@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 +1,557 @@
1
+ /**
2
+ * The melee-adjacent effect handlers, ported from
3
+ * reference/src/effect-handler-attack.c (Angband 4.2.6): EF_TAP_UNLIFE
4
+ * (L1615, draining the closest undead into mana), EF_CURSE (L1665, direct
5
+ * damage to the targeted monster), EF_JUMP_AND_BITE (L1710, jump next to
6
+ * the closest living monster and drain it), EF_MOVE_ATTACK (L1785, move up
7
+ * to four grids then unload melee blows), EF_MELEE_BLOWS (L1907, several
8
+ * blows with an elemental side effect per damaging blow) and EF_SWEEP
9
+ * (L1955, a blow at every adjacent monster).
10
+ *
11
+ * Melee routes through combat/melee.ts pyAttackReal with the same
12
+ * learn-on-attack wrapping the walk command uses; kills ripple through
13
+ * state.onPlayerKill + deleteMonster exactly like the melee commands.
14
+ * closestTarget wraps the real target_set_closest (game/target.ts) - the
15
+ * vampiric handlers retarget the player's target, exactly upstream; the
16
+ * target_get of MELEE_BLOWS / MOVE_ATTACK reads the aimed seam
17
+ * (GameEffectEnv.aimed, now backed by the live target) and falls back to
18
+ * the effect direction.
19
+ *
20
+ * Simplifications, ledgered in parity/ledger/game-effect-melee.yaml:
21
+ * MDESC names and message_pain grammar ride the display layer (#25) - the
22
+ * race name stands in, pain messages are the flee message only;
23
+ * EF_SINGLE_COMBAT rides arena levels (not modelled, #24).
24
+ */
25
+
26
+ import { EF, MON_MSG, TMD } from "../generated/index.js";
27
+ import { PROJECT } from "../world/project.js";
28
+ import type { Loc } from "../loc.js";
29
+ import { CLOCKWISE_GRID, DDGRID, DDGRID_DDD, distance, loc, locDiff, locSum } from "../loc.js";
30
+ import { DIR_TARGET, effectCalculateValue } from "../effects/interpreter.js";
31
+ import type {
32
+ EffectHandler,
33
+ EffectHandlerContext,
34
+ EffectRegistry,
35
+ } from "../effects/interpreter.js";
36
+ import type { Monster } from "../mon/monster.js";
37
+ import {
38
+ monsterIsLiving,
39
+ monsterIsObvious,
40
+ monsterIsUndead,
41
+ monsterIsVisible,
42
+ } from "../mon/predicate.js";
43
+ import { getLore } from "../mon/lore.js";
44
+ import { monTakeHit } from "../mon/take-hit.js";
45
+ import { pyAttackReal } from "../combat/melee.js";
46
+ import { learnBrandSlayFromMelee } from "../combat/brand-slay.js";
47
+ import { equipLearnOnMeleeAttack } from "../obj/knowledge.js";
48
+ import type { GameState } from "./context.js";
49
+ import { arenaInterceptDeath, deleteMonster, movePlayer, squareMonster } from "./context.js";
50
+ import { gameEnv } from "./effect-game-env.js";
51
+ import type { GameEffectEnv } from "./effect-game-env.js";
52
+ import {
53
+ formatMonsterMessage,
54
+ formatPainMessage,
55
+ formatPainMessageShowDamage,
56
+ } from "./mon-message.js";
57
+ import { castProjection, playerCastSource } from "./project-cast.js";
58
+ import { squareIsPlayerTrap, squareIsWebbed } from "./trap.js";
59
+ import {
60
+ TARGET,
61
+ targetGetMonster,
62
+ targetSetClosest,
63
+ targetSetMonster,
64
+ } from "./target.js";
65
+
66
+ /** msg() over the effect context's optional message sink. */
67
+ function say(ctx: EffectHandlerContext, text: string): void {
68
+ ctx.env.messages?.msg(text);
69
+ }
70
+
71
+ /**
72
+ * target_set_closest(TARGET_KILL, pred) followed by target_get_monster, as
73
+ * the vampiric handlers call it - the drain retargets the player's target,
74
+ * exactly upstream.
75
+ */
76
+ export function closestTarget(
77
+ state: GameState,
78
+ pred: (mon: Monster) => boolean,
79
+ ): Monster | null {
80
+ if (!targetSetClosest(state, TARGET.KILL, pred)) return null;
81
+ return targetGetMonster(state);
82
+ }
83
+
84
+ /**
85
+ * One player melee blow at the monster, with the learn-on-attack wrapping
86
+ * the melee commands use. A kill rewards experience and deletes the
87
+ * monster. Returns whether the monster died.
88
+ */
89
+ function playerBlow(state: GameState, mon: Monster): boolean {
90
+ learnBrandSlayFromMelee(
91
+ state.actor.player,
92
+ state.runeEnv,
93
+ state.actor.weapon,
94
+ {
95
+ race: mon.race,
96
+ visible: monsterIsVisible(mon),
97
+ lore: getLore(state.lore, mon.race),
98
+ },
99
+ );
100
+ const blow = pyAttackReal(
101
+ state.rng,
102
+ state.actor.player,
103
+ state.actor.combat,
104
+ state.actor.weapon,
105
+ mon,
106
+ state.brands,
107
+ state.slays,
108
+ {
109
+ /* chance_of_melee_hit halves unseen targets (player-attack.c:104-109),
110
+ * including effect-handler-attack.c's py_attack_real paths. */
111
+ monVisible: monsterIsVisible(mon),
112
+ percentDamage: state.options?.get("birth_percent_damage") ?? false,
113
+ },
114
+ );
115
+ equipLearnOnMeleeAttack(state.actor.player, state.runeEnv);
116
+ if (blow.monsterDied && !arenaInterceptDeath(state, mon)) {
117
+ state.onPlayerKill?.(mon);
118
+ deleteMonster(state, mon.midx);
119
+ }
120
+ return blow.monsterDied;
121
+ }
122
+
123
+ /**
124
+ * mon_take_hit for effect damage: the monster dies (with the note said) or
125
+ * flees. Rewards experience and deletes on a kill, exactly as
126
+ * player_kill_monster does for the melee commands.
127
+ */
128
+ function effectHit(
129
+ ctx: EffectHandlerContext,
130
+ state: GameState,
131
+ mon: Monster,
132
+ dam: number,
133
+ note: string,
134
+ showDamage = false,
135
+ ): boolean {
136
+ const result = monTakeHit(state.rng, mon, dam, note, {
137
+ /* become_aware: a direct-damage effect (EF_TAP_UNLIFE, EF_CURSE, ...)
138
+ * can reveal a camouflaged target, same as any other hit. */
139
+ ...(state.becomeAware ? { becomeAware: state.becomeAware } : {}),
140
+ });
141
+ if (result.died) {
142
+ if (arenaInterceptDeath(state, mon)) return true;
143
+ if (monsterIsVisible(mon)) say(ctx, `${mon.race.name}${note}`);
144
+ state.onPlayerKill?.(mon);
145
+ deleteMonster(state, mon.midx);
146
+ return true;
147
+ }
148
+ /*
149
+ * A survivor gets its graded pain line, then the flee line
150
+ * (effect-handler-attack.c:1651-1657 TAP_UNLIFE, 1693-1702 CURSE,
151
+ * 1770-1776 JUMP_AND_BITE - all three gate both on monster_is_visible).
152
+ * message_pain runs after mon_take_hit, so mon.hp is already the post-hit
153
+ * value get_pain_msg_code (mon-msg.c:96) compares against. CURSE alone takes
154
+ * the message_pain_show_damage branch, under OPT(player, show_damage).
155
+ */
156
+ if (monsterIsVisible(mon)) {
157
+ const pain = showDamage
158
+ ? formatPainMessageShowDamage(mon, dam)
159
+ : formatPainMessage(mon, dam);
160
+ if (pain) say(ctx, pain);
161
+ if (result.fear) {
162
+ /* add_monster_message(MON_MSG_FLEE_IN_TERROR): "The kobold flees in
163
+ * terror!" through get_subject, not a bare race name. */
164
+ const flee = formatMonsterMessage(mon, MON_MSG.FLEE_IN_TERROR);
165
+ if (flee) say(ctx, flee);
166
+ }
167
+ }
168
+ return false;
169
+ }
170
+
171
+ /** The EF_HEAL_HP minimum-amount branch (nested effect_simple calls). */
172
+ function healPlayer(ctx: EffectHandlerContext, amount: number): void {
173
+ const hp = ctx.env.player?.hp;
174
+ if (!hp || hp.chp >= hp.mhp || amount <= 0) return;
175
+ hp.chp += amount;
176
+ if (hp.chp >= hp.mhp) {
177
+ hp.chp = hp.mhp;
178
+ hp.chpFrac = 0;
179
+ }
180
+ if (amount < 5) say(ctx, "You feel a little better.");
181
+ else if (amount < 15) say(ctx, "You feel better.");
182
+ else if (amount < 35) say(ctx, "You feel much better.");
183
+ else say(ctx, "You feel very good.");
184
+ }
185
+
186
+ /** The EF_RESTORE_MANA fixed-amount branch (nested effect_simple calls). */
187
+ function restoreMana(ctx: EffectHandlerContext, amount: number): void {
188
+ const mana = ctx.env.player?.mana;
189
+ if (!mana || amount <= 0) return;
190
+ if (mana.csp < mana.msp) {
191
+ mana.csp += amount;
192
+ if (mana.csp > mana.msp) {
193
+ mana.csp = mana.msp;
194
+ mana.cspFrac = 0;
195
+ say(ctx, "You feel your head clear.");
196
+ } else {
197
+ say(ctx, "You feel your head clear somewhat.");
198
+ }
199
+ }
200
+ }
201
+
202
+ /** The effect's target grid: the aimed seam for DIR_TARGET, else the dir. */
203
+ function aimedGrid(env: GameEffectEnv, ctx: EffectHandlerContext): Loc {
204
+ if (ctx.dir === DIR_TARGET && env.aimed) return env.aimed;
205
+ return locSum(env.state.actor.grid, DDGRID[ctx.dir] ?? loc(0, 0));
206
+ }
207
+
208
+ /**
209
+ * EF_TAP_UNLIFE: draw power from the closest undead monster, gaining a
210
+ * quarter of the drained hitpoints as mana.
211
+ */
212
+ const handleTAP_UNLIFE: EffectHandler = (ctx) => {
213
+ const env = gameEnv(ctx);
214
+ if (!env) return true;
215
+ const { state } = env;
216
+ const amount = effectCalculateValue(ctx, false);
217
+
218
+ ctx.ident = true;
219
+
220
+ /* Closest undead monster */
221
+ const mon = closestTarget(state, monsterIsUndead);
222
+ if (!mon) return false;
223
+
224
+ /* Hurt the monster */
225
+ const drain = Math.trunc(Math.min(mon.hp, amount) / 4);
226
+ /* effect-handler-attack.c:1637-1641: the suffix reports `amount` (the damage
227
+ * dealt), not `drain` (the mana gained). */
228
+ const tapTail = ctx.env.showDamage ? ` (${amount})` : "";
229
+ say(ctx, `You draw power from the ${mon.race.name}.${tapTail}`);
230
+ effectHit(ctx, state, mon, amount, " is destroyed!");
231
+
232
+ /* Gain mana (effect_simple(EF_RESTORE_MANA, drain)) */
233
+ restoreMana(ctx, drain);
234
+
235
+ return true;
236
+ };
237
+
238
+ /**
239
+ * EF_CURSE: curse the targeted monster for direct, unresistable damage.
240
+ */
241
+ const handleCURSE: EffectHandler = (ctx) => {
242
+ const env = gameEnv(ctx);
243
+ if (!env) return true;
244
+ const { state } = env;
245
+ const dam = effectCalculateValue(ctx, false);
246
+
247
+ ctx.ident = true;
248
+
249
+ /* Need to choose a monster, not just point (target_get_monster; the
250
+ * aimed seam stands in when no target bookkeeping is active). */
251
+ const mon =
252
+ targetGetMonster(state) ??
253
+ (env.aimed ? squareMonster(state, env.aimed) : null);
254
+ if (!mon) {
255
+ say(ctx, "No monster selected!");
256
+ return false;
257
+ }
258
+
259
+ /* display_dam (effect-handler-attack.c:1671): OPT(player, show_damage) puts
260
+ * the damage in the death note AND selects message_pain_show_damage. */
261
+ const displayDam = ctx.env.showDamage ?? false;
262
+ const note = displayDam ? ` dies! (${dam})` : " dies!";
263
+ effectHit(ctx, state, mon, dam, note, displayDam);
264
+ return true;
265
+ };
266
+
267
+ /**
268
+ * EF_SINGLE_COMBAT (effect-handler-attack.c L1856): drag the targeted
269
+ * monster into an arena. High spell power resists; otherwise the arena
270
+ * flags fire the level change (the session builds the arena around
271
+ * state.healthWho - upstream's monster_index_move juggle only serves
272
+ * arena_gen's memcpy and is not needed).
273
+ */
274
+ const handleSINGLE_COMBAT: EffectHandler = (ctx) => {
275
+ const env = gameEnv(ctx);
276
+ if (!env) return true;
277
+ const { state } = env;
278
+ ctx.ident = true;
279
+
280
+ /* Already in an arena. */
281
+ if (state.arenaLevel) {
282
+ say(ctx, "You are already in single combat!");
283
+ return false;
284
+ }
285
+
286
+ /* Need to choose a monster, not just point. */
287
+ const mon = targetGetMonster(state);
288
+ if (!mon) {
289
+ say(ctx, "No monster selected!");
290
+ return false;
291
+ }
292
+
293
+ /* Monsters with high spell power can resist. */
294
+ if (
295
+ mon.race.spellPower > 0 &&
296
+ state.rng.randint0(mon.race.spellPower) > state.actor.player.lev
297
+ ) {
298
+ const name = mon.race.name;
299
+ say(ctx, `${name.charAt(0).toUpperCase()}${name.slice(1)} resists!`);
300
+ return true;
301
+ }
302
+
303
+ /* Head to the arena. */
304
+ targetSetMonster(state, mon);
305
+ state.healthWho = mon;
306
+ state.arenaLevel = true;
307
+ state.oldGrid = state.actor.grid;
308
+ state.targetDepth = state.chunk.depth;
309
+ state.generateLevel = true;
310
+ return true;
311
+ };
312
+
313
+ /**
314
+ * EF_JUMP_AND_BITE: jump next to the closest living monster and drain
315
+ * hitpoints and nourishment from it.
316
+ */
317
+ const handleJUMP_AND_BITE: EffectHandler = (ctx) => {
318
+ const env = gameEnv(ctx);
319
+ if (!env) return true;
320
+ const { state } = env;
321
+ const c = state.chunk;
322
+ const amount = effectCalculateValue(ctx, false);
323
+
324
+ ctx.ident = true;
325
+
326
+ /* Closest living monster */
327
+ const mon = closestTarget(state, monsterIsLiving);
328
+ if (!mon) return false;
329
+ const victim = mon.grid;
330
+ const name = mon.race.name;
331
+
332
+ /* Look next to the monster */
333
+ const firstD = state.rng.randint0(8);
334
+ let d = firstD;
335
+ let grid = victim;
336
+ for (; d < firstD + 8; d++) {
337
+ grid = locSum(victim, DDGRID_DDD[d % 8]!);
338
+ if (squareIsPlayerTrap(state, grid)) continue;
339
+ if (squareIsWebbed(state, grid)) continue;
340
+ /* square_isopen: floor with no occupant. */
341
+ if (c.inBounds(grid) && c.isFloor(grid) && c.mon(grid) === 0) break;
342
+ }
343
+
344
+ /* Needed to be adjacent */
345
+ if (d === firstD + 8) {
346
+ say(ctx, `Not enough room next to ${name}!`);
347
+ return false;
348
+ }
349
+
350
+ /* Move player (monster_swap + player_handle_post_move). */
351
+ movePlayer(state, grid);
352
+ state.updateFov?.(state);
353
+ state.onPlayerMoved?.(state, grid);
354
+
355
+ /* Now bite it */
356
+ const drain = Math.min(mon.hp + 1, amount);
357
+ /* effect-handler-attack.c:1755-1759: this one reports `drain` (the amount
358
+ * healed/nourished), unlike EF_TAP_UNLIFE which reports the damage. */
359
+ const biteTail = ctx.env.showDamage ? ` (${drain})` : "";
360
+ say(ctx, `You bite ${name}.${biteTail}`);
361
+ effectHit(ctx, state, mon, amount, " is drained dry!");
362
+
363
+ /* Heal and nourish (effect_simple(EF_HEAL_HP) + TMD_FOOD). */
364
+ healPlayer(ctx, drain);
365
+ ctx.env.player?.timed?.incTimed(TMD.FOOD, drain, false, false, false);
366
+
367
+ return true;
368
+ };
369
+
370
+ /**
371
+ * EF_MOVE_ATTACK: move up to four grids toward the target, then land melee
372
+ * blows scaled down by the distance travelled.
373
+ */
374
+ const handleMOVE_ATTACK: EffectHandler = (ctx) => {
375
+ const env = gameEnv(ctx);
376
+ if (!env) return true;
377
+ const { state } = env;
378
+ const c = state.chunk;
379
+ let blows = effectCalculateValue(ctx, false);
380
+ let moves = 4;
381
+
382
+ /* Ask for a target */
383
+ const target = aimedGrid(env, ctx);
384
+
385
+ const mon = squareMonster(state, target);
386
+ if (!mon || !monsterIsObvious(mon)) {
387
+ say(ctx, "This spell must target a monster.");
388
+ return false;
389
+ }
390
+
391
+ while (distance(state.actor.grid, target) > 1 && moves > 0) {
392
+ const choice = [0, 1, -1];
393
+ let attack = false;
394
+ const diff = locDiff(target, state.actor.grid);
395
+
396
+ /* Choice of direction simplified by prioritizing diagonals */
397
+ let d: number;
398
+ if (diff.x === 0) {
399
+ d = diff.y < 0 ? 0 : 4; /* up : down */
400
+ } else if (diff.y === 0) {
401
+ d = diff.x < 0 ? 6 : 2; /* left : right */
402
+ } else if (diff.x < 0) {
403
+ d = diff.y < 0 ? 7 : 5; /* up-left : down-left */
404
+ } else {
405
+ d = diff.y < 0 ? 1 : 3; /* up-right : down-right */
406
+ }
407
+
408
+ /* We'll give up to 3 choices: d, d + 1, d - 1 */
409
+ let next = state.actor.grid;
410
+ for (let i = 0; i < 3; i++) {
411
+ const dTest = (d + choice[i]! + 8) % 8;
412
+ next = locSum(state.actor.grid, CLOCKWISE_GRID[dTest]!);
413
+ if (c.isPassable(next)) {
414
+ d = dTest;
415
+ if (squareMonster(state, next)) attack = true;
416
+ break;
417
+ } else if (i === 2) {
418
+ say(ctx, "The way is barred.");
419
+ return moves !== 4;
420
+ }
421
+ }
422
+
423
+ /* move_player: attack a blocker, otherwise step. */
424
+ if (attack) {
425
+ const blocker = squareMonster(state, next);
426
+ if (blocker) playerBlow(state, blocker);
427
+ return false;
428
+ }
429
+ movePlayer(state, next);
430
+ state.updateFov?.(state);
431
+ state.onPlayerMoved?.(state, next);
432
+ moves--;
433
+ }
434
+
435
+ /* Reduce blows based on distance traveled, round to nearest blow */
436
+ blows = Math.trunc((blows * moves + 2) / 4);
437
+
438
+ /* Should return some energy if monster dies early */
439
+ while (blows-- > 0) {
440
+ if (playerBlow(state, mon)) break;
441
+ }
442
+
443
+ return true;
444
+ };
445
+
446
+ /**
447
+ * EF_MELEE_BLOWS: several melee blows at an adjacent monster, applying an
448
+ * elemental side effect after each damaging blow.
449
+ */
450
+ const handleMELEE_BLOWS: EffectHandler = (ctx) => {
451
+ const env = gameEnv(ctx);
452
+ if (!env) return true;
453
+ const { state } = env;
454
+ let blows = effectCalculateValue(ctx, false);
455
+ const dam = ctx.radius;
456
+
457
+ /* players only for now */
458
+ if (ctx.origin.what !== "player") return false;
459
+
460
+ /* Ask for a target if no direction given */
461
+ const target = aimedGrid(env, ctx);
462
+
463
+ /* Check target validity */
464
+ const taim = distance(state.actor.grid, target);
465
+ const mon = squareMonster(state, target);
466
+ if (taim > 1) {
467
+ say(ctx, `Target too far away (${taim}).`);
468
+ return false;
469
+ } else if (!mon) {
470
+ say(ctx, "You must attack a monster.");
471
+ return false;
472
+ }
473
+
474
+ while (blows-- > 0 && state.monsters[mon.midx] === mon) {
475
+ /* Test for damaging the monster */
476
+ const hp = mon.hp;
477
+ if (playerBlow(state, mon)) return true;
478
+ if (mon.hp === hp) continue;
479
+
480
+ /* Apply side-effects */
481
+ if (
482
+ castProjection(
483
+ state,
484
+ env.cast,
485
+ playerCastSource(state),
486
+ target,
487
+ dam,
488
+ ctx.subtype,
489
+ PROJECT.KILL,
490
+ 0,
491
+ )
492
+ ) {
493
+ ctx.ident = true;
494
+ }
495
+ }
496
+ return true;
497
+ };
498
+
499
+ /**
500
+ * EF_SWEEP: spin around, landing a blow at every adjacent monster.
501
+ */
502
+ const handleSWEEP: EffectHandler = (ctx) => {
503
+ const env = gameEnv(ctx);
504
+ if (!env) return true;
505
+ const { state } = env;
506
+ let blows = effectCalculateValue(ctx, false);
507
+
508
+ /* Players only for now */
509
+ if (ctx.origin.what !== "player") return false;
510
+
511
+ /* Doing these like >1 blows means spinning around multiple times. */
512
+ while (blows-- > 0) {
513
+ for (let i = 0; i < 8; i++) {
514
+ const target = locSum(state.actor.grid, CLOCKWISE_GRID[i]!);
515
+ const mon = squareMonster(state, target);
516
+ if (mon) playerBlow(state, mon);
517
+ }
518
+ }
519
+
520
+ return true;
521
+ };
522
+
523
+ /** The melee-adjacent handlers, keyed by upstream EF code. */
524
+ const MELEE_HANDLERS: ReadonlyMap<number, EffectHandler> = new Map<
525
+ number,
526
+ EffectHandler
527
+ >([
528
+ /* effect_handler_TAP_UNLIFE (effect-handler-attack.c:1615) */
529
+ [EF.TAP_UNLIFE, handleTAP_UNLIFE],
530
+ /* effect_handler_SINGLE_COMBAT (effect-handler-attack.c:1857) */
531
+ [EF.SINGLE_COMBAT, handleSINGLE_COMBAT],
532
+ [EF.CURSE, handleCURSE],
533
+ /* effect_handler_JUMP_AND_BITE (effect-handler-attack.c:1710) */
534
+ [EF.JUMP_AND_BITE, handleJUMP_AND_BITE],
535
+ /* effect_handler_MOVE_ATTACK (effect-handler-attack.c:1785) */
536
+ [EF.MOVE_ATTACK, handleMOVE_ATTACK],
537
+ /* effect_handler_MELEE_BLOWS (effect-handler-attack.c:1907) */
538
+ [EF.MELEE_BLOWS, handleMELEE_BLOWS],
539
+ [EF.SWEEP, handleSWEEP],
540
+ ]);
541
+
542
+ /**
543
+ * Register the melee-adjacent handlers, overriding the stubs
544
+ * registerCoreHandlers installed. Call after registerCoreHandlers. Each
545
+ * handler reads its game environment from context.env.game (attach it with
546
+ * attachGameEnv) and no-ops when it is absent.
547
+ */
548
+ export function registerMeleeHandlers(registry: EffectRegistry): void {
549
+ for (const [code, handler] of MELEE_HANDLERS) {
550
+ registry.register(code, { handler, status: "implemented" });
551
+ }
552
+ }
553
+
554
+ /** The melee-adjacent EF codes this module registers. */
555
+ export const MELEE_HANDLER_CODES: readonly number[] = [
556
+ ...MELEE_HANDLERS.keys(),
557
+ ];