths, firstOther, diceString) +
546
+ appendDamage(firstRv, firstInd === EF.BREATH ? 0 : devSkillBoost);
547
+
548
+ return { text: (prefix ?? "") + (typePrefix ?? "") + desc, next: nexte };
549
+ }
550
+
551
+ /* Concatenate the individual effect descriptions. */
552
+ let text: string | null = null;
553
+ let ivalid = 0;
554
+ const firstTb = describeEffect(efirst, typePrefix, devSkillBoost, true, deps);
555
+ if (firstTb !== null) {
556
+ ivalid = 1;
557
+ text = prefix !== null ? prefix + firstTb : firstTb;
558
+ } else {
559
+ nvalid--;
560
+ }
561
+
562
+ let dc: Effect | null = efirst.next;
563
+ let dj = irand + 1;
564
+ for (; dc && dj < count; dc = dc.next, dj++) {
565
+ if (effectDesc(dc) === null || dc.index === EF.RANDOM || dc.index === EF.SELECT) {
566
+ continue;
567
+ }
568
+ const tbi = describeEffect(dc, ivalid === 0 ? typePrefix : null, devSkillBoost, true, deps);
569
+ if (tbi === null) {
570
+ nvalid--;
571
+ continue;
572
+ }
573
+ if (prefix !== null && text === null) {
574
+ text = prefix;
575
+ }
576
+ if (text !== null) {
577
+ if (ivalid > 0) {
578
+ text += ivalid === nvalid - 1 ? " or " : ", ";
579
+ }
580
+ text += tbi;
581
+ } else {
582
+ text = tbi;
583
+ }
584
+ ivalid++;
585
+ }
586
+
587
+ return { text, next: nexte };
588
+ }
589
+
590
+ /**
591
+ * effect_describe (effects-info.c L319): a description of `effectHead` (and
592
+ * any effects chained after it via EF_RANDOM/EF_SELECT) if `onlyFirst`, or of
593
+ * the whole remaining chain otherwise. Returns null when nothing in range has
594
+ * a description (mirrors upstream's NULL textblock). `prefix` is prepended
595
+ * once, before the first description added.
596
+ */
597
+ export function describeEffect(
598
+ effectHead: Effect | null,
599
+ prefix: string | null,
600
+ devSkillBoost: number,
601
+ onlyFirst: boolean,
602
+ deps: EffectDescribeDeps,
603
+ ): string | null {
604
+ let tb: string | null = null;
605
+ let nadded = 0;
606
+ let value: RandomValue = { ...ZERO_RV };
607
+ let valueSet = false;
608
+ let e: Effect | null = effectHead;
609
+
610
+ while (e) {
611
+ if (e.index === EF.CLEAR_VALUE) {
612
+ valueSet = false;
613
+ e = e.next;
614
+ continue;
615
+ }
616
+ if (e.index === EF.SET_VALUE) {
617
+ value = e.dice ? e.dice.randomValue() : { ...ZERO_RV };
618
+ valueSet = true;
619
+ e = e.next;
620
+ continue;
621
+ }
622
+ /*
623
+ * roll mirrors upstream's per-iteration "int roll = 0;" then
624
+ * "if (e->dice && !value_set) roll = dice_roll(e->dice, &value);":
625
+ * it stays 0 (not the node's own dice average) whenever a still-active
626
+ * SET_VALUE is shadowing it, exactly as upstream, since dice_roll is
627
+ * only invoked under that same condition.
628
+ */
629
+ let roll = 0;
630
+ if (e.dice !== null && !valueSet) {
631
+ value = e.dice.randomValue();
632
+ roll = diceAverage(e.dice);
633
+ }
634
+
635
+ if (e.index === EF.RANDOM || e.index === EF.SELECT) {
636
+ const count = roll;
637
+ const { text: tbe, next: nexte } = createNestedEffectDescription(
638
+ e.next,
639
+ count,
640
+ nadded === 0 ? prefix : null,
641
+ e.index === EF.RANDOM ? "randomly " : null,
642
+ devSkillBoost,
643
+ deps,
644
+ );
645
+ e = onlyFirst ? null : nexte;
646
+ if (tbe !== null) {
647
+ tb = tb === null ? tbe : tb + (e ? ", " : " and ") + tbe;
648
+ nadded++;
649
+ }
650
+ continue;
651
+ }
652
+
653
+ const edesc = effectDesc(e);
654
+ if (edesc === null) {
655
+ e = onlyFirst ? null : e.next;
656
+ continue;
657
+ }
658
+
659
+ const diceString = formatDiceString(value);
660
+ const desc = formatEffectDesc(e, edesc, value, diceString, devSkillBoost, deps);
661
+
662
+ e = onlyFirst ? null : e.next;
663
+
664
+ if (desc !== "") {
665
+ if (tb !== null) {
666
+ tb += e ? ", " : " and ";
667
+ tb += desc;
668
+ } else {
669
+ tb = (prefix ?? "") + desc;
670
+ }
671
+ nadded++;
672
+ }
673
+ }
674
+
675
+ return tb;
676
+ }
677
+
678
+ /* ------------------------------------------------------------------ *
679
+ * Per-row spell comment (player-spell.c) and browse summary (ui-spell.c).
680
+ * ------------------------------------------------------------------ */
681
+
682
+ /** append_random_value_string (player-spell.c L570). */
683
+ export function appendRandomValueString(rv: RandomValue): string {
684
+ let s = "";
685
+ if (rv.base > 0) {
686
+ s += String(rv.base);
687
+ if (rv.dice > 0 && rv.sides > 0) s += "+";
688
+ }
689
+ if (rv.dice === 1 && rv.sides > 0) {
690
+ s += `d${rv.sides}`;
691
+ } else if (rv.dice > 1 && rv.sides > 0) {
692
+ s += `${rv.dice}d${rv.sides}`;
693
+ }
694
+ return s;
695
+ }
696
+
697
+ /** struct spell_info_iteration_state (player-spell.c L38). */
698
+ interface SpellInfoIterationState {
699
+ pre: Effect | null;
700
+ preSpecial: string;
701
+ preRv: RandomValue;
702
+ sharedRv: RandomValue;
703
+ haveShared: boolean;
704
+ }
705
+
706
+ /** Dependencies get_spell_info reads from the live player upstream. */
707
+ export interface SpellInfoDeps {
708
+ /** player->lev; scales the displayed EF_BALL radius / EF_SHORT_BEAM length. */
709
+ playerLevel?: number;
710
+ /** z_info->max_range; caps the displayed EF_SHORT_BEAM length. */
711
+ maxRange?: number;
712
+ }
713
+
714
+ /** spell_effect_append_value_info (player-spell.c L593): one effect's row segment, or "". */
715
+ function spellEffectAppendValueInfo(
716
+ effect: Effect,
717
+ ist: SpellInfoIterationState,
718
+ deps: SpellInfoDeps,
719
+ ): string {
720
+ if (effect.index === EF.CLEAR_VALUE) {
721
+ ist.haveShared = false;
722
+ return "";
723
+ }
724
+ if (effect.index === EF.SET_VALUE) {
725
+ if (effect.dice) {
726
+ ist.haveShared = true;
727
+ ist.sharedRv = effect.dice.randomValue();
728
+ }
729
+ return "";
730
+ }
731
+
732
+ const type = effectInfo(effect);
733
+ if (type === null) return "";
734
+
735
+ let rv: RandomValue = { ...ZERO_RV };
736
+ if (effect.dice !== null) {
737
+ rv = effect.dice.randomValue();
738
+ } else if (ist.haveShared) {
739
+ rv = ist.sharedRv;
740
+ }
741
+
742
+ const playerLevel = deps.playerLevel ?? 0;
743
+ const maxRange = deps.maxRange ?? Number.POSITIVE_INFINITY;
744
+ let special = "";
745
+
746
+ switch (effect.index) {
747
+ case EF.HEAL_HP:
748
+ if (rv.mBonus) special = `/${rv.mBonus}%`;
749
+ break;
750
+ case EF.TELEPORT:
751
+ if (rv.mBonus) special = "random";
752
+ break;
753
+ case EF.SPHERE:
754
+ special = effect.radius ? `, rad ${effect.radius}` : ", rad 2";
755
+ break;
756
+ case EF.BALL: {
757
+ if (effect.radius) {
758
+ let rad = effect.radius;
759
+ if (effect.other) rad += Math.trunc(playerLevel / effect.other);
760
+ special = `, rad ${rad}`;
761
+ } else {
762
+ special = "rad 2";
763
+ }
764
+ break;
765
+ }
766
+ case EF.STRIKE:
767
+ if (effect.radius) special = `, rad ${effect.radius}`;
768
+ break;
769
+ case EF.SHORT_BEAM: {
770
+ let beamLen = effect.radius;
771
+ if (effect.other) {
772
+ beamLen += Math.trunc(playerLevel / effect.other);
773
+ beamLen = Math.min(beamLen, maxRange);
774
+ }
775
+ special = `, len ${beamLen}`;
776
+ break;
777
+ }
778
+ case EF.SWARM:
779
+ special = `x${rv.mBonus}`;
780
+ break;
781
+ default:
782
+ break;
783
+ }
784
+
785
+ const hasDice = rv.base > 0 || (rv.dice > 0 && rv.sides > 0);
786
+ const redundant =
787
+ ist.pre !== null &&
788
+ ist.pre.index === effect.index &&
789
+ special === ist.preSpecial &&
790
+ ist.preRv.base === rv.base &&
791
+ (!((ist.preRv.dice > 0 && ist.preRv.sides > 0) || (rv.dice > 0 && rv.sides > 0)) ||
792
+ (ist.preRv.dice === rv.dice && ist.preRv.sides === rv.sides));
793
+
794
+ if (!hasDice || redundant) return "";
795
+
796
+ let out = ` ${type} ${appendRandomValueString(rv)}`;
797
+ if (special.length > 1) out += special;
798
+
799
+ ist.pre = effect;
800
+ ist.preSpecial = special;
801
+ ist.preRv = rv;
802
+ return out;
803
+ }
804
+
805
+ /**
806
+ * get_spell_info (player-spell.c L708): the per-spell comment shown after the
807
+ * fail% column in the spell menu, e.g. " dam 3d4" or " dam 2d8; heal 15".
808
+ */
809
+ export function getSpellInfo(effect: Effect | null, deps: SpellInfoDeps = {}): string {
810
+ const ist: SpellInfoIterationState = {
811
+ pre: null,
812
+ preSpecial: "",
813
+ preRv: { ...ZERO_RV },
814
+ sharedRv: { ...ZERO_RV },
815
+ haveShared: false,
816
+ };
817
+ let out = "";
818
+ let e = effect;
819
+ while (e) {
820
+ const seg = spellEffectAppendValueInfo(e, ist, deps);
821
+ if (seg) out += (out.length > 0 ? ";" : "") + seg;
822
+ e = e.next;
823
+ }
824
+ return out;
825
+ }
826
+
827
+ /**
828
+ * The damaging-effects half of spell_menu_browser (ui-spell.c L164-201): the
829
+ * "Inflicts an average of N element[, M element and ...] damage." sentence,
830
+ * or null when the spell has no damaging effects at all (upstream skips the
831
+ * whole block in that case).
832
+ */
833
+ export function spellDamageSummary(
834
+ effect: Effect | null,
835
+ projections: readonly Pick<ProjectionInfo, "playerDesc">[],
836
+ ): string | null {
837
+ const damaging: Effect[] = [];
838
+ for (let e = effect; e; e = effectNext(e)) {
839
+ if (effectDamages(e)) damaging.push(e);
840
+ }
841
+ if (damaging.length === 0) return null;
842
+
843
+ let sharedDice: Dice | null = null;
844
+ let i = 0;
845
+ let out = "";
846
+ for (let e = effect; e; e = effectNext(e)) {
847
+ if (e.index === EF.SET_VALUE) sharedDice = e.dice;
848
+ else if (e.index === EF.CLEAR_VALUE) sharedDice = null;
849
+ if (effectDamages(e)) {
850
+ if (damaging.length > 2 && i > 0) out += ",";
851
+ if (damaging.length > 1 && i === damaging.length - 1) out += " and";
852
+ out += ` ${effectAvgDamage(e, sharedDice)}`;
853
+ const proj = effectProjection(e, projections);
854
+ if (proj.length > 0) out += ` ${proj}`;
855
+ i++;
856
+ }
857
+ }
858
+ return `Inflicts an average of${out} damage.`;
859
+ }