@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 +1,405 @@
1
+ /**
2
+ * make_ranged_attack and its spell-selection helpers, ported from
3
+ * reference/src/mon-attack.c (Angband 4.2.6): the AI that decides whether and
4
+ * which spell a monster casts on its turn, then hands the chosen spell to
5
+ * do_mon_spell (game/mon-cast.ts). This is the decider; do_mon_spell is the
6
+ * executor. It lives in game/ because it reads and mutates the GameState (the
7
+ * monster, the player, the chunk) and drives the effect stack.
8
+ *
9
+ * The default-play path is complete: the frequency / range / line-of-sight gate
10
+ * (monster_can_cast, honouring a player decoy via monster_get_target_dist_grid),
11
+ * the "ineffective spell" pruning (remove_bad_spells: heal / haste / teleport-to
12
+ * / whip / spit by range and status, RSF_HEAL_KIN's injured-kin scan, and the
13
+ * birth_ai_learn knowledge filter unset_spells), the clean-bolt and summon-room
14
+ * checks, the random pick, the spell-failure roll with its "tries to cast a
15
+ * spell, but fails." line, and the disturb before the cast. Still injected:
16
+ * become_aware (lore) and the monster-vs-monster witness path.
17
+ */
18
+
19
+ import { MFLAG, MON_TMD, RSF, TMD } from "../generated/index.js";
20
+ import { distance } from "../loc.js";
21
+ import type { Loc } from "../loc.js";
22
+ import { los } from "../world/view.js";
23
+ import { PROJECT, projectable } from "../world/project.js";
24
+ import { monsterIsSmart, monsterIsStupid } from "../mon/predicate.js";
25
+ import {
26
+ RST,
27
+ RST_DAMAGE,
28
+ ignoreSpells,
29
+ monSpellIsInnate,
30
+ testSpells,
31
+ unsetSpells,
32
+ } from "../mon/spell.js";
33
+ import type { TimedFailLike } from "../obj/object.js";
34
+ import { ELEM_MAX } from "../obj/types.js";
35
+ import type { FlagSet } from "../bitflag.js";
36
+ import { getLore, loreCountU16, loreCountU8 } from "../mon/lore.js";
37
+ import type { Monster } from "../mon/monster.js";
38
+ import { squareIsEmpty, squareMonster } from "./context.js";
39
+ import { squareIsWarded } from "./trap.js";
40
+ import type { GameState } from "./context.js";
41
+ import { doMonSpell } from "./mon-cast.js";
42
+ import type { DoMonSpellDeps } from "./mon-cast.js";
43
+ import { monsterIsDecoyed } from "./monster-turn.js";
44
+ import { disturb } from "./player-path.js";
45
+ import { MDESC_STANDARD, monsterDesc } from "../mon/desc.js";
46
+
47
+ /** Extra configuration for make_ranged_attack beyond the do_mon_spell deps. */
48
+ export interface MakeRangedAttackConfig {
49
+ /** (player not blind) && monster visible: the seen flag for do_mon_spell. */
50
+ seen?: boolean;
51
+ /** find_any_nearby_injured_kin (monster groups, #19): keep RSF_HEAL_KIN. */
52
+ hasInjuredKin?: (midx: number) => boolean;
53
+ /** become_aware when a camouflaged monster casts (lore, #24). */
54
+ becomeAware?: (midx: number) => void;
55
+ /** The "tries to cast a spell, but fails" message (spell failure). */
56
+ failMessage?: (midx: number) => void;
57
+ }
58
+
59
+ /**
60
+ * monster_get_target_dist_grid (mon-attack.c L65): the distance to and grid of
61
+ * the monster's target, accounting for a player decoy - a decoyed monster aims
62
+ * at the decoy grid, otherwise at the player.
63
+ */
64
+ function targetDist(state: GameState, mon: Monster): number {
65
+ if (monsterIsDecoyed(mon, state) && state.decoy) {
66
+ return distance(mon.grid, state.decoy);
67
+ }
68
+ return mon.cdis;
69
+ }
70
+ function targetGrid(state: GameState, mon: Monster): Loc {
71
+ if (monsterIsDecoyed(mon, state) && state.decoy) return state.decoy;
72
+ return state.actor.grid;
73
+ }
74
+
75
+ /**
76
+ * summon_possible (mon-attack.c L238): whether a summoned creature could appear
77
+ * near a grid - an empty floor grid within 2, in line of sight, that is NOT a
78
+ * glyph of warding. No summons at all on an arena level. S01.
79
+ */
80
+ export function summonPossible(state: GameState, grid: Loc): boolean {
81
+ /* No summons in arenas (L243). */
82
+ if (state.arenaLevel) return false;
83
+ const c = state.chunk;
84
+ for (let y = grid.y - 2; y <= grid.y + 2; y++) {
85
+ for (let x = grid.x - 2; x <= grid.x + 2; x++) {
86
+ const near = { x, y };
87
+ if (!c.inBounds(near)) continue;
88
+ if (distance(grid, near) > 2) continue;
89
+ /* Hack: no summon on a glyph of warding (L257). */
90
+ if (squareIsWarded(state, near)) continue;
91
+ if (squareIsEmpty(state, near) && los(c, grid, near)) return true;
92
+ }
93
+ }
94
+ return false;
95
+ }
96
+
97
+ /** MAX_KIN_RADIUS / MAX_KIN_DISTANCE (mon-util.c L841-842). */
98
+ const MAX_KIN_RADIUS = 5;
99
+ const MAX_KIN_DISTANCE = 5;
100
+
101
+ /**
102
+ * get_injured_kin (mon-util.c L849): the monster at `grid` if it is a different,
103
+ * same-base, injured monster in line of sight within MAX_KIN_DISTANCE, else null.
104
+ */
105
+ function getInjuredKin(state: GameState, mon: Monster, grid: Loc): Monster | null {
106
+ if (grid.x === mon.grid.x && grid.y === mon.grid.y) return null;
107
+ const kin = squareMonster(state, grid);
108
+ if (!kin) return null;
109
+ if (kin.race.base !== mon.race.base) return null;
110
+ if (!los(state.chunk, mon.grid, grid)) return null;
111
+ if (kin.hp === kin.maxhp) return null;
112
+ if (distance(mon.grid, grid) > MAX_KIN_DISTANCE) return null;
113
+ return kin;
114
+ }
115
+
116
+ /**
117
+ * find_any_nearby_injured_kin (mon-util.c L885): whether any injured same-base
118
+ * monster is within MAX_KIN_RADIUS. Drives the RSF_HEAL_KIN prune.
119
+ */
120
+ export function findAnyNearbyInjuredKin(state: GameState, mon: Monster): boolean {
121
+ for (let y = mon.grid.y - MAX_KIN_RADIUS; y <= mon.grid.y + MAX_KIN_RADIUS; y++) {
122
+ for (let x = mon.grid.x - MAX_KIN_RADIUS; x <= mon.grid.x + MAX_KIN_RADIUS; x++) {
123
+ if (getInjuredKin(state, mon, { x, y })) return true;
124
+ }
125
+ }
126
+ return false;
127
+ }
128
+
129
+ /**
130
+ * choose_nearby_injured_kin (mon-util.c L907): reservoir-sample (k = 1) one
131
+ * injured same-base monster in LOS around `mon`, or null. Exported for the
132
+ * RSF_HEAL_KIN effect handler (effects/), which heals the chosen kin.
133
+ */
134
+ export function chooseNearbyInjuredKin(state: GameState, mon: Monster): Monster | null {
135
+ let nseen = 0;
136
+ let found: Monster | null = null;
137
+ for (let y = mon.grid.y - MAX_KIN_RADIUS; y <= mon.grid.y + MAX_KIN_RADIUS; y++) {
138
+ for (let x = mon.grid.x - MAX_KIN_RADIUS; x <= mon.grid.x + MAX_KIN_RADIUS; x++) {
139
+ const kin = getInjuredKin(state, mon, { x, y });
140
+ if (kin) {
141
+ nseen++;
142
+ if (state.rng.randint0(nseen) === 0) found = kin;
143
+ }
144
+ }
145
+ }
146
+ return found;
147
+ }
148
+
149
+ /** monster_spell_failrate: the chance a (non-innate) spell fizzles. */
150
+ export function monsterSpellFailrate(mon: Monster): number {
151
+ /* MIN(spell_power, 1) as upstream (sic). */
152
+ const power = Math.min(mon.race.spellPower, 1);
153
+ let failrate = 0;
154
+ if (!monsterIsStupid(mon)) {
155
+ failrate = 25 - Math.trunc((power + 3) / 4);
156
+ if ((mon.mTimed[MON_TMD.FEAR] ?? 0) > 0) failrate += 20;
157
+ if ((mon.mTimed[MON_TMD.CONF] ?? 0) > 0 || (mon.mTimed[MON_TMD.DISEN] ?? 0) > 0) {
158
+ failrate += 50;
159
+ }
160
+ }
161
+ return failrate;
162
+ }
163
+
164
+ /**
165
+ * remove_bad_spells (mon-attack.c L153): strip spells that would be wasted this
166
+ * turn (a full-health caster's heal, an out-of-range whip, a teleport-to when
167
+ * adjacent, ...), then - under birth_ai_learn - filter out spells the monster
168
+ * has learned the player resists (unset_spells over its known_pstate memory).
169
+ * `deps` carries the bound spell table and timed data the ai_learn block needs;
170
+ * without it (worldless harnesses) the block is skipped, matching ai_learn off.
171
+ */
172
+ export function removeBadSpells(
173
+ state: GameState,
174
+ mon: Monster,
175
+ f: FlagSet,
176
+ config: MakeRangedAttackConfig,
177
+ deps?: Pick<DoMonSpellDeps, "spells" | "envDeps">,
178
+ ): void {
179
+ const tdist = targetDist(state, mon);
180
+
181
+ /* Don't heal if full. */
182
+ if (mon.hp >= mon.maxhp) f.off(RSF.HEAL);
183
+
184
+ /* Don't heal others with no injured kin nearby (find_any_nearby_injured_kin,
185
+ * scanned only when HEAL_KIN is set, as the C && short-circuits). A caller
186
+ * override wins over the live scan. */
187
+ if (f.has(RSF.HEAL_KIN)) {
188
+ const hasKin = config.hasInjuredKin
189
+ ? config.hasInjuredKin(mon.midx)
190
+ : findAnyNearbyInjuredKin(state, mon);
191
+ if (!hasKin) f.off(RSF.HEAL_KIN);
192
+ }
193
+
194
+ /* Don't haste if already well-hasted. */
195
+ if ((mon.mTimed[MON_TMD.FAST] ?? 0) > 10) f.off(RSF.HASTE);
196
+
197
+ /* Don't teleport-to a player who is already adjacent. */
198
+ if (tdist === 1) {
199
+ f.off(RSF.TELE_TO);
200
+ f.off(RSF.TELE_SELF_TO);
201
+ }
202
+
203
+ /* Don't use the reach attacks when the player is too far. */
204
+ if (tdist > 2) f.off(RSF.WHIP);
205
+ if (tdist > 3) f.off(RSF.SPIT);
206
+
207
+ /* Update acquired knowledge (mon-attack.c L192-227), under birth_ai_learn. */
208
+ if (deps && (state.options?.get("birth_ai_learn") ?? false)) {
209
+ /* Occasionally forget player status. */
210
+ if (state.rng.oneIn(20)) {
211
+ mon.knownPstate.flags.wipe();
212
+ mon.knownPstate.pflags.wipe();
213
+ mon.knownPstate.elInfo.fill(0);
214
+ }
215
+
216
+ /* Use the memorized info. */
217
+ const aiFlags = mon.knownPstate.flags.clone();
218
+ const aiPflags = mon.knownPstate.pflags.clone();
219
+ let knowSomething = !aiFlags.isEmpty() || !aiPflags.isEmpty();
220
+
221
+ const el = new Int16Array(ELEM_MAX);
222
+ for (let i = 0; i < ELEM_MAX; i++) {
223
+ el[i] = mon.knownPstate.elInfo[i] ?? 0;
224
+ if (el[i] !== 0) knowSomething = true;
225
+ }
226
+
227
+ /* Cancel out certain flags based on knowledge. */
228
+ if (knowSomething) {
229
+ const timedFail = (name: string): readonly TimedFailLike[] | null => {
230
+ const idx = (TMD as Record<string, number>)[name];
231
+ if (idx === undefined) return null;
232
+ for (const t of deps.envDeps.timedTable) {
233
+ if (t.index === idx) return t.fail;
234
+ }
235
+ return null;
236
+ };
237
+ unsetSpells(state.rng, f, aiFlags, aiPflags, el, mon, deps.spells, timedFail);
238
+ }
239
+ }
240
+ }
241
+
242
+ /**
243
+ * choose_attack_spell: pick a random spell from the flagset, filtered by
244
+ * whether innate and/or non-innate spells are wanted. Returns RSF_NONE when the
245
+ * (filtered) set is empty.
246
+ */
247
+ export function chooseAttackSpell(
248
+ state: GameState,
249
+ f: FlagSet,
250
+ innate: boolean,
251
+ nonInnate: boolean,
252
+ ): number {
253
+ const spells: number[] = [];
254
+ for (let i = RSF.NONE + 1; i < RSF.MAX; i++) {
255
+ if (!innate && monSpellIsInnate(i)) continue;
256
+ if (!nonInnate && !monSpellIsInnate(i)) continue;
257
+ if (f.has(i)) spells.push(i);
258
+ }
259
+ if (spells.length === 0) return RSF.NONE;
260
+ return spells[state.rng.randint0(spells.length)]!;
261
+ }
262
+
263
+ /**
264
+ * monster_can_cast: whether a monster has a chance to cast (innate or not) this
265
+ * turn - a frequency roll gated by the NICE flag, taunt, preferred range, the
266
+ * maximum range and a clear short-range path. The witness path for a non-player
267
+ * target is deferred (the target is always the player here).
268
+ */
269
+ export function monsterCanCast(
270
+ state: GameState,
271
+ mon: Monster,
272
+ innate: boolean,
273
+ maxRange: number,
274
+ ): boolean {
275
+ let chance = innate ? mon.race.freqInnate : mon.race.freqSpell;
276
+ const tdist = targetDist(state, mon);
277
+ const tgrid = targetGrid(state, mon);
278
+
279
+ /* Cannot cast when nice, or with no frequency. */
280
+ if (mon.mflag.has(MFLAG.NICE)) return false;
281
+ if (!chance) return false;
282
+
283
+ /* A taunted player draws more melee; a preferred-range target draws spells. */
284
+ if ((state.actor.player.timed[TMD.TAUNT] ?? 0) > 0) chance = Math.trunc(chance / 2);
285
+ if (tdist === mon.bestRange) chance *= 2;
286
+
287
+ /* Only cast occasionally, in range, with a clear path. The range check uses
288
+ * the full max_range, but the PROJECT_SHORT path is quartered while the player
289
+ * is covering their tracks (project.c L373: COVERTRACKS halves max_range twice).
290
+ * The port's projectable does not self-quarter, so pass the reduced range. S02. */
291
+ if (state.rng.randint0(100) >= chance) return false;
292
+ if (tdist > maxRange) return false;
293
+ const shortRange =
294
+ (state.actor.player.timed[TMD.COVERTRACKS] ?? 0) > 0
295
+ ? Math.trunc(maxRange / 4)
296
+ : maxRange;
297
+ if (!projectable(state.chunk, mon.grid, tgrid, PROJECT.SHORT, shortRange)) {
298
+ return false;
299
+ }
300
+
301
+ return true;
302
+ }
303
+
304
+ /**
305
+ * make_ranged_attack: a monster casts a spell, shoots a missile or breathes.
306
+ * Returns whether an attempt was made (which spends the monster's turn).
307
+ */
308
+ export function makeRangedAttack(
309
+ state: GameState,
310
+ midx: number,
311
+ deps: DoMonSpellDeps,
312
+ config: MakeRangedAttackConfig = {},
313
+ ): boolean {
314
+ const mon = state.monsters[midx];
315
+ if (!mon) return false;
316
+ const maxRange = deps.cast.maxRange;
317
+ const seen = config.seen ?? true;
318
+
319
+ /* Cast this turn? Try non-innate, then innate. */
320
+ let innate = false;
321
+ if (!monsterCanCast(state, mon, false, maxRange)) {
322
+ if (!monsterCanCast(state, mon, true, maxRange)) return false;
323
+ innate = true;
324
+ }
325
+
326
+ /* Work on a copy of the racial spell flags. */
327
+ const f = mon.race.spellFlags.clone();
328
+
329
+ /* Smart, badly-hurt monsters save their damage spells for escape. */
330
+ if (
331
+ monsterIsSmart(mon) &&
332
+ mon.hp < Math.trunc(mon.maxhp / 10) &&
333
+ state.rng.oneIn(2)
334
+ ) {
335
+ ignoreSpells(f, RST_DAMAGE);
336
+ }
337
+
338
+ /* Non-stupid monsters filter out ineffective spells. */
339
+ if (!monsterIsStupid(mon)) {
340
+ removeBadSpells(state, mon, f, config, deps);
341
+
342
+ /* A bolt needs a clear, stopping path to the target. */
343
+ const tgrid = targetGrid(state, mon);
344
+ if (
345
+ testSpells(f, RST.BOLT) &&
346
+ !projectable(state.chunk, mon.grid, tgrid, PROJECT.STOP, maxRange)
347
+ ) {
348
+ ignoreSpells(f, RST.BOLT);
349
+ }
350
+
351
+ /* A summon needs somewhere to put the summoned creature. */
352
+ if (!summonPossible(state, mon.grid)) ignoreSpells(f, RST.SUMMON);
353
+ }
354
+
355
+ /* No spells left. */
356
+ if (f.isEmpty()) return false;
357
+
358
+ /* Choose a spell to cast. */
359
+ const thrown = chooseAttackSpell(state, f, innate, !innate);
360
+ if (!thrown) return false;
361
+
362
+ /* A hidden caster reveals itself (lore, #24). */
363
+ config.becomeAware?.(midx);
364
+
365
+ /* Spell failure (innate attacks never fail). */
366
+ const failrate = monsterSpellFailrate(mon);
367
+ if (!monSpellIsInnate(thrown) && state.rng.randint0(100) < failrate) {
368
+ /* "X tries to cast a spell, but fails." (mon-attack.c L460). The name is
369
+ * monster_desc(mon, MDESC_STANDARD); a caller-supplied override wins. */
370
+ if (config.failMessage) {
371
+ config.failMessage(midx);
372
+ } else {
373
+ state.msg?.(`${monsterDesc(mon, MDESC_STANDARD)} tries to cast a spell, but fails.`);
374
+ }
375
+ return true;
376
+ }
377
+
378
+ /* Cast the spell (disturb the player first, mon-attack.c L465). */
379
+ disturb(state);
380
+ doMonSpell(state, midx, thrown, seen, deps);
381
+
382
+ /* Remember what the monster did (mon-attack.c L460). */
383
+ const lore = getLore(state.lore, mon.race);
384
+ if (seen) {
385
+ lore.spellFlags.on(thrown);
386
+ loreCountU8(lore, monSpellIsInnate(thrown) ? "castInnate" : "castSpell");
387
+ }
388
+ /* Always notice cause of death. */
389
+ if (state.isDead) loreCountU16(lore, "deaths");
390
+ return true;
391
+ }
392
+
393
+ /**
394
+ * Install make_ranged_attack as the state's monsterCast hook, so monsters cast
395
+ * during the game loop (the monster turn calls it before moving). The session /
396
+ * loop wiring calls this once, after building the effect registry, projection
397
+ * cast context and bound spells.
398
+ */
399
+ export function installMonsterCasting(
400
+ state: GameState,
401
+ deps: DoMonSpellDeps,
402
+ config: MakeRangedAttackConfig = {},
403
+ ): void {
404
+ state.monsterCast = (mon, s) => makeRangedAttack(s, mon.midx, deps, config);
405
+ }
@@ -0,0 +1,161 @@
1
+ /**
2
+ * Monster shapechanging, ported from reference/src/mon-util.c (Angband
3
+ * 4.2.6): monster_change_shape (L1590) and monster_revert_shape (L1686).
4
+ * The MON_TMD_CHANGED timer drives them (mon-timed.c L195): raising the
5
+ * timer changes shape (a failure restores the old timer), and the timer
6
+ * running out reverts - the game-layer timed calls pass these as the
7
+ * MonShapeHooks seam so mon/timed.ts stays below game/.
8
+ *
9
+ * A monster with preferred shapes (race shape: lines) picks one - a
10
+ * direct race, or a random race of the given base at depth + 5
11
+ * (monster_base_shape_okay). Otherwise it becomes something it could
12
+ * summon (the RST_SUMMON spell mask -> selectShape). Names in messages
13
+ * are the race name until MDESC (#25).
14
+ */
15
+
16
+ import { FLAG_START, NO_FLAG } from "../bitflag.js";
17
+ import type { Loc } from "../loc.js";
18
+ import type { Monster } from "../mon/monster.js";
19
+ import type { MonsterRace } from "../mon/types.js";
20
+ import { monsterIsObvious, monsterPassesWalls } from "../mon/predicate.js";
21
+ import { RST, createMonSpellMask } from "../mon/spell.js";
22
+ import type { MonsterSpell } from "../mon/types.js";
23
+ import type { GameState } from "./context.js";
24
+ import { selectShape } from "./mon-place.js";
25
+ import type { SummonDeps } from "./mon-place.js";
26
+ import type { SummonEffectEnv } from "./effect-summon.js";
27
+ import { teleportMonster } from "./effect-teleport.js";
28
+ import type { TeleportEnv } from "./effect-teleport.js";
29
+
30
+ /** Everything a shapechange needs beyond the state. */
31
+ export interface MonShapeDeps {
32
+ /** The summon table + allocation (the summon-derived shape path). */
33
+ summon?: SummonEffectEnv;
34
+ /** The bound monster spells, for the summon-spell subtype lookup. */
35
+ spells?: ReadonlyMap<number, MonsterSpell>;
36
+ /** Teleport seams for the emergency unstick. */
37
+ teleport?: TeleportEnv;
38
+ }
39
+
40
+ /** The "shimmers and changes!" announcement for an obvious monster. */
41
+ function shimmerMessage(state: GameState, mon: Monster): void {
42
+ if (monsterIsObvious(mon)) {
43
+ state.msg?.(`${mon.race.name} shimmers and changes!`);
44
+ }
45
+ }
46
+
47
+ /** Emergency teleport if the new form cannot stand where it is. */
48
+ function unstick(state: GameState, mon: Monster, deps: MonShapeDeps): void {
49
+ if (
50
+ !monsterPassesWalls(mon) &&
51
+ !state.chunk.isMonsterWalkable(mon.grid as Loc)
52
+ ) {
53
+ teleportMonster(state, mon.midx, 1, deps.teleport ?? {});
54
+ }
55
+ }
56
+
57
+ /**
58
+ * monster_change_shape (L1590): pick the new race - a preferred shape
59
+ * (race or random-of-base at depth + 5), or something the monster could
60
+ * summon - swap it in (keeping original_race and adjusting speed by the
61
+ * race difference), and teleport out of any newly-illegal grid. Returns
62
+ * whether the monster is now shapechanged.
63
+ */
64
+ export function monsterChangeShape(
65
+ state: GameState,
66
+ mon: Monster,
67
+ deps: MonShapeDeps = {},
68
+ ): boolean {
69
+ let race: MonsterRace | null = null;
70
+ const shapes = mon.race.shapes;
71
+ const table = deps.summon?.place.table;
72
+
73
+ if (shapes.length > 0) {
74
+ /* Use the monster's preferred shapes if any. */
75
+ const shape = shapes[state.rng.randint0(shapes.length)]!;
76
+ if (shape.race) {
77
+ /* Simple. */
78
+ race = shape.race;
79
+ } else if (shape.base && table) {
80
+ /* Choose a race of the given base (monster_base_shape_okay). */
81
+ table.prep((r) => r.base === shape.base);
82
+ race = table.getMonNum(
83
+ state.rng,
84
+ state.chunk.depth + 5,
85
+ state.chunk.depth,
86
+ );
87
+ table.prep(null);
88
+ }
89
+ } else if (deps.summon && deps.spells) {
90
+ /* Choose something the monster can summon. */
91
+ const summonSpells = createMonSpellMask(RST.SUMMON);
92
+ summonSpells.inter(mon.race.spellFlags);
93
+
94
+ /* Count possibilities. */
95
+ const poss: number[] = [];
96
+ for (
97
+ let i = summonSpells.next(FLAG_START);
98
+ i !== NO_FLAG;
99
+ i = summonSpells.next(i + 1)
100
+ ) {
101
+ poss.push(i);
102
+ }
103
+
104
+ if (poss.length > 0) {
105
+ /* Pick one and read its summon subtype. */
106
+ const index = poss[state.rng.randint0(poss.length)]!;
107
+ const spell = deps.spells.get(index);
108
+ const typeName = spell?.effects[0]?.type ?? null;
109
+ const summonType = typeName
110
+ ? deps.summon.summons.nameToIdx(typeName)
111
+ : -1;
112
+
113
+ if (summonType >= 0) {
114
+ const summonDeps: SummonDeps = {
115
+ ...deps.summon.place,
116
+ summons: deps.summon.summons,
117
+ ...(summonType === deps.summon.summons.nameToIdx("KIN")
118
+ ? { kinBase: mon.race.base }
119
+ : {}),
120
+ };
121
+ race = selectShape(state, summonType, summonDeps);
122
+ }
123
+ }
124
+ }
125
+
126
+ /* Print a message immediately, update visuals. */
127
+ shimmerMessage(state, mon);
128
+
129
+ /* Set the race. */
130
+ if (race) {
131
+ if (!mon.originalRace) mon.originalRace = mon.race;
132
+ mon.race = race;
133
+ mon.mspeed += mon.race.speed - mon.originalRace.speed;
134
+ }
135
+
136
+ /* Emergency teleport if needed. */
137
+ unstick(state, mon, deps);
138
+
139
+ return mon.originalRace !== null;
140
+ }
141
+
142
+ /**
143
+ * monster_revert_shape (L1686): back to the original race, adjusting
144
+ * speed and teleporting out of any newly-illegal grid. Returns whether a
145
+ * reversion happened.
146
+ */
147
+ export function monsterRevertShape(
148
+ state: GameState,
149
+ mon: Monster,
150
+ deps: MonShapeDeps = {},
151
+ ): boolean {
152
+ if (!mon.originalRace) return false;
153
+
154
+ shimmerMessage(state, mon);
155
+ mon.mspeed += mon.originalRace.speed - mon.race.speed;
156
+ mon.race = mon.originalRace;
157
+ mon.originalRace = null;
158
+
159
+ unstick(state, mon, deps);
160
+ return true;
161
+ }