@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 +1,452 @@
1
+ /**
2
+ * Effect handlers, ported from reference/src/effect-handler-general.c and
3
+ * effect-handler-attack.c (Angband 4.2.6).
4
+ *
5
+ * This is the interpreter-skeleton wave: only handlers whose C bodies are
6
+ * meaningful without the world/entity domains are implemented, against
7
+ * the narrow interfaces of interpreter.ts. Every other upstream code is
8
+ * registered as a NOT_IMPLEMENTED stub that records its invocation into
9
+ * context.env.stubLog, so dispatch coverage is measurable and later
10
+ * waves replace stubs one by one. EFFECT_HANDLER_MANIFEST lists the
11
+ * split; parity/ledger/effects-interpreter.yaml mirrors it.
12
+ *
13
+ * Worldless no-op rule: an implemented handler that finds its player
14
+ * slot absent returns true without acting (upstream would have
15
+ * dereferenced a global that always exists there).
16
+ */
17
+
18
+ import { EF, EFFECT_ENTRIES, TMD } from "../generated/index.js";
19
+ import type {
20
+ EffectHandler,
21
+ EffectHandlerContext,
22
+ EffectRegistry,
23
+ } from "./interpreter.js";
24
+ import { effectCalculateValue } from "./interpreter.js";
25
+
26
+ /** can_disturb / lore argument used all over the timed calls. */
27
+ function notPlayerOrUnaware(context: EffectHandlerContext): boolean {
28
+ return context.origin.what !== "player" || !context.aware;
29
+ }
30
+
31
+ function msg(context: EffectHandlerContext, text: string): void {
32
+ context.env.messages?.msg(text);
33
+ }
34
+
35
+ /* ------------------------------------------------------------------ *
36
+ * Implemented handlers.
37
+ * ------------------------------------------------------------------ */
38
+
39
+ /**
40
+ * EF_RANDOM: dummy; effect_do performs the actual selection and this
41
+ * handler is never reached through a chain (kept for direct dispatch
42
+ * parity with the upstream table).
43
+ */
44
+ const handleRANDOM: EffectHandler = () => true;
45
+
46
+ /** EF_SELECT: dummy, as EF_RANDOM. */
47
+ const handleSELECT: EffectHandler = () => true;
48
+
49
+ /**
50
+ * The take_hit tail of EF_DAMAGE (effect-handler-attack.c L513): apply damage
51
+ * reduction, the optional "you take N damage" line, and take_hit with the
52
+ * resolved killer. Exported so the game-layer EF_DAMAGE override
53
+ * (game/effect-attack.ts) shares the exact player path without re-rolling the
54
+ * damage dice.
55
+ */
56
+ export function damageEffectApplyToPlayer(
57
+ context: EffectHandlerContext,
58
+ dam: number,
59
+ killer: string,
60
+ ): void {
61
+ const player = context.env.player;
62
+ if (!player || !player.takeHit) return;
63
+
64
+ let d = dam;
65
+ if (player.applyDamageReduction) {
66
+ d = player.applyDamageReduction(d);
67
+ }
68
+ if (d && context.env.showDamage) {
69
+ msg(context, `You take ${d} damage.`);
70
+ }
71
+ player.takeHit(d, killer);
72
+ }
73
+
74
+ /** killer_desc for a non-monster EF_DAMAGE origin (attack.c L466 switch). */
75
+ export function damageEffectKiller(context: EffectHandlerContext): string {
76
+ switch (context.origin.what) {
77
+ case "monster":
78
+ /* monster_desc(MDESC_DIED_FROM) is deferred (8.9); the game override
79
+ * supplies the race-name stand-in. */
80
+ return "a monster";
81
+ case "trap":
82
+ return "a trap";
83
+ case "object":
84
+ /* Must be a cursed weapon */
85
+ return "an object";
86
+ case "chestTrap":
87
+ return "a chest trap";
88
+ case "player":
89
+ return context.msg ?? "yourself";
90
+ case "none":
91
+ return "a bug";
92
+ }
93
+ }
94
+
95
+ /**
96
+ * EF_DAMAGE: deal damage from the origin to the player.
97
+ * Worldless path: the monster-origin branches that damage a targeted monster or
98
+ * destroy a decoy need the monster/world domains, so the game-layer override
99
+ * (game/effect-attack.ts registerAttackHandlers) supplies them; this base
100
+ * handler runs unchanged for the player/trap/object/chest/none origins and for
101
+ * a monster origin when no game world is attached.
102
+ */
103
+ export const handleDAMAGE: EffectHandler = (context) => {
104
+ const dam = effectCalculateValue(context, false);
105
+
106
+ /* Always ID */
107
+ context.ident = true;
108
+
109
+ damageEffectApplyToPlayer(context, dam, damageEffectKiller(context));
110
+ return true;
111
+ };
112
+
113
+ /**
114
+ * EF_HEAL_HP: heal by a percentage of wounds (value.m_bonus) or a
115
+ * minimum amount (base + XdY), whichever is larger.
116
+ */
117
+ const handleHEAL_HP: EffectHandler = (context) => {
118
+ /* Always ID */
119
+ context.ident = true;
120
+
121
+ const hp = context.env.player?.hp;
122
+ if (!hp) return true;
123
+
124
+ /* No healing needed */
125
+ if (hp.chp >= hp.mhp) return true;
126
+
127
+ /* Figure percentage healing level */
128
+ let num = Math.trunc(((hp.mhp - hp.chp) * context.value.mBonus) / 100);
129
+
130
+ /* Enforce minimum */
131
+ const minh =
132
+ context.value.base +
133
+ context.env.rng.damroll(context.value.dice, context.value.sides);
134
+ if (num < minh) num = minh;
135
+ if (num <= 0) return true;
136
+
137
+ /* Gain hitpoints, enforce maximum */
138
+ hp.chp += num;
139
+ if (hp.chp >= hp.mhp) {
140
+ hp.chp = hp.mhp;
141
+ hp.chpFrac = 0;
142
+ }
143
+
144
+ /* Print a nice message */
145
+ if (num < 5) msg(context, "You feel a little better.");
146
+ else if (num < 15) msg(context, "You feel better.");
147
+ else if (num < 35) msg(context, "You feel much better.");
148
+ else msg(context, "You feel very good.");
149
+
150
+ return true;
151
+ };
152
+
153
+ /**
154
+ * EF_RESTORE_MANA: restore spell points by a set amount (or fully if none is
155
+ * given). Worldless no-op when the mana slot is absent.
156
+ */
157
+ const handleRESTORE_MANA: EffectHandler = (context) => {
158
+ let amount = effectCalculateValue(context, false);
159
+ const mana = context.env.player?.mana;
160
+ if (!mana) {
161
+ context.ident = true;
162
+ return true;
163
+ }
164
+ if (!amount) amount = mana.msp;
165
+ if (mana.csp < mana.msp) {
166
+ mana.csp += amount;
167
+ if (mana.csp > mana.msp) {
168
+ mana.csp = mana.msp;
169
+ mana.cspFrac = 0;
170
+ msg(context, "You feel your head clear.");
171
+ } else {
172
+ msg(context, "You feel your head clear somewhat.");
173
+ }
174
+ }
175
+ context.ident = true;
176
+ return true;
177
+ };
178
+
179
+ /** EF_NOURISH: feed the player or set their satiety level. */
180
+ const handleNOURISH: EffectHandler = (context) => {
181
+ let amount = effectCalculateValue(context, false);
182
+ amount *= context.env.foodValue ?? 100; /* z_info->food_value */
183
+
184
+ const timed = context.env.player?.timed;
185
+ if (!timed) {
186
+ context.ident = true;
187
+ return true;
188
+ }
189
+ const disturb = notPlayerOrUnaware(context);
190
+
191
+ if (context.subtype === 0) {
192
+ /* Increase food level by amount */
193
+ timed.incTimed(TMD.FOOD, Math.max(amount, 0), false, disturb, false);
194
+ } else if (context.subtype === 1) {
195
+ /* Decrease food level by amount */
196
+ timed.decTimed(TMD.FOOD, Math.max(amount, 0), false, disturb);
197
+ } else if (context.subtype === 2) {
198
+ /* Set food level to amount, vomiting if necessary */
199
+ const message = timed.timed(TMD.FOOD) > amount;
200
+ if (message) msg(context, "You vomit!");
201
+ timed.setTimed(TMD.FOOD, Math.max(amount, 0), false, disturb);
202
+ } else if (context.subtype === 3) {
203
+ /* Increase food level to amount if needed */
204
+ if (timed.timed(TMD.FOOD) < amount) {
205
+ timed.setTimed(TMD.FOOD, Math.max(amount + 1, 0), false, disturb);
206
+ }
207
+ } else {
208
+ return false;
209
+ }
210
+ context.ident = true;
211
+ return true;
212
+ };
213
+
214
+ /** EF_CRUNCH. */
215
+ const handleCRUNCH: EffectHandler = (context) => {
216
+ if (context.env.rng.oneIn(2)) msg(context, "It's crunchy.");
217
+ else msg(context, "It nearly breaks your tooth!");
218
+ context.ident = true;
219
+ return true;
220
+ };
221
+
222
+ /** EF_CURE: cure a player status condition. */
223
+ const handleCURE: EffectHandler = (context) => {
224
+ const timed = context.env.player?.timed;
225
+ if (timed) {
226
+ timed.clearTimed(context.subtype, true, notPlayerOrUnaware(context));
227
+ }
228
+ context.ident = true;
229
+ return true;
230
+ };
231
+
232
+ /** EF_TIMED_SET: set a (positive or negative) player status condition. */
233
+ const handleTIMED_SET: EffectHandler = (context) => {
234
+ const amount = effectCalculateValue(context, false);
235
+ const timed = context.env.player?.timed;
236
+ if (timed) {
237
+ timed.setTimed(
238
+ context.subtype,
239
+ Math.max(amount, 0),
240
+ true,
241
+ notPlayerOrUnaware(context),
242
+ );
243
+ }
244
+ context.ident = true;
245
+ return true;
246
+ };
247
+
248
+ /**
249
+ * The player-condition tail of EF_TIMED_INC (effect-handler-general.c L630):
250
+ * extend the timed status, honouring context.other's "top up if already held"
251
+ * amount. Exported so the game-layer override (game/effect-general.ts) shares
252
+ * the exact player path without re-rolling the value.
253
+ */
254
+ export function timedIncEffectApplyToPlayer(
255
+ context: EffectHandlerContext,
256
+ amount: number,
257
+ ): void {
258
+ const timed = context.env.player?.timed;
259
+ if (!timed) return;
260
+
261
+ const disturb = notPlayerOrUnaware(context);
262
+ if (!timed.timed(context.subtype) || !context.other) {
263
+ timed.incTimed(context.subtype, Math.max(amount, 0), true, disturb, true);
264
+ } else {
265
+ timed.incTimed(context.subtype, context.other, true, disturb, true);
266
+ }
267
+ }
268
+
269
+ /**
270
+ * EF_TIMED_INC: extend a player status condition; if context.other is
271
+ * set, increase by that amount when the player already has the status.
272
+ * Worldless path: the decoy-destruction and monster-target (TMD->MON_TMD)
273
+ * branches need the world/monster domains, so the game-layer override
274
+ * (game/effect-general.ts registerGeneralHandlers) supplies them; this base
275
+ * handler runs unchanged for a player origin and for a monster origin when no
276
+ * game world is attached.
277
+ */
278
+ export const handleTIMED_INC: EffectHandler = (context) => {
279
+ const amount = effectCalculateValue(context, false);
280
+
281
+ context.ident = true;
282
+
283
+ timedIncEffectApplyToPlayer(context, amount);
284
+ return true;
285
+ };
286
+
287
+ /** EF_TIMED_INC_NO_RES: as EF_TIMED_INC but unresistable (check=false). */
288
+ const handleTIMED_INC_NO_RES: EffectHandler = (context) => {
289
+ const amount = effectCalculateValue(context, false);
290
+
291
+ const timed = context.env.player?.timed;
292
+ if (timed) {
293
+ const disturb = notPlayerOrUnaware(context);
294
+ if (!timed.timed(context.subtype) || !context.other) {
295
+ timed.incTimed(
296
+ context.subtype,
297
+ Math.max(amount, 0),
298
+ true,
299
+ disturb,
300
+ false,
301
+ );
302
+ } else {
303
+ timed.incTimed(context.subtype, context.other, true, disturb, false);
304
+ }
305
+ }
306
+ context.ident = true;
307
+ return true;
308
+ };
309
+
310
+ /**
311
+ * EF_TIMED_DEC: reduce a player status condition; if context.other is
312
+ * set, decrease by the current value / context.other.
313
+ */
314
+ const handleTIMED_DEC: EffectHandler = (context) => {
315
+ let amount = effectCalculateValue(context, false);
316
+ const timed = context.env.player?.timed;
317
+ if (timed) {
318
+ if (context.other) {
319
+ amount = Math.trunc(timed.timed(context.subtype) / context.other);
320
+ }
321
+ timed.decTimed(
322
+ context.subtype,
323
+ Math.max(amount, 0),
324
+ true,
325
+ notPlayerOrUnaware(context),
326
+ );
327
+ }
328
+ context.ident = true;
329
+ return true;
330
+ };
331
+
332
+ /**
333
+ * EF_SET_VALUE: fix the value for subsequent effects in the chain.
334
+ * Quirk kept from upstream: effect_calculate_value returns the already
335
+ * set value when one is active, so a second SET_VALUE while one is in
336
+ * force re-asserts the old value instead of rolling its own dice.
337
+ */
338
+ const handleSET_VALUE: EffectHandler = (context) => {
339
+ context.shared.value = effectCalculateValue(context, false);
340
+ return true;
341
+ };
342
+
343
+ /** EF_CLEAR_VALUE: clear a value set by EF_SET_VALUE. */
344
+ const handleCLEAR_VALUE: EffectHandler = (context) => {
345
+ context.shared.value = 0;
346
+ return true;
347
+ };
348
+
349
+ /* ------------------------------------------------------------------ *
350
+ * Stubs and registration.
351
+ * ------------------------------------------------------------------ */
352
+
353
+ /**
354
+ * A NOT_IMPLEMENTED stub: records the dispatch (so tests and callers can
355
+ * assert the machinery works) and reports completion, leaving ident
356
+ * untouched.
357
+ */
358
+ function makeStub(code: number, name: string): EffectHandler {
359
+ return (context) => {
360
+ context.env.stubLog?.push({
361
+ code,
362
+ name,
363
+ value: { ...context.value },
364
+ subtype: context.subtype,
365
+ radius: context.radius,
366
+ other: context.other,
367
+ y: context.y,
368
+ x: context.x,
369
+ dir: context.dir,
370
+ beam: context.beam,
371
+ boost: context.boost,
372
+ });
373
+ return true;
374
+ };
375
+ }
376
+
377
+ const IMPLEMENTED: ReadonlyMap<number, EffectHandler> = new Map<
378
+ number,
379
+ EffectHandler
380
+ >([
381
+ [EF.RANDOM, handleRANDOM],
382
+ /* effect_handler_SELECT (effect-handler-general.c:3601) */
383
+ [EF.SELECT, handleSELECT],
384
+ /* effect_handler_HEAL_HP (effect-handler-attack.c:201) */
385
+ [EF.HEAL_HP, handleHEAL_HP],
386
+ [EF.RESTORE_MANA, handleRESTORE_MANA],
387
+ /* effect_handler_NOURISH (effect-handler-general.c:501) */
388
+ [EF.NOURISH, handleNOURISH],
389
+ /* effect_handler_CRUNCH (effect-handler-general.c:536) */
390
+ [EF.CRUNCH, handleCRUNCH],
391
+ /* effect_handler_CURE (effect-handler-general.c:549) */
392
+ [EF.CURE, handleCURE],
393
+ /* effect_handler_TIMED_SET (effect-handler-general.c:561) */
394
+ [EF.TIMED_SET, handleTIMED_SET],
395
+ /* effect_handler_TIMED_INC_NO_RES (effect-handler-general.c:647) */
396
+ [EF.TIMED_INC_NO_RES, handleTIMED_INC_NO_RES],
397
+ /* effect_handler_TIMED_DEC (effect-handler-general.c:686) */
398
+ [EF.TIMED_DEC, handleTIMED_DEC],
399
+ [EF.SET_VALUE, handleSET_VALUE],
400
+ /* effect_handler_CLEAR_VALUE (effect-handler-general.c:3623) */
401
+ [EF.CLEAR_VALUE, handleCLEAR_VALUE],
402
+ ]);
403
+
404
+ /** Handlers whose C body is only partially portable this wave. */
405
+ const PARTIAL: ReadonlyMap<number, EffectHandler> = new Map<
406
+ number,
407
+ EffectHandler
408
+ >([
409
+ [EF.DAMAGE, handleDAMAGE],
410
+ [EF.TIMED_INC, handleTIMED_INC],
411
+ ]);
412
+
413
+ function nameOf(code: number): string {
414
+ return (EFFECT_ENTRIES[code - 1] as { name: string }).name;
415
+ }
416
+
417
+ /**
418
+ * Register every upstream effect code: implemented and partial handlers
419
+ * where available, recording stubs for the rest. aim/info/desc metadata
420
+ * comes from the generated list-effects.h columns.
421
+ */
422
+ export function registerCoreHandlers(registry: EffectRegistry): void {
423
+ for (let code = 1; code < EFFECT_ENTRIES.length + 1; code++) {
424
+ const implemented = IMPLEMENTED.get(code);
425
+ const partial = PARTIAL.get(code);
426
+ if (implemented) {
427
+ registry.register(code, { handler: implemented, status: "implemented" });
428
+ } else if (partial) {
429
+ registry.register(code, { handler: partial, status: "partial" });
430
+ } else {
431
+ registry.register(code, {
432
+ handler: makeStub(code, nameOf(code)),
433
+ status: "stub",
434
+ });
435
+ }
436
+ }
437
+ }
438
+
439
+ /**
440
+ * Implemented vs stubbed coverage, by upstream name, for the parity
441
+ * ledger and future agents.
442
+ */
443
+ export const EFFECT_HANDLER_MANIFEST = {
444
+ implemented: [...IMPLEMENTED.keys()].map(nameOf).sort(),
445
+ partial: [...PARTIAL.keys()].map(nameOf).sort(),
446
+ stubbed: EFFECT_ENTRIES.map((e) => e.name).filter(
447
+ (name) =>
448
+ !IMPLEMENTED.has(EF[name as keyof typeof EF]) &&
449
+ !PARTIAL.has(EF[name as keyof typeof EF]),
450
+ ),
451
+ total: EFFECT_ENTRIES.length,
452
+ } as const;