@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 +1,252 @@
1
+ /**
2
+ * The effect-interpreter environment adapters: build a live EffectContext
3
+ * (effects/interpreter.ts) from the GameState so the already-ported general
4
+ * effect handlers (effects/handlers.ts: EF_HEAL_HP, EF_CURE, the EF_TIMED_*
5
+ * family, EF_NOURISH, EF_DAMAGE, ...) run end to end against a real player
6
+ * instead of no-opping on an absent slot.
7
+ *
8
+ * These are the concrete backing for the narrow capability interfaces the
9
+ * interpreter defines:
10
+ * - TimedHost is backed by the player-timed runtime (player/timed.ts) over the
11
+ * bound timed-effect table, so grade transitions, messages, disturbance and
12
+ * the NONSTACKING guard behave identically to every other status change.
13
+ * - EffectPlayer.hp is a live view of the player's hitpoints; takeHit and
14
+ * applyDamageReduction route through the shared player-damage primitive
15
+ * (player/take-hit.ts), the same one the projection player driver uses.
16
+ *
17
+ * The bound timed table (player/bind.ts) is passed in because GameState does
18
+ * not carry it; the same is true of the food value, depth, damage reduction
19
+ * and player_inc_check queries (all calc_bonuses / pack state that lives
20
+ * outside the turn-loop state). A caller that supplies no incQueries lets every
21
+ * timed increase through, matching a bare resistance-less player.
22
+ */
23
+
24
+ import type { GameEvents } from "../events.js";
25
+ import type {
26
+ EffectContext,
27
+ EffectMessages,
28
+ EffectPlayer,
29
+ HasHp,
30
+ HasMana,
31
+ TimedHost,
32
+ } from "../effects/interpreter.js";
33
+ import {
34
+ playerClearTimed,
35
+ playerDecTimed,
36
+ playerIncCheck,
37
+ playerIncTimed,
38
+ playerSetTimed,
39
+ } from "../player/timed.js";
40
+ import type {
41
+ PlayerIncCheckHooks,
42
+ PlayerIncCheckQueries,
43
+ PlayerTimedHooks,
44
+ } from "../player/timed.js";
45
+ import {
46
+ playerApplyDamageReduction,
47
+ takeHit,
48
+ } from "../player/take-hit.js";
49
+ import type {
50
+ DamageReduction,
51
+ TakeHitHooks,
52
+ TakeHitTarget,
53
+ } from "../player/take-hit.js";
54
+ import type { TimedEffect } from "../player/types.js";
55
+ import { DEFAULT_HITPOINT_WARN } from "./project-cast.js";
56
+ import type { GameState } from "./context.js";
57
+ import type { Effect } from "../effects/effect.js";
58
+
59
+ /** What the effect-environment adapters need beyond the GameState. */
60
+ export interface EffectEnvDeps {
61
+ /** The bound player timed-effect table (player/bind.ts), any order. */
62
+ timedTable: readonly TimedEffect[];
63
+ /** msg(): status / damage messages. */
64
+ onMessage?: (text: string, msgt?: string) => void;
65
+ /** GameEvents bus, if the caller wires effect events. */
66
+ events?: GameEvents;
67
+ /** z_info->food_value; defaults to state.z.foodValue. */
68
+ foodValue?: number;
69
+ /** Dungeon depth, for handlers/expressions that read it. */
70
+ level?: number;
71
+ /** OPT(player, show_damage). */
72
+ showDamage?: boolean;
73
+ /** Renderer-neutral EF_SELECT chooser; -1 cancels, -2 chooses random. */
74
+ chooseEffect?: (first: Effect | null, count: number) => number;
75
+ /** player_inc_check resolvers; when absent every increase is allowed. */
76
+ incQueries?: PlayerIncCheckQueries;
77
+ /** player_inc_check side hooks (equip-learn + monster-source smart-learn);
78
+ * threaded for monster-source casts (mon-cast.ts) so update_smart_learn runs
79
+ * on the no-save branch. Absent for player-side effects. */
80
+ incHooks?: PlayerIncCheckHooks;
81
+ /** Extra player-timed hooks (onNotify / onTransition). */
82
+ timedHooks?: PlayerTimedHooks;
83
+ /** take_hit consequences (onDeath, combatRegen, ...). */
84
+ takeHitHooks?: TakeHitHooks;
85
+ /** state.dam_red / perc_dam_red (calc_bonuses); default zero. */
86
+ reduction?: DamageReduction;
87
+ }
88
+
89
+ /** A TakeHitTarget view whose chp / is_dead mutations write back to the state. */
90
+ function takeHitTarget(state: GameState): TakeHitTarget {
91
+ const p = state.actor.player;
92
+ return {
93
+ get chp(): number {
94
+ return p.chp;
95
+ },
96
+ set chp(v: number) {
97
+ p.chp = v;
98
+ },
99
+ mhp: p.mhp,
100
+ lev: p.lev,
101
+ get isDead(): boolean {
102
+ return state.isDead;
103
+ },
104
+ set isDead(v: boolean) {
105
+ state.isDead = v;
106
+ },
107
+ timed: p.timed,
108
+ hitpointWarn: DEFAULT_HITPOINT_WARN,
109
+ };
110
+ }
111
+
112
+ /**
113
+ * buildTimedHost: the interpreter's TimedHost over the live player, dispatching
114
+ * through the player-timed runtime with the bound effect table (looked up by
115
+ * the effect's index, so the table may be in any order).
116
+ */
117
+ export function buildTimedHost(
118
+ state: GameState,
119
+ deps: EffectEnvDeps,
120
+ ): TimedHost {
121
+ const p = state.actor.player;
122
+ const byIndex = new Map<number, TimedEffect>();
123
+ for (const e of deps.timedTable) byIndex.set(e.index, e);
124
+
125
+ const effect = (idx: number): TimedEffect => {
126
+ const e = byIndex.get(idx);
127
+ if (!e) throw new Error(`no bound timed effect for index ${idx}`);
128
+ return e;
129
+ };
130
+
131
+ const hooks: PlayerTimedHooks = {
132
+ ...(deps.onMessage
133
+ ? { onMessage: (t: string, msgt: string) => deps.onMessage!(t, msgt) }
134
+ : {}),
135
+ ...(deps.timedHooks ?? {}),
136
+ ...(deps.incQueries
137
+ ? {
138
+ incCheck: (idx: number) =>
139
+ playerIncCheck(effect(idx), deps.incQueries!, deps.incHooks),
140
+ }
141
+ : {}),
142
+ };
143
+
144
+ return {
145
+ timed: (idx) => p.timed[idx] ?? 0,
146
+ setTimed: (idx, v, notify, canDisturb) =>
147
+ playerSetTimed(p, effect(idx), v, notify, canDisturb, hooks),
148
+ incTimed: (idx, v, notify, canDisturb, check) =>
149
+ playerIncTimed(p, effect(idx), v, notify, canDisturb, check, hooks),
150
+ decTimed: (idx, v, notify, canDisturb) =>
151
+ playerDecTimed(p, effect(idx), v, notify, canDisturb, hooks),
152
+ clearTimed: (idx, notify, canDisturb) =>
153
+ playerClearTimed(p, effect(idx), notify, canDisturb, hooks),
154
+ };
155
+ }
156
+
157
+ /**
158
+ * buildEffectPlayer: the interpreter's EffectPlayer slot over the live player -
159
+ * a live hitpoint view, the timed host, and take_hit / damage-reduction routed
160
+ * through the shared player-damage primitive.
161
+ */
162
+ export function buildEffectPlayer(
163
+ state: GameState,
164
+ deps: EffectEnvDeps,
165
+ ): EffectPlayer {
166
+ const p = state.actor.player;
167
+ const target = takeHitTarget(state);
168
+ const reduction = deps.reduction ?? { damRed: 0, percDamRed: 0 };
169
+
170
+ const hp: HasHp = {
171
+ get chp(): number {
172
+ return p.chp;
173
+ },
174
+ set chp(v: number) {
175
+ p.chp = v;
176
+ },
177
+ get mhp(): number {
178
+ return p.mhp;
179
+ },
180
+ set mhp(v: number) {
181
+ p.mhp = v;
182
+ },
183
+ get chpFrac(): number {
184
+ return p.chpFrac;
185
+ },
186
+ set chpFrac(v: number) {
187
+ p.chpFrac = v;
188
+ },
189
+ };
190
+
191
+ const mana: HasMana = {
192
+ get csp(): number {
193
+ return p.csp;
194
+ },
195
+ set csp(v: number) {
196
+ p.csp = v;
197
+ },
198
+ get msp(): number {
199
+ return p.msp;
200
+ },
201
+ set msp(v: number) {
202
+ p.msp = v;
203
+ },
204
+ get cspFrac(): number {
205
+ return p.cspFrac;
206
+ },
207
+ set cspFrac(v: number) {
208
+ p.cspFrac = v;
209
+ },
210
+ };
211
+
212
+ return {
213
+ hp,
214
+ mana,
215
+ timed: buildTimedHost(state, deps),
216
+ applyDamageReduction: (dam) =>
217
+ playerApplyDamageReduction(target, reduction, dam),
218
+ takeHit: (dam, killer) => takeHit(target, dam, killer, deps.takeHitHooks),
219
+ };
220
+ }
221
+
222
+ /**
223
+ * buildEffectContext: a full EffectContext for effect_do / effect_simple, built
224
+ * from the live GameState. rng comes from the state; the player slot and food
225
+ * value are populated so the general handlers act for real.
226
+ */
227
+ export function buildEffectContext(
228
+ state: GameState,
229
+ deps: EffectEnvDeps,
230
+ ): EffectContext {
231
+ const messages: EffectMessages | undefined = deps.onMessage
232
+ ? { msg: deps.onMessage }
233
+ : undefined;
234
+
235
+ /* OPT(player, show_damage): the injected dep wins, else the wired option
236
+ * store. Absent (worldless tests), it stays undefined (falsey), preserving
237
+ * the prior seam-absent behaviour and the shipped default (off). */
238
+ const showDamage = deps.showDamage ?? state.options?.get("show_damage");
239
+
240
+ return {
241
+ rng: state.rng,
242
+ ...(messages ? { messages } : {}),
243
+ ...(deps.events ? { events: deps.events } : {}),
244
+ player: buildEffectPlayer(state, deps),
245
+ foodValue: deps.foodValue ?? state.z.foodValue,
246
+ ...(deps.level !== undefined ? { level: deps.level } : {}),
247
+ ...(showDamage !== undefined ? { showDamage } : {}),
248
+ ...((deps.chooseEffect ?? state.effectChooser)
249
+ ? { chooseEffect: deps.chooseEffect ?? state.effectChooser }
250
+ : {}),
251
+ };
252
+ }
@@ -0,0 +1,86 @@
1
+ /**
2
+ * The shared game-layer effect environment. Game effect handlers (the attack
3
+ * projections in effect-attack.ts, the monster effects in effect-monster.ts,
4
+ * and later batches) need access to the live GameState, which the effects/
5
+ * layer's EffectContext deliberately keeps opaque (the layering rule keeps
6
+ * effects/ below game/). This module owns the concrete environment those
7
+ * handlers read and the plumbing that attaches it to an EffectContext.
8
+ *
9
+ * A handler reads the environment from context.env.game (an opaque slot on
10
+ * EffectContext) via gameEnv(); when it is absent the handler no-ops (the
11
+ * worldless rule the effects/ handlers already follow). The caller attaches it
12
+ * with attachGameEnv after building the base context (game/effect-env.ts
13
+ * buildEffectContext).
14
+ */
15
+
16
+ import type { Loc } from "../loc.js";
17
+ import type { EffectContext, EffectHandlerContext } from "../effects/interpreter.js";
18
+ import type { TakeHitHooks } from "../player/take-hit.js";
19
+ import type { GameState } from "./context.js";
20
+ import type { CastContext } from "./project-cast.js";
21
+ import type { TeleportEnv } from "./effect-teleport.js";
22
+ import type { GeneralEffectEnv } from "./effect-general.js";
23
+ import type { ItemEffectEnv } from "./effect-item.js";
24
+ import type { SummonEffectEnv } from "./effect-summon.js";
25
+
26
+ /** Everything the game-layer effect handlers need beyond the EffectContext. */
27
+ export interface GameEffectEnv {
28
+ /** The live game state (monsters, chunk, player actor, rng). */
29
+ state: GameState;
30
+ /** The projection casting context (bound projections, range, player actor). */
31
+ cast: CastContext;
32
+ /**
33
+ * target_get for a DIR_TARGET player cast. The command layers back it
34
+ * with a live getter over game/target.ts (targetOkay + targetGet), so a
35
+ * target that moves or dies mid-chain is re-read per handler exactly as
36
+ * upstream's per-handler target_get; tests may pass a plain grid.
37
+ */
38
+ aimed?: Loc | undefined;
39
+ /** cave->mon_current: the acting monster, excluded by PROJECT_LOS. */
40
+ monCurrent?: number;
41
+ /** player_has(PF_CHARM). */
42
+ charm?: boolean;
43
+ /** take_hit consequences for effects that damage the player (BANISH, ...). */
44
+ takeHitHooks?: TakeHitHooks;
45
+ /**
46
+ * get_com symbol chooser for EF_BANISH: return the chosen monster glyph, or
47
+ * null to abort. Absent means the effect aborts (no UI wired).
48
+ */
49
+ banishSymbol?: () => string | null;
50
+ /** Teleport-family hooks and unmodelled-subsystem seams (effect-teleport.ts). */
51
+ teleport?: TeleportEnv;
52
+ /** General-handler seams: trap access for glyphs/webs (effect-general.ts). */
53
+ general?: GeneralEffectEnv;
54
+ /** Item-targeting seams: get_item and the ego/curse tables (effect-item.ts). */
55
+ item?: ItemEffectEnv;
56
+ /**
57
+ * Per-game flavor knowledge, so an item-identifying effect (EF_IDENTIFY ->
58
+ * object_learn_unknown_rune -> player_know_object) can fire the
59
+ * object_flavor_aware side effect. Absent, awareness is left unchanged (the
60
+ * worldless rule); the ignore/notice consequences ride flavorDeps.
61
+ */
62
+ flavor?: import("../obj/knowledge.js").FlavorKnowledge;
63
+ /** object_flavor_aware's ignore/notice side effects, used with `flavor`. */
64
+ flavorDeps?: import("../obj/knowledge.js").FlavorAwareDeps;
65
+ /** Summoning seams: the summon table and live placement (effect-summon.ts). */
66
+ summon?: SummonEffectEnv;
67
+ /**
68
+ * monster_change_shape / monster_revert_shape (game/mon-shape.ts), for
69
+ * the MON_TMD_CHANGED timer (the SHAPECHANGE monster spell). Built by
70
+ * wireGame; absent, the timer stands and the form is unchanged.
71
+ */
72
+ monShape?: import("../mon/timed.js").MonShapeHooks;
73
+ }
74
+
75
+ /** Attach a game environment to an effect context for the game handlers. */
76
+ export function attachGameEnv(
77
+ env: EffectContext,
78
+ game: GameEffectEnv,
79
+ ): EffectContext {
80
+ return { ...env, game };
81
+ }
82
+
83
+ /** Read the game env off the context, or null for a worldless interpreter. */
84
+ export function gameEnv(ctx: EffectHandlerContext): GameEffectEnv | null {
85
+ return (ctx.env.game as GameEffectEnv | undefined) ?? null;
86
+ }