@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 +1,511 @@
1
+ /**
2
+ * The world-touching side of monster melee blows, ported from the
3
+ * melee_effect_handler_* consequences in reference/src/mon-blows.c (Angband
4
+ * 4.2.6). This is the monster-melee analog of game/player-side.ts: combat/
5
+ * mon-melee.ts is worldless and computes only the blow loop and RNG order, so
6
+ * makeMonBlowEnv closes over the live GameState and returns a per-monster
7
+ * MonBlowEnv that performs the inventory / resist / timed / stat / exp / theft /
8
+ * terrain work the handlers need.
9
+ *
10
+ * Every method reuses the port's existing implementations so their internal RNG
11
+ * draw counts already match the rest of the port: adjust_dam (world/projection),
12
+ * inven_damage (game/project-obj), disenchant_equipment (game/effect-general),
13
+ * player_stat_dec / player_exp_lose (player/exp), player_inc_timed (player/timed),
14
+ * player_apply_damage_reduction / take_hit (player/take-hit), thrust_away
15
+ * (game/thrust) and EF_EARTHQUAKE (routed through the injected earthquake dep,
16
+ * which runs the terrain effect via the interpreter so its draws are shared).
17
+ *
18
+ * Stolen gold / items are attached to the monster's held-object pile
19
+ * (monster_carry, mon/make.ts) so they drop on death via monster_death
20
+ * (game/mon-death.ts). react_to_slay blocking a theft stays DEFERRED (no RNG
21
+ * impact); ledgered in parity/ledger/combat-melee.yaml.
22
+ */
23
+
24
+ import { ELEM, MSG, ORIGIN, OF, PROJ, STAT, TMD } from "../generated/index.js";
25
+ import { SKILL } from "../player/types.js";
26
+ import type { Loc } from "../loc.js";
27
+ import type { Monster } from "../mon/monster.js";
28
+ import { monsterCarry } from "../mon/make.js";
29
+ import { MDESC_STANDARD, monsterDesc } from "../mon/desc.js";
30
+ import { monsterIsVisible } from "../mon/predicate.js";
31
+ import { reactToSlay } from "../combat/brand-slay.js";
32
+ import { gearToLabel } from "./project-obj.js";
33
+ import { squareIsSeen } from "../world/view.js";
34
+ import type { Player } from "../player/player.js";
35
+ import type { TimedEffect } from "../player/types.js";
36
+ import type { ProjectionInfo } from "../world/projection.js";
37
+ import { adjustDam } from "../world/projection.js";
38
+ import { playerIncCheck, playerIncTimed } from "../player/timed.js";
39
+ import { playerExpLose, playerStatDec } from "../player/exp.js";
40
+ import type { ExpDeps } from "../player/exp.js";
41
+ import {
42
+ playerApplyDamageReduction,
43
+ takeHit,
44
+ } from "../player/take-hit.js";
45
+ import { equipLearnElement, equipLearnFlag } from "../obj/knowledge.js";
46
+ import { MAX_PVAL } from "../obj/types.js";
47
+ import { tvalCanHaveCharges, tvalIsEdible } from "../obj/object.js";
48
+ import type { GameObject } from "../obj/object.js";
49
+ import type { MakeDeps } from "../obj/make.js";
50
+ import { objectPrep } from "../obj/make.js";
51
+ import { ODESC } from "../obj/desc.js";
52
+ import type { MonBlowEnv } from "../combat/mon-melee.js";
53
+ import type { GameState } from "./context.js";
54
+ import type { PlayerProjActor } from "./project-player.js";
55
+ import { invenDamage } from "./project-obj.js";
56
+ import { disenchantEquipment } from "./effect-general.js";
57
+ import { describeObject } from "./describe.js";
58
+ import { gearObjectForUse } from "./gear.js";
59
+ import { thrustAway } from "./thrust.js";
60
+ import { teleportMonster } from "./effect-teleport.js";
61
+ import type { TeleportEnv } from "./effect-teleport.js";
62
+ import { makeTakeHitHooks } from "./take-hit-hooks.js";
63
+ import { makeIncCheckQueries } from "./player-side.js";
64
+ import { buildMonsterIncHooks, buildSmartLearnEnv } from "./mon-cast.js";
65
+ import { updateSmartLearn } from "../mon/spell.js";
66
+
67
+ /** Everything the monster-blow handlers need beyond the GameState. */
68
+ export interface MonBlowDeps {
69
+ /** The bound timed-effect registry (players.timed), TMD-indexed. */
70
+ timed: readonly TimedEffect[];
71
+ /** The projection view of the player (resists / immunities / reduction). */
72
+ actor: PlayerProjActor;
73
+ /** The bound projection table (adjust_dam numerator/denominator). */
74
+ projections: readonly ProjectionInfo[];
75
+ /** Experience drains ripple levels through this. */
76
+ expDeps: ExpDeps;
77
+ /** z_info->life_drain_percent. */
78
+ lifeDrainPercent: number;
79
+ /** adj_dex_safe[] (player/calcs.ts), for the theft saving throws. */
80
+ adjDexSafe: readonly number[];
81
+ /** z_info->pack_size, for the random-inventory-slot theft picks. */
82
+ packSize: number;
83
+ /** Object generation deps: stolen gold is prepped into money objects. */
84
+ makeDeps: MakeDeps;
85
+ /** The teleport seam (blink-away and thrust post-move). */
86
+ teleport?: TeleportEnv;
87
+ /** EF_EARTHQUAKE routed through the effect interpreter (SHATTER). */
88
+ earthquake?: (mon: Monster, radius: number) => void;
89
+ /** msg(): route blow messages to the game's sink. */
90
+ msg?: (text: string, msgt?: string) => void;
91
+ }
92
+
93
+ /** The stat adjectives desc_stat uses for the drain message. */
94
+ const STAT_ADJECTIVE: readonly string[] = [
95
+ "strong",
96
+ "bright",
97
+ "wise",
98
+ "agile",
99
+ "hale",
100
+ ];
101
+
102
+ /** player_of_has: the racial flags plus every equipped item's. */
103
+ function playerOfHas(state: GameState, flag: number): boolean {
104
+ const p = state.actor.player;
105
+ if (p.race.flags.has(flag)) return true;
106
+ for (let i = 0; i < p.body.count; i++) {
107
+ if (state.runeEnv.slotObject(i)?.flags.has(flag)) return true;
108
+ }
109
+ return false;
110
+ }
111
+
112
+ /** sustain_flag(stat) over the OF_SUST_ block. */
113
+ function sustained(state: GameState, stat: number): boolean {
114
+ return playerOfHas(state, OF.SUST_STR + stat);
115
+ }
116
+
117
+ /**
118
+ * makeMonBlowEnv: the analog of makePlayerSideEffects. Returns a factory that
119
+ * binds a MonBlowEnv to the attacking monster (so drainCharges can heal it and
120
+ * blinkAway can teleport it). Installed on state.monBlowEnv by wireGame.
121
+ */
122
+ export function makeMonBlowEnv(
123
+ state: GameState,
124
+ deps: MonBlowDeps,
125
+ ): (mon: Monster) => MonBlowEnv {
126
+ const msg = (t: string, msgt?: string): void => deps.msg?.(t, msgt);
127
+ const p = (): Player => state.actor.player;
128
+ /* The one shared take_hit consequences (message chain + died_from on death),
129
+ * identical to the projection and effect paths. */
130
+ const takeHitHooks = makeTakeHitHooks(state);
131
+ /* player_inc_check fail table (player-timed.c:923-956): Free Action, PROT_*,
132
+ * poison resist, hallu chaos resist - shared with world clock / effects. */
133
+ const incQueries = makeIncCheckQueries(state);
134
+
135
+ /* The pack object at inven[index] (null when the slot is empty). */
136
+ const packItem = (
137
+ idx: number,
138
+ ): { handle: number; obj: GameObject } | null => {
139
+ const handle = state.gear.pack[idx];
140
+ if (handle === undefined) return null;
141
+ const obj = state.gear.store.get(handle);
142
+ if (!obj) return null;
143
+ return { handle, obj };
144
+ };
145
+
146
+ return (mon: Monster): MonBlowEnv => {
147
+ /* C's melee_effect_elemental learns pure elements after the complete
148
+ * elemental sequence (mon-blows.c L485-487). elementalDam runs before
149
+ * inven_damage and take_hit, so hold the learn until finishElemental even
150
+ * when elemental damage is zero but physical damage still hits. */
151
+ let pendingPureElement: number | null = null;
152
+ const learn = (ofFlag: number, element: number): void => {
153
+ /* mon-blows.c L486-689 / L1167: melee blow handlers teach the
154
+ * attacking monster through update_smart_learn after the side effect. */
155
+ updateSmartLearn(
156
+ state.rng,
157
+ mon,
158
+ buildSmartLearnEnv(state),
159
+ ofFlag,
160
+ 0,
161
+ element,
162
+ );
163
+ };
164
+
165
+ return {
166
+ playerGrid(): Loc {
167
+ return state.actor.grid;
168
+ },
169
+
170
+ applyReduction(dam: number): number {
171
+ return playerApplyDamageReduction(deps.actor, deps.actor.reduction, dam);
172
+ },
173
+
174
+ takeHit(reducedDam: number): void {
175
+ /* The one shared take_hit consequences object, so a melee blow that kills
176
+ * records died_from + total_winner and shows the death / low-hp chain the
177
+ * same way projections and effects do (audit 01 P1 CRITICAL). Previously
178
+ * this site wired only onMessage + onDisturb, so a melee death was scored
179
+ * with an unknown killer. */
180
+ takeHit(deps.actor, reducedDam, mon.race.name, takeHitHooks);
181
+ },
182
+
183
+ finishElemental(): void {
184
+ if (pendingPureElement === null) return;
185
+ learn(0, pendingPureElement);
186
+ pendingPureElement = null;
187
+ },
188
+
189
+ get playerDied(): boolean {
190
+ return deps.actor.isDead;
191
+ },
192
+
193
+ msg(text: string, msgt?: string): void {
194
+ msg(text, msgt);
195
+ /* msgt(method->msgt, ...) sound channel (mon-blows.c L206). */
196
+ if (msgt) state.sound?.((MSG as Record<string, number>)[msgt] ?? 0);
197
+ },
198
+
199
+ /* monster_desc(mon, MDESC_STANDARD) (mon-attack.c L561): computed once for
200
+ * the attack's blow messages ("The kobold hits you."). No RNG. */
201
+ monName: monsterDesc(mon, MDESC_STANDARD),
202
+
203
+ /* OPT(p, show_damage): the " (N)" suffix on each blow message. */
204
+ showDamage: state.options?.get("show_damage") ?? false,
205
+
206
+ /* monster_is_visible(mon): gates the "%s misses you." line. */
207
+ monVisible: monsterIsVisible(mon),
208
+
209
+ elementalDam(proj: number, dam: number): number {
210
+ /* minus_ac(p) is consulted only for ACID after the immune short-circuit
211
+ * (adjust_dam / project-player.c L65-70), so a monster's acid blow damages
212
+ * a worn armour piece exactly once. resLevel 3 is immune (RESIST_IMMUNE). */
213
+ const resLevel = deps.actor.resistLevel(proj);
214
+ const acidMinusAc =
215
+ proj === PROJ.ACID && resLevel !== 3 ? deps.actor.minusAc() : false;
216
+ const result = adjustDam(
217
+ state.rng,
218
+ deps.projections,
219
+ proj,
220
+ dam,
221
+ "randomise",
222
+ resLevel,
223
+ acidMinusAc,
224
+ );
225
+ if (proj !== PROJ.POIS) {
226
+ pendingPureElement = proj;
227
+ }
228
+ return result;
229
+ },
230
+
231
+ invenDamage(elem: number, cperc: number): void {
232
+ invenDamage(state, elem, cperc, { msg });
233
+ },
234
+
235
+ resists(elem: number): boolean {
236
+ return deps.actor.resistLevel(elem) > 0;
237
+ },
238
+
239
+ incTimed(tmd: number, amount: number, check: boolean): boolean {
240
+ const effect = deps.timed[tmd];
241
+ if (!effect) return false;
242
+ /* mon-blows.c melee_effect_timed uses check=true so player_inc_check
243
+ * (FREE_ACT / PROT_BLIND/CONF/FEAR / ELEM_POIS / HALLU chaos) runs with
244
+ * equip_learn + update_smart_learn side effects (player-timed.c:945-953). */
245
+ const monIncHooks = buildMonsterIncHooks(state, mon);
246
+ const result = playerIncTimed(p(), effect, amount, true, true, check, {
247
+ onMessage: (text: string, msgt: string): void => msg(text, msgt),
248
+ incCheck: (idx: number): boolean => {
249
+ const eff = deps.timed[idx];
250
+ if (!eff) return true;
251
+ return playerIncCheck(eff, incQueries, {
252
+ ...monIncHooks,
253
+ equipLearnFlag: (name: string): void => {
254
+ const of = (OF as Record<string, number>)[name];
255
+ if (of !== undefined) equipLearnFlag(p(), state.runeEnv, of);
256
+ },
257
+ equipLearnElement: (name: string): void => {
258
+ const elem = (ELEM as Record<string, number>)[name];
259
+ if (elem !== undefined) equipLearnElement(p(), state.runeEnv, elem);
260
+ },
261
+ resistMessage: (): void => msg("You resist the effect!"),
262
+ });
263
+ },
264
+ });
265
+ const learnedFlag: Record<number, number> = {
266
+ [TMD.BLIND]: OF.PROT_BLIND,
267
+ [TMD.CONFUSED]: OF.PROT_CONF,
268
+ [TMD.AFRAID]: OF.PROT_FEAR,
269
+ [TMD.PARALYZED]: OF.FREE_ACT,
270
+ };
271
+ if (learnedFlag[tmd] !== undefined) learn(learnedFlag[tmd]!, -1);
272
+ else if (tmd === TMD.POISONED) learn(0, ELEM.POIS);
273
+ else if (tmd === TMD.IMAGE) learn(0, ELEM.CHAOS);
274
+ return result;
275
+ },
276
+
277
+ saveVsSkill(): boolean {
278
+ return (
279
+ state.rng.randint0(100) < (state.actor.combat.skills[SKILL.SAVE] ?? 0)
280
+ );
281
+ },
282
+
283
+ drainStat(stat: number): void {
284
+ if (sustained(state, stat)) {
285
+ equipLearnFlag(p(), state.runeEnv, OF.SUST_STR + stat);
286
+ return;
287
+ }
288
+ if (playerStatDec(p(), stat, false)) {
289
+ msg(
290
+ `You're not as ${STAT_ADJECTIVE[stat] ?? "good"} as you used to be...`,
291
+ );
292
+ }
293
+ },
294
+
295
+ hasHoldLife(): boolean {
296
+ return playerOfHas(state, OF.HOLD_LIFE);
297
+ },
298
+
299
+ drainExp(chance: number, drainAmount: number): void {
300
+ learn(OF.HOLD_LIFE, -1);
301
+ const holdLife = playerOfHas(state, OF.HOLD_LIFE);
302
+ /* randint0(100) is drawn only when HOLD_LIFE is present (short-circuit). */
303
+ if (holdLife && state.rng.randint0(100) < chance) {
304
+ msg("You keep hold of your life force!");
305
+ return;
306
+ }
307
+ const d =
308
+ drainAmount + Math.trunc(p().exp / 100) * deps.lifeDrainPercent;
309
+ if (holdLife) {
310
+ msg("You feel your life slipping away!");
311
+ playerExpLose(p(), Math.trunc(d / 10), false, deps.expDeps);
312
+ } else {
313
+ msg("You feel your life draining away!");
314
+ playerExpLose(p(), d, false, deps.expDeps);
315
+ }
316
+ },
317
+
318
+ drainCharges(rlev: number): void {
319
+ let unpower = 0;
320
+ for (let tries = 0; tries < 10; tries++) {
321
+ const idx = state.rng.randint0(deps.packSize);
322
+ const item = packItem(idx);
323
+ if (!item) continue;
324
+ const obj = item.obj;
325
+
326
+ /* Drain charged wands/staves. */
327
+ if (tvalCanHaveCharges(obj.tval) && obj.pval) {
328
+ unpower = Math.trunc(rlev / (obj.kind.level + 2)) + 1;
329
+ obj.pval = Math.max(obj.pval - unpower, 0);
330
+ }
331
+
332
+ if (unpower) {
333
+ msg("Energy drains from your pack!");
334
+ /* Don't heal more than max hp (PR_HEALTH redraw rides #25). */
335
+ const heal = Math.min(rlev * unpower, mon.maxhp - mon.hp);
336
+ mon.hp += heal;
337
+ break;
338
+ }
339
+ }
340
+ },
341
+
342
+ eatGold(): boolean {
343
+ const current = p();
344
+ const dexInd = state.statInd?.[STAT.DEX] ?? 0;
345
+ /* Saving throw (unless paralyzed) based on dex and level. */
346
+ if (
347
+ (current.timed[TMD.PARALYZED] ?? 0) === 0 &&
348
+ state.rng.randint0(100) < (deps.adjDexSafe[dexInd] ?? 0) + current.lev
349
+ ) {
350
+ msg("You quickly protect your money pouch!");
351
+ /* Occasional blink anyway. */
352
+ return state.rng.randint0(3) !== 0;
353
+ }
354
+
355
+ let gold = Math.trunc(current.au / 10) + state.rng.randint1(25);
356
+ if (gold < 2) gold = 2;
357
+ if (gold > 5000) gold = Math.trunc(current.au / 20) + state.rng.randint1(3000);
358
+ if (gold > current.au) gold = current.au;
359
+ current.au -= gold;
360
+ if (gold <= 0) {
361
+ msg("Nothing was stolen.");
362
+ return false;
363
+ }
364
+
365
+ msg("Your purse feels lighter.");
366
+ if (current.au) msg(`${gold} coins were stolen!`);
367
+ else msg("All of your coins were stolen!");
368
+
369
+ /* While we have gold, put it in objects and give it to the monster
370
+ * (mon-blows.c L814-834). Prepped MINIMISE at level 0 (no RNG), with
371
+ * ORIGIN.STOLEN so monster_death does not count it as dropped treasure. */
372
+ const { makeDeps } = deps;
373
+ while (gold > 0) {
374
+ const kind = makeDeps.alloc.moneyKind(makeDeps.constants, "gold", gold);
375
+ const obj = objectPrep(
376
+ state.rng,
377
+ makeDeps.reg,
378
+ makeDeps.constants,
379
+ kind,
380
+ 0,
381
+ "minimise",
382
+ );
383
+ const amt = gold > MAX_PVAL ? MAX_PVAL : gold;
384
+ obj.pval = amt;
385
+ gold -= amt;
386
+ obj.origin = ORIGIN.STOLEN;
387
+ obj.originDepth = state.chunk.depth;
388
+ monsterCarry(mon.heldObj, obj, mon.midx);
389
+ }
390
+ return true;
391
+ },
392
+
393
+ eatItem(): { blinked: boolean; obvious: boolean } {
394
+ const current = p();
395
+ const dexInd = state.statInd?.[STAT.DEX] ?? 0;
396
+ const chance = (deps.adjDexSafe[dexInd] ?? 0) + current.lev;
397
+
398
+ /* Saving throw (unless paralyzed) based on dex and level. */
399
+ if (
400
+ (current.timed[TMD.PARALYZED] ?? 0) === 0 &&
401
+ state.rng.randint0(100) < chance
402
+ ) {
403
+ msg("You grab hold of your backpack!");
404
+ return { blinked: true, obvious: true };
405
+ }
406
+
407
+ /* steal_player_item: break on the first non-null non-artifact item. */
408
+ for (let tries = 0; tries < 10; tries++) {
409
+ const idx = state.rng.randint0(deps.packSize);
410
+ const item = packItem(idx);
411
+ if (!item) continue;
412
+ if (item.obj.artifact) continue;
413
+
414
+ const name = describeObject(state, item.obj, ODESC.BASE);
415
+ const split = item.obj.number > 1;
416
+ /* gear_to_label read before the steal mutates the pack (mon-blows.c L287). */
417
+ const label = gearToLabel(state.gear, item.handle);
418
+ /* An item carrying a slay that hurts the thief resists the theft
419
+ * (react_to_slay, mon-blows.c L275). Either way the monster blinks away
420
+ * (context->blinked = true is set outside the if/else). No RNG. */
421
+ if (reactToSlay(item.obj, mon, state.slays)) {
422
+ msg(
423
+ `${monsterDesc(mon, MDESC_STANDARD)} tries to steal ${
424
+ split ? "one of your" : "your"
425
+ } ${name}, but fails.`,
426
+ );
427
+ return { blinked: true, obvious: true };
428
+ }
429
+ msg(`${split ? "One of your" : "Your"} ${name} (${label}) was stolen!`);
430
+ /* Steal one and carry it (mon-blows.c L292-294); the stolen object
431
+ * keeps its own origin, so monster_death does not count it as a drop. */
432
+ const { obj: stolen } = gearObjectForUse(
433
+ state.gear,
434
+ current,
435
+ item.handle,
436
+ 1,
437
+ );
438
+ monsterCarry(mon.heldObj, stolen, mon.midx);
439
+ return { blinked: true, obvious: true };
440
+ }
441
+ return { blinked: false, obvious: true };
442
+ },
443
+
444
+ eatFood(): void {
445
+ const current = p();
446
+ for (let tries = 0; tries < 10; tries++) {
447
+ const idx = state.rng.randint0(deps.packSize);
448
+ const item = packItem(idx);
449
+ if (!item) continue;
450
+ if (!tvalIsEdible(item.obj.tval)) continue;
451
+
452
+ const name = describeObject(state, item.obj, ODESC.BASE);
453
+ const one = item.obj.number === 1;
454
+ const label = gearToLabel(state.gear, item.handle);
455
+ msg(`${one ? "Your" : "One of your"} ${name} (${label}) was eaten!`);
456
+ gearObjectForUse(state.gear, current, item.handle, 1);
457
+ break;
458
+ }
459
+ },
460
+
461
+ eatLight(): void {
462
+ const current = p();
463
+ /* EF_DRAIN_LIGHT "250+1d250". */
464
+ const drain = 250 + state.rng.randint1(250);
465
+ const lightSlot = current.body.slots.findIndex((s) => s.type === "LIGHT");
466
+ const obj = lightSlot >= 0 ? state.runeEnv.slotObject(lightSlot) : null;
467
+ if (obj && !obj.flags.has(OF.NO_FUEL) && obj.timeout > 0) {
468
+ obj.timeout -= drain;
469
+ if (obj.timeout < 1) obj.timeout = 1;
470
+ if (!((current.timed[TMD.BLIND] ?? 0) > 0)) msg("Your light dims.");
471
+ }
472
+ },
473
+
474
+ disenchant(): void {
475
+ disenchantEquipment(state, { msg });
476
+ learn(0, ELEM.DISEN);
477
+ },
478
+
479
+ earthquake(radius: number): void {
480
+ deps.earthquake?.(mon, radius);
481
+ },
482
+
483
+ thrust(dist: number): void {
484
+ thrustAway(state, mon.grid, state.actor.grid, dist, {
485
+ msg,
486
+ ...(deps.teleport?.onPlayerPostMove
487
+ ? {
488
+ onPlayerPostMove: (): void =>
489
+ deps.teleport!.onPlayerPostMove!(true),
490
+ }
491
+ : {}),
492
+ });
493
+ },
494
+
495
+ blinkAway(): void {
496
+ /* "There is a puff of smoke!" when a seen thief teleports off with its
497
+ * loot and the player still lives (mon-attack.c L744). The teleport
498
+ * itself happens regardless of visibility / death. No RNG for the msg. */
499
+ if (!deps.actor.isDead && squareIsSeen(state.chunk, mon.grid)) {
500
+ msg("There is a puff of smoke!");
501
+ }
502
+ teleportMonster(
503
+ state,
504
+ mon.midx,
505
+ state.z.maxSight * 2 + 5,
506
+ deps.teleport ?? {},
507
+ );
508
+ },
509
+ };
510
+ };
511
+ }