@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 +1,61 @@
1
+ /**
2
+ * The turn/energy core, ported from reference/src/game-world.c (Angband
3
+ * 4.2.6): the extract_energy[] table, turn_energy(), z_info->move_energy
4
+ * (NORMAL_ENERGY), and the rule that an actor may act once its accumulated
5
+ * energy reaches move_energy.
6
+ *
7
+ * The energy table and turn_energy() already live in ../mon/monster (the
8
+ * monster domain needs them at construction time); they are the exact
9
+ * upstream extract_energy[200] and turn_energy(speed) = extract_energy[speed]
10
+ * * move_energy / 100. This module re-exports them as the canonical turn-loop
11
+ * arithmetic and adds the small threshold/spend helpers the scheduler and
12
+ * loop build on. Everything here is pure so the loop stays deterministic
13
+ * under a seeded Rng.
14
+ */
15
+
16
+ import { EXTRACT_ENERGY, turnEnergy } from "../mon/monster.js";
17
+
18
+ export { EXTRACT_ENERGY, turnEnergy };
19
+
20
+ /**
21
+ * z_info->move_energy default (constants.txt world:move-energy). One
22
+ * "normal" action costs this much energy, and an actor may act when its
23
+ * energy has reached it.
24
+ */
25
+ export const NORMAL_ENERGY = 100;
26
+
27
+ /**
28
+ * The speed at which extract_energy[] yields exactly 10 energy per game
29
+ * turn: index 110 in the table ("Norm"). A normal-speed actor therefore
30
+ * takes one action every move_energy / 10 == 10 game turns.
31
+ */
32
+ export const NORMAL_SPEED = 110;
33
+
34
+ /**
35
+ * True when an actor with this much accumulated energy is allowed to take a
36
+ * turn (mon->energy >= z_info->move_energy; player->energy >= move_energy).
37
+ */
38
+ export function canAct(energy: number, moveEnergy = NORMAL_ENERGY): boolean {
39
+ return energy >= moveEnergy;
40
+ }
41
+
42
+ /**
43
+ * Energy after gaining a turn's worth at the given speed
44
+ * (actor->energy += turn_energy(speed)).
45
+ */
46
+ export function gainEnergy(
47
+ energy: number,
48
+ speed: number,
49
+ moveEnergy = NORMAL_ENERGY,
50
+ ): number {
51
+ return energy + turnEnergy(speed, moveEnergy);
52
+ }
53
+
54
+ /**
55
+ * Energy after spending `amount` on an action (player->energy -=
56
+ * energy_use; mon->energy -= move_energy). Not clamped: upstream lets energy
57
+ * go slightly negative and recover, which keeps fast actors on schedule.
58
+ */
59
+ export function spendEnergy(energy: number, amount: number): number {
60
+ return energy - amount;
61
+ }
@@ -0,0 +1,476 @@
1
+ /**
2
+ * The equipment-comparison grid's data model, ported from
3
+ * reference/src/ui-equip-cmp.c (initialize_summary, filter_items,
4
+ * sort_items, compute_player_and_equipment_values, set_short_name).
5
+ *
6
+ * Upstream builds one big screen: property columns (resistances / abilities
7
+ * / hindrances / modifiers / stat_modifiers, each scoped to category
8
+ * "EQUIPCMP_SCREEN") across every wearable item the player has seen - worn,
9
+ * carried, on the floor underfoot, at home, or in the (non-home) stores -
10
+ * plus a combined "@" row showing what the player + current equipment adds
11
+ * up to. This module reuses the same ui-entry compute/render backend the
12
+ * character screen uses (game/ui-entry.ts); it does not re-derive any
13
+ * combat/resist arithmetic.
14
+ *
15
+ * Deliberately simplified vs. the C, per the port's shell-adaptation plan:
16
+ * - The intricate terminal-width-driven 2/3-"view" column repartition
17
+ * (reconfigure_for_term_if_necessary) is reduced to a fixed 2-view split
18
+ * (all categories, then stat_modifiers alone) plus an optional 3-view
19
+ * split that also breaks out "modifiers" - correct data, simpler paging,
20
+ * as the port's shell-adaptation notes explicitly allow.
21
+ * - The dump-to-file command (d) writes a text file and rides the port's
22
+ * host-io layer with the other dumps.
23
+ *
24
+ * The quick attribute filter (q / !, prompt_for_easy_filter) IS here:
25
+ * matchEquipCmpFilter does its label lookup and equipCmpFilterKeeps its six
26
+ * selector functions, applied through EquipCmpOptions.filter. It was called a
27
+ * "UI convenience" and skipped, which was wrong - it is a default part of the
28
+ * screen on every platform. The source-cycle (c), reverse (r), and reset (R)
29
+ * behaviours are faithful.
30
+ *
31
+ * No RNG: every value here is a deterministic function of already-computed
32
+ * object/player state (curses, runes, equipment) - this is a pure display
33
+ * model, like the rest of the ui-entry backend it is built on.
34
+ */
35
+
36
+ import type { GameObject } from "../obj/object.js";
37
+ import type { Player } from "../player/player.js";
38
+ import type { GameState } from "./context.js";
39
+ import { gearGet } from "./gear.js";
40
+ import { floorPile } from "./floor.js";
41
+ import { wieldSlot } from "./gear.js";
42
+ import { ignoreLevelOf, IGNORE } from "../obj/ignore.js";
43
+ import { objectFullyKnown, objectKnownShadow } from "../obj/known-object.js";
44
+ import { tvalIsWearable } from "../obj/object.js";
45
+ import { describeObject, knownDescOf } from "./describe.js";
46
+ import { ODESC } from "../obj/desc.js";
47
+ import { colorCharToAttr } from "../color.js";
48
+ import { FEAT } from "../generated/index.js";
49
+ import {
50
+ buildUiEntryConfig,
51
+ equipCmpCategories,
52
+ equipCmpColumnLabel,
53
+ equipCmpFilterLabel3,
54
+ combineEntryValues,
55
+ computeObjectValues,
56
+ computePlayerValues,
57
+ applyRenderer,
58
+ resolveUiDeps,
59
+ isUiEntryForKnownRune,
60
+ } from "./ui-entry.js";
61
+ import type { UiEntryConfig, UiEntryDeps, UiEntryCell } from "./ui-entry.js";
62
+ import { playerFlags } from "../player/calcs.js";
63
+
64
+ export type EquipCmpSource = "worn" | "pack" | "floor" | "home" | "store";
65
+ export type EquipCmpQuality = "artifact" | "ego" | "good" | "average" | "bad";
66
+
67
+ /** equip_cmp's four source-cycle states (ACT_CTX_EQUIPCMP_CYCLE_SOURCES). */
68
+ export type StoreInclusion = "no-store" | "only-store" | "yes-store" | "only-carried";
69
+
70
+ const SOURCE_ORDER: readonly EquipCmpSource[] = ["worn", "pack", "floor", "home", "store"];
71
+ const QUALITY_ORDER: readonly EquipCmpQuality[] = ["artifact", "ego", "good", "average", "bad"];
72
+
73
+ /** cycle_sources (ui-equip-cmp.c L687-758): NO_STORE -> ONLY_STORE -> YES_STORE -> ONLY_CARRIED -> NO_STORE. */
74
+ export function cycleStoreInclusion(cur: StoreInclusion): StoreInclusion {
75
+ switch (cur) {
76
+ case "no-store":
77
+ return "only-store";
78
+ case "only-store":
79
+ return "yes-store";
80
+ case "yes-store":
81
+ return "only-carried";
82
+ default:
83
+ return "no-store";
84
+ }
85
+ }
86
+
87
+ export interface EquipCmpColumn {
88
+ /** The ui_entry name (e.g. "resist_ui_compact_0<ACID>"); stable per column. */
89
+ key: string;
90
+ /** get_ui_entry_label(entry, 3, true): the 2-char header. */
91
+ label: string;
92
+ /** get_ui_entry_label(entry, 4, false): what a 3-char filter code matches. */
93
+ label3: string;
94
+ category: string;
95
+ }
96
+
97
+ export interface EquipCmpItem {
98
+ obj: GameObject;
99
+ /** set_short_name: artifact/ego name tail, else the terse combat name. */
100
+ shortName: string;
101
+ src: EquipCmpSource;
102
+ quality: EquipCmpQuality;
103
+ slot: number;
104
+ equippyCh: string;
105
+ equippyAttr: number;
106
+ /** One cell per column, in the same order as EquipCmpModel.columns. */
107
+ cells: UiEntryCell[];
108
+ /**
109
+ * equippable.vals[]: the raw per-property value behind each cell, before the
110
+ * renderer turned it into a symbol. The easy filter's six selector functions
111
+ * (ui-equip-cmp.c:1643-1682) all test exactly this number.
112
+ */
113
+ vals: number[];
114
+ }
115
+
116
+ export interface EquipCmpModel {
117
+ columns: EquipCmpColumn[];
118
+ /** The "@" combined player+equipment row, one cell per column. */
119
+ combinedCells: UiEntryCell[];
120
+ /** Filtered and sorted (cmp_by_slot/location/quality/short_name). */
121
+ items: EquipCmpItem[];
122
+ stores: StoreInclusion;
123
+ }
124
+
125
+ export interface EquipCmpOptions {
126
+ /** Default "no-store" (easy_filt's initial state, L2480-2486). */
127
+ source?: StoreInclusion;
128
+ /** ACT_CTX_EQUIPCMP_REVERSE: reverse the sorted order. */
129
+ reverse?: boolean;
130
+ /** UiEntryDeps passthrough (timed flags / element effects / playerHas). */
131
+ entryDeps?: UiEntryDeps;
132
+ /** The 'q' / '!' quick filter, from matchEquipCmpFilter. Absent: no filter. */
133
+ filter?: EquipCmpEasyFilter | null;
134
+ }
135
+
136
+ /**
137
+ * One configured quick ("easy") filter: the property column it tests and
138
+ * whether the sense is inverted, which is all `easy_filt` carries beyond the
139
+ * store selector the port models separately (passesSourceFilter).
140
+ */
141
+ export interface EquipCmpEasyFilter {
142
+ /** Index into EquipCmpModel.columns. */
143
+ column: number;
144
+ /** '!' rather than 'q' (apply_not). */
145
+ not: boolean;
146
+ }
147
+
148
+ /** get_string's prompt for the quick filter (ui-equip-cmp.c:1237). */
149
+ export const EQUIP_CMP_FILTER_PROMPT =
150
+ "Enter 2 or 3 (for stat) character code and return or return to clear ";
151
+
152
+ /** The failure message, shown in the dialogue line (ui-equip-cmp.c:1231). */
153
+ export const EQUIP_CMP_FILTER_NO_MATCH =
154
+ "Did not find attribute with that name; filter unchanged";
155
+
156
+ /**
157
+ * The four capitalisation attempts prompt_for_easy_filter makes before giving up
158
+ * (ui-equip-cmp.c:1273-1330), in order. A 3-character code only gets the first
159
+ * three: the fourth attempt writes a 2-character string, and the loop's
160
+ * `threec && itry >= 3` guard stops before it.
161
+ */
162
+ function filterCodeAttempts(code: string): string[] {
163
+ const up = (s: string): string => s.toUpperCase();
164
+ const lo = (s: string): string => s.toLowerCase();
165
+ const head = code.slice(0, 1);
166
+ const tail = code.slice(1);
167
+ const attempts = [
168
+ up(head) + lo(tail),
169
+ up(head) + up(tail),
170
+ lo(head) + lo(tail),
171
+ ];
172
+ /* itry 3 only ever produces two characters (ctry[2] = '\0'). */
173
+ if (code.length <= 2) attempts.push(lo(head) + up(tail));
174
+ return attempts;
175
+ }
176
+
177
+ /**
178
+ * prompt_for_easy_filter's label lookup (ui-equip-cmp.c:1258-1360): find the
179
+ * property column whose label matches the typed code under any of upstream's
180
+ * capitalisation attempts. A 3-character code is matched against the 3-char
181
+ * label (all three characters, pad included); anything else against the first
182
+ * two characters of the 2-char column header, which is how a 1-character code
183
+ * fails to match anything.
184
+ *
185
+ * Returns null for upstream's "Did not find attribute with that name".
186
+ */
187
+ export function matchEquipCmpFilter(
188
+ columns: readonly EquipCmpColumn[],
189
+ code: string,
190
+ not: boolean,
191
+ ): EquipCmpEasyFilter | null {
192
+ const threec = code.length >= 3;
193
+ const typed = code.slice(0, 3);
194
+ for (const attempt of filterCodeAttempts(typed)) {
195
+ for (let i = 0; i < columns.length; i++) {
196
+ const col = columns[i]!;
197
+ const label = threec ? col.label3 : col.label;
198
+ const hit = threec
199
+ ? label.slice(0, 3) === attempt.slice(0, 3)
200
+ : label.slice(0, 2) === attempt.slice(0, 2);
201
+ if (hit) return { column: i, not };
202
+ }
203
+ }
204
+ return null;
205
+ }
206
+
207
+ /**
208
+ * The selector prompt_for_easy_filter installs, chosen by the property's
209
+ * category (its `switch (j)`, ui-equip-cmp.c:1372-1425) and applied to the raw
210
+ * value (the six sel_* functions, L1643-1682):
211
+ *
212
+ * - resistances: val >= 1 (sel_at_least_resists)
213
+ * - abilities: val != 0 (sel_has_flag - a flag where on is wanted)
214
+ * - hindrances: val == 0 (sel_does_not_have_flag - INVERTED, because
215
+ * for a hindrance the desirable state is off)
216
+ * - modifiers,
217
+ * stat_modifiers: val > 0 (sel_has_pos_mod)
218
+ *
219
+ * `not` swaps each for its complement.
220
+ */
221
+ export function equipCmpFilterKeeps(
222
+ columns: readonly EquipCmpColumn[],
223
+ filter: EquipCmpEasyFilter,
224
+ vals: readonly number[],
225
+ ): boolean {
226
+ const col = columns[filter.column];
227
+ if (!col) return true;
228
+ const val = vals[filter.column] ?? 0;
229
+ let keep: boolean;
230
+ switch (col.category) {
231
+ case "resistances":
232
+ keep = val >= 1;
233
+ break;
234
+ case "abilities":
235
+ keep = val !== 0;
236
+ break;
237
+ case "hindrances":
238
+ keep = val === 0;
239
+ break;
240
+ default:
241
+ keep = val > 0;
242
+ break;
243
+ }
244
+ return filter.not ? !keep : keep;
245
+ }
246
+
247
+ let cachedConfig: UiEntryConfig | null = null;
248
+ let cachedConfigKey: unknown = null;
249
+
250
+ /** Memoise buildUiEntryConfig per pack (it is pure and pack-shaped, not per-call). */
251
+ function uiEntryConfigFor(packs: Parameters<typeof buildUiEntryConfig>[0]): UiEntryConfig {
252
+ if (cachedConfig && cachedConfigKey === packs) return cachedConfig;
253
+ cachedConfig = buildUiEntryConfig(packs);
254
+ cachedConfigKey = packs;
255
+ return cachedConfig;
256
+ }
257
+
258
+ /** set_short_name (ui-equip-cmp.c L1601), truncated to 20 chars (nshortnm cap). */
259
+ function shortName(state: GameState, obj: GameObject): string {
260
+ const cap = 20;
261
+ if (obj.artifact) {
262
+ const n = obj.artifact.name;
263
+ return n.length <= cap ? n : n.slice(n.length - cap);
264
+ }
265
+ if (obj.ego) {
266
+ const n = obj.ego.name;
267
+ return n.length <= cap ? n : n.slice(n.length - cap);
268
+ }
269
+ const n = describeObject(state, obj, ODESC.COMBAT | ODESC.SINGULAR | ODESC.TERSE);
270
+ return n.length <= cap ? n : n.slice(0, cap);
271
+ }
272
+
273
+ /** equippable_quality (add_obj_to_summary L2080-2104). */
274
+ function quality(obj: GameObject): EquipCmpQuality {
275
+ switch (ignoreLevelOf(obj)) {
276
+ case IGNORE.GOOD:
277
+ return "good";
278
+ case IGNORE.AVERAGE:
279
+ return "average";
280
+ case IGNORE.BAD:
281
+ return "bad";
282
+ default:
283
+ if (obj.artifact) return "artifact";
284
+ if (obj.ego) return "ego";
285
+ return "average";
286
+ }
287
+ }
288
+
289
+ interface GatheredItem {
290
+ obj: GameObject;
291
+ src: EquipCmpSource;
292
+ }
293
+
294
+ /** initialize_summary's five visitors (L2386 body): worn / pack / floor / home / store. */
295
+ function gatherItems(state: GameState): GatheredItem[] {
296
+ const out: GatheredItem[] = [];
297
+ const player = state.actor.player;
298
+
299
+ // WORN: apply_visitor_to_equipped (select_any).
300
+ for (let i = 0; i < player.body.count; i++) {
301
+ const handle = player.equipment[i] ?? 0;
302
+ const obj = handle ? gearGet(state.gear, handle) : null;
303
+ if (obj) out.push({ obj, src: "worn" });
304
+ }
305
+
306
+ // PACK: select_nonequipped_wearable over p->gear (the pack list already
307
+ // excludes equipped handles - see game/gear.ts Gear.pack).
308
+ for (const handle of state.gear.pack) {
309
+ const obj = gearGet(state.gear, handle);
310
+ if (obj && tvalIsWearable(obj.tval)) out.push({ obj, src: "pack" });
311
+ }
312
+
313
+ // FLOOR: select_seen_wearable over square_object(cave, player->grid).
314
+ for (const obj of floorPile(state, state.actor.grid)) {
315
+ if (tvalIsWearable(obj.tval)) out.push({ obj, src: "floor" });
316
+ }
317
+
318
+ // HOME / STORE: guarded - the web shell may have no live stores/home stock.
319
+ for (const store of state.stores ?? []) {
320
+ const src: EquipCmpSource = store.feat === FEAT.HOME ? "home" : "store";
321
+ for (const obj of store.stock) {
322
+ if (tvalIsWearable(obj.tval)) out.push({ obj, src });
323
+ }
324
+ }
325
+
326
+ return out;
327
+ }
328
+
329
+ /** sel_exclude_src / sel_only_src (L1701-1712) for the easy_filt source cycle. */
330
+ function passesSourceFilter(src: EquipCmpSource, mode: StoreInclusion): boolean {
331
+ switch (mode) {
332
+ case "no-store":
333
+ return src !== "store";
334
+ case "only-store":
335
+ return src === "store";
336
+ case "yes-store":
337
+ return true;
338
+ case "only-carried":
339
+ return src === "worn" || src === "pack";
340
+ }
341
+ }
342
+
343
+ const SRC_RANK: Record<EquipCmpSource, number> = {
344
+ worn: 0,
345
+ pack: 1,
346
+ floor: 2,
347
+ home: 3,
348
+ store: 4,
349
+ };
350
+ const QUAL_RANK: Record<EquipCmpQuality, number> = {
351
+ artifact: 0,
352
+ ego: 1,
353
+ good: 2,
354
+ average: 3,
355
+ bad: 4,
356
+ };
357
+
358
+ /** cmp_by_slot -> cmp_by_location -> cmp_by_quality -> cmp_by_short_name (L1900-1919, default_sort). */
359
+ function compareItems(a: EquipCmpItem, b: EquipCmpItem): number {
360
+ if (a.slot !== b.slot) return a.slot - b.slot;
361
+ const sa = SRC_RANK[a.src];
362
+ const sb = SRC_RANK[b.src];
363
+ if (sa !== sb) return sa - sb;
364
+ const qa = QUAL_RANK[a.quality];
365
+ const qb = QUAL_RANK[b.quality];
366
+ if (qa !== qb) return qa - qb;
367
+ return a.shortName < b.shortName ? -1 : a.shortName > b.shortName ? 1 : 0;
368
+ }
369
+
370
+ /**
371
+ * equipCmpSummary: the equip-cmp grid model - columns (with faithful 2-char
372
+ * labels), the "@" combined row, and the filtered/sorted item rows. Reuses
373
+ * computeObjectValues / computePlayerValues / combineEntryValues / applyRenderer
374
+ * (ui-entry.ts) so no combat/resist value is re-derived here.
375
+ */
376
+ export function equipCmpSummary(
377
+ state: GameState,
378
+ packs: Parameters<typeof buildUiEntryConfig>[0],
379
+ opts: EquipCmpOptions = {},
380
+ ): EquipCmpModel {
381
+ const config = uiEntryConfigFor(packs);
382
+ const player: Player = state.actor.player;
383
+ const source = opts.source ?? "no-store";
384
+ const rd = resolveUiDeps(player, opts.entryDeps ?? {});
385
+ const untimedCache = { untimed: playerFlags(player) };
386
+
387
+ const cats = equipCmpCategories(config);
388
+ const columns: EquipCmpColumn[] = [];
389
+ for (const cat of cats) {
390
+ for (const entry of cat.entries) {
391
+ columns.push({
392
+ key: entry.name,
393
+ label: equipCmpColumnLabel(entry),
394
+ label3: equipCmpFilterLabel3(entry),
395
+ category: cat.key,
396
+ });
397
+ }
398
+ }
399
+ const flatEntries = cats.flatMap((c) => c.entries);
400
+
401
+ // Equipped objects (for the "@" combined row): compute_player_and_equipment_values.
402
+ const equipped: GameObject[] = [];
403
+ for (let i = 0; i < player.body.count; i++) {
404
+ const handle = player.equipment[i] ?? 0;
405
+ const obj = handle ? gearGet(state.gear, handle) : null;
406
+ if (obj) equipped.push(obj);
407
+ }
408
+
409
+ /* obj->known, synthesised once per object: object_flag_is_known and
410
+ * object_element_is_known both take object_fully_known as their first route
411
+ * out (obj-knowledge.c:777, 799), and mundane gear carries no runes at all, so
412
+ * it IS fully known and must print '.' down every column. Reading p->obj_k
413
+ * alone printed '?' for a plain torch or soft leather armour - the same defect
414
+ * the character sheet's resist grid had (its fix is ui-entry.ts:1857), which
415
+ * this screen never got. */
416
+ const knownDesc = knownDescOf(state);
417
+ const fullyKnown = (obj: GameObject): boolean =>
418
+ objectFullyKnown(obj, objectKnownShadow(obj, player, state.runeEnv, knownDesc), player, state.runeEnv);
419
+
420
+ const combinedCells: UiEntryCell[] = flatEntries.map((entry) => {
421
+ const playerVal = computePlayerValues(entry, player, rd, untimedCache);
422
+ const vals = [playerVal.val];
423
+ const auxs = [playerVal.auxval];
424
+ for (const obj of equipped) {
425
+ const ov = computeObjectValues(entry, obj, player, fullyKnown(obj));
426
+ vals.push(ov.val);
427
+ auxs.push(ov.auxval);
428
+ }
429
+ const { accum, accumAux } = combineEntryValues(entry, vals, auxs);
430
+ const renderer = config.renderers[entry.rendererIndex - 1];
431
+ if (!renderer) return { symbol: " ", color: 1 };
432
+ const rendered = applyRenderer(renderer, [accum], [accumAux], {
433
+ knownRune: isUiEntryForKnownRune(entry, player),
434
+ alternateColorFirst: false,
435
+ });
436
+ return rendered.cells[0] ?? { symbol: " ", color: 1 };
437
+ });
438
+
439
+ const gathered = gatherItems(state).filter((g) => passesSourceFilter(g.src, source));
440
+ let items: EquipCmpItem[] = gathered.map(({ obj, src }) => {
441
+ const vals: number[] = [];
442
+ const known = fullyKnown(obj);
443
+ const cells: UiEntryCell[] = flatEntries.map((entry) => {
444
+ const ov = computeObjectValues(entry, obj, player, known);
445
+ vals.push(ov.val);
446
+ const renderer = config.renderers[entry.rendererIndex - 1];
447
+ if (!renderer) return { symbol: " ", color: 1 };
448
+ const rendered = applyRenderer(renderer, [ov.val], [ov.auxval], {
449
+ knownRune: isUiEntryForKnownRune(entry, player),
450
+ alternateColorFirst: false,
451
+ });
452
+ return rendered.cells[0] ?? { symbol: " ", color: 1 };
453
+ });
454
+ return {
455
+ obj,
456
+ vals,
457
+ shortName: shortName(state, obj),
458
+ src,
459
+ quality: quality(obj),
460
+ slot: wieldSlot(player.body, obj.tval, player.equipment),
461
+ equippyCh: obj.kind.dChar,
462
+ equippyAttr: colorCharToAttr(obj.kind.dAttr),
463
+ cells,
464
+ };
465
+ });
466
+
467
+ /* filter_items then sort_items (prompt_for_easy_filter L1428-1429): the quick
468
+ * filter narrows the gathered set before the ordering is applied. */
469
+ const filter = opts.filter ?? null;
470
+ if (filter) items = items.filter((it) => equipCmpFilterKeeps(columns, filter, it.vals));
471
+
472
+ items = items.sort(compareItems);
473
+ if (opts.reverse) items = items.slice().reverse();
474
+
475
+ return { columns, combinedCells, items, stores: source };
476
+ }