@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 +1,348 @@
1
+ /**
2
+ * Live chests, ported from reference/src/obj-chest.c's GameState-dependent
3
+ * half (chest_check, count_chests, chest_trap, chest_death) plus the
4
+ * do_cmd_open / do_cmd_disarm chest branches of reference/src/cmd-cave.c
5
+ * (Angband 4.2.6). The pure pval/trap-table model (pick_chest_traps,
6
+ * unlock_chest, the predicates, chest_trap_name) lives in obj/chest.ts,
7
+ * mirroring the world/trap.ts (pure) vs game/trap.ts (live) split.
8
+ *
9
+ * Knowledge simplifications (with #24): chest_check's ignore_item_ok gate
10
+ * and the CHEST_TRAPPED `obj->known && obj->known->pval` check both
11
+ * collapse to "everything is known", matching the current shell (see the
12
+ * parity notes on this gap). The disarm guard cascade's "I don't see any
13
+ * traps" branch is unreachable under that collapse (it only fires when a
14
+ * chest's traps are not yet known), so only the two reachable branches
15
+ * (not trapped / trapped) are implemented.
16
+ */
17
+
18
+ import type { Loc } from "../loc.js";
19
+ import { DDGRID_DDD, locSum } from "../loc.js";
20
+ import { OF, ORIGIN, TMD } from "../generated/index.js";
21
+ import { SKILL } from "../player/types.js";
22
+ import type { GameObject } from "../obj/object.js";
23
+ import { tvalIsChest } from "../obj/object.js";
24
+ import { CHEST_QUERY, CHEST_TRAPS, isTrappedChest } from "../obj/chest.js";
25
+ import type { ChestQuery } from "../obj/chest.js";
26
+ import type { MakeDeps } from "../obj/make.js";
27
+ import { makeObject } from "../obj/make.js";
28
+ import type { FloorEnv } from "./floor.js";
29
+ import { dropNear, floorPile } from "./floor.js";
30
+ import { squareIsSeen } from "../world/view.js";
31
+ import { sourceChestTrap } from "../effects/interpreter.js";
32
+ import { buildObjectEffectChain } from "./obj-cmd.js";
33
+ import type { ObjCmdDeps } from "./obj-cmd.js";
34
+ import { buildEffectContext } from "./effect-env.js";
35
+ import { attachGameEnv } from "./effect-game-env.js";
36
+ import type { GameState } from "./context.js";
37
+ import { playerIsTrapsafe } from "./trap.js";
38
+
39
+ /* CHEST_QUERY / ChestQuery are obj/chest.ts's own exports (the index barrel
40
+ * re-exports that module directly); not re-exported again from here to
41
+ * avoid a duplicate/ambiguous barrel export. Import them from "../obj/chest.js"
42
+ * when needed alongside this module's chestCheck/chestDeath/etc. */
43
+
44
+ /** Hooks for messages and unported subsystems; all optional. */
45
+ export interface ChestEnv {
46
+ msg?: (text: string) => void;
47
+ /** player_exp_gain on a pick/disarm. */
48
+ expGain?: (amount: number) => void;
49
+ /** player_of_has(OF_TRAP_IMMUNE), for the equip-learn no-op path (#13). */
50
+ playerHasFlag?: (ofFlag: number) => boolean;
51
+ }
52
+
53
+ /** The effect stack shared with traps (session/game.ts assembles this once). */
54
+ export type ChestEffectsBundle = Pick<
55
+ ObjCmdDeps,
56
+ "registry" | "cast" | "envDeps" | "inject" | "teleport" | "general" | "item" | "summon"
57
+ >;
58
+
59
+ /** Everything chest_trap needs beyond the state. */
60
+ export interface ChestEffectDeps {
61
+ effects?: ChestEffectsBundle;
62
+ env?: ChestEnv;
63
+ }
64
+
65
+ /** Everything chest_death needs beyond the state. */
66
+ export interface ChestLootDeps {
67
+ makeDeps: MakeDeps;
68
+ floorEnv?: FloorEnv;
69
+ }
70
+
71
+ /** Everything do_cmd_open_chest / do_cmd_disarm_chest need beyond the state. */
72
+ export interface ChestCmdDeps {
73
+ effects?: ChestEffectsBundle;
74
+ env?: ChestEnv;
75
+ makeDeps: MakeDeps;
76
+ floorEnv?: FloorEnv;
77
+ }
78
+
79
+ /** no_light (cave-view.c L913): the player's own grid is not currently seen. */
80
+ function noLight(state: GameState): boolean {
81
+ return !squareIsSeen(state.chunk, state.actor.grid);
82
+ }
83
+
84
+ /**
85
+ * chest_check (obj-chest.c L423): the first floor-pile chest at grid
86
+ * matching the query. ignore_item_ok is deferred (#24): nothing is ignored.
87
+ */
88
+ export function chestCheck(
89
+ state: GameState,
90
+ grid: Loc,
91
+ checkType: ChestQuery,
92
+ ): GameObject | null {
93
+ for (const obj of floorPile(state, grid)) {
94
+ switch (checkType) {
95
+ case CHEST_QUERY.ANY:
96
+ if (tvalIsChest(obj.tval)) return obj;
97
+ break;
98
+ case CHEST_QUERY.OPENABLE:
99
+ if (tvalIsChest(obj.tval) && obj.pval !== 0) return obj;
100
+ break;
101
+ case CHEST_QUERY.TRAPPED:
102
+ if (isTrappedChest(obj)) return obj;
103
+ break;
104
+ }
105
+ }
106
+ return null;
107
+ }
108
+
109
+ /**
110
+ * count_chests (obj-chest.c L459): how many of the 9 grids around (and
111
+ * under) the player hold a matching chest, and the last one found.
112
+ */
113
+ export function countChests(
114
+ state: GameState,
115
+ checkType: ChestQuery,
116
+ ): { count: number; grid: Loc | null } {
117
+ let count = 0;
118
+ let grid: Loc | null = null;
119
+ for (const off of DDGRID_DDD) {
120
+ const g = locSum(state.actor.grid, off);
121
+ if (!chestCheck(state, g, checkType)) continue;
122
+ count++;
123
+ grid = g;
124
+ }
125
+ return { count, grid };
126
+ }
127
+
128
+ /**
129
+ * chest_trap (obj-chest.c L545): fire every trap set in the chest's pval,
130
+ * in ascending-pval table order. A trap with `destroy` zeroes the pval and
131
+ * stops the walk immediately (so a later chest_death sees an empty chest -
132
+ * an exploded chest drops no loot).
133
+ */
134
+ export function chestTrap(
135
+ state: GameState,
136
+ obj: GameObject,
137
+ deps: ChestEffectDeps,
138
+ ): void {
139
+ const traps = obj.pval;
140
+ if (traps <= 0) return;
141
+ const env = deps.env ?? {};
142
+
143
+ for (const trap of CHEST_TRAPS) {
144
+ if (!(trap.pval & traps)) continue;
145
+ if (trap.msg) env.msg?.(trap.msg);
146
+ if (trap.effect.length && deps.effects) {
147
+ const chain = buildObjectEffectChain(trap.effect, state, deps.effects.inject);
148
+ if (chain) {
149
+ const ctx = attachGameEnv(buildEffectContext(state, deps.effects.envDeps), {
150
+ state,
151
+ cast: deps.effects.cast,
152
+ ...(deps.effects.envDeps.takeHitHooks
153
+ ? { takeHitHooks: deps.effects.envDeps.takeHitHooks }
154
+ : {}),
155
+ ...(deps.effects.teleport ? { teleport: deps.effects.teleport } : {}),
156
+ ...(deps.effects.general ? { general: deps.effects.general } : {}),
157
+ ...(deps.effects.item ? { item: deps.effects.item } : {}),
158
+ ...(deps.effects.summon ? { summon: deps.effects.summon } : {}),
159
+ });
160
+ deps.effects.registry.effectDo(chain, ctx, {
161
+ origin: sourceChestTrap(trap),
162
+ aware: false,
163
+ });
164
+ }
165
+ }
166
+ if (trap.destroy) {
167
+ obj.pval = 0;
168
+ break;
169
+ }
170
+ }
171
+ }
172
+
173
+ /**
174
+ * chest_death (obj-chest.c L498): drop the chest's loot (1/2/3 items for
175
+ * wooden/iron/steel, randint1(3) otherwise - unreachable for the shipped
176
+ * kinds), good and (for a Large chest) great, out of depth for the level
177
+ * the chest was generated at (origin_depth + 5). A null or chest result
178
+ * retries WITHOUT decrementing the count, matching upstream's `continue`.
179
+ * A zero pval (already empty, or just exploded) is a no-op.
180
+ */
181
+ export function chestDeath(
182
+ state: GameState,
183
+ grid: Loc,
184
+ chest: GameObject,
185
+ deps: ChestLootDeps,
186
+ ): void {
187
+ if (!chest.pval) return;
188
+
189
+ const name = chest.kind.name;
190
+ const large = name.includes("Large");
191
+ let number: number;
192
+ if (name.includes("wooden")) number = 1;
193
+ else if (name.includes("iron")) number = 2;
194
+ else if (name.includes("steel")) number = 3;
195
+ else number = state.rng.randint1(3);
196
+
197
+ const level = chest.originDepth + 5;
198
+ while (number > 0) {
199
+ const treasure = makeObject(
200
+ state.rng,
201
+ deps.makeDeps,
202
+ level,
203
+ true,
204
+ large,
205
+ false,
206
+ 0,
207
+ state.chunk.depth,
208
+ );
209
+ if (!treasure) continue;
210
+ /* Chests never spawn inside chests (obj-chest.c L525-528). Ported
211
+ * faithfully, though it is dead code for the shipped data: makeObject
212
+ * is always called with good=true here, and no chest ObjectKind is
213
+ * ever "good" (kindIsGood in obj/make.ts), so the "great" allocation
214
+ * table this draws from can never itself contain a chest kind. See
215
+ * game/chest.test.ts's reachability test. */
216
+ if (tvalIsChest(treasure.tval)) continue;
217
+
218
+ treasure.origin = ORIGIN.CHEST;
219
+ treasure.originDepth = chest.originDepth;
220
+ dropNear(state, treasure, 0, grid, true, false, deps.floorEnv ?? {});
221
+ number--;
222
+ }
223
+
224
+ chest.pval = 0;
225
+ }
226
+
227
+ /**
228
+ * do_cmd_open_chest (obj-chest.c L580): attempt to pick the lock (if any),
229
+ * then - if opened - fire any traps (before the loot, so a destroyed chest
230
+ * drops nothing) and drop the loot. Returns whether the command may repeat.
231
+ */
232
+ export function doCmdOpenChest(
233
+ state: GameState,
234
+ grid: Loc,
235
+ obj: GameObject,
236
+ deps: ChestCmdDeps,
237
+ ): boolean {
238
+ const env = deps.env ?? {};
239
+ let flag = true;
240
+ let more = false;
241
+
242
+ if (obj.pval > 0) {
243
+ flag = false;
244
+ let i = state.actor.combat.skills[SKILL.DISARM_PHYS] ?? 0;
245
+ const p = state.actor.player;
246
+ if ((p.timed[TMD.BLIND] ?? 0) > 0 || noLight(state)) i = Math.trunc(i / 10);
247
+ if ((p.timed[TMD.CONFUSED] ?? 0) > 0 || (p.timed[TMD.IMAGE] ?? 0) > 0) {
248
+ i = Math.trunc(i / 10);
249
+ }
250
+ let j = i - obj.pval;
251
+ if (j < 2) j = 2;
252
+
253
+ if (state.rng.randint0(100) < j) {
254
+ env.msg?.("You have picked the lock.");
255
+ env.expGain?.(1);
256
+ flag = true;
257
+ } else {
258
+ more = true;
259
+ env.msg?.("You failed to pick the lock.");
260
+ }
261
+ }
262
+
263
+ if (flag) {
264
+ if (!playerIsTrapsafe(state)) {
265
+ chestTrap(state, obj, deps);
266
+ } else if (obj.pval > 0 && (env.playerHasFlag?.(OF.TRAP_IMMUNE) ?? false)) {
267
+ /* Learn trap immunity (equip_learn_flag): deferred, #13. */
268
+ }
269
+ chestDeath(state, grid, obj, deps);
270
+ }
271
+
272
+ return more;
273
+ }
274
+
275
+ /**
276
+ * do_cmd_disarm_chest (obj-chest.c L659): pick the disarm skill (magic,
277
+ * physical, or the average of both, by what traps are present), then two
278
+ * sequential rolls - one to disarm, one to avoid setting the trap off -
279
+ * before the trap fires on a full miss. Returns whether the command may
280
+ * repeat.
281
+ */
282
+ export function doCmdDisarmChest(
283
+ state: GameState,
284
+ obj: GameObject,
285
+ deps: ChestCmdDeps,
286
+ ): boolean {
287
+ const env = deps.env ?? {};
288
+ let physical = false;
289
+ let magic = false;
290
+ for (const trap of CHEST_TRAPS) {
291
+ if (!(trap.pval & obj.pval)) continue;
292
+ if (trap.magic) magic = true;
293
+ else physical = true;
294
+ }
295
+
296
+ let skill = state.actor.combat.skills[SKILL.DISARM_PHYS] ?? 0;
297
+ if (magic) {
298
+ skill = physical
299
+ ? Math.trunc(
300
+ ((state.actor.combat.skills[SKILL.DISARM_MAGIC] ?? 0) +
301
+ (state.actor.combat.skills[SKILL.DISARM_PHYS] ?? 0)) /
302
+ 2,
303
+ )
304
+ : (state.actor.combat.skills[SKILL.DISARM_MAGIC] ?? 0);
305
+ }
306
+
307
+ const p = state.actor.player;
308
+ if ((p.timed[TMD.BLIND] ?? 0) > 0 || noLight(state)) skill = Math.trunc(skill / 10);
309
+ if ((p.timed[TMD.CONFUSED] ?? 0) > 0 || (p.timed[TMD.IMAGE] ?? 0) > 0) {
310
+ skill = Math.trunc(skill / 10);
311
+ }
312
+
313
+ let diff = skill - obj.pval;
314
+ if (diff < 2) diff = 2;
315
+
316
+ /* obj-chest.c:702-704: the trap must be FOUND first. obj->known->pval is
317
+ * knownPval here - search() writes it when a chest trap is discovered
318
+ * (obj/known-object.ts:432) - and an ignored chest also reads as "no traps
319
+ * seen". This was previously dismissed as unreachable under an
320
+ * everything-known simplification the port no longer makes. */
321
+ if (!(obj.knownPval ?? 0) || (state.isIgnored?.(obj) ?? false)) {
322
+ env.msg?.("I don't see any traps.");
323
+ return false;
324
+ }
325
+ if (!isTrappedChest(obj)) {
326
+ env.msg?.("The chest is not trapped.");
327
+ return false;
328
+ }
329
+
330
+ if (state.rng.randint0(100) < diff) {
331
+ env.msg?.("You have disarmed the chest.");
332
+ env.expGain?.(obj.pval);
333
+ obj.pval = -obj.pval;
334
+ return false;
335
+ }
336
+ if (state.rng.randint0(100) < diff) {
337
+ env.msg?.("You failed to disarm the chest.");
338
+ return true;
339
+ }
340
+
341
+ if (!playerIsTrapsafe(state)) {
342
+ env.msg?.("You set off a trap!");
343
+ chestTrap(state, obj, deps);
344
+ } else if (env.playerHasFlag?.(OF.TRAP_IMMUNE)) {
345
+ /* Learn trap immunity (equip_learn_flag): deferred, #13. */
346
+ }
347
+ return false;
348
+ }