@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 +1,555 @@
1
+ /**
2
+ * The per-projection player side effects, ported from the
3
+ * project_player_handler_* table of reference/src/project-player.c (Angband
4
+ * 4.2.6). Damage itself is applied by the projectPlayer driver
5
+ * (game/project-player.ts); these handlers add the flavour that rides on
6
+ * top - inventory damage, timed effects (blind/confusion/stun/cuts/poison/
7
+ * slow/amnesia/hallucination/scramble), experience drain with the HOLD_LIFE
8
+ * check, stat drains with the sustain check, mana and energy loss - and
9
+ * return any extra damage (poison's acid sting).
10
+ *
11
+ * makePlayerSideEffects builds the ProjectPlayerHooks.onSideEffects hook
12
+ * from the live GameState plus the timed-effect registry; wireGame installs
13
+ * it on the cast context so every projection that reaches the player runs
14
+ * the upstream consequences.
15
+ *
16
+ * The teleport branches run through the player slices of the teleport
17
+ * handlers (effect-teleport.ts) with the injected TeleportEnv: GRAVITY's
18
+ * blink (teleportPlayer 5), NEXUS's teleport-to-caster / teleport-level /
19
+ * teleport-200 three-way, and FORCE's knockback via thrust_away
20
+ * (game/thrust.ts) from the origin grid; DISEN runs disenchantEquipment
21
+ * (game/effect-general.ts). The two upstream stat-drain paths are kept
22
+ * distinct: drainStat is effect_simple(EF_DRAIN_STAT) (sustain saves with the
23
+ * "You feel very %s..." messages), drainStatsRandom is
24
+ * project_player_drain_stats (no sustain, always "You're not as %s...").
25
+ */
26
+
27
+ import { ELEM, OF, PF, PROJ, STAT, TMD } from "../generated/index.js";
28
+ import { DDGRID_DDD, locEq, locSum } from "../loc.js";
29
+ import { SKILL, STAT_MAX } from "../player/types.js";
30
+ import type { ProjectionInfo } from "../world/projection.js";
31
+ import type { TimedEffect } from "../player/types.js";
32
+ import { playerIncCheck, playerIncTimed } from "../player/timed.js";
33
+ import type { PlayerIncCheckQueries } from "../player/timed.js";
34
+ import type { Player } from "../player/player.js";
35
+ import { playerExpLose, playerStatDec } from "../player/exp.js";
36
+ import type { ExpDeps } from "../player/exp.js";
37
+ import { equipLearnFlag } from "../obj/knowledge.js";
38
+ import { adjustDam } from "../world/projection.js";
39
+ import { ODESC } from "../obj/desc.js";
40
+ import { minusAc } from "./gear.js";
41
+ import { describeObject } from "./describe.js";
42
+ import type { GameState } from "./context.js";
43
+ import type {
44
+ PlayerProjActor,
45
+ ProjectPlayerSideContext,
46
+ } from "./project-player.js";
47
+ import { invenDamage } from "./project-obj.js";
48
+ import { disenchantEquipment } from "./effect-general.js";
49
+ import {
50
+ teleportPlayer,
51
+ teleportPlayerLevel,
52
+ teleportPlayerTo,
53
+ } from "./effect-teleport.js";
54
+ import type { TeleportEnv } from "./effect-teleport.js";
55
+ import { thrustAway } from "./thrust.js";
56
+
57
+ /**
58
+ * makeIncCheckQueries: the player_inc_check fail-condition resolvers over the
59
+ * live derived state (player-timed.c:923-1024). Shared by makePlayerSideEffects,
60
+ * the effect-interpreter env, and the world-clock timed hooks so the over-
61
+ * exertion / EF_TIMED_INC resist gate reads one source of truth. Object/player
62
+ * flags and element resists come from state.playerState (the last calc_bonuses);
63
+ * the timed check reads the live duration array.
64
+ */
65
+ export function makeIncCheckQueries(state: GameState): PlayerIncCheckQueries {
66
+ return {
67
+ objectFlag: (name): boolean => {
68
+ const i = (OF as Record<string, number>)[name];
69
+ return i !== undefined && (state.playerState?.flags.has(i) ?? false);
70
+ },
71
+ resistLevel: (name): number => {
72
+ const i = (ELEM as Record<string, number>)[name];
73
+ return i !== undefined ? (state.playerState?.elInfo[i]?.resLevel ?? 0) : 0;
74
+ },
75
+ playerFlag: (name): boolean => {
76
+ const i = (PF as Record<string, number>)[name];
77
+ return i !== undefined && (state.playerState?.pflags.has(i) ?? false);
78
+ },
79
+ timedActive: (name): boolean => {
80
+ const i = (TMD as Record<string, number>)[name];
81
+ return i !== undefined && (state.actor.player.timed[i] ?? 0) > 0;
82
+ },
83
+ };
84
+ }
85
+
86
+ /** Everything the side-effect handlers need beyond the GameState. */
87
+ export interface PlayerSideDeps {
88
+ /** The bound timed-effect registry (players.timed), TMD-indexed. */
89
+ timed: readonly TimedEffect[];
90
+ /** The projection view of the player (resists / immunities). */
91
+ actor: PlayerProjActor;
92
+ /** The bound projection table (poison's acid-sting adjust_dam). */
93
+ projections: readonly ProjectionInfo[];
94
+ /** Experience drains ripple levels through this. */
95
+ expDeps: ExpDeps;
96
+ /** z_info->life_drain_percent. */
97
+ lifeDrainPercent: number;
98
+ /** The teleport seams (no-teleport curse, post-move) for GRAVITY's blink. */
99
+ teleport?: TeleportEnv;
100
+ msg?(text: string): void;
101
+ }
102
+
103
+ const STAT_ADJECTIVE: readonly string[] = [
104
+ "strong",
105
+ "bright",
106
+ "wise",
107
+ "agile",
108
+ "hale",
109
+ ];
110
+
111
+ /**
112
+ * desc_stat(stat, false): the negative adjective per stat (object_property.txt
113
+ * neg-adjective), used by EF_DRAIN_STAT's "You feel very %s." messages
114
+ * (effect-handler-general.c L820/L840). STR/INT/WIS/DEX/CON order.
115
+ */
116
+ const STAT_NEG_ADJECTIVE: readonly string[] = [
117
+ "weak",
118
+ "stupid",
119
+ "naive",
120
+ "clumsy",
121
+ "sickly",
122
+ ];
123
+
124
+ /** player_of_has: the racial flags plus every equipped item's. */
125
+ function playerOfHas(state: GameState, flag: number): boolean {
126
+ const p = state.actor.player;
127
+ if (p.race.flags.has(flag)) return true;
128
+ for (let i = 0; i < p.body.count; i++) {
129
+ if (state.runeEnv.slotObject(i)?.flags.has(flag)) return true;
130
+ }
131
+ return false;
132
+ }
133
+
134
+ /** sustain_flag(stat) over the OF_SUST_ block. */
135
+ function sustained(state: GameState, stat: number): boolean {
136
+ return playerOfHas(state, OF.SUST_STR + stat);
137
+ }
138
+
139
+ export function makePlayerSideEffects(
140
+ state: GameState,
141
+ deps: PlayerSideDeps,
142
+ ): (ctx: ProjectPlayerSideContext) => number {
143
+ const p = (): Player => state.actor.player;
144
+ const msg = (t: string): void => deps.msg?.(t);
145
+
146
+ /** player_inc_timed through the bound registry (no fail-check hooks yet). */
147
+ const incTimed = (idx: number, v: number, check: boolean): boolean => {
148
+ const effect = deps.timed[idx];
149
+ if (!effect) return false;
150
+ return playerIncTimed(p(), effect, v, true, true, check, {
151
+ ...(deps.msg
152
+ ? { onMessage: (text: string): void => deps.msg?.(text) }
153
+ : {}),
154
+ });
155
+ };
156
+
157
+ /** Immunity / resist reads from the derived state. */
158
+ const isImmune = (elem: number): boolean => deps.actor.resistLevel(elem) === 3;
159
+ const resists = (elem: number): boolean => deps.actor.resistLevel(elem) > 0;
160
+
161
+ /**
162
+ * player_inc_check (project-player.c:259,328) as a pure predicate: whether a
163
+ * timed increase would be allowed by the player's resists/flags, used to gate
164
+ * the LIGHT "dazzled" / SOUND "disorients" messages so they are not shown when
165
+ * the confusion is resisted. Queries mirror buildFailRuneEnv (game/mon-cast.ts).
166
+ * The learning / smart-learn / resist-message side effects of the non-lore
167
+ * check ride the timed-effect wiring (gap 2.8).
168
+ */
169
+ const incCheckQueries = makeIncCheckQueries(state);
170
+ const incCheck = (idx: number): boolean => {
171
+ const effect = deps.timed[idx];
172
+ return effect ? playerIncCheck(effect, incCheckQueries) : true;
173
+ };
174
+
175
+ /**
176
+ * effect_simple(EF_DRAIN_STAT) slice (effect-handler-general.c L803-846): the
177
+ * sustain saves the stat with "You feel very %s for a moment, but the feeling
178
+ * passes.", otherwise the stat drops with "You feel very %s." (the dice value
179
+ * is 0 at these call sites, so there is no bonus damage / take_hit). Both
180
+ * branches learn the sustain rune. P3.
181
+ */
182
+ const drainStat = (stat: number): void => {
183
+ const flag = OF.SUST_STR + stat;
184
+ const negAdj = STAT_NEG_ADJECTIVE[stat] ?? "bad";
185
+ if (sustained(state, stat)) {
186
+ equipLearnFlag(p(), state.runeEnv, flag);
187
+ msg(`You feel very ${negAdj} for a moment, but the feeling passes.`);
188
+ return;
189
+ }
190
+ if (playerStatDec(p(), stat, false)) {
191
+ equipLearnFlag(p(), state.runeEnv, flag);
192
+ msg(`You feel very ${negAdj}.`);
193
+ }
194
+ };
195
+
196
+ /**
197
+ * project_player_drain_stats(num) (project-player.c L111-130): drain `num`
198
+ * random stats with NO sustain check and ALWAYS the "You're not as %s as you
199
+ * used to be..." line - distinct from EF_DRAIN_STAT above. Used by TIME. Draws
200
+ * randint1(5) per point exactly as upstream (stat pick doubles as the word). P3.
201
+ */
202
+ const drainStatsRandom = (num: number): void => {
203
+ for (let i = 0; i < num; i++) {
204
+ const stat = state.rng.randint1(5) - 1;
205
+ msg(`You're not as ${STAT_ADJECTIVE[stat] ?? "good"} as you used to be...`);
206
+ playerStatDec(p(), stat, false);
207
+ }
208
+ };
209
+
210
+ /**
211
+ * Life drain with the HOLD_LIFE gate. The resisted branch only learns the
212
+ * HOLD_LIFE rune - it prints NO message (project-player.c COLD L204-205 /
213
+ * DARK: equip_learn_flag only). P4.
214
+ */
215
+ const drainLife = (amount: number, text: string): void => {
216
+ if (playerOfHas(state, OF.HOLD_LIFE)) {
217
+ equipLearnFlag(p(), state.runeEnv, OF.HOLD_LIFE);
218
+ } else {
219
+ msg(text);
220
+ playerExpLose(p(), amount, false, deps.expDeps);
221
+ }
222
+ };
223
+
224
+ return (ctx: ProjectPlayerSideContext): number => {
225
+ const rng = state.rng;
226
+ const dam = ctx.dam;
227
+ let xtra = 0;
228
+
229
+ switch (ctx.typ) {
230
+ case PROJ.ACID: {
231
+ if (isImmune(ELEM.ACID)) break;
232
+ invenDamage(state, ELEM.ACID, Math.min(dam * 5, 300), { msg });
233
+ break;
234
+ }
235
+ case PROJ.ELEC: {
236
+ if (isImmune(ELEM.ELEC)) break;
237
+ invenDamage(state, ELEM.ELEC, Math.min(dam * 5, 300), { msg });
238
+ break;
239
+ }
240
+ case PROJ.FIRE: {
241
+ if (isImmune(ELEM.FIRE)) break;
242
+ invenDamage(state, ELEM.FIRE, Math.min(dam * 5, 300), { msg });
243
+ /* Occasional side-effects for powerful fire attacks. */
244
+ if (ctx.power >= 80) {
245
+ if (rng.randint0(dam) > 500) {
246
+ msg("The intense heat saps you.");
247
+ drainStat(STAT.STR);
248
+ }
249
+ if (rng.randint0(dam) > 500) {
250
+ if (incTimed(TMD.BLIND, rng.randint1(Math.trunc(dam / 100)), true)) {
251
+ msg("Your eyes fill with smoke!");
252
+ }
253
+ }
254
+ if (rng.randint0(dam) > 500) {
255
+ if (incTimed(TMD.POISONED, rng.randint1(Math.trunc(dam / 10)), true)) {
256
+ msg("You are assailed by poisonous fumes!");
257
+ }
258
+ }
259
+ }
260
+ break;
261
+ }
262
+ case PROJ.COLD: {
263
+ if (isImmune(ELEM.COLD)) break;
264
+ invenDamage(state, ELEM.COLD, Math.min(dam * 5, 300), { msg });
265
+ /* Occasional side-effects for powerful cold attacks. */
266
+ if (ctx.power >= 80) {
267
+ if (rng.randint0(dam) > 500) {
268
+ msg("The cold seeps into your bones.");
269
+ drainStat(STAT.DEX);
270
+ }
271
+ if (rng.randint0(dam) > 500) {
272
+ drainLife(dam, "The cold withers your life force!");
273
+ }
274
+ }
275
+ break;
276
+ }
277
+ case PROJ.POIS: {
278
+ if (!incTimed(TMD.POISONED, 10 + rng.randint1(dam), true)) {
279
+ msg("You resist the effect!");
280
+ }
281
+ /* Occasional side-effects for powerful poison attacks. */
282
+ if (ctx.power >= 60) {
283
+ if (rng.randint0(dam) > 200) {
284
+ if (!isImmune(ELEM.ACID)) {
285
+ const acidDam = Math.trunc(dam / 5);
286
+ msg("The venom stings your skin!");
287
+ invenDamage(state, ELEM.ACID, acidDam, { msg });
288
+ /* adjust_dam(PROJ_ACID) calls minus_ac(p): a real armour-damage
289
+ * roll (message + to_a-- + PU_BONUS) that also halves the sting
290
+ * (project-player.c L232 -> adjust_dam L69). P2. */
291
+ const hitAc = minusAc(p(), state.gear, state.rng, {
292
+ msg,
293
+ describe: (o) => describeObject(state, o, ODESC.BASE),
294
+ updateBonuses: () => state.updateBonuses?.(),
295
+ });
296
+ xtra += adjustDam(
297
+ state.rng,
298
+ deps.projections,
299
+ PROJ.ACID,
300
+ acidDam,
301
+ "randomise",
302
+ deps.actor.resistLevel(ELEM.ACID),
303
+ hitAc,
304
+ );
305
+ }
306
+ }
307
+ if (rng.randint0(dam) > 200) {
308
+ msg("The stench sickens you.");
309
+ drainStat(STAT.CON);
310
+ }
311
+ }
312
+ break;
313
+ }
314
+ case PROJ.LIGHT: {
315
+ if (resists(ELEM.LIGHT)) {
316
+ msg("You resist the effect!");
317
+ break;
318
+ }
319
+ incTimed(TMD.BLIND, 2 + rng.randint1(5), true);
320
+ if (dam > 300) {
321
+ /* Check for resistance before issuing the message. */
322
+ if (incCheck(TMD.CONFUSED)) msg("You are dazzled!");
323
+ incTimed(TMD.CONFUSED, 2 + rng.randint1(Math.trunc(dam / 100)), true);
324
+ }
325
+ break;
326
+ }
327
+ /* project_player_handler_DARK (project-player.c:268). */
328
+ case PROJ.DARK: {
329
+ if (resists(ELEM.DARK)) {
330
+ msg("You resist the effect!");
331
+ break;
332
+ }
333
+ incTimed(TMD.BLIND, 2 + rng.randint1(5), true);
334
+ /* Unresisted dark from powerful monsters is bad news. */
335
+ if (ctx.power >= 70) {
336
+ if (rng.randint0(dam) > 100) {
337
+ drainLife(dam, "The darkness steals your life force!");
338
+ }
339
+ if (rng.randint0(dam) > 200) {
340
+ msg("You feel unsure of yourself in the darkness.");
341
+ incTimed(TMD.SLOW, Math.trunc(dam / 100), false);
342
+ }
343
+ if (rng.randint0(dam) > 300) {
344
+ msg("Darkness penetrates your mind!");
345
+ incTimed(TMD.AMNESIA, Math.trunc(dam / 100), false);
346
+ }
347
+ }
348
+ break;
349
+ }
350
+ case PROJ.DARK_WEAK: {
351
+ /* project-player.c project_player_handler_DARK_WEAK: unlit races
352
+ * resist silently; everyone else who resists gets the message; the
353
+ * rest are briefly blinded. */
354
+ if (resists(ELEM.DARK)) {
355
+ if (!(state.playerState?.pflags.has(PF.UNLIGHT) ?? false)) {
356
+ msg("You resist the effect!");
357
+ }
358
+ break;
359
+ }
360
+ incTimed(TMD.BLIND, 3 + rng.randint1(5), true);
361
+ break;
362
+ }
363
+ case PROJ.SOUND: {
364
+ if (resists(ELEM.SOUND)) {
365
+ msg("You resist the effect!");
366
+ break;
367
+ }
368
+ if (!playerOfHas(state, OF.PROT_STUN)) {
369
+ incTimed(TMD.STUN, Math.min(5 + rng.randint1(Math.trunc(dam / 3)), 35), true);
370
+ } else {
371
+ equipLearnFlag(p(), state.runeEnv, OF.PROT_STUN);
372
+ }
373
+ if (dam > 300) {
374
+ /* Check for resistance before issuing the message. */
375
+ if (incCheck(TMD.CONFUSED)) msg("The noise disorients you.");
376
+ incTimed(TMD.CONFUSED, 2 + rng.randint1(Math.trunc(dam / 100)), true);
377
+ }
378
+ break;
379
+ }
380
+ case PROJ.SHARD: {
381
+ if (resists(ELEM.SHARD)) {
382
+ msg("You resist the effect!");
383
+ break;
384
+ }
385
+ incTimed(TMD.CUT, rng.randint1(dam), false);
386
+ break;
387
+ }
388
+ case PROJ.NEXUS: {
389
+ if (resists(ELEM.NEXUS)) {
390
+ msg("You resist the effect!");
391
+ break;
392
+ }
393
+ /* Stat scramble unless saved. */
394
+ if (rng.randint0(100) < (state.actor.combat.skills[SKILL.SAVE] ?? 0)) {
395
+ msg("You avoid the effect!");
396
+ } else {
397
+ incTimed(TMD.SCRAMBLE, rng.randint0(20) + 20, true);
398
+ }
399
+ const tp = deps.teleport ?? {};
400
+ if (rng.oneIn(3) && ctx.origin.isMonster && ctx.origin.grid) {
401
+ /* Teleport to the caster. */
402
+ teleportPlayerTo(state, ctx.origin.grid, tp, msg);
403
+ } else if (rng.oneIn(4)) {
404
+ /* Teleport level. */
405
+ if (
406
+ rng.randint0(100) < (state.actor.combat.skills[SKILL.SAVE] ?? 0)
407
+ ) {
408
+ msg("You avoid the effect!");
409
+ break;
410
+ }
411
+ teleportPlayerLevel(state, tp, msg, ctx.origin.isMonster);
412
+ } else {
413
+ /* Teleport 200 grids. */
414
+ teleportPlayer(state, 200, tp, msg);
415
+ }
416
+ break;
417
+ }
418
+ case PROJ.NETHER: {
419
+ if (resists(ELEM.NETHER) || playerOfHas(state, OF.HOLD_LIFE)) {
420
+ msg("You resist the effect!");
421
+ equipLearnFlag(p(), state.runeEnv, OF.HOLD_LIFE);
422
+ break;
423
+ }
424
+ const drain =
425
+ 200 + Math.trunc(p().exp / 100) * deps.lifeDrainPercent;
426
+ msg("You feel your life force draining away!");
427
+ playerExpLose(p(), drain, false, deps.expDeps);
428
+ if (ctx.power >= 80) {
429
+ if (rng.randint0(dam) > 100 && p().msp) {
430
+ msg("Your mind is dulled.");
431
+ p().csp -= Math.min(p().csp, Math.trunc(dam / 10));
432
+ }
433
+ if (rng.randint0(dam) > 200) {
434
+ msg("Your energy is sapped!");
435
+ state.actor.energy = 0;
436
+ }
437
+ }
438
+ break;
439
+ }
440
+ case PROJ.CHAOS: {
441
+ if (resists(ELEM.CHAOS)) {
442
+ msg("You resist the effect!");
443
+ break;
444
+ }
445
+ incTimed(TMD.IMAGE, rng.randint1(10), false);
446
+ incTimed(TMD.CONFUSED, 10 + rng.randint0(20), true);
447
+ if (!playerOfHas(state, OF.HOLD_LIFE)) {
448
+ const drain =
449
+ Math.trunc((p().exp * 3) / 200) * deps.lifeDrainPercent;
450
+ msg("You feel your life force draining away!");
451
+ playerExpLose(p(), drain, false, deps.expDeps);
452
+ } else {
453
+ equipLearnFlag(p(), state.runeEnv, OF.HOLD_LIFE);
454
+ }
455
+ break;
456
+ }
457
+ case PROJ.DISEN: {
458
+ if (resists(ELEM.DISEN)) {
459
+ msg("You resist the effect!");
460
+ break;
461
+ }
462
+ /* Disenchant gear (effect_simple(EF_DISENCHANT)). */
463
+ disenchantEquipment(state, { msg });
464
+ break;
465
+ }
466
+ case PROJ.WATER: {
467
+ incTimed(TMD.CONFUSED, 5 + rng.randint1(5), true);
468
+ incTimed(TMD.STUN, rng.randint1(40), true);
469
+ break;
470
+ }
471
+ case PROJ.ICE: {
472
+ if (!isImmune(ELEM.COLD)) {
473
+ invenDamage(state, ELEM.COLD, Math.min(dam * 5, 300), { msg });
474
+ }
475
+ if (!resists(ELEM.SHARD)) {
476
+ incTimed(TMD.CUT, rng.damroll(5, 8), false);
477
+ } else {
478
+ msg("You resist the effect!");
479
+ }
480
+ incTimed(TMD.STUN, rng.randint1(15), true);
481
+ break;
482
+ }
483
+ case PROJ.GRAVITY: {
484
+ msg("Gravity warps around you.");
485
+ /* Blink (effect_simple(EF_TELEPORT, "5")). */
486
+ if (rng.randint1(127) > p().lev) {
487
+ teleportPlayer(state, 5, deps.teleport ?? {}, msg);
488
+ }
489
+ incTimed(TMD.SLOW, 4 + rng.randint0(4), false);
490
+ if (!playerOfHas(state, OF.PROT_STUN)) {
491
+ incTimed(TMD.STUN, Math.min(5 + rng.randint1(Math.trunc(dam / 3)), 35), true);
492
+ } else {
493
+ equipLearnFlag(p(), state.runeEnv, OF.PROT_STUN);
494
+ }
495
+ break;
496
+ }
497
+ case PROJ.INERTIA: {
498
+ incTimed(TMD.SLOW, 4 + rng.randint0(4), false);
499
+ break;
500
+ }
501
+ case PROJ.FORCE: {
502
+ let centre = ctx.origin.grid ?? ctx.grid;
503
+
504
+ /* Player gets pushed in a random direction if on the trap. */
505
+ if (ctx.origin.isTrap && locEq(state.actor.grid, centre)) {
506
+ centre = locSum(centre, DDGRID_DDD[rng.randint0(8)]!);
507
+ }
508
+
509
+ incTimed(TMD.STUN, rng.randint1(20), true);
510
+
511
+ /* Thrust player away. */
512
+ thrustAway(state, centre, ctx.grid, 3 + Math.trunc(dam / 20), {
513
+ msg,
514
+ ...(deps.teleport?.onPlayerPostMove
515
+ ? {
516
+ onPlayerPostMove: (): void =>
517
+ deps.teleport!.onPlayerPostMove!(true),
518
+ }
519
+ : {}),
520
+ });
521
+ break;
522
+ }
523
+ case PROJ.TIME: {
524
+ if (rng.oneIn(2)) {
525
+ const drain =
526
+ 100 + Math.trunc(p().exp / 100) * deps.lifeDrainPercent;
527
+ msg("You feel your life force draining away!");
528
+ playerExpLose(p(), drain, false, deps.expDeps);
529
+ } else if (!rng.oneIn(5)) {
530
+ /* Drain two random stats (project_player_drain_stats(2): no sustain). */
531
+ drainStatsRandom(2);
532
+ } else {
533
+ msg("You're not as powerful as you used to be...");
534
+ for (let i = 0; i < STAT_MAX; i++) playerStatDec(p(), i, false);
535
+ }
536
+ break;
537
+ }
538
+ case PROJ.PLASMA: {
539
+ if (!playerOfHas(state, OF.PROT_STUN)) {
540
+ incTimed(
541
+ TMD.STUN,
542
+ Math.min(5 + rng.randint1(Math.trunc((dam * 3) / 4)), 35),
543
+ true,
544
+ );
545
+ } else {
546
+ equipLearnFlag(p(), state.runeEnv, OF.PROT_STUN);
547
+ }
548
+ break;
549
+ }
550
+ default:
551
+ break;
552
+ }
553
+ return xtra;
554
+ };
555
+ }