@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.
- package/LICENSE.md +43 -0
- package/README.md +80 -0
- package/dist/agent/act.d.ts +22 -0
- package/dist/agent/act.d.ts.map +1 -0
- package/dist/agent/act.js +88 -0
- package/dist/agent/act.js.map +1 -0
- package/dist/agent/controller.d.ts +34 -0
- package/dist/agent/controller.d.ts.map +1 -0
- package/dist/agent/controller.js +90 -0
- package/dist/agent/controller.js.map +1 -0
- package/dist/agent/events.d.ts +27 -0
- package/dist/agent/events.d.ts.map +1 -0
- package/dist/agent/events.js +31 -0
- package/dist/agent/events.js.map +1 -0
- package/dist/agent/index.d.ts +17 -0
- package/dist/agent/index.d.ts.map +1 -0
- package/dist/agent/index.js +15 -0
- package/dist/agent/index.js.map +1 -0
- package/dist/agent/perceive.d.ts +21 -0
- package/dist/agent/perceive.d.ts.map +1 -0
- package/dist/agent/perceive.js +386 -0
- package/dist/agent/perceive.js.map +1 -0
- package/dist/agent/types.d.ts +436 -0
- package/dist/agent/types.d.ts.map +1 -0
- package/dist/agent/types.js +63 -0
- package/dist/agent/types.js.map +1 -0
- package/dist/bitflag.d.ts +199 -0
- package/dist/bitflag.d.ts.map +1 -0
- package/dist/bitflag.js +478 -0
- package/dist/bitflag.js.map +1 -0
- package/dist/cmd.d.ts +164 -0
- package/dist/cmd.d.ts.map +1 -0
- package/dist/cmd.js +350 -0
- package/dist/cmd.js.map +1 -0
- package/dist/color.d.ts +104 -0
- package/dist/color.d.ts.map +1 -0
- package/dist/color.js +240 -0
- package/dist/color.js.map +1 -0
- package/dist/combat/brand-slay.d.ts +119 -0
- package/dist/combat/brand-slay.d.ts.map +1 -0
- package/dist/combat/brand-slay.js +264 -0
- package/dist/combat/brand-slay.js.map +1 -0
- package/dist/combat/hit.d.ts +198 -0
- package/dist/combat/hit.d.ts.map +1 -0
- package/dist/combat/hit.js +310 -0
- package/dist/combat/hit.js.map +1 -0
- package/dist/combat/index.d.ts +15 -0
- package/dist/combat/index.d.ts.map +1 -0
- package/dist/combat/index.js +15 -0
- package/dist/combat/index.js.map +1 -0
- package/dist/combat/melee.d.ts +261 -0
- package/dist/combat/melee.d.ts.map +1 -0
- package/dist/combat/melee.js +402 -0
- package/dist/combat/melee.js.map +1 -0
- package/dist/combat/mon-melee.d.ts +233 -0
- package/dist/combat/mon-melee.d.ts.map +1 -0
- package/dist/combat/mon-melee.js +883 -0
- package/dist/combat/mon-melee.js.map +1 -0
- package/dist/combat/ranged.d.ts +89 -0
- package/dist/combat/ranged.d.ts.map +1 -0
- package/dist/combat/ranged.js +253 -0
- package/dist/combat/ranged.js.map +1 -0
- package/dist/constants.d.ts +134 -0
- package/dist/constants.d.ts.map +1 -0
- package/dist/constants.js +171 -0
- package/dist/constants.js.map +1 -0
- package/dist/dice.d.ts +91 -0
- package/dist/dice.d.ts.map +1 -0
- package/dist/dice.js +424 -0
- package/dist/dice.js.map +1 -0
- package/dist/effects/effect-choice.d.ts +15 -0
- package/dist/effects/effect-choice.d.ts.map +1 -0
- package/dist/effects/effect-choice.js +18 -0
- package/dist/effects/effect-choice.js.map +1 -0
- package/dist/effects/effect-info.d.ts +124 -0
- package/dist/effects/effect-info.d.ts.map +1 -0
- package/dist/effects/effect-info.js +706 -0
- package/dist/effects/effect-info.js.map +1 -0
- package/dist/effects/effect.d.ts +165 -0
- package/dist/effects/effect.d.ts.map +1 -0
- package/dist/effects/effect.js +452 -0
- package/dist/effects/effect.js.map +1 -0
- package/dist/effects/handlers.d.ts +70 -0
- package/dist/effects/handlers.d.ts.map +1 -0
- package/dist/effects/handlers.js +394 -0
- package/dist/effects/handlers.js.map +1 -0
- package/dist/effects/interpreter.d.ts +291 -0
- package/dist/effects/interpreter.d.ts.map +1 -0
- package/dist/effects/interpreter.js +325 -0
- package/dist/effects/interpreter.js.map +1 -0
- package/dist/events.d.ts +188 -0
- package/dist/events.d.ts.map +1 -0
- package/dist/events.js +138 -0
- package/dist/events.js.map +1 -0
- package/dist/expression.d.ts +83 -0
- package/dist/expression.d.ts.map +1 -0
- package/dist/expression.js +333 -0
- package/dist/expression.js.map +1 -0
- package/dist/game/cave-cmd.d.ts +195 -0
- package/dist/game/cave-cmd.d.ts.map +1 -0
- package/dist/game/cave-cmd.js +968 -0
- package/dist/game/cave-cmd.js.map +1 -0
- package/dist/game/char-sheet.d.ts +189 -0
- package/dist/game/char-sheet.d.ts.map +1 -0
- package/dist/game/char-sheet.js +381 -0
- package/dist/game/char-sheet.js.map +1 -0
- package/dist/game/chest.d.ts +94 -0
- package/dist/game/chest.d.ts.map +1 -0
- package/dist/game/chest.js +267 -0
- package/dist/game/chest.js.map +1 -0
- package/dist/game/context.d.ts +970 -0
- package/dist/game/context.d.ts.map +1 -0
- package/dist/game/context.js +353 -0
- package/dist/game/context.js.map +1 -0
- package/dist/game/curse-tick.d.ts +35 -0
- package/dist/game/curse-tick.d.ts.map +1 -0
- package/dist/game/curse-tick.js +100 -0
- package/dist/game/curse-tick.js.map +1 -0
- package/dist/game/describe.d.ts +20 -0
- package/dist/game/describe.d.ts.map +1 -0
- package/dist/game/describe.js +45 -0
- package/dist/game/describe.js.map +1 -0
- package/dist/game/display.d.ts +196 -0
- package/dist/game/display.d.ts.map +1 -0
- package/dist/game/display.js +684 -0
- package/dist/game/display.js.map +1 -0
- package/dist/game/dump-level.d.ts +37 -0
- package/dist/game/dump-level.d.ts.map +1 -0
- package/dist/game/dump-level.js +110 -0
- package/dist/game/dump-level.js.map +1 -0
- package/dist/game/effect-attack.d.ts +36 -0
- package/dist/game/effect-attack.d.ts.map +1 -0
- package/dist/game/effect-attack.js +694 -0
- package/dist/game/effect-attack.js.map +1 -0
- package/dist/game/effect-detect.d.ts +34 -0
- package/dist/game/effect-detect.d.ts.map +1 -0
- package/dist/game/effect-detect.js +456 -0
- package/dist/game/effect-detect.js.map +1 -0
- package/dist/game/effect-env.d.ts +77 -0
- package/dist/game/effect-env.d.ts.map +1 -0
- package/dist/game/effect-env.js +166 -0
- package/dist/game/effect-env.js.map +1 -0
- package/dist/game/effect-game-env.d.ts +76 -0
- package/dist/game/effect-game-env.d.ts.map +1 -0
- package/dist/game/effect-game-env.js +23 -0
- package/dist/game/effect-game-env.js.map +1 -0
- package/dist/game/effect-general.d.ts +98 -0
- package/dist/game/effect-general.d.ts.map +1 -0
- package/dist/game/effect-general.js +914 -0
- package/dist/game/effect-general.js.map +1 -0
- package/dist/game/effect-item.d.ts +124 -0
- package/dist/game/effect-item.d.ts.map +1 -0
- package/dist/game/effect-item.js +789 -0
- package/dist/game/effect-item.js.map +1 -0
- package/dist/game/effect-melee.d.ts +43 -0
- package/dist/game/effect-melee.d.ts.map +1 -0
- package/dist/game/effect-melee.js +477 -0
- package/dist/game/effect-melee.js.map +1 -0
- package/dist/game/effect-mon-origin.d.ts +67 -0
- package/dist/game/effect-mon-origin.d.ts.map +1 -0
- package/dist/game/effect-mon-origin.js +164 -0
- package/dist/game/effect-mon-origin.js.map +1 -0
- package/dist/game/effect-monster.d.ts +29 -0
- package/dist/game/effect-monster.d.ts.map +1 -0
- package/dist/game/effect-monster.js +281 -0
- package/dist/game/effect-monster.js.map +1 -0
- package/dist/game/effect-summon.d.ts +37 -0
- package/dist/game/effect-summon.d.ts.map +1 -0
- package/dist/game/effect-summon.js +113 -0
- package/dist/game/effect-summon.js.map +1 -0
- package/dist/game/effect-teleport.d.ts +130 -0
- package/dist/game/effect-teleport.d.ts.map +1 -0
- package/dist/game/effect-teleport.js +529 -0
- package/dist/game/effect-teleport.js.map +1 -0
- package/dist/game/effect-terrain.d.ts +91 -0
- package/dist/game/effect-terrain.d.ts.map +1 -0
- package/dist/game/effect-terrain.js +812 -0
- package/dist/game/effect-terrain.js.map +1 -0
- package/dist/game/energy.d.ts +45 -0
- package/dist/game/energy.d.ts.map +1 -0
- package/dist/game/energy.js +51 -0
- package/dist/game/energy.js.map +1 -0
- package/dist/game/equip-cmp.d.ts +138 -0
- package/dist/game/equip-cmp.d.ts.map +1 -0
- package/dist/game/equip-cmp.js +363 -0
- package/dist/game/equip-cmp.js.map +1 -0
- package/dist/game/floor.d.ts +182 -0
- package/dist/game/floor.d.ts.map +1 -0
- package/dist/game/floor.js +435 -0
- package/dist/game/floor.js.map +1 -0
- package/dist/game/gear.d.ts +408 -0
- package/dist/game/gear.d.ts.map +1 -0
- package/dist/game/gear.js +1037 -0
- package/dist/game/gear.js.map +1 -0
- package/dist/game/harness.d.ts +61 -0
- package/dist/game/harness.d.ts.map +1 -0
- package/dist/game/harness.js +198 -0
- package/dist/game/harness.js.map +1 -0
- package/dist/game/history.d.ts +49 -0
- package/dist/game/history.d.ts.map +1 -0
- package/dist/game/history.js +55 -0
- package/dist/game/history.js.map +1 -0
- package/dist/game/ignore-cmd.d.ts +42 -0
- package/dist/game/ignore-cmd.d.ts.map +1 -0
- package/dist/game/ignore-cmd.js +59 -0
- package/dist/game/ignore-cmd.js.map +1 -0
- package/dist/game/inscription-confirm.d.ts +80 -0
- package/dist/game/inscription-confirm.d.ts.map +1 -0
- package/dist/game/inscription-confirm.js +95 -0
- package/dist/game/inscription-confirm.js.map +1 -0
- package/dist/game/known.d.ts +297 -0
- package/dist/game/known.d.ts.map +1 -0
- package/dist/game/known.js +849 -0
- package/dist/game/known.js.map +1 -0
- package/dist/game/loop.d.ts +139 -0
- package/dist/game/loop.d.ts.map +1 -0
- package/dist/game/loop.js +631 -0
- package/dist/game/loop.js.map +1 -0
- package/dist/game/lore-color.d.ts +25 -0
- package/dist/game/lore-color.d.ts.map +1 -0
- package/dist/game/lore-color.js +95 -0
- package/dist/game/lore-color.js.map +1 -0
- package/dist/game/mon-cast.d.ts +150 -0
- package/dist/game/mon-cast.d.ts.map +1 -0
- package/dist/game/mon-cast.js +301 -0
- package/dist/game/mon-cast.js.map +1 -0
- package/dist/game/mon-cmd.d.ts +51 -0
- package/dist/game/mon-cmd.d.ts.map +1 -0
- package/dist/game/mon-cmd.js +670 -0
- package/dist/game/mon-cmd.js.map +1 -0
- package/dist/game/mon-death.d.ts +143 -0
- package/dist/game/mon-death.d.ts.map +1 -0
- package/dist/game/mon-death.js +328 -0
- package/dist/game/mon-death.js.map +1 -0
- package/dist/game/mon-group.d.ts +81 -0
- package/dist/game/mon-group.d.ts.map +1 -0
- package/dist/game/mon-group.js +323 -0
- package/dist/game/mon-group.js.map +1 -0
- package/dist/game/mon-list.d.ts +85 -0
- package/dist/game/mon-list.d.ts.map +1 -0
- package/dist/game/mon-list.js +154 -0
- package/dist/game/mon-list.js.map +1 -0
- package/dist/game/mon-message.d.ts +100 -0
- package/dist/game/mon-message.d.ts.map +1 -0
- package/dist/game/mon-message.js +336 -0
- package/dist/game/mon-message.js.map +1 -0
- package/dist/game/mon-place.d.ts +226 -0
- package/dist/game/mon-place.d.ts.map +1 -0
- package/dist/game/mon-place.js +642 -0
- package/dist/game/mon-place.js.map +1 -0
- package/dist/game/mon-ranged.d.ts +87 -0
- package/dist/game/mon-ranged.d.ts.map +1 -0
- package/dist/game/mon-ranged.js +353 -0
- package/dist/game/mon-ranged.js.map +1 -0
- package/dist/game/mon-shape.d.ts +43 -0
- package/dist/game/mon-shape.d.ts.map +1 -0
- package/dist/game/mon-shape.js +115 -0
- package/dist/game/mon-shape.js.map +1 -0
- package/dist/game/mon-side.d.ts +63 -0
- package/dist/game/mon-side.d.ts.map +1 -0
- package/dist/game/mon-side.js +403 -0
- package/dist/game/mon-side.js.map +1 -0
- package/dist/game/monster-turn.d.ts +195 -0
- package/dist/game/monster-turn.d.ts.map +1 -0
- package/dist/game/monster-turn.js +1560 -0
- package/dist/game/monster-turn.js.map +1 -0
- package/dist/game/obj-cmd.d.ts +453 -0
- package/dist/game/obj-cmd.d.ts.map +1 -0
- package/dist/game/obj-cmd.js +1530 -0
- package/dist/game/obj-cmd.js.map +1 -0
- package/dist/game/obj-list.d.ts +92 -0
- package/dist/game/obj-list.d.ts.map +1 -0
- package/dist/game/obj-list.js +251 -0
- package/dist/game/obj-list.js.map +1 -0
- package/dist/game/object-inspect.d.ts +37 -0
- package/dist/game/object-inspect.d.ts.map +1 -0
- package/dist/game/object-inspect.js +106 -0
- package/dist/game/object-inspect.js.map +1 -0
- package/dist/game/pickup.d.ts +126 -0
- package/dist/game/pickup.d.ts.map +1 -0
- package/dist/game/pickup.js +367 -0
- package/dist/game/pickup.js.map +1 -0
- package/dist/game/player-path.d.ts +133 -0
- package/dist/game/player-path.d.ts.map +1 -0
- package/dist/game/player-path.js +1268 -0
- package/dist/game/player-path.js.map +1 -0
- package/dist/game/player-side.d.ts +59 -0
- package/dist/game/player-side.d.ts.map +1 -0
- package/dist/game/player-side.js +506 -0
- package/dist/game/player-side.js.map +1 -0
- package/dist/game/player-turn.d.ts +161 -0
- package/dist/game/player-turn.d.ts.map +1 -0
- package/dist/game/player-turn.js +739 -0
- package/dist/game/player-turn.js.map +1 -0
- package/dist/game/project-cast.d.ts +268 -0
- package/dist/game/project-cast.d.ts.map +1 -0
- package/dist/game/project-cast.js +496 -0
- package/dist/game/project-cast.js.map +1 -0
- package/dist/game/project-feat.d.ts +47 -0
- package/dist/game/project-feat.d.ts.map +1 -0
- package/dist/game/project-feat.js +350 -0
- package/dist/game/project-feat.js.map +1 -0
- package/dist/game/project-monster.d.ts +106 -0
- package/dist/game/project-monster.d.ts.map +1 -0
- package/dist/game/project-monster.js +272 -0
- package/dist/game/project-monster.js.map +1 -0
- package/dist/game/project-obj.d.ts +60 -0
- package/dist/game/project-obj.d.ts.map +1 -0
- package/dist/game/project-obj.js +245 -0
- package/dist/game/project-obj.js.map +1 -0
- package/dist/game/project-player.d.ts +120 -0
- package/dist/game/project-player.d.ts.map +1 -0
- package/dist/game/project-player.js +108 -0
- package/dist/game/project-player.js.map +1 -0
- package/dist/game/quest.d.ts +101 -0
- package/dist/game/quest.d.ts.map +1 -0
- package/dist/game/quest.js +192 -0
- package/dist/game/quest.js.map +1 -0
- package/dist/game/ranged-cmd.d.ts +32 -0
- package/dist/game/ranged-cmd.d.ts.map +1 -0
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- package/dist/game/ranged-cmd.js.map +1 -0
- package/dist/game/scheduler.d.ts +47 -0
- package/dist/game/scheduler.d.ts.map +1 -0
- package/dist/game/scheduler.js +141 -0
- package/dist/game/scheduler.js.map +1 -0
- package/dist/game/spell-cmd.d.ts +104 -0
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- package/dist/game/spell-cmd.js +320 -0
- package/dist/game/spell-cmd.js.map +1 -0
- package/dist/game/spoil.d.ts +28 -0
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- package/dist/game/steal.d.ts +35 -0
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- package/dist/game/take-hit-hooks.d.ts +52 -0
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- package/dist/game/target-loop.d.ts +119 -0
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- package/dist/game/thrust.d.ts +37 -0
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- package/dist/gen/room.d.ts +160 -0
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- package/dist/gen/util.d.ts +466 -0
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- package/dist/generated/dun-profiles.d.ts +44 -0
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- package/dist/generated/elements.d.ts +83 -0
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- package/dist/generated/history-types.d.ts +52 -0
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/**
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* Detection and mapping effect handlers, ported from
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* reference/src/effect-handler-general.c (Angband 4.2.6): EF_MAP_AREA
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* (L1201), EF_READ_MINDS (L1286), EF_DETECT_TRAPS (L1321), EF_DETECT_DOORS
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* (L1398), EF_DETECT_STAIRS (L1467), EF_DETECT_ORE (L1519), EF_SENSE_GOLD
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* (L1682) / EF_DETECT_GOLD (L1699), EF_SENSE_OBJECTS (L1725) /
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* EF_DETECT_OBJECTS (L1746), and the detect_monsters family (L1768):
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* EF_DETECT_INVISIBLE_MONSTERS, EF_DETECT_FEARFUL_MONSTERS, EF_DETECT_EVIL
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* and EF_DETECT_SOUL.
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*
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*/
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import { EF, FEAT, MFLAG, SQUARE, TF } from "../generated/index.js";
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import type { Loc } from "../loc.js";
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import type {
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EffectHandler,
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EffectHandlerContext,
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EffectRegistry,
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} from "../effects/interpreter.js";
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import type { Monster } from "../mon/monster.js";
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import {
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monsterIsCamouflaged,
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monsterIsEvil,
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monsterIsFearful,
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monsterHasSpirit,
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monsterIsInvisible,
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monsterIsLiving,
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monsterIsNotInvisible,
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} from "../mon/predicate.js";
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import { tvalIsMoney } from "../obj/object.js";
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import type { GameObject } from "../obj/object.js";
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squareForget,
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squareKnowPile,
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squareMemorize,
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squareMemoryBad,
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squareSensePile,
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knownFeat,
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y1: number;
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y2: Math.min(centre.y + dy, c.height - 1),
|
|
75
|
+
x1: Math.max(centre.x - dx, 0),
|
|
76
|
+
x2: Math.min(centre.x + dx, c.width - 1),
|
|
77
|
+
};
|
|
78
|
+
}
|
|
79
|
+
|
|
80
|
+
/** square_seemslikewall: rocky terrain (TF_ROCK). */
|
|
81
|
+
function seemsLikeWall(state: GameState, grid: Loc): boolean {
|
|
82
|
+
return state.chunk.feature(grid).flags.has(TF.ROCK);
|
|
83
|
+
}
|
|
84
|
+
|
|
85
|
+
/**
|
|
86
|
+
* The body of MAP_AREA around a centre (shared with READ_MINDS, which maps
|
|
87
|
+
* around each detected monster).
|
|
88
|
+
*/
|
|
89
|
+
function mapArea(
|
|
90
|
+
state: GameState,
|
|
91
|
+
centre: Loc,
|
|
92
|
+
distY: number,
|
|
93
|
+
distX: number,
|
|
94
|
+
): void {
|
|
95
|
+
const c = state.chunk;
|
|
96
|
+
const b = bounds(state, centre, distY, distX);
|
|
97
|
+
|
|
98
|
+
/* Scan the dungeon (exclusive upper bounds, as upstream). */
|
|
99
|
+
for (let y = b.y1; y < b.y2; y++) {
|
|
100
|
+
for (let x = b.x1; x < b.x2; x++) {
|
|
101
|
+
const grid = loc(x, y);
|
|
102
|
+
|
|
103
|
+
/* Some squares can't be mapped: square_isno_map (cave-square.c:546). */
|
|
104
|
+
if (c.sqinfoHas(grid, SQUARE.NO_MAP)) continue;
|
|
105
|
+
|
|
106
|
+
/* All non-walls are "checked". */
|
|
107
|
+
if (!seemsLikeWall(state, grid)) {
|
|
108
|
+
if (!c.inBoundsFully(grid)) continue;
|
|
109
|
+
|
|
110
|
+
/* Memorize normal features. */
|
|
111
|
+
if (!c.isFloor(grid)) squareMemorize(state, grid);
|
|
112
|
+
|
|
113
|
+
/* Memorize known walls. */
|
|
114
|
+
for (let i = 0; i < 8; i++) {
|
|
115
|
+
const d = DDGRID_DDD[i] as Loc;
|
|
116
|
+
const near = loc(x + d.x, y + d.y);
|
|
117
|
+
if (c.inBounds(near) && seemsLikeWall(state, near)) {
|
|
118
|
+
squareMemorize(state, near);
|
|
119
|
+
}
|
|
120
|
+
}
|
|
121
|
+
}
|
|
122
|
+
|
|
123
|
+
/* Forget misremembered grids in the mapping area. */
|
|
124
|
+
if (squareMemoryBad(state, grid)) squareForget(state, grid);
|
|
125
|
+
}
|
|
126
|
+
}
|
|
127
|
+
}
|
|
128
|
+
|
|
129
|
+
/** context->y/x, defaulting to the value dice/sides (the area-size hack). */
|
|
130
|
+
function areaDists(ctx: EffectHandlerContext): { dy: number; dx: number } {
|
|
131
|
+
return {
|
|
132
|
+
dy: ctx.y ? ctx.y : ctx.value.dice,
|
|
133
|
+
dx: ctx.x ? ctx.x : ctx.value.sides,
|
|
134
|
+
};
|
|
135
|
+
}
|
|
136
|
+
|
|
137
|
+
/** EF_MAP_AREA: magically map the surroundings of the effect origin. */
|
|
138
|
+
const handleMAP_AREA: EffectHandler = (ctx) => {
|
|
139
|
+
const env = gameEnv(ctx);
|
|
140
|
+
if (!env) return true;
|
|
141
|
+
const { state } = env;
|
|
142
|
+
const { dy, dx } = areaDists(ctx);
|
|
143
|
+
|
|
144
|
+
/* origin_get_loc: a monster origin maps around the monster. */
|
|
145
|
+
const centre =
|
|
146
|
+
ctx.origin.what === "monster"
|
|
147
|
+
? (state.monsters[ctx.origin.monster]?.grid ?? state.actor.grid)
|
|
148
|
+
: state.actor.grid;
|
|
149
|
+
|
|
150
|
+
mapArea(state, centre, dy, dx);
|
|
151
|
+
ctx.ident = true;
|
|
152
|
+
return true;
|
|
153
|
+
};
|
|
154
|
+
|
|
155
|
+
/** EF_READ_MINDS: map an area around every detection-marked monster. */
|
|
156
|
+
const handleREAD_MINDS: EffectHandler = (ctx) => {
|
|
157
|
+
const env = gameEnv(ctx);
|
|
158
|
+
if (!env) return true;
|
|
159
|
+
const { state } = env;
|
|
160
|
+
const { dy, dx } = areaDists(ctx);
|
|
161
|
+
let found = false;
|
|
162
|
+
|
|
163
|
+
const max = monsterMax(state);
|
|
164
|
+
for (let i = 1; i < max; i++) {
|
|
165
|
+
const mon = state.monsters[i];
|
|
166
|
+
if (!mon) continue;
|
|
167
|
+
if (mon.mflag.has(MFLAG.MARK)) {
|
|
168
|
+
mapArea(state, mon.grid, dy, dx);
|
|
169
|
+
found = true;
|
|
170
|
+
}
|
|
171
|
+
}
|
|
172
|
+
|
|
173
|
+
if (found) {
|
|
174
|
+
ctx.env.messages?.msg("Images form in your mind!");
|
|
175
|
+
ctx.ident = true;
|
|
176
|
+
}
|
|
177
|
+
return true;
|
|
178
|
+
};
|
|
179
|
+
|
|
180
|
+
/** EF_DETECT_TRAPS: reveal traps and mark the region trap-detected. */
|
|
181
|
+
const handleDETECT_TRAPS: EffectHandler = (ctx) => {
|
|
182
|
+
const env = gameEnv(ctx);
|
|
183
|
+
if (!env) return true;
|
|
184
|
+
const { state } = env;
|
|
185
|
+
const b = bounds(state, state.actor.grid, ctx.y, ctx.x);
|
|
186
|
+
const trapDeps = env.general?.trapDeps;
|
|
187
|
+
let detect = false;
|
|
188
|
+
|
|
189
|
+
for (let y = b.y1; y < b.y2; y++) {
|
|
190
|
+
for (let x = b.x1; x < b.x2; x++) {
|
|
191
|
+
const grid = loc(x, y);
|
|
192
|
+
if (!state.chunk.inBoundsFully(grid)) continue;
|
|
193
|
+
|
|
194
|
+
/* Reveal traps (chest-trap identification rides obj knowledge). */
|
|
195
|
+
if (trapDeps && squareRevealTrap(state, grid, true, trapDeps)) {
|
|
196
|
+
detect = true;
|
|
197
|
+
}
|
|
198
|
+
|
|
199
|
+
/* Mark as trap-detected. */
|
|
200
|
+
state.chunk.sqinfoOn(grid, SQUARE.DTRAP);
|
|
201
|
+
}
|
|
202
|
+
}
|
|
203
|
+
|
|
204
|
+
ctx.env.messages?.msg(
|
|
205
|
+
detect ? "You sense the presence of traps!" : "You sense no traps.",
|
|
206
|
+
);
|
|
207
|
+
ctx.ident = true;
|
|
208
|
+
return true;
|
|
209
|
+
};
|
|
210
|
+
|
|
211
|
+
/** EF_DETECT_DOORS: find secret doors, remember all doors in range. */
|
|
212
|
+
const handleDETECT_DOORS: EffectHandler = (ctx) => {
|
|
213
|
+
const env = gameEnv(ctx);
|
|
214
|
+
if (!env) return true;
|
|
215
|
+
const { state } = env;
|
|
216
|
+
const c = state.chunk;
|
|
217
|
+
const b = bounds(state, state.actor.grid, ctx.y, ctx.x);
|
|
218
|
+
const trapDeps = env.general?.trapDeps;
|
|
219
|
+
let doors = false;
|
|
220
|
+
|
|
221
|
+
for (let y = b.y1; y < b.y2; y++) {
|
|
222
|
+
for (let x = b.x1; x < b.x2; x++) {
|
|
223
|
+
const grid = loc(x, y);
|
|
224
|
+
if (!c.inBoundsFully(grid)) continue;
|
|
225
|
+
|
|
226
|
+
if (c.feat(grid) === FEAT.SECRET) {
|
|
227
|
+
/* Detect secret doors: put an actual door (place_closed_door,
|
|
228
|
+
* with its one-in-four lock roll when traps are live). */
|
|
229
|
+
c.setFeat(grid, FEAT.CLOSED);
|
|
230
|
+
if (trapDeps && state.rng.oneIn(4)) {
|
|
231
|
+
squareSetDoorLock(state, grid, state.rng.randint1(7), trapDeps);
|
|
232
|
+
}
|
|
233
|
+
squareMemorize(state, grid);
|
|
234
|
+
doors = true;
|
|
235
|
+
} else if (c.isDoor(grid)) {
|
|
236
|
+
/* Detect other types of doors. */
|
|
237
|
+
if (squareMemoryBad(state, grid)) {
|
|
238
|
+
squareMemorize(state, grid);
|
|
239
|
+
doors = true;
|
|
240
|
+
}
|
|
241
|
+
} else {
|
|
242
|
+
/* Forget misremembered doors in the mapping area. */
|
|
243
|
+
const remembered = knownFeat(state, grid);
|
|
244
|
+
if (
|
|
245
|
+
remembered >= 0 &&
|
|
246
|
+
c.features.get(remembered).flags.has(TF.DOOR_ANY) &&
|
|
247
|
+
squareMemoryBad(state, grid)
|
|
248
|
+
) {
|
|
249
|
+
squareForget(state, grid);
|
|
250
|
+
}
|
|
251
|
+
}
|
|
252
|
+
}
|
|
253
|
+
}
|
|
254
|
+
|
|
255
|
+
if (doors) ctx.env.messages?.msg("You sense the presence of doors!");
|
|
256
|
+
else if (ctx.aware) ctx.env.messages?.msg("You sense no doors.");
|
|
257
|
+
ctx.ident = true;
|
|
258
|
+
return true;
|
|
259
|
+
};
|
|
260
|
+
|
|
261
|
+
/** EF_DETECT_STAIRS: remember every staircase in range. */
|
|
262
|
+
const handleDETECT_STAIRS: EffectHandler = (ctx) => {
|
|
263
|
+
const env = gameEnv(ctx);
|
|
264
|
+
if (!env) return true;
|
|
265
|
+
const { state } = env;
|
|
266
|
+
const b = bounds(state, state.actor.grid, ctx.y, ctx.x);
|
|
267
|
+
let stairs = false;
|
|
268
|
+
|
|
269
|
+
for (let y = b.y1; y < b.y2; y++) {
|
|
270
|
+
for (let x = b.x1; x < b.x2; x++) {
|
|
271
|
+
const grid = loc(x, y);
|
|
272
|
+
if (!state.chunk.inBoundsFully(grid)) continue;
|
|
273
|
+
if (state.chunk.isStairs(grid)) {
|
|
274
|
+
squareMemorize(state, grid);
|
|
275
|
+
stairs = true;
|
|
276
|
+
}
|
|
277
|
+
}
|
|
278
|
+
}
|
|
279
|
+
|
|
280
|
+
if (stairs) ctx.env.messages?.msg("You sense the presence of stairs!");
|
|
281
|
+
else if (ctx.aware) ctx.env.messages?.msg("You sense no stairs.");
|
|
282
|
+
ctx.ident = true;
|
|
283
|
+
return true;
|
|
284
|
+
};
|
|
285
|
+
|
|
286
|
+
/** square_hasgoldvein: mineral wall with treasure (TF_GOLD). */
|
|
287
|
+
function hasGoldVein(state: GameState, grid: Loc): boolean {
|
|
288
|
+
return state.chunk.feature(grid).flags.has(TF.GOLD);
|
|
289
|
+
}
|
|
290
|
+
|
|
291
|
+
/** EF_DETECT_ORE: remember buried treasure veins in range. */
|
|
292
|
+
const handleDETECT_ORE: EffectHandler = (ctx) => {
|
|
293
|
+
const env = gameEnv(ctx);
|
|
294
|
+
if (!env) return true;
|
|
295
|
+
const { state } = env;
|
|
296
|
+
const b = bounds(state, state.actor.grid, ctx.y, ctx.x);
|
|
297
|
+
let goldBuried = false;
|
|
298
|
+
|
|
299
|
+
for (let y = b.y1; y < b.y2; y++) {
|
|
300
|
+
for (let x = b.x1; x < b.x2; x++) {
|
|
301
|
+
const grid = loc(x, y);
|
|
302
|
+
if (!state.chunk.inBoundsFully(grid)) continue;
|
|
303
|
+
|
|
304
|
+
if (hasGoldVein(state, grid)) {
|
|
305
|
+
squareMemorize(state, grid);
|
|
306
|
+
goldBuried = true;
|
|
307
|
+
} else {
|
|
308
|
+
/* Something removed previously seen or detected buried gold. */
|
|
309
|
+
const remembered = knownFeat(state, grid);
|
|
310
|
+
if (
|
|
311
|
+
remembered >= 0 &&
|
|
312
|
+
state.chunk.features.get(remembered).flags.has(TF.GOLD)
|
|
313
|
+
) {
|
|
314
|
+
squareForget(state, grid);
|
|
315
|
+
}
|
|
316
|
+
}
|
|
317
|
+
}
|
|
318
|
+
}
|
|
319
|
+
|
|
320
|
+
/* Message unless we're silently detecting. */
|
|
321
|
+
if (ctx.origin.what !== "none") {
|
|
322
|
+
if (goldBuried) {
|
|
323
|
+
ctx.env.messages?.msg("You sense the presence of buried treasure!");
|
|
324
|
+
} else if (ctx.aware) {
|
|
325
|
+
ctx.env.messages?.msg("You sense no buried treasure.");
|
|
326
|
+
}
|
|
327
|
+
}
|
|
328
|
+
ctx.ident = true;
|
|
329
|
+
return true;
|
|
330
|
+
};
|
|
331
|
+
|
|
332
|
+
/**
|
|
333
|
+
* sense_stuff / detect_stuff: walk the (inclusive) rectangle applying
|
|
334
|
+
* squareSensePile / squareKnowPile, reporting whether anything matched.
|
|
335
|
+
*/
|
|
336
|
+
function stuff(
|
|
337
|
+
env: GameEffectEnv,
|
|
338
|
+
ctx: EffectHandlerContext,
|
|
339
|
+
pred: (obj: GameObject) => boolean,
|
|
340
|
+
know: boolean,
|
|
341
|
+
): boolean {
|
|
342
|
+
const { state } = env;
|
|
343
|
+
const b = bounds(state, state.actor.grid, ctx.y, ctx.x);
|
|
344
|
+
let haveStuff = false;
|
|
345
|
+
|
|
346
|
+
for (let y = b.y1; y <= b.y2; y++) {
|
|
347
|
+
for (let x = b.x1; x <= b.x2; x++) {
|
|
348
|
+
const grid = loc(x, y);
|
|
349
|
+
const pile = state.floor.get(y * state.chunk.width + x);
|
|
350
|
+
if (pile?.some(pred)) haveStuff = true;
|
|
351
|
+
if (know) squareKnowPile(state, grid, pred);
|
|
352
|
+
else squareSensePile(state, grid, pred);
|
|
353
|
+
}
|
|
354
|
+
}
|
|
355
|
+
return haveStuff;
|
|
356
|
+
}
|
|
357
|
+
|
|
358
|
+
const isMoney = (obj: GameObject): boolean => tvalIsMoney(obj.tval);
|
|
359
|
+
/* tval_is_not_money (effect-handler-general.c:1717) */
|
|
360
|
+
const isNotMoney = (obj: GameObject): boolean => !tvalIsMoney(obj.tval);
|
|
361
|
+
|
|
362
|
+
/** EF_SENSE_GOLD: sense (without identifying) money on the floor. */
|
|
363
|
+
const handleSENSE_GOLD: EffectHandler = (ctx) => {
|
|
364
|
+
const env = gameEnv(ctx);
|
|
365
|
+
if (!env) return true;
|
|
366
|
+
const money = stuff(env, ctx, isMoney, false);
|
|
367
|
+
if (money) ctx.env.messages?.msg("You sense the presence of gold!");
|
|
368
|
+
else if (ctx.aware) ctx.env.messages?.msg("You sense no gold.");
|
|
369
|
+
ctx.ident = true;
|
|
370
|
+
return true;
|
|
371
|
+
};
|
|
372
|
+
|
|
373
|
+
/** EF_DETECT_GOLD: detect money on the floor. */
|
|
374
|
+
const handleDETECT_GOLD: EffectHandler = (ctx) => {
|
|
375
|
+
const env = gameEnv(ctx);
|
|
376
|
+
if (!env) return true;
|
|
377
|
+
const money = stuff(env, ctx, isMoney, true);
|
|
378
|
+
if (money) ctx.env.messages?.msg("You detect the presence of gold!");
|
|
379
|
+
else if (ctx.aware) ctx.env.messages?.msg("You detect no gold.");
|
|
380
|
+
ctx.ident = true;
|
|
381
|
+
return true;
|
|
382
|
+
};
|
|
383
|
+
|
|
384
|
+
/** EF_SENSE_OBJECTS: sense (without identifying) non-money objects. */
|
|
385
|
+
const handleSENSE_OBJECTS: EffectHandler = (ctx) => {
|
|
386
|
+
const env = gameEnv(ctx);
|
|
387
|
+
if (!env) return true;
|
|
388
|
+
const objects = stuff(env, ctx, isNotMoney, false);
|
|
389
|
+
if (objects) ctx.env.messages?.msg("You sense the presence of objects!");
|
|
390
|
+
else if (ctx.aware) ctx.env.messages?.msg("You sense no objects.");
|
|
391
|
+
ctx.ident = true;
|
|
392
|
+
return true;
|
|
393
|
+
};
|
|
394
|
+
|
|
395
|
+
/** EF_DETECT_OBJECTS: detect non-money objects. */
|
|
396
|
+
const handleDETECT_OBJECTS: EffectHandler = (ctx) => {
|
|
397
|
+
const env = gameEnv(ctx);
|
|
398
|
+
if (!env) return true;
|
|
399
|
+
const objects = stuff(env, ctx, isNotMoney, true);
|
|
400
|
+
if (objects) ctx.env.messages?.msg("You detect the presence of objects!");
|
|
401
|
+
else if (ctx.aware) ctx.env.messages?.msg("You detect no objects.");
|
|
402
|
+
ctx.ident = true;
|
|
403
|
+
return true;
|
|
404
|
+
};
|
|
405
|
+
|
|
406
|
+
/**
|
|
407
|
+
* detect_monsters: mark every non-camouflaged monster in the rectangle
|
|
408
|
+
* that satisfies the predicate (MARK + SHOW, displayed until the mark
|
|
409
|
+
* fades). Invisible-monster lore learning rides lore (#24).
|
|
410
|
+
*/
|
|
411
|
+
function detectMonsters(
|
|
412
|
+
state: GameState,
|
|
413
|
+
yDist: number,
|
|
414
|
+
xDist: number,
|
|
415
|
+
pred: (mon: Monster) => boolean,
|
|
416
|
+
): boolean {
|
|
417
|
+
const b = bounds(state, state.actor.grid, yDist, xDist);
|
|
418
|
+
let monsters = false;
|
|
419
|
+
|
|
420
|
+
const max = monsterMax(state);
|
|
421
|
+
for (let i = 1; i < max; i++) {
|
|
422
|
+
const mon = state.monsters[i];
|
|
423
|
+
if (!mon) continue;
|
|
424
|
+
const { x, y } = mon.grid;
|
|
425
|
+
if (x < b.x1 || y < b.y1 || x > b.x2 || y > b.y2) continue;
|
|
426
|
+
|
|
427
|
+
if (pred(mon) && !monsterIsCamouflaged(mon)) {
|
|
428
|
+
mon.mflag.on(MFLAG.MARK);
|
|
429
|
+
mon.mflag.on(MFLAG.SHOW);
|
|
430
|
+
mon.mflag.on(MFLAG.VISIBLE);
|
|
431
|
+
monsters = true;
|
|
432
|
+
}
|
|
433
|
+
}
|
|
434
|
+
return monsters;
|
|
435
|
+
}
|
|
436
|
+
|
|
437
|
+
function monsterDetector(
|
|
438
|
+
pred: (mon: Monster) => boolean,
|
|
439
|
+
foundMsg: string,
|
|
440
|
+
noneMsg: string,
|
|
441
|
+
): EffectHandler {
|
|
442
|
+
return (ctx) => {
|
|
443
|
+
const env = gameEnv(ctx);
|
|
444
|
+
if (!env) return true;
|
|
445
|
+
const monsters = detectMonsters(env.state, ctx.y, ctx.x, pred);
|
|
446
|
+
if (monsters) ctx.env.messages?.msg(foundMsg);
|
|
447
|
+
else if (ctx.aware) ctx.env.messages?.msg(noneMsg);
|
|
448
|
+
ctx.ident = true;
|
|
449
|
+
return true;
|
|
450
|
+
};
|
|
451
|
+
}
|
|
452
|
+
|
|
453
|
+
/** The detection handlers, keyed by upstream EF code. */
|
|
454
|
+
const DETECT_HANDLERS: ReadonlyMap<number, EffectHandler> = new Map<
|
|
455
|
+
number,
|
|
456
|
+
EffectHandler
|
|
457
|
+
>([
|
|
458
|
+
[EF.MAP_AREA, handleMAP_AREA],
|
|
459
|
+
/* effect_handler_READ_MINDS (effect-handler-general.c:1286) */
|
|
460
|
+
[EF.READ_MINDS, handleREAD_MINDS],
|
|
461
|
+
/* effect_handler_DETECT_TRAPS (effect-handler-general.c:1321) */
|
|
462
|
+
[EF.DETECT_TRAPS, handleDETECT_TRAPS],
|
|
463
|
+
/* effect_handler_DETECT_DOORS (effect-handler-general.c:1398) */
|
|
464
|
+
[EF.DETECT_DOORS, handleDETECT_DOORS],
|
|
465
|
+
/* effect_handler_DETECT_STAIRS (effect-handler-general.c:1467) */
|
|
466
|
+
[EF.DETECT_STAIRS, handleDETECT_STAIRS],
|
|
467
|
+
/* effect_handler_DETECT_ORE (effect-handler-general.c:1519) */
|
|
468
|
+
[EF.DETECT_ORE, handleDETECT_ORE],
|
|
469
|
+
/* effect_handler_SENSE_GOLD (effect-handler-general.c:1682) */
|
|
470
|
+
[EF.SENSE_GOLD, handleSENSE_GOLD],
|
|
471
|
+
/* effect_handler_DETECT_GOLD (effect-handler-general.c:1699) */
|
|
472
|
+
[EF.DETECT_GOLD, handleDETECT_GOLD],
|
|
473
|
+
/* effect_handler_SENSE_OBJECTS (effect-handler-general.c:1725) */
|
|
474
|
+
[EF.SENSE_OBJECTS, handleSENSE_OBJECTS],
|
|
475
|
+
/* effect_handler_DETECT_OBJECTS (effect-handler-general.c:1746) */
|
|
476
|
+
[EF.DETECT_OBJECTS, handleDETECT_OBJECTS],
|
|
477
|
+
/* effect_handler_DETECT_LIVING_MONSTERS (effect-handler-general.c:1833) */
|
|
478
|
+
[
|
|
479
|
+
EF.DETECT_LIVING_MONSTERS,
|
|
480
|
+
monsterDetector(monsterIsLiving, "You sense life!", "You sense no life."),
|
|
481
|
+
],
|
|
482
|
+
/* effect_handler_DETECT_VISIBLE_MONSTERS (effect-handler-general.c:1854) */
|
|
483
|
+
[
|
|
484
|
+
EF.DETECT_VISIBLE_MONSTERS,
|
|
485
|
+
monsterDetector(
|
|
486
|
+
monsterIsNotInvisible,
|
|
487
|
+
"You sense the presence of monsters!",
|
|
488
|
+
"You sense no monsters.",
|
|
489
|
+
),
|
|
490
|
+
],
|
|
491
|
+
/* effect_handler_DETECT_INVISIBLE_MONSTERS (effect-handler-general.c:1874) */
|
|
492
|
+
[
|
|
493
|
+
EF.DETECT_INVISIBLE_MONSTERS,
|
|
494
|
+
monsterDetector(
|
|
495
|
+
monsterIsInvisible,
|
|
496
|
+
"You sense the presence of invisible creatures!",
|
|
497
|
+
"You sense no invisible creatures.",
|
|
498
|
+
),
|
|
499
|
+
],
|
|
500
|
+
/* effect_handler_DETECT_FEARFUL_MONSTERS (effect-handler-general.c:1893) */
|
|
501
|
+
[
|
|
502
|
+
EF.DETECT_FEARFUL_MONSTERS,
|
|
503
|
+
monsterDetector(
|
|
504
|
+
monsterIsFearful,
|
|
505
|
+
"These monsters could provide good sport.",
|
|
506
|
+
"You smell no fear in the air.",
|
|
507
|
+
),
|
|
508
|
+
],
|
|
509
|
+
/* effect_handler_DETECT_EVIL (effect-handler-general.c:1911) */
|
|
510
|
+
[
|
|
511
|
+
EF.DETECT_EVIL,
|
|
512
|
+
monsterDetector(
|
|
513
|
+
monsterIsEvil,
|
|
514
|
+
"You sense the presence of evil creatures!",
|
|
515
|
+
"You sense no evil creatures.",
|
|
516
|
+
),
|
|
517
|
+
],
|
|
518
|
+
/* effect_handler_DETECT_SOUL (effect-handler-general.c:1929) */
|
|
519
|
+
[
|
|
520
|
+
EF.DETECT_SOUL,
|
|
521
|
+
monsterDetector(
|
|
522
|
+
monsterHasSpirit,
|
|
523
|
+
"You sense the presence of spirits!",
|
|
524
|
+
"You sense no spirits.",
|
|
525
|
+
),
|
|
526
|
+
],
|
|
527
|
+
]);
|
|
528
|
+
|
|
529
|
+
/**
|
|
530
|
+
* Register the detection/mapping handlers, overriding the stubs
|
|
531
|
+
* registerCoreHandlers installed. Call after registerCoreHandlers.
|
|
532
|
+
*/
|
|
533
|
+
export function registerDetectHandlers(registry: EffectRegistry): void {
|
|
534
|
+
for (const [code, handler] of DETECT_HANDLERS) {
|
|
535
|
+
registry.register(code, { handler, status: "implemented" });
|
|
536
|
+
}
|
|
537
|
+
}
|
|
538
|
+
|
|
539
|
+
/** The detection EF codes this module registers. */
|
|
540
|
+
export const DETECT_HANDLER_CODES: readonly number[] = [
|
|
541
|
+
...DETECT_HANDLERS.keys(),
|
|
542
|
+
];
|