@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.
- package/LICENSE.md +43 -0
- package/README.md +80 -0
- package/dist/agent/act.d.ts +22 -0
- package/dist/agent/act.d.ts.map +1 -0
- package/dist/agent/act.js +88 -0
- package/dist/agent/act.js.map +1 -0
- package/dist/agent/controller.d.ts +34 -0
- package/dist/agent/controller.d.ts.map +1 -0
- package/dist/agent/controller.js +90 -0
- package/dist/agent/controller.js.map +1 -0
- package/dist/agent/events.d.ts +27 -0
- package/dist/agent/events.d.ts.map +1 -0
- package/dist/agent/events.js +31 -0
- package/dist/agent/events.js.map +1 -0
- package/dist/agent/index.d.ts +17 -0
- package/dist/agent/index.d.ts.map +1 -0
- package/dist/agent/index.js +15 -0
- package/dist/agent/index.js.map +1 -0
- package/dist/agent/perceive.d.ts +21 -0
- package/dist/agent/perceive.d.ts.map +1 -0
- package/dist/agent/perceive.js +386 -0
- package/dist/agent/perceive.js.map +1 -0
- package/dist/agent/types.d.ts +436 -0
- package/dist/agent/types.d.ts.map +1 -0
- package/dist/agent/types.js +63 -0
- package/dist/agent/types.js.map +1 -0
- package/dist/bitflag.d.ts +199 -0
- package/dist/bitflag.d.ts.map +1 -0
- package/dist/bitflag.js +478 -0
- package/dist/bitflag.js.map +1 -0
- package/dist/cmd.d.ts +164 -0
- package/dist/cmd.d.ts.map +1 -0
- package/dist/cmd.js +350 -0
- package/dist/cmd.js.map +1 -0
- package/dist/color.d.ts +104 -0
- package/dist/color.d.ts.map +1 -0
- package/dist/color.js +240 -0
- package/dist/color.js.map +1 -0
- package/dist/combat/brand-slay.d.ts +119 -0
- package/dist/combat/brand-slay.d.ts.map +1 -0
- package/dist/combat/brand-slay.js +264 -0
- package/dist/combat/brand-slay.js.map +1 -0
- package/dist/combat/hit.d.ts +198 -0
- package/dist/combat/hit.d.ts.map +1 -0
- package/dist/combat/hit.js +310 -0
- package/dist/combat/hit.js.map +1 -0
- package/dist/combat/index.d.ts +15 -0
- package/dist/combat/index.d.ts.map +1 -0
- package/dist/combat/index.js +15 -0
- package/dist/combat/index.js.map +1 -0
- package/dist/combat/melee.d.ts +261 -0
- package/dist/combat/melee.d.ts.map +1 -0
- package/dist/combat/melee.js +402 -0
- package/dist/combat/melee.js.map +1 -0
- package/dist/combat/mon-melee.d.ts +233 -0
- package/dist/combat/mon-melee.d.ts.map +1 -0
- package/dist/combat/mon-melee.js +883 -0
- package/dist/combat/mon-melee.js.map +1 -0
- package/dist/combat/ranged.d.ts +89 -0
- package/dist/combat/ranged.d.ts.map +1 -0
- package/dist/combat/ranged.js +253 -0
- package/dist/combat/ranged.js.map +1 -0
- package/dist/constants.d.ts +134 -0
- package/dist/constants.d.ts.map +1 -0
- package/dist/constants.js +171 -0
- package/dist/constants.js.map +1 -0
- package/dist/dice.d.ts +91 -0
- package/dist/dice.d.ts.map +1 -0
- package/dist/dice.js +424 -0
- package/dist/dice.js.map +1 -0
- package/dist/effects/effect-choice.d.ts +15 -0
- package/dist/effects/effect-choice.d.ts.map +1 -0
- package/dist/effects/effect-choice.js +18 -0
- package/dist/effects/effect-choice.js.map +1 -0
- package/dist/effects/effect-info.d.ts +124 -0
- package/dist/effects/effect-info.d.ts.map +1 -0
- package/dist/effects/effect-info.js +706 -0
- package/dist/effects/effect-info.js.map +1 -0
- package/dist/effects/effect.d.ts +165 -0
- package/dist/effects/effect.d.ts.map +1 -0
- package/dist/effects/effect.js +452 -0
- package/dist/effects/effect.js.map +1 -0
- package/dist/effects/handlers.d.ts +70 -0
- package/dist/effects/handlers.d.ts.map +1 -0
- package/dist/effects/handlers.js +394 -0
- package/dist/effects/handlers.js.map +1 -0
- package/dist/effects/interpreter.d.ts +291 -0
- package/dist/effects/interpreter.d.ts.map +1 -0
- package/dist/effects/interpreter.js +325 -0
- package/dist/effects/interpreter.js.map +1 -0
- package/dist/events.d.ts +188 -0
- package/dist/events.d.ts.map +1 -0
- package/dist/events.js +138 -0
- package/dist/events.js.map +1 -0
- package/dist/expression.d.ts +83 -0
- package/dist/expression.d.ts.map +1 -0
- package/dist/expression.js +333 -0
- package/dist/expression.js.map +1 -0
- package/dist/game/cave-cmd.d.ts +195 -0
- package/dist/game/cave-cmd.d.ts.map +1 -0
- package/dist/game/cave-cmd.js +968 -0
- package/dist/game/cave-cmd.js.map +1 -0
- package/dist/game/char-sheet.d.ts +189 -0
- package/dist/game/char-sheet.d.ts.map +1 -0
- package/dist/game/char-sheet.js +381 -0
- package/dist/game/char-sheet.js.map +1 -0
- package/dist/game/chest.d.ts +94 -0
- package/dist/game/chest.d.ts.map +1 -0
- package/dist/game/chest.js +267 -0
- package/dist/game/chest.js.map +1 -0
- package/dist/game/context.d.ts +970 -0
- package/dist/game/context.d.ts.map +1 -0
- package/dist/game/context.js +353 -0
- package/dist/game/context.js.map +1 -0
- package/dist/game/curse-tick.d.ts +35 -0
- package/dist/game/curse-tick.d.ts.map +1 -0
- package/dist/game/curse-tick.js +100 -0
- package/dist/game/curse-tick.js.map +1 -0
- package/dist/game/describe.d.ts +20 -0
- package/dist/game/describe.d.ts.map +1 -0
- package/dist/game/describe.js +45 -0
- package/dist/game/describe.js.map +1 -0
- package/dist/game/display.d.ts +196 -0
- package/dist/game/display.d.ts.map +1 -0
- package/dist/game/display.js +684 -0
- package/dist/game/display.js.map +1 -0
- package/dist/game/dump-level.d.ts +37 -0
- package/dist/game/dump-level.d.ts.map +1 -0
- package/dist/game/dump-level.js +110 -0
- package/dist/game/dump-level.js.map +1 -0
- package/dist/game/effect-attack.d.ts +36 -0
- package/dist/game/effect-attack.d.ts.map +1 -0
- package/dist/game/effect-attack.js +694 -0
- package/dist/game/effect-attack.js.map +1 -0
- package/dist/game/effect-detect.d.ts +34 -0
- package/dist/game/effect-detect.d.ts.map +1 -0
- package/dist/game/effect-detect.js +456 -0
- package/dist/game/effect-detect.js.map +1 -0
- package/dist/game/effect-env.d.ts +77 -0
- package/dist/game/effect-env.d.ts.map +1 -0
- package/dist/game/effect-env.js +166 -0
- package/dist/game/effect-env.js.map +1 -0
- package/dist/game/effect-game-env.d.ts +76 -0
- package/dist/game/effect-game-env.d.ts.map +1 -0
- package/dist/game/effect-game-env.js +23 -0
- package/dist/game/effect-game-env.js.map +1 -0
- package/dist/game/effect-general.d.ts +98 -0
- package/dist/game/effect-general.d.ts.map +1 -0
- package/dist/game/effect-general.js +914 -0
- package/dist/game/effect-general.js.map +1 -0
- package/dist/game/effect-item.d.ts +124 -0
- package/dist/game/effect-item.d.ts.map +1 -0
- package/dist/game/effect-item.js +789 -0
- package/dist/game/effect-item.js.map +1 -0
- package/dist/game/effect-melee.d.ts +43 -0
- package/dist/game/effect-melee.d.ts.map +1 -0
- package/dist/game/effect-melee.js +477 -0
- package/dist/game/effect-melee.js.map +1 -0
- package/dist/game/effect-mon-origin.d.ts +67 -0
- package/dist/game/effect-mon-origin.d.ts.map +1 -0
- package/dist/game/effect-mon-origin.js +164 -0
- package/dist/game/effect-mon-origin.js.map +1 -0
- package/dist/game/effect-monster.d.ts +29 -0
- package/dist/game/effect-monster.d.ts.map +1 -0
- package/dist/game/effect-monster.js +281 -0
- package/dist/game/effect-monster.js.map +1 -0
- package/dist/game/effect-summon.d.ts +37 -0
- package/dist/game/effect-summon.d.ts.map +1 -0
- package/dist/game/effect-summon.js +113 -0
- package/dist/game/effect-summon.js.map +1 -0
- package/dist/game/effect-teleport.d.ts +130 -0
- package/dist/game/effect-teleport.d.ts.map +1 -0
- package/dist/game/effect-teleport.js +529 -0
- package/dist/game/effect-teleport.js.map +1 -0
- package/dist/game/effect-terrain.d.ts +91 -0
- package/dist/game/effect-terrain.d.ts.map +1 -0
- package/dist/game/effect-terrain.js +812 -0
- package/dist/game/effect-terrain.js.map +1 -0
- package/dist/game/energy.d.ts +45 -0
- package/dist/game/energy.d.ts.map +1 -0
- package/dist/game/energy.js +51 -0
- package/dist/game/energy.js.map +1 -0
- package/dist/game/equip-cmp.d.ts +138 -0
- package/dist/game/equip-cmp.d.ts.map +1 -0
- package/dist/game/equip-cmp.js +363 -0
- package/dist/game/equip-cmp.js.map +1 -0
- package/dist/game/floor.d.ts +182 -0
- package/dist/game/floor.d.ts.map +1 -0
- package/dist/game/floor.js +435 -0
- package/dist/game/floor.js.map +1 -0
- package/dist/game/gear.d.ts +408 -0
- package/dist/game/gear.d.ts.map +1 -0
- package/dist/game/gear.js +1037 -0
- package/dist/game/gear.js.map +1 -0
- package/dist/game/harness.d.ts +61 -0
- package/dist/game/harness.d.ts.map +1 -0
- package/dist/game/harness.js +198 -0
- package/dist/game/harness.js.map +1 -0
- package/dist/game/history.d.ts +49 -0
- package/dist/game/history.d.ts.map +1 -0
- package/dist/game/history.js +55 -0
- package/dist/game/history.js.map +1 -0
- package/dist/game/ignore-cmd.d.ts +42 -0
- package/dist/game/ignore-cmd.d.ts.map +1 -0
- package/dist/game/ignore-cmd.js +59 -0
- package/dist/game/ignore-cmd.js.map +1 -0
- package/dist/game/inscription-confirm.d.ts +80 -0
- package/dist/game/inscription-confirm.d.ts.map +1 -0
- package/dist/game/inscription-confirm.js +95 -0
- package/dist/game/inscription-confirm.js.map +1 -0
- package/dist/game/known.d.ts +297 -0
- package/dist/game/known.d.ts.map +1 -0
- package/dist/game/known.js +849 -0
- package/dist/game/known.js.map +1 -0
- package/dist/game/loop.d.ts +139 -0
- package/dist/game/loop.d.ts.map +1 -0
- package/dist/game/loop.js +631 -0
- package/dist/game/loop.js.map +1 -0
- package/dist/game/lore-color.d.ts +25 -0
- package/dist/game/lore-color.d.ts.map +1 -0
- package/dist/game/lore-color.js +95 -0
- package/dist/game/lore-color.js.map +1 -0
- package/dist/game/mon-cast.d.ts +150 -0
- package/dist/game/mon-cast.d.ts.map +1 -0
- package/dist/game/mon-cast.js +301 -0
- package/dist/game/mon-cast.js.map +1 -0
- package/dist/game/mon-cmd.d.ts +51 -0
- package/dist/game/mon-cmd.d.ts.map +1 -0
- package/dist/game/mon-cmd.js +670 -0
- package/dist/game/mon-cmd.js.map +1 -0
- package/dist/game/mon-death.d.ts +143 -0
- package/dist/game/mon-death.d.ts.map +1 -0
- package/dist/game/mon-death.js +328 -0
- package/dist/game/mon-death.js.map +1 -0
- package/dist/game/mon-group.d.ts +81 -0
- package/dist/game/mon-group.d.ts.map +1 -0
- package/dist/game/mon-group.js +323 -0
- package/dist/game/mon-group.js.map +1 -0
- package/dist/game/mon-list.d.ts +85 -0
- package/dist/game/mon-list.d.ts.map +1 -0
- package/dist/game/mon-list.js +154 -0
- package/dist/game/mon-list.js.map +1 -0
- package/dist/game/mon-message.d.ts +100 -0
- package/dist/game/mon-message.d.ts.map +1 -0
- package/dist/game/mon-message.js +336 -0
- package/dist/game/mon-message.js.map +1 -0
- package/dist/game/mon-place.d.ts +226 -0
- package/dist/game/mon-place.d.ts.map +1 -0
- package/dist/game/mon-place.js +642 -0
- package/dist/game/mon-place.js.map +1 -0
- package/dist/game/mon-ranged.d.ts +87 -0
- package/dist/game/mon-ranged.d.ts.map +1 -0
- package/dist/game/mon-ranged.js +353 -0
- package/dist/game/mon-ranged.js.map +1 -0
- package/dist/game/mon-shape.d.ts +43 -0
- package/dist/game/mon-shape.d.ts.map +1 -0
- package/dist/game/mon-shape.js +115 -0
- package/dist/game/mon-shape.js.map +1 -0
- package/dist/game/mon-side.d.ts +63 -0
- package/dist/game/mon-side.d.ts.map +1 -0
- package/dist/game/mon-side.js +403 -0
- package/dist/game/mon-side.js.map +1 -0
- package/dist/game/monster-turn.d.ts +195 -0
- package/dist/game/monster-turn.d.ts.map +1 -0
- package/dist/game/monster-turn.js +1560 -0
- package/dist/game/monster-turn.js.map +1 -0
- package/dist/game/obj-cmd.d.ts +453 -0
- package/dist/game/obj-cmd.d.ts.map +1 -0
- package/dist/game/obj-cmd.js +1530 -0
- package/dist/game/obj-cmd.js.map +1 -0
- package/dist/game/obj-list.d.ts +92 -0
- package/dist/game/obj-list.d.ts.map +1 -0
- package/dist/game/obj-list.js +251 -0
- package/dist/game/obj-list.js.map +1 -0
- package/dist/game/object-inspect.d.ts +37 -0
- package/dist/game/object-inspect.d.ts.map +1 -0
- package/dist/game/object-inspect.js +106 -0
- package/dist/game/object-inspect.js.map +1 -0
- package/dist/game/pickup.d.ts +126 -0
- package/dist/game/pickup.d.ts.map +1 -0
- package/dist/game/pickup.js +367 -0
- package/dist/game/pickup.js.map +1 -0
- package/dist/game/player-path.d.ts +133 -0
- package/dist/game/player-path.d.ts.map +1 -0
- package/dist/game/player-path.js +1268 -0
- package/dist/game/player-path.js.map +1 -0
- package/dist/game/player-side.d.ts +59 -0
- package/dist/game/player-side.d.ts.map +1 -0
- package/dist/game/player-side.js +506 -0
- package/dist/game/player-side.js.map +1 -0
- package/dist/game/player-turn.d.ts +161 -0
- package/dist/game/player-turn.d.ts.map +1 -0
- package/dist/game/player-turn.js +739 -0
- package/dist/game/player-turn.js.map +1 -0
- package/dist/game/project-cast.d.ts +268 -0
- package/dist/game/project-cast.d.ts.map +1 -0
- package/dist/game/project-cast.js +496 -0
- package/dist/game/project-cast.js.map +1 -0
- package/dist/game/project-feat.d.ts +47 -0
- package/dist/game/project-feat.d.ts.map +1 -0
- package/dist/game/project-feat.js +350 -0
- package/dist/game/project-feat.js.map +1 -0
- package/dist/game/project-monster.d.ts +106 -0
- package/dist/game/project-monster.d.ts.map +1 -0
- package/dist/game/project-monster.js +272 -0
- package/dist/game/project-monster.js.map +1 -0
- package/dist/game/project-obj.d.ts +60 -0
- package/dist/game/project-obj.d.ts.map +1 -0
- package/dist/game/project-obj.js +245 -0
- package/dist/game/project-obj.js.map +1 -0
- package/dist/game/project-player.d.ts +120 -0
- package/dist/game/project-player.d.ts.map +1 -0
- package/dist/game/project-player.js +108 -0
- package/dist/game/project-player.js.map +1 -0
- package/dist/game/quest.d.ts +101 -0
- package/dist/game/quest.d.ts.map +1 -0
- package/dist/game/quest.js +192 -0
- package/dist/game/quest.js.map +1 -0
- package/dist/game/ranged-cmd.d.ts +32 -0
- package/dist/game/ranged-cmd.d.ts.map +1 -0
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- package/dist/game/ranged-cmd.js.map +1 -0
- package/dist/game/scheduler.d.ts +47 -0
- package/dist/game/scheduler.d.ts.map +1 -0
- package/dist/game/scheduler.js +141 -0
- package/dist/game/scheduler.js.map +1 -0
- package/dist/game/spell-cmd.d.ts +104 -0
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- package/dist/game/spell-cmd.js +320 -0
- package/dist/game/spell-cmd.js.map +1 -0
- package/dist/game/spoil.d.ts +28 -0
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- package/dist/game/steal.d.ts +35 -0
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- package/dist/game/take-hit-hooks.d.ts +52 -0
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- package/dist/game/target-loop.d.ts +119 -0
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- package/dist/game/thrust.d.ts +37 -0
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- package/dist/gen/room.d.ts +160 -0
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- package/dist/gen/util.d.ts +466 -0
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- package/dist/generated/dun-profiles.d.ts +44 -0
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- package/dist/generated/elements.d.ts +83 -0
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- package/dist/generated/history-types.d.ts +52 -0
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- package/src/game/object-inspect.ts +162 -0
- package/src/game/pickup.ts +483 -0
- package/src/game/player-path.ts +1434 -0
- package/src/game/player-side.ts +555 -0
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- package/src/game/project-feat.ts +386 -0
- package/src/game/project-monster.ts +407 -0
- package/src/game/project-obj.ts +298 -0
- package/src/game/project-player.ts +236 -0
- package/src/game/quest.ts +248 -0
- package/src/game/ranged-cmd.ts +417 -0
- package/src/game/scheduler.ts +150 -0
- package/src/game/spell-cmd.ts +404 -0
- package/src/game/spoil.ts +562 -0
- package/src/game/steal.ts +169 -0
- package/src/game/take-hit-hooks.ts +152 -0
- package/src/game/target-loop.ts +501 -0
- package/src/game/target.ts +424 -0
- package/src/game/thrust.ts +174 -0
- package/src/game/trap.ts +791 -0
- package/src/game/ui-entry.ts +2075 -0
- package/src/game/wizard.ts +1760 -0
- package/src/game/world.ts +786 -0
- package/src/gen/cave.ts +2858 -0
- package/src/gen/gen-monster.ts +592 -0
- package/src/gen/generate.ts +523 -0
- package/src/gen/room.ts +2213 -0
- package/src/gen/util.ts +1958 -0
- package/src/generated/dun-profiles.ts +30 -0
- package/src/generated/effects.ts +241 -0
- package/src/generated/elements.ts +62 -0
- package/src/generated/equip-slots.ts +36 -0
- package/src/generated/history-types.ts +34 -0
- package/src/generated/ignore-types.ts +66 -0
- package/src/generated/index.ts +33 -0
- package/src/generated/kind-flags.ts +44 -0
- package/src/generated/message.ts +320 -0
- package/src/generated/mon-message.ts +138 -0
- package/src/generated/mon-race-flags.ts +182 -0
- package/src/generated/mon-spells.ts +198 -0
- package/src/generated/mon-temp-flags.ts +34 -0
- package/src/generated/mon-timed.ts +34 -0
- package/src/generated/object-flags.ts +95 -0
- package/src/generated/object-modifiers.ts +43 -0
- package/src/generated/options.ts +104 -0
- package/src/generated/origins.ts +64 -0
- package/src/generated/parser-errors.ts +140 -0
- package/src/generated/player-flags.ts +48 -0
- package/src/generated/player-timed.ts +118 -0
- package/src/generated/projections.ts +103 -0
- package/src/generated/randart-properties.ts +202 -0
- package/src/generated/room-flags.ts +21 -0
- package/src/generated/rooms.ts +50 -0
- package/src/generated/square-flags.ts +56 -0
- package/src/generated/stats.ts +22 -0
- package/src/generated/terrain-flags.ts +76 -0
- package/src/generated/terrain.ts +62 -0
- package/src/generated/trap-flags.ts +42 -0
- package/src/generated/tvals.ts +84 -0
- package/src/generated/ui-entry-renderers.ts +24 -0
- package/src/guard.ts +70 -0
- package/src/host/args.ts +334 -0
- package/src/host/bridge.ts +193 -0
- package/src/host/index.ts +18 -0
- package/src/host/io.ts +239 -0
- package/src/host/memory.ts +134 -0
- package/src/host/raw.ts +190 -0
- package/src/index.ts +250 -0
- package/src/loc.ts +157 -0
- package/src/mod/hooks.ts +278 -0
- package/src/mod/ids.ts +390 -0
- package/src/mod/registry-host.ts +258 -0
- package/src/mod/save-blocks.ts +787 -0
- package/src/mod/vocabulary.ts +0 -0
- package/src/mon/bind.ts +899 -0
- package/src/mon/desc.ts +212 -0
- package/src/mon/knowledge-groups.ts +164 -0
- package/src/mon/lore-describe.ts +1414 -0
- package/src/mon/lore.ts +306 -0
- package/src/mon/make.ts +422 -0
- package/src/mon/monster.ts +161 -0
- package/src/mon/predicate.ts +220 -0
- package/src/mon/project-mon.ts +855 -0
- package/src/mon/spell.ts +418 -0
- package/src/mon/steal.ts +246 -0
- package/src/mon/summon.ts +145 -0
- package/src/mon/take-hit.ts +195 -0
- package/src/mon/timed.ts +300 -0
- package/src/mon/types.ts +286 -0
- package/src/msg.ts +146 -0
- package/src/obj/artifact-fake.ts +63 -0
- package/src/obj/artifact-known.ts +69 -0
- package/src/obj/bind.ts +1345 -0
- package/src/obj/chest.ts +249 -0
- package/src/obj/desc.ts +699 -0
- package/src/obj/effects-info.ts +349 -0
- package/src/obj/flavor.ts +256 -0
- package/src/obj/ignore.ts +387 -0
- package/src/obj/knowledge.ts +1577 -0
- package/src/obj/known-object.ts +718 -0
- package/src/obj/make.ts +1367 -0
- package/src/obj/object-info.ts +1737 -0
- package/src/obj/object.ts +1296 -0
- package/src/obj/power.ts +674 -0
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- package/src/obj/randart-data.ts +1344 -0
- package/src/obj/randart.ts +552 -0
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- package/src/visuals/pref-expr.ts +182 -0
- package/src/visuals/prefs.ts +981 -0
- package/src/visuals/tile-prefs.ts +183 -0
- package/src/world/chunk.ts +531 -0
- package/src/world/feature.ts +215 -0
- package/src/world/flow.ts +128 -0
- package/src/world/project.ts +687 -0
- package/src/world/projection.ts +228 -0
- package/src/world/scatter.ts +72 -0
- package/src/world/trap.ts +155 -0
- package/src/world/view.ts +513 -0
- package/src/z-queue.ts +300 -0
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/**
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* The per-projection player side effects, ported from the
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* project_player_handler_* table of reference/src/project-player.c (Angband
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* 4.2.6). Damage itself is applied by the projectPlayer driver
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* (game/project-player.ts); these handlers add the flavour that rides on
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* return any extra damage (poison's acid sting).
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*
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* makePlayerSideEffects builds the ProjectPlayerHooks.onSideEffects hook
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* it on the cast context so every projection that reaches the player runs
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* the upstream consequences.
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*
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* The teleport branches run through the player slices of the teleport
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* teleport-200 three-way, and FORCE's knockback via thrust_away
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* (game/thrust.ts) from the origin grid; DISEN runs disenchantEquipment
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* (game/effect-general.ts). The two upstream stat-drain paths are kept
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* distinct: drainStat is effect_simple(EF_DRAIN_STAT) (sustain saves with the
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* "You feel very %s..." messages), drainStatsRandom is
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* project_player_drain_stats (no sustain, always "You're not as %s...").
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*/
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import { ELEM, OF, PF, PROJ, STAT, TMD } from "../generated/index.js";
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import { DDGRID_DDD, locEq, locSum } from "../loc.js";
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import { SKILL, STAT_MAX } from "../player/types.js";
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import type { ProjectionInfo } from "../world/projection.js";
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import type { TimedEffect } from "../player/types.js";
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import { playerIncCheck, playerIncTimed } from "../player/timed.js";
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import type { PlayerIncCheckQueries } from "../player/timed.js";
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import type { Player } from "../player/player.js";
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import { playerExpLose, playerStatDec } from "../player/exp.js";
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import type { ExpDeps } from "../player/exp.js";
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import { equipLearnFlag } from "../obj/knowledge.js";
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import { adjustDam } from "../world/projection.js";
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import { ODESC } from "../obj/desc.js";
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import { minusAc } from "./gear.js";
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import { describeObject } from "./describe.js";
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import type { GameState } from "./context.js";
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import type {
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PlayerProjActor,
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ProjectPlayerSideContext,
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} from "./project-player.js";
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import { invenDamage } from "./project-obj.js";
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import { disenchantEquipment } from "./effect-general.js";
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import {
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teleportPlayer,
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teleportPlayerLevel,
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teleportPlayerTo,
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} from "./effect-teleport.js";
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import type { TeleportEnv } from "./effect-teleport.js";
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import { thrustAway } from "./thrust.js";
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/**
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* makeIncCheckQueries: the player_inc_check fail-condition resolvers over the
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* live derived state (player-timed.c:923-1024). Shared by makePlayerSideEffects,
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* the effect-interpreter env, and the world-clock timed hooks so the over-
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* exertion / EF_TIMED_INC resist gate reads one source of truth. Object/player
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* flags and element resists come from state.playerState (the last calc_bonuses);
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* the timed check reads the live duration array.
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*/
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export function makeIncCheckQueries(state: GameState): PlayerIncCheckQueries {
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return {
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objectFlag: (name): boolean => {
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const i = (OF as Record<string, number>)[name];
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+
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
|
+
}
|