@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 +1,368 @@
1
+ /**
2
+ * Monster group behaviours, ported from reference/src/mon-group.c (Angband
3
+ * 4.2.6): the pack bookkeeping that lets monsters share a leader, split when the
4
+ * leader dies, rouse each other and track the player as a group. Groups live on
5
+ * the GameState (state.groups, parallel to state.monsters), so this is a game-
6
+ * layer module.
7
+ *
8
+ * The upstream member list is a linked list whose head is the most recently
9
+ * added member; here it is an array with the same head-first order (add
10
+ * prepends), so the leader-succession scan and the split behaviour match. The
11
+ * group model (Monster.group_info primary/summon slots and the MON_GROUP roles)
12
+ * is already on the monster (mon/monster.ts).
13
+ *
14
+ * monster_group_free (mon-group.c:39) has no counterpart: it only mem_frees the
15
+ * member-list entries and the group struct. Its observable half - clearing the
16
+ * chunk's group slot - is `state.groups[index] = null` at both upstream call
17
+ * sites (monster_group_remove_leader L128 and monster_remove_from_groups L169);
18
+ * the third caller, wipe_mon_list (mon-make.c:613), is level teardown that the
19
+ * port does by dropping the whole state.groups array.
20
+ *
21
+ * Divergences: state.groups grows on demand rather than being capped at
22
+ * z_info->level_monster_max (monster_group_index_new never "fails" here); the
23
+ * rouse visibility test uses line of sight (monster_can_see, which also weighs
24
+ * range and light, is not ported). Placement assignment and delete removal are
25
+ * wired by their callers (monster generation / deleteMonster); the AI consumers
26
+ * (rouse in the monster turn, group tracking in get_move) are wired separately.
27
+ */
28
+
29
+ import { MFLAG, MON_TMD } from "../generated/index.js";
30
+ import { distance } from "../loc.js";
31
+ import { los } from "../world/view.js";
32
+ import { monsterIsUnique } from "../mon/predicate.js";
33
+ import { monsterWake } from "../mon/take-hit.js";
34
+ import { GROUP_MAX, GROUP_TYPE } from "../mon/monster.js";
35
+ import type { Monster, MonsterGroupInfo } from "../mon/monster.js";
36
+ import { MON_GROUP } from "../mon/types.js";
37
+ import type { GameState, MonsterGroup } from "./context.js";
38
+
39
+ /** Allocate a new (empty) monster group with the given index. */
40
+ export function monsterGroupNew(index: number): MonsterGroup {
41
+ return { index, leader: 0, members: [] };
42
+ }
43
+
44
+ /** monster_group_by_index. */
45
+ export function monsterGroupByIndex(
46
+ state: GameState,
47
+ index: number,
48
+ ): MonsterGroup | null {
49
+ return state.groups[index] ?? null;
50
+ }
51
+
52
+ /** monster_group_index. */
53
+ export function monsterGroupIndex(group: MonsterGroup): number {
54
+ return group.index;
55
+ }
56
+
57
+ /** monster_group_leader_idx. */
58
+ export function monsterGroupLeaderIdx(group: MonsterGroup): number {
59
+ return group.leader;
60
+ }
61
+
62
+ /** monster_group_leader: the leader monster of a monster's primary group. */
63
+ export function monsterGroupLeader(
64
+ state: GameState,
65
+ mon: Monster,
66
+ ): Monster | null {
67
+ const group = state.groups[mon.groupInfo[GROUP_TYPE.PRIMARY]!.index];
68
+ if (!group) return null;
69
+ return state.monsters[group.leader] ?? null;
70
+ }
71
+
72
+ /** monster_group_index_new: the next free group slot (grows the array). */
73
+ export function monsterGroupIndexNew(state: GameState): number {
74
+ for (let i = 1; i < state.groups.length; i++) {
75
+ if (!state.groups[i]) return i;
76
+ }
77
+ return state.groups.length;
78
+ }
79
+
80
+ /** monster_add_to_group: prepend the monster to a group's member list. */
81
+ export function monsterAddToGroup(
82
+ state: GameState,
83
+ mon: Monster,
84
+ group: MonsterGroup,
85
+ ): void {
86
+ group.members.unshift(mon.midx);
87
+ }
88
+
89
+ /** monster_group_start: make a one-monster group led by `mon` in slot `which`. */
90
+ export function monsterGroupStart(
91
+ state: GameState,
92
+ mon: Monster,
93
+ which: number,
94
+ ): void {
95
+ const index = monsterGroupIndexNew(state);
96
+ const group = monsterGroupNew(index);
97
+ state.groups[index] = group;
98
+ group.leader = mon.midx;
99
+ group.members = [mon.midx];
100
+ mon.groupInfo[which] = { index, role: MON_GROUP.LEADER };
101
+ }
102
+
103
+ /** monster_group_split: break a leaderless group into race-based pieces. */
104
+ function monsterGroupSplit(state: GameState, group: MonsterGroup): void {
105
+ const temp: number[] = [];
106
+ for (const midx of [...group.members]) {
107
+ const mon = state.monsters[midx];
108
+ if (!mon) continue;
109
+
110
+ /* Join an already-made split group of the same race. */
111
+ for (const gi of temp) {
112
+ const newGroup = state.groups[gi]!;
113
+ const head = state.monsters[newGroup.members[0]!];
114
+ if (head && head.race === mon.race) {
115
+ mon.groupInfo[GROUP_TYPE.PRIMARY]!.index = gi;
116
+ mon.groupInfo[GROUP_TYPE.PRIMARY]!.role = MON_GROUP.MEMBER;
117
+ monsterAddToGroup(state, mon, newGroup);
118
+ break;
119
+ }
120
+ }
121
+
122
+ /* Still in the old group -> start a fresh one. */
123
+ if (mon.groupInfo[GROUP_TYPE.PRIMARY]!.index === group.index) {
124
+ monsterGroupStart(state, mon, GROUP_TYPE.PRIMARY);
125
+ temp.push(mon.groupInfo[GROUP_TYPE.PRIMARY]!.index);
126
+ }
127
+ }
128
+ }
129
+
130
+ /** monster_group_remove_leader: appoint a successor or fracture the group. */
131
+ function monsterGroupRemoveLeader(
132
+ state: GameState,
133
+ leader: Monster,
134
+ group: MonsterGroup,
135
+ ): void {
136
+ let possLeader = 0;
137
+ for (const midx of group.members) {
138
+ const mon = state.monsters[midx];
139
+ if (!mon) continue;
140
+ /* Same-race non-summon members can take over. */
141
+ if (
142
+ leader.race === mon.race &&
143
+ !possLeader &&
144
+ mon.groupInfo[GROUP_TYPE.PRIMARY]!.role !== MON_GROUP.SUMMON
145
+ ) {
146
+ possLeader = mon.midx;
147
+ }
148
+ /* Uniques always take over. */
149
+ if (monsterIsUnique(mon)) possLeader = mon.midx;
150
+ }
151
+
152
+ if (!possLeader) {
153
+ /* No successor: the group fractures and is removed. */
154
+ monsterGroupSplit(state, group);
155
+ state.groups[group.index] = null;
156
+ } else {
157
+ group.leader = possLeader;
158
+ for (const midx of group.members) {
159
+ const mon = state.monsters[midx];
160
+ if (mon && mon.midx === possLeader) {
161
+ mon.groupInfo[GROUP_TYPE.PRIMARY]!.role = MON_GROUP.LEADER;
162
+ break;
163
+ }
164
+ }
165
+ }
166
+ monsterGroupsVerify(state);
167
+ }
168
+
169
+ /**
170
+ * monster_remove_from_groups: drop a monster from its groups, removing an empty
171
+ * group and handling the loss of a leader.
172
+ */
173
+ export function monsterRemoveFromGroups(state: GameState, mon: Monster): void {
174
+ for (let i = 0; i < GROUP_MAX; i++) {
175
+ const index = mon.groupInfo[i]!.index;
176
+ const group = state.groups[index];
177
+
178
+ /* Most monsters have no second (summon) group. */
179
+ if (!group) return;
180
+
181
+ /* Only member -> remove the whole group. */
182
+ if (group.members.length === 1 && group.members[0] === mon.midx) {
183
+ state.groups[index] = null;
184
+ continue;
185
+ }
186
+
187
+ const at = group.members.indexOf(mon.midx);
188
+ if (at >= 0) group.members.splice(at, 1);
189
+ if (group.leader === mon.midx) {
190
+ monsterGroupRemoveLeader(state, mon, group);
191
+ }
192
+ }
193
+ monsterGroupsVerify(state);
194
+ }
195
+
196
+ /**
197
+ * monster_group_assign: place a monster into its group(s). For a freshly
198
+ * created monster (loading=false) start or join the primary group; when loading
199
+ * a savefile build both slots by hand from the saved info.
200
+ */
201
+ export function monsterGroupAssign(
202
+ state: GameState,
203
+ mon: Monster,
204
+ info: MonsterGroupInfo[],
205
+ loading: boolean,
206
+ ): void {
207
+ if (!loading) {
208
+ const index = info[GROUP_TYPE.PRIMARY]!.index;
209
+ const group = monsterGroupByIndex(state, index);
210
+ if (group) monsterAddToGroup(state, mon, group);
211
+ else monsterGroupStart(state, mon, GROUP_TYPE.PRIMARY);
212
+ return;
213
+ }
214
+
215
+ for (let i = 0; i < GROUP_MAX; i++) {
216
+ const index = info[i]!.index;
217
+ if (!index) {
218
+ if (i === GROUP_TYPE.PRIMARY) {
219
+ throw new Error(`monster ${mon.midx} has no group`);
220
+ }
221
+ return;
222
+ }
223
+ let group = monsterGroupByIndex(state, index);
224
+ if (!group) {
225
+ group = monsterGroupNew(index);
226
+ state.groups[index] = group;
227
+ }
228
+ if (info[i]!.role === MON_GROUP.LEADER) group.leader = mon.midx;
229
+ group.members.unshift(mon.midx);
230
+ }
231
+ }
232
+
233
+ /**
234
+ * monster_group_change_index: rewrite a monster's midx in its group(s) (used
235
+ * when the monster list is compacted). Returns whether the old midx was found.
236
+ */
237
+ export function monsterGroupChangeIndex(
238
+ state: GameState,
239
+ newMidx: number,
240
+ oldMidx: number,
241
+ ): boolean {
242
+ const mon = state.monsters[oldMidx];
243
+ if (!mon) return false;
244
+ const group0 = state.groups[mon.groupInfo[GROUP_TYPE.PRIMARY]!.index];
245
+ const group1 = state.groups[mon.groupInfo[GROUP_TYPE.SUMMON]!.index];
246
+
247
+ if (group0) {
248
+ if (group0.leader === oldMidx) group0.leader = newMidx;
249
+ for (let i = 0; i < group0.members.length; i++) {
250
+ if (group0.members[i] === oldMidx) {
251
+ group0.members[i] = newMidx;
252
+ if (!group1) return true;
253
+ }
254
+ }
255
+ }
256
+ if (group1) {
257
+ if (group1.leader === oldMidx) group1.leader = newMidx;
258
+ for (let i = 0; i < group1.members.length; i++) {
259
+ if (group1.members[i] === oldMidx) {
260
+ group1.members[i] = newMidx;
261
+ return true;
262
+ }
263
+ }
264
+ }
265
+ return false;
266
+ }
267
+
268
+ /** summon_group: the group summoned creatures join for a given summoner. */
269
+ export function summonGroup(
270
+ state: GameState,
271
+ midx: number,
272
+ ): MonsterGroup | null {
273
+ const mon = state.monsters[midx];
274
+ if (!mon) return null;
275
+
276
+ let index: number;
277
+ if (mon.groupInfo[GROUP_TYPE.PRIMARY]!.role === MON_GROUP.LEADER) {
278
+ /* A group leader summons into its own primary group. */
279
+ index = mon.groupInfo[GROUP_TYPE.PRIMARY]!.index;
280
+ } else {
281
+ index = mon.groupInfo[GROUP_TYPE.SUMMON]!.index;
282
+ if (!index) {
283
+ monsterGroupStart(state, mon, GROUP_TYPE.SUMMON);
284
+ index = mon.groupInfo[GROUP_TYPE.SUMMON]!.index;
285
+ }
286
+ }
287
+ return monsterGroupByIndex(state, index);
288
+ }
289
+
290
+ /**
291
+ * monster_group_rouse: an aware monster tries to wake sleeping group-mates it
292
+ * can see, more likely the closer they are. Visibility uses line of sight.
293
+ */
294
+ export function monsterGroupRouse(state: GameState, mon: Monster): void {
295
+ if (!mon.mflag.has(MFLAG.AWARE)) return;
296
+ const group = state.groups[mon.groupInfo[GROUP_TYPE.PRIMARY]!.index];
297
+ if (!group) return;
298
+
299
+ for (const midx of group.members) {
300
+ const friend = state.monsters[midx];
301
+ if (!friend) continue;
302
+ if ((friend.mTimed[MON_TMD.SLEEP] ?? 0) > 0 && los(state.chunk, mon.grid, friend.grid)) {
303
+ const dist = distance(mon.grid, friend.grid);
304
+ if (state.rng.oneIn(dist * 20)) monsterWake(state.rng, friend, true, 50);
305
+ }
306
+ }
307
+ }
308
+
309
+ /** monster_primary_group_size: the member count of a monster's primary group. */
310
+ export function monsterPrimaryGroupSize(
311
+ state: GameState,
312
+ mon: Monster,
313
+ ): number {
314
+ const group = state.groups[mon.groupInfo[GROUP_TYPE.PRIMARY]!.index];
315
+ return group ? group.members.length : 0;
316
+ }
317
+
318
+ /**
319
+ * group_monster_tracking: a group-mate that is actively tracking the player
320
+ * (so a monster with no direct trail can follow the pack), or null.
321
+ */
322
+ export function groupMonsterTracking(
323
+ state: GameState,
324
+ mon: Monster,
325
+ ): Monster | null {
326
+ const group = state.groups[mon.groupInfo[GROUP_TYPE.PRIMARY]!.index];
327
+ if (!group) return null;
328
+ for (const midx of group.members) {
329
+ const tracker = state.monsters[midx];
330
+ if (
331
+ tracker &&
332
+ tracker !== mon &&
333
+ tracker.mflag.has(MFLAG.TRACKING) &&
334
+ tracker.mflag.has(MFLAG.ACTIVE)
335
+ ) {
336
+ return tracker;
337
+ }
338
+ }
339
+ return null;
340
+ }
341
+
342
+ /**
343
+ * monster_groups_verify: assert every group member's group_info points back at
344
+ * the group it is listed in (throws on an inconsistency, as upstream quits).
345
+ */
346
+ export function monsterGroupsVerify(state: GameState): void {
347
+ for (let i = 0; i < state.groups.length; i++) {
348
+ const group = state.groups[i];
349
+ if (!group) continue;
350
+ for (const midx of group.members) {
351
+ const mon = state.monsters[midx];
352
+ if (!mon) continue;
353
+ const info = mon.groupInfo;
354
+ if (info[GROUP_TYPE.PRIMARY]!.index !== i) {
355
+ if (info[GROUP_TYPE.SUMMON]!.index) {
356
+ if (info[GROUP_TYPE.SUMMON]!.index !== i) {
357
+ throw new Error(`bad group index: group ${i}, monster ${midx}`);
358
+ }
359
+ if (info[GROUP_TYPE.SUMMON]!.role !== MON_GROUP.LEADER) {
360
+ throw new Error(`bad monster role: group ${i}, monster ${midx}`);
361
+ }
362
+ } else {
363
+ throw new Error(`bad group index: group ${i}, monster ${midx}`);
364
+ }
365
+ }
366
+ }
367
+ }
368
+ }
@@ -0,0 +1,213 @@
1
+ /**
2
+ * The monster-list view model (mon-list.c).
3
+ *
4
+ * The presentation logic behind the "list visible monsters" panel, ported as
5
+ * front-end-agnostic data: collect the visible monsters into per-race entries
6
+ * split by line-of-sight vs. telepathy, tally the section totals, and expose
7
+ * the standard sort orders and line colours. The terminal draw half
8
+ * (ui-mon-list.c) is what each shell replaces; this module computes the rows
9
+ * it draws.
10
+ *
11
+ * Divergence from upstream (ledgered in parity/ledger/game-mon-list.yaml): the
12
+ * C code keeps a shared, lazily-reallocated instance sized to
13
+ * cave_monster_max(); the port builds a fresh list each collect (the realloc
14
+ * dance is a memory optimisation, not behaviour). That subsumes four upstream
15
+ * symbols with no port counterpart, all of them C storage management:
16
+ * monster_list_new/monster_list_free (mon-list.c:30/53, mem_zalloc/mem_free ->
17
+ * monsterListNew + GC), monster_list_init (L75, nulls the file-static
18
+ * monster_list_subwindow), monster_list_finalize (L83, frees that singleton at
19
+ * shutdown - it does NOT sort or count; monster_list_collect/_sort do), and
20
+ * monster_list_shared_instance (L91, the lazy singleton getter the port
21
+ * replaces by collecting fresh at each draw). LOS is decided with
22
+ * projectable() exactly as upstream, which "cheats" so ESP-detected but
23
+ * out-of-view monsters land in the telepathy section.
24
+ */
25
+
26
+ import { MFLAG, RF } from "../generated/index.js";
27
+ import { MON_TMD } from "../generated/index.js";
28
+ import {
29
+ COLOUR_RED,
30
+ COLOUR_VIOLET,
31
+ COLOUR_WHITE,
32
+ } from "../color.js";
33
+ import { PROJECT, projectable } from "../world/project.js";
34
+ import { monsterIsCamouflaged, monsterIsVisible } from "../mon/predicate.js";
35
+ import type { MonsterRace } from "../mon/types.js";
36
+ import type { GameState } from "./context.js";
37
+
38
+ /** Which part of the list an entry's monsters fall under. */
39
+ export const MONSTER_LIST_SECTION_LOS = 0;
40
+ export const MONSTER_LIST_SECTION_ESP = 1;
41
+ export const MONSTER_LIST_SECTION_MAX = 2;
42
+
43
+ /** monster_list_entry_t: one distinct race, tallied per section. */
44
+ export interface MonsterListEntry {
45
+ race: MonsterRace;
46
+ /** Count in [LOS, ESP]. */
47
+ count: [number, number];
48
+ /** How many of those are asleep, per section. */
49
+ asleep: [number, number];
50
+ /** Offset from the player of the last-seen monster, per section (used only
51
+ * when a section's count is 1). */
52
+ dx: [number, number];
53
+ dy: [number, number];
54
+ /** Latest monster attr for flicker animation; 0 = use the race glyph. */
55
+ attr: number;
56
+ }
57
+
58
+ /** monster_list_t: the collected, optionally-sorted set of entries. */
59
+ export interface MonsterList {
60
+ entries: MonsterListEntry[];
61
+ distinctEntries: number;
62
+ creationTurn: number;
63
+ sorted: boolean;
64
+ /** Distinct races with a monster in [LOS, ESP]. */
65
+ totalEntries: [number, number];
66
+ /** Total monsters in [LOS, ESP]. */
67
+ totalMonsters: [number, number];
68
+ }
69
+
70
+ /** monster_list_reset: an empty list. */
71
+ export function monsterListNew(): MonsterList {
72
+ return {
73
+ entries: [],
74
+ distinctEntries: 0,
75
+ creationTurn: 0,
76
+ sorted: false,
77
+ totalEntries: [0, 0],
78
+ totalMonsters: [0, 0],
79
+ };
80
+ }
81
+
82
+ /**
83
+ * monster_list_collect (mon-list.c L138): gather the visible, non-camouflaged
84
+ * monsters of the live cave into per-race entries.
85
+ */
86
+ export function monsterListCollect(state: GameState): MonsterList {
87
+ const list = monsterListNew();
88
+ const pgrid = state.actor.grid;
89
+
90
+ for (let i = 1; i < state.monsters.length; i++) {
91
+ const mon = state.monsters[i];
92
+ if (!mon) continue;
93
+
94
+ /* Only consider visible, known monsters. */
95
+ if (!monsterIsVisible(mon) || monsterIsCamouflaged(mon)) continue;
96
+
97
+ /* Find or add the entry for this race. */
98
+ let entry = list.entries.find((e) => e.race === mon.race);
99
+ if (!entry) {
100
+ entry = {
101
+ race: mon.race,
102
+ count: [0, 0],
103
+ asleep: [0, 0],
104
+ dx: [0, 0],
105
+ dy: [0, 0],
106
+ attr: 0,
107
+ };
108
+ list.entries.push(entry);
109
+ }
110
+
111
+ /* Always collect the latest attr so flicker animation works. */
112
+ entry.attr = mon.attr;
113
+
114
+ /*
115
+ * Check for LOS. Upstream uses projectable() rather than MFLAG_VIEW so
116
+ * ESP-detected but out-of-view monsters are still targetable and land in
117
+ * the LOS section when a bolt could reach them.
118
+ */
119
+ const los = projectable(
120
+ state.chunk,
121
+ pgrid,
122
+ mon.grid,
123
+ PROJECT.NONE,
124
+ state.z.maxRange,
125
+ );
126
+ const field = los ? MONSTER_LIST_SECTION_LOS : MONSTER_LIST_SECTION_ESP;
127
+ entry.count[field]!++;
128
+
129
+ if (mon.mTimed[MON_TMD.SLEEP]! > 0) entry.asleep[field]!++;
130
+
131
+ /* Offset from the player; used for counts of 1. */
132
+ entry.dx[field] = mon.grid.x - pgrid.x;
133
+ entry.dy[field] = mon.grid.y - pgrid.y;
134
+ }
135
+
136
+ /* Collect totals. */
137
+ for (const e of list.entries) {
138
+ if (e.count[MONSTER_LIST_SECTION_LOS]! > 0)
139
+ list.totalEntries[MONSTER_LIST_SECTION_LOS]++;
140
+ if (e.count[MONSTER_LIST_SECTION_ESP]! > 0)
141
+ list.totalEntries[MONSTER_LIST_SECTION_ESP]++;
142
+ list.totalMonsters[MONSTER_LIST_SECTION_LOS] +=
143
+ e.count[MONSTER_LIST_SECTION_LOS]!;
144
+ list.totalMonsters[MONSTER_LIST_SECTION_ESP] +=
145
+ e.count[MONSTER_LIST_SECTION_ESP]!;
146
+ list.distinctEntries++;
147
+ }
148
+
149
+ list.creationTurn = state.turn;
150
+ list.sorted = false;
151
+ return list;
152
+ }
153
+
154
+ /** A comparator over collected entries (qsort semantics: <0, 0, >0). */
155
+ export type MonsterListCompare = (
156
+ a: MonsterListEntry,
157
+ b: MonsterListEntry,
158
+ ) => number;
159
+
160
+ /**
161
+ * monster_list_standard_compare (mon-list.c L228): sort by depth (level)
162
+ * descending. Ties are left in place.
163
+ */
164
+ export function monsterListStandardCompare(
165
+ a: MonsterListEntry,
166
+ b: MonsterListEntry,
167
+ ): number {
168
+ if (a.race.level > b.race.level) return -1;
169
+ if (a.race.level < b.race.level) return 1;
170
+ return 0;
171
+ }
172
+
173
+ /**
174
+ * monster_list_compare_exp (mon-list.c L250): sort by experience yielded,
175
+ * descending. Needs the player level, so it is a factory.
176
+ */
177
+ export function monsterListCompareExp(playerLev: number): MonsterListCompare {
178
+ return (a, b) => {
179
+ const aExp = Math.trunc((a.race.mexp * a.race.level) / playerLev);
180
+ const bExp = Math.trunc((b.race.mexp * b.race.level) / playerLev);
181
+ if (aExp > bExp) return -1;
182
+ if (aExp < bExp) return 1;
183
+ return 0;
184
+ };
185
+ }
186
+
187
+ /**
188
+ * monster_list_sort (mon-list.c L278): stable-sort the entries in place with
189
+ * the given comparator (no-op for 0/1 entries). Sets the sorted flag.
190
+ */
191
+ export function monsterListSort(
192
+ list: MonsterList,
193
+ compare: MonsterListCompare,
194
+ ): void {
195
+ if (list.sorted) return;
196
+ if (list.distinctEntries <= 1) return;
197
+ /* Array.prototype.sort is stable, matching upstream's stable sort(). */
198
+ list.entries.sort(compare);
199
+ list.sorted = true;
200
+ }
201
+
202
+ /**
203
+ * monster_list_entry_line_color (mon-list.c L304): uniques violet, over-depth
204
+ * monsters red, everything else white.
205
+ */
206
+ export function monsterListEntryLineColor(
207
+ entry: MonsterListEntry,
208
+ playerDepth: number,
209
+ ): number {
210
+ if (entry.race.flags.has(RF.UNIQUE)) return COLOUR_VIOLET;
211
+ if (entry.race.level > playerDepth) return COLOUR_RED;
212
+ return COLOUR_WHITE;
213
+ }