@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 +1,407 @@
1
+ /**
2
+ * The project_m driver, ported from reference/src/project-mon.c (Angband 4.2.6):
3
+ * project_m (L1328) and its appliers project_m_player_attack (L1102),
4
+ * project_m_monster_attack (L1034) and project_m_apply_side_effects (L1177).
5
+ *
6
+ * This is the game-layer half of the monster projection: it operates on the
7
+ * live GameState (monster-by-grid lookup, damage, removal), wiring together the
8
+ * pure effect-computation core (mon/project-mon.ts runMonsterHandler), the
9
+ * shared damage primitive (mon/take-hit.ts monTakeHit), and the projection
10
+ * behaviour data (world/projection.ts obvious / wake). It implements the
11
+ * onMonster seam of project() (world/project.ts).
12
+ *
13
+ * mon/ must not depend on game/, so the driver lives here (it mutates
14
+ * GameState). The genuinely downstream consequences are injected as hooks, so
15
+ * this ships and is tested before their subsystems land:
16
+ * - onKill / onMonsterDeath (player_kill_monster / monster_death: experience,
17
+ * drops, quests - blocked on floor objects, lore, experience, quests). The
18
+ * minimal removal (delete_monster_idx) is done here; the hook does the rest.
19
+ * - polymorph (poly_race + place_new_monster: needs monster generation).
20
+ * - teleport (effect_simple EF_TELEPORT: an effect handler, #18).
21
+ * - thrustAway (thrust_away: the cave-mutating knockback).
22
+ * - becomeAware / revertShape / message / messagePain / lore learning: the
23
+ * knowledge, shapechange and message-list systems.
24
+ */
25
+
26
+ import { MON_MSG, MON_TMD, PROJ } from "../generated/index.js";
27
+ import type { Loc } from "../loc.js";
28
+ import type { Monster } from "../mon/monster.js";
29
+ import {
30
+ monsterIsCamouflaged,
31
+ monsterIsDestroyed,
32
+ monsterIsInView,
33
+ monsterIsUnique,
34
+ monsterIsVisible,
35
+ } from "../mon/predicate.js";
36
+ import { newMonProjectContext, runMonsterHandler } from "../mon/project-mon.js";
37
+ import type { MonProjectContext } from "../mon/project-mon.js";
38
+ import { monsterWake, monTakeHit } from "../mon/take-hit.js";
39
+ import { MON_TMD_FLG_NOTIFY, monIncTimed } from "../mon/timed.js";
40
+ import type { MonTimedMessageSink } from "../mon/timed.js";
41
+ import { PROJECT } from "../world/project.js";
42
+ import type { MonsterHitResult } from "../world/project.js";
43
+ import type { ProjectionInfo } from "../world/projection.js";
44
+ import { arenaInterceptDeath, deleteMonster } from "./context.js";
45
+ import type { GameState } from "./context.js";
46
+
47
+ /** The player-facing / downstream consequences the driver defers to the caller. */
48
+ export interface ProjectMonsterHooks {
49
+ /**
50
+ * add_monster_message(mon, msg_code, delay): queue a message about the monster
51
+ * (by MON_MSG index). `delay` is upstream's third argument (what_delay,
52
+ * mon-msg.c:238), not a comma flag. When `damage` is given the caller must use
53
+ * add_monster_message_show_damage (mon-msg.c:288) and append " (N)".
54
+ */
55
+ message?: (
56
+ mon: Monster,
57
+ msg: number,
58
+ delay?: boolean,
59
+ damage?: number,
60
+ ) => void;
61
+ /**
62
+ * message_pain: a graded "it is hurt" message from the damage amount. With
63
+ * `showDamage` the caller must use message_pain_show_damage (mon-msg.c:132).
64
+ */
65
+ messagePain?: (mon: Monster, dam: number, showDamage?: boolean) => void;
66
+ /**
67
+ * OPT(player, show_damage) (list-options.h): project_m_player_attack combines
68
+ * it with origin.what == SRC_PLAYER into its `display_dam`
69
+ * (project-mon.c:1111-1112), which selects the *_show_damage message calls.
70
+ */
71
+ showDamage?: boolean;
72
+ /** Timed-effect messages emitted while applying side-effect timers. */
73
+ timedMessage?: MonTimedMessageSink;
74
+ /** player_kill_monster: experience, drops, quests (removal is done here). */
75
+ onKill?: (mon: Monster) => void;
76
+ /** monster_death for a monster-vs-monster kill (drops; removal done here). */
77
+ onMonsterDeath?: (mon: Monster) => void;
78
+ /** become_aware: reveal a camouflaged monster. */
79
+ becomeAware?: (mon: Monster) => void;
80
+ /** monster_revert_shape: a shapechanged monster reverts on death. */
81
+ revertShape?: (mon: Monster) => void;
82
+ /** rf_on(lore): learn a race flag when seen. */
83
+ learnRaceFlag?: (mon: Monster, flag: number) => void;
84
+ /** rsf_on(lore): learn a spell flag when seen. */
85
+ learnSpellFlag?: (mon: Monster, flag: number) => void;
86
+ /** multiply_monster (PROJ_MON_CLONE). */
87
+ multiplyMonster?: (mon: Monster) => boolean;
88
+ /**
89
+ * poly_race + place_new_monster: replace the monster with a polymorphed one.
90
+ * Returns the new monster, or null if the polymorph failed / is unmodelled.
91
+ */
92
+ polymorph?: (mon: Monster, power: number, directPoly: boolean) => Monster | null;
93
+ /** effect_simple EF_TELEPORT: teleport the monster up to `distance` grids. */
94
+ teleport?: (mon: Monster, distance: number) => void;
95
+ /** thrust_away(centre, target, gridsAway): knock a monster back (PROJ_FORCE). */
96
+ thrustAway?: (centre: Loc, target: Loc, gridsAway: number) => void;
97
+ /** update_mon + square_light_spot + PR_MONSTER: refresh a surviving monster. */
98
+ onUpdate?: (mon: Monster) => void;
99
+ /** clear the player's TMD_COVERTRACKS once player damage lands. */
100
+ coverTracksBroken?: () => void;
101
+ }
102
+
103
+ /** The projection source, resolved for the driver. */
104
+ export interface ProjectMonsterSource {
105
+ /** origin.what == SRC_PLAYER (routes to project_m_player_attack). */
106
+ isPlayer: boolean;
107
+ /** origin.which.monster for SRC_MONSTER (0 otherwise). */
108
+ monster: number;
109
+ /** origin_get_loc(origin): thrust-away centre. */
110
+ grid: Loc;
111
+ /** player_has(PF_CHARM): boosts effects vs animals. */
112
+ charm: boolean;
113
+ }
114
+
115
+ /** Everything the per-grid driver needs, built once per project() call. */
116
+ export interface ProjectMonsterCtx {
117
+ state: GameState;
118
+ projections: readonly ProjectionInfo[];
119
+ origin: ProjectMonsterSource;
120
+ hooks: ProjectMonsterHooks;
121
+ }
122
+
123
+ const NO_HIT: MonsterHitResult = { didHit: false, wasObvious: false };
124
+
125
+ /**
126
+ * project_m for one grid: affect the monster (if any) in `grid` with projection
127
+ * `typ` for `dam` damage at distance `dist`. Returns project_m's out-parameters
128
+ * (did_hit / was_obvious, plus the monster's post-hit grid). Suitable as the
129
+ * onMonster hook of project().
130
+ */
131
+ export function projectMonster(
132
+ pctx: ProjectMonsterCtx,
133
+ dist: number,
134
+ grid: Loc,
135
+ dam: number,
136
+ typ: number,
137
+ flg: number,
138
+ ): MonsterHitResult {
139
+ const { state, hooks, origin } = pctx;
140
+
141
+ /* Walls protect monsters. */
142
+ if (!state.chunk.isPassable(grid)) return NO_HIT;
143
+
144
+ const mIdx = state.chunk.mon(grid);
145
+ /* No monster here. */
146
+ if (mIdx <= 0) return NO_HIT;
147
+
148
+ /* Never affect the projecting monster. */
149
+ if (origin.monster !== 0 && origin.monster === mIdx) return NO_HIT;
150
+
151
+ const mon = state.monsters[mIdx];
152
+ if (!mon) return NO_HIT;
153
+
154
+ /* See visible monsters (camouflaged ones only when in view). */
155
+ let seen = monsterIsCamouflaged(mon)
156
+ ? monsterIsInView(mon)
157
+ : monsterIsVisible(mon);
158
+
159
+ /* Breathers may not blast members of the same race. */
160
+ if (origin.monster !== 0 && flg & PROJECT.SAFE) {
161
+ const caster = state.monsters[origin.monster];
162
+ if (!caster) return NO_HIT;
163
+ if (caster.race === mon.race) return NO_HIT;
164
+ }
165
+
166
+ const ctx = newMonProjectContext(state.rng, mon, typ, dam, {
167
+ originIsMonster: origin.monster !== 0,
168
+ r: dist,
169
+ grid,
170
+ charm: origin.charm,
171
+ seen,
172
+ obvious: (flg & PROJECT.AWARE) !== 0,
173
+ hooks: {
174
+ ...(hooks.learnRaceFlag ? { learnRaceFlag: hooks.learnRaceFlag } : {}),
175
+ ...(hooks.learnSpellFlag ? { learnSpellFlag: hooks.learnSpellFlag } : {}),
176
+ ...(hooks.multiplyMonster
177
+ ? { multiplyMonster: hooks.multiplyMonster }
178
+ : {}),
179
+ ...(hooks.timedMessage ? { onMessage: hooks.timedMessage } : {}),
180
+ },
181
+ });
182
+
183
+ /* Some monsters get "destroyed" rather than slain. */
184
+ if (monsterIsDestroyed(mon)) ctx.dieMsg = MON_MSG.DESTROYED;
185
+
186
+ /* Reveal a camouflaged monster that stopped an effect. */
187
+ if (flg & PROJECT.STOP && monsterIsCamouflaged(mon) && monsterIsInView(mon)) {
188
+ hooks.becomeAware?.(mon);
189
+ if (monsterIsVisible(mon)) {
190
+ seen = true;
191
+ ctx.seen = true;
192
+ }
193
+ }
194
+
195
+ /* Force obviousness for certain projection types if seen. */
196
+ const info = pctx.projections[typ];
197
+ if (info && info.obvious && ctx.seen) ctx.obvious = true;
198
+
199
+ /* Run the type handler (accumulates damage / timers / poly / teleport). */
200
+ runMonsterHandler(ctx);
201
+
202
+ /* PROJ_FORCE thrust happens in the handler upstream, before wake / damage. */
203
+ if (ctx.thrustGridsAway > 0) {
204
+ hooks.thrustAway?.(origin.grid, grid, ctx.thrustGridsAway);
205
+ }
206
+
207
+ /* Wake the monster if the projection type forces it. */
208
+ if (info && info.wake) monsterWake(state.rng, mon, false, 100);
209
+
210
+ /* Absolutely no effect. */
211
+ if (ctx.skipped) return NO_HIT;
212
+
213
+ /* Apply damage, based on who did the damage. */
214
+ const monDied = origin.monster !== 0
215
+ ? monsterAttack(pctx, ctx, mIdx, seen)
216
+ : playerAttack(pctx, ctx, mIdx, seen);
217
+
218
+ if (!monDied) applySideEffects(pctx, ctx, typ, flg, seen);
219
+
220
+ /* The side-effect appliers can change ctx.mon (polymorph) or remove it. */
221
+ const finalMon = ctx.mon;
222
+ if (finalMon && !monDied) hooks.onUpdate?.(finalMon);
223
+
224
+ return {
225
+ didHit: true,
226
+ wasObvious: ctx.obvious,
227
+ grid: finalMon ? finalMon.grid : grid,
228
+ };
229
+ }
230
+
231
+ /**
232
+ * project_m_player_attack: damage from the player (or a trap), routed through
233
+ * mon_take_hit so death, fear and waking match every other player attack.
234
+ */
235
+ function playerAttack(
236
+ pctx: ProjectMonsterCtx,
237
+ ctx: MonProjectContext,
238
+ mIdx: number,
239
+ seen: boolean,
240
+ ): boolean {
241
+ const { state, hooks } = pctx;
242
+ const mon = ctx.mon;
243
+ const dam = ctx.dam;
244
+
245
+ /* display_dam (project-mon.c:1111-1112): only the PLAYER's own damage gets
246
+ * the " (N)" suffix, and only with OPT(player, show_damage) on - a trap also
247
+ * routes here (origin.what == SRC_TRAP) and must stay bare. */
248
+ const displayDam = pctx.origin.isPlayer && (hooks.showDamage ?? false);
249
+
250
+ /* Lethal blow: show the death message before mon_take_hit (which is passed
251
+ * an empty note, so it prints none, keeping message order correct). */
252
+ if (dam > mon.hp) {
253
+ hooks.revertShape?.(mon);
254
+ const dieMsg = seen ? ctx.dieMsg : MON_MSG.MORIA_DEATH;
255
+ /* add_monster_message_show_damage vs add_monster_message
256
+ * (project-mon.c:1127-1132). */
257
+ if (displayDam) hooks.message?.(mon, dieMsg, false, dam);
258
+ else hooks.message?.(mon, dieMsg);
259
+ }
260
+
261
+ let died = false;
262
+ let fear = false;
263
+ if (dam) {
264
+ const res = monTakeHit(state.rng, mon, dam, "", {
265
+ onKill: (m) => {
266
+ hooks.onKill?.(m);
267
+ deleteMonster(state, mIdx);
268
+ },
269
+ ...(hooks.becomeAware ? { becomeAware: hooks.becomeAware } : {}),
270
+ ...(hooks.coverTracksBroken
271
+ ? { coverTracksBroken: hooks.coverTracksBroken }
272
+ : {}),
273
+ /* Single combat: the kill waits for the arena exit. */
274
+ ...(state.arenaLevel
275
+ ? { onArenaDeath: (m: Monster) => void arenaInterceptDeath(state, m) }
276
+ : {}),
277
+ });
278
+ died = res.died;
279
+ fear = res.fear;
280
+ }
281
+
282
+ if (!died) {
283
+ /* project-mon.c:1145-1159: the display_dam branch swaps both the specific
284
+ * hurt message and the fallback pain message for their damage-showing
285
+ * twins. The FLEE_IN_TERROR line never shows damage. */
286
+ if (seen && ctx.hurtMsg !== MON_MSG.NONE) {
287
+ if (displayDam) hooks.message?.(mon, ctx.hurtMsg, false, dam);
288
+ else hooks.message?.(mon, ctx.hurtMsg);
289
+ } else if (dam > 0) {
290
+ hooks.messagePain?.(mon, dam, displayDam);
291
+ }
292
+ if (seen && fear) hooks.message?.(mon, MON_MSG.FLEE_IN_TERROR, true);
293
+ }
294
+
295
+ return died;
296
+ }
297
+
298
+ /**
299
+ * project_m_monster_attack: damage from another monster. Like mon_take_hit but
300
+ * without the player-oriented handling; uniques are reduced to but not killed.
301
+ */
302
+ function monsterAttack(
303
+ pctx: ProjectMonsterCtx,
304
+ ctx: MonProjectContext,
305
+ mIdx: number,
306
+ seen: boolean,
307
+ ): boolean {
308
+ const { state, hooks } = pctx;
309
+ const mon = ctx.mon;
310
+ let dam = ctx.dam;
311
+
312
+ /* "Unique" or arena monsters can only be killed by the player. */
313
+ if ((monsterIsUnique(mon) || state.arenaLevel) && dam > mon.hp) dam = mon.hp;
314
+
315
+ /* Wake the monster up, don't notice the player. */
316
+ monsterWake(state.rng, mon, false, 0);
317
+
318
+ mon.hp -= dam;
319
+
320
+ if (mon.hp < 0) {
321
+ hooks.revertShape?.(mon);
322
+ const dieMsg = seen ? ctx.dieMsg : MON_MSG.MORIA_DEATH;
323
+ hooks.message?.(mon, dieMsg);
324
+ hooks.onMonsterDeath?.(mon);
325
+ deleteMonster(state, mIdx);
326
+ return true;
327
+ }
328
+
329
+ if (!monsterIsCamouflaged(mon)) {
330
+ if (ctx.hurtMsg !== MON_MSG.NONE && seen) {
331
+ hooks.message?.(mon, ctx.hurtMsg);
332
+ } else if (dam > 0) {
333
+ hooks.messagePain?.(mon, dam);
334
+ }
335
+ }
336
+
337
+ return false;
338
+ }
339
+
340
+ /**
341
+ * project_m_apply_side_effects: polymorph, teleport, or apply the accumulated
342
+ * timed effects. Polymorph and teleport are checked first since they may
343
+ * invalidate applying status effects to a changed monster.
344
+ */
345
+ function applySideEffects(
346
+ pctx: ProjectMonsterCtx,
347
+ ctx: MonProjectContext,
348
+ typ: number,
349
+ _flg: number,
350
+ seen: boolean,
351
+ ): void {
352
+ const { state, hooks } = pctx;
353
+ const mon = ctx.mon;
354
+
355
+ if (ctx.doPoly) {
356
+ /* Uniques cannot be polymorphed, nor can anything on an arena level
357
+ * (project-mon.c L1197: monster_is_unique(mon) || player->arena_level). PR3. */
358
+ if (monsterIsUnique(mon) || state.arenaLevel) {
359
+ if (seen) hooks.message?.(mon, MON_MSG.UNAFFECTED);
360
+ return;
361
+ }
362
+
363
+ if (seen) ctx.obvious = true;
364
+
365
+ /* Saving throw: damage-based for direct poly, random for chaos. */
366
+ const savelvl =
367
+ typ === PROJ.MON_POLY
368
+ ? state.rng.randint1(Math.max(1, ctx.doPoly - 10)) + 10
369
+ : state.rng.randint1(90);
370
+ if (mon.race.level > savelvl) {
371
+ if (seen) {
372
+ hooks.message?.(
373
+ mon,
374
+ typ === PROJ.MON_POLY ? MON_MSG.MAINTAIN_SHAPE : MON_MSG.UNAFFECTED,
375
+ );
376
+ }
377
+ return;
378
+ }
379
+
380
+ const newMon =
381
+ hooks.polymorph?.(mon, ctx.doPoly, typ === PROJ.MON_POLY) ?? null;
382
+ if (newMon && newMon !== mon) {
383
+ if (seen) hooks.message?.(mon, MON_MSG.CHANGE);
384
+ ctx.mon = newMon;
385
+ } else if (seen) {
386
+ hooks.message?.(mon, MON_MSG.MAINTAIN_SHAPE);
387
+ }
388
+ } else if (ctx.teleportDistance > 0) {
389
+ hooks.teleport?.(mon, ctx.teleportDistance);
390
+ /* Wake the monster up, don't notice the player. */
391
+ monsterWake(state.rng, mon, false, 0);
392
+ } else {
393
+ for (let i = 0; i < MON_TMD.MAX; i++) {
394
+ if (ctx.monTimed[i]! > 0) {
395
+ monIncTimed(
396
+ state.rng,
397
+ mon,
398
+ i,
399
+ ctx.monTimed[i]!,
400
+ ctx.flag | MON_TMD_FLG_NOTIFY,
401
+ hooks.timedMessage,
402
+ );
403
+ if (seen) ctx.obvious = true;
404
+ }
405
+ }
406
+ }
407
+ }
@@ -0,0 +1,298 @@
1
+ /**
2
+ * Projection effects on objects, ported from reference/src/project-obj.c
3
+ * (Angband 4.2.6): the project_o driver over the floor pile at a grid, the
4
+ * per-projection object handlers (elemental destruction driven by the
5
+ * EL_INFO_HATES / EL_INFO_IGNORE bits), and inven_damage (the pack-side
6
+ * casualty roll elemental hits on the player make).
7
+ *
8
+ * KILL_TRAP's chest unlock (is_locked_chest / unlock_chest), the mimic reveal
9
+ * on object destruction (obj->mimicking_m_idx -> become_aware via
10
+ * state.becomeAware) and the protected_obj parameter (the object that created
11
+ * the projection, so it does not destroy itself) are ported here.
12
+ *
13
+ * Knowledge / ignore integration (gap 6.12, C project-obj.c L86-90, L146,
14
+ * L537, L546-569):
15
+ * - inven_damage's obj->known->to_h / to_d / to_a writes (L86-90, L103-104) are
16
+ * subsumed by the on-demand known shadow: objectKnownShadow reads the live
17
+ * obj->to_* gated by p->obj_k, so decrementing them here is reflected in every
18
+ * later describe without a separate twin write (there is no persistent twin to
19
+ * update, and no known twin to object_delete on destruction).
20
+ * - inven_damage now labels the casualty with gear_to_label (L143) and project_o
21
+ * gates its "unaffected" / destruction / "Click!" messages on
22
+ * ignore_item_ok (state.isIgnored, L363-364, L546-569). square_isseen still
23
+ * stands in for the obj->known visibility half, matching the rest of this
24
+ * driver (the persistent floor twin is game/known.ts' reduced glyph memory).
25
+ */
26
+
27
+ import type { Loc } from "../loc.js";
28
+ import { ELEM, PROJ } from "../generated/index.js";
29
+ import { EL_INFO_HATES, EL_INFO_IGNORE } from "../obj/types.js";
30
+ import type { GameObject } from "../obj/object.js";
31
+ import { tvalIsAmmo, tvalIsArmor, tvalIsRod, tvalIsWeapon } from "../obj/object.js";
32
+ import { isLockedChest, unlockChest } from "../obj/chest.js";
33
+ import { ODESC } from "../obj/desc.js";
34
+ import { squareIsSeen } from "../world/view.js";
35
+ import type { GameState } from "./context.js";
36
+ import { describeObject } from "./describe.js";
37
+ import { floorExcise, floorPile } from "./floor.js";
38
+ import { gearObjectForUse, gearToLabel } from "./gear.js";
39
+
40
+ /**
41
+ * gear_to_label (obj-gear.c:443) lives in game/gear.ts, beside the Gear it reads.
42
+ * Re-exported here because inven_damage's own callers import it from this module;
43
+ * equipment is exempt from inven_damage, so the two-argument form is all it needs.
44
+ */
45
+ export { gearToLabel };
46
+
47
+ /** The world seams project_o/project_f need beyond the GameState. */
48
+ export interface ProjectWorldEnv {
49
+ msg?(text: string): void;
50
+ /**
51
+ * protected_obj (project-obj.c L537): the object that created the
52
+ * projection, which must not destroy itself. Absent when the projection has
53
+ * no object source (the common case; no live caller projects from an object
54
+ * yet).
55
+ */
56
+ protectedObj?: GameObject;
57
+ }
58
+
59
+ /** VERB_AGREEMENT over an object stack. */
60
+ function verbAgree(n: number, singular: string, plural: string): string {
61
+ return n > 1 ? plural : singular;
62
+ }
63
+
64
+ /** One handler outcome (project_object_handler_context_t's out fields). */
65
+ interface ObjHandlerResult {
66
+ doKill: boolean;
67
+ ignore: boolean;
68
+ noteKill: string | null;
69
+ }
70
+
71
+ /** project_object_elemental: destruction gated by the HATES/IGNORE bits. */
72
+ function elemental(
73
+ obj: GameObject,
74
+ out: ObjHandlerResult,
75
+ element: number,
76
+ singular: string,
77
+ plural: string,
78
+ ): void {
79
+ const info = obj.elInfo[element];
80
+ if (info && info.flags & EL_INFO_HATES) {
81
+ out.doKill = true;
82
+ out.noteKill = verbAgree(obj.number, singular, plural);
83
+ out.ignore = (info.flags & EL_INFO_IGNORE) !== 0;
84
+ }
85
+ }
86
+
87
+ /** The object handler for one projection type (null = no object effect). */
88
+ function runObjectHandler(typ: number, obj: GameObject): ObjHandlerResult {
89
+ const out: ObjHandlerResult = { doKill: false, ignore: false, noteKill: null };
90
+ switch (typ) {
91
+ case PROJ.ACID:
92
+ elemental(obj, out, ELEM.ACID, "melts", "melt");
93
+ break;
94
+ case PROJ.ELEC:
95
+ elemental(obj, out, ELEM.ELEC, "is destroyed", "are destroyed");
96
+ break;
97
+ case PROJ.FIRE:
98
+ elemental(obj, out, ELEM.FIRE, "burns up", "burn up");
99
+ break;
100
+ case PROJ.COLD:
101
+ elemental(obj, out, ELEM.COLD, "shatters", "shatter");
102
+ break;
103
+ case PROJ.SOUND:
104
+ elemental(obj, out, ELEM.SOUND, "shatters", "shatter");
105
+ break;
106
+ case PROJ.SHARD:
107
+ elemental(obj, out, ELEM.SHARD, "shatters", "shatter");
108
+ break;
109
+ case PROJ.ICE:
110
+ elemental(obj, out, ELEM.ICE, "shatters", "shatter");
111
+ break;
112
+ case PROJ.FORCE:
113
+ elemental(obj, out, ELEM.FORCE, "shatters", "shatter");
114
+ break;
115
+ case PROJ.PLASMA:
116
+ elemental(obj, out, ELEM.FIRE, "burns up", "burn up");
117
+ elemental(obj, out, ELEM.ELEC, "is destroyed", "are destroyed");
118
+ break;
119
+ case PROJ.METEOR:
120
+ elemental(obj, out, ELEM.FIRE, "burns up", "burn up");
121
+ elemental(obj, out, ELEM.COLD, "shatters", "shatter");
122
+ break;
123
+ case PROJ.MANA:
124
+ /* Mana -- destroys everything. */
125
+ out.doKill = true;
126
+ out.noteKill = verbAgree(obj.number, "is destroyed", "are destroyed");
127
+ break;
128
+ /* KILL_TRAP's chest unlock is handled in projectObject (it mutates the
129
+ * object and messages instead of destroying it). Every other projection
130
+ * has no object effect, exactly as the upstream stubs. */
131
+ default:
132
+ break;
133
+ }
134
+ return out;
135
+ }
136
+
137
+ /**
138
+ * project_o: affect every object in the pile at `grid` (PROJECT_ITEM).
139
+ * Returns whether anything the player can see happened.
140
+ */
141
+ export function projectObject(
142
+ state: GameState,
143
+ _r: number,
144
+ grid: Loc,
145
+ _dam: number,
146
+ typ: number,
147
+ env: ProjectWorldEnv = {},
148
+ ): boolean {
149
+ let obvious = false;
150
+
151
+ /* Scan a snapshot: destruction mutates the pile. */
152
+ for (const obj of [...floorPile(state, grid)]) {
153
+ /* KILL_TRAP unlocks a locked chest instead of destroying it. */
154
+ if (typ === PROJ.KILL_TRAP) {
155
+ if (isLockedChest(obj)) {
156
+ unlockChest(obj);
157
+ /* project_object_handler_KILL_TRAP L363-364: obj->known &&
158
+ * !ignore_item_ok(player, obj). The chest's known->pval reveal (L365)
159
+ * rides the on-demand shadow; squareIsSeen stands in for obj->known. */
160
+ if (
161
+ squareIsSeen(state.chunk, grid) &&
162
+ !(state.isIgnored?.(obj) ?? false)
163
+ ) {
164
+ env.msg?.("Click!");
165
+ obvious = true;
166
+ }
167
+ }
168
+ continue;
169
+ }
170
+
171
+ const { doKill: rawKill, ignore, noteKill } = runObjectHandler(typ, obj);
172
+ /* protected_obj never destroys itself. */
173
+ const doKill = rawKill && obj !== env.protectedObj;
174
+ if (!doKill) continue;
175
+
176
+ /* Upstream gates the observed effect on obj->known && !ignore_item_ok(player,
177
+ * obj) && square_isseen (L546-547); squareIsSeen stands in for obj->known. */
178
+ const notIgnored = !(state.isIgnored?.(obj) ?? false);
179
+ const observed = squareIsSeen(state.chunk, grid) && notIgnored;
180
+ if (observed) obvious = true;
181
+
182
+ if (obj.artifact || ignore) {
183
+ /* Artifacts and ignoring objects resist (L554-560). */
184
+ if (observed) {
185
+ env.msg?.(
186
+ `The ${describeObject(state, obj, ODESC.BASE)} ${verbAgree(obj.number, "is", "are")} unaffected!`,
187
+ );
188
+ }
189
+ } else if (obj.mimickingMIdx) {
190
+ /* Reveal a mimic instead of destroying its fake item (L561-565). */
191
+ if (obvious) {
192
+ const mon = state.monsters[obj.mimickingMIdx];
193
+ if (mon) state.becomeAware?.(mon);
194
+ }
195
+ } else {
196
+ /* Describe the destruction if it is observed (L566-571). */
197
+ if (observed && noteKill) {
198
+ env.msg?.(`The ${describeObject(state, obj, ODESC.BASE)} ${noteKill}!`);
199
+ }
200
+ floorExcise(state, grid, obj);
201
+ }
202
+ }
203
+
204
+ return obvious;
205
+ }
206
+
207
+ /**
208
+ * inven_damage (project-obj.c L42): give every vulnerable pack item a shot
209
+ * at destruction on an elemental hit. `cperc` is in hundredths of a percent
210
+ * (a 1-in-10000 roll per item). Weapons and armor are damaged (to_h/to_d or
211
+ * to_a decremented) instead of destroyed; rods quarter the chance.
212
+ * Returns the number of items destroyed.
213
+ */
214
+ export function invenDamage(
215
+ state: GameState,
216
+ typ: number,
217
+ cperc: number,
218
+ env: ProjectWorldEnv = {},
219
+ ): number {
220
+ if (cperc <= 0) return 0;
221
+ const player = state.actor.player;
222
+ const gear = state.gear;
223
+ let killed = 0;
224
+
225
+ /* Scan a snapshot of the pack (equipment is exempt). */
226
+ for (const handle of [...gear.pack]) {
227
+ const obj = gear.store.get(handle);
228
+ if (!obj) continue;
229
+ if (obj.artifact) continue; /* for now, skip artifacts */
230
+
231
+ const info = obj.elInfo[typ];
232
+ if (!info || !(info.flags & EL_INFO_HATES) || info.flags & EL_INFO_IGNORE) {
233
+ continue;
234
+ }
235
+
236
+ let chance = cperc;
237
+ let damage = false;
238
+
239
+ if (tvalIsWeapon(obj.tval) && !tvalIsAmmo(obj.tval)) {
240
+ if (state.rng.randint0(10000) < cperc) {
241
+ /* obj->to_h-- / obj->to_d-- (L85, L88). The known-twin writes at L86-90
242
+ * (gated on p->obj_k->to_h / to_d) are subsumed by the on-demand shadow,
243
+ * which reads the live obj->to_* under the same p->obj_k gate. */
244
+ obj.toH--;
245
+ obj.toD--;
246
+ damage = true;
247
+ } else {
248
+ continue;
249
+ }
250
+ } else if (tvalIsArmor(obj.tval)) {
251
+ if (state.rng.randint0(10000) < cperc) {
252
+ /* obj->to_a-- (L102); the L103-104 known->to_a write is likewise
253
+ * subsumed by the on-demand shadow. */
254
+ obj.toA--;
255
+ damage = true;
256
+ } else {
257
+ continue;
258
+ }
259
+ } else if (tvalIsRod(obj.tval)) {
260
+ chance = Math.trunc(chance / 4);
261
+ }
262
+
263
+ /* Count the casualties (a damaged stack counts whole). */
264
+ let amt = 0;
265
+ if (damage) {
266
+ amt = obj.number;
267
+ } else {
268
+ for (let j = 0; j < obj.number; j++) {
269
+ if (state.rng.randint0(10000) < chance) amt++;
270
+ }
271
+ }
272
+ if (!amt) continue;
273
+
274
+ const prefix =
275
+ obj.number > 1
276
+ ? amt === obj.number
277
+ ? "All of y"
278
+ : amt > 1
279
+ ? "Some of y"
280
+ : "One of y"
281
+ : "Y";
282
+ /* "%sour %s (%c) %s %s!" (L139-145): the (%c) is gear_to_label. */
283
+ const label = gearToLabel(gear, handle);
284
+ env.msg?.(
285
+ `${prefix}our ${describeObject(state, obj, ODESC.BASE)} (${label}) ${amt > 1 ? "were" : "was"} ${
286
+ damage ? "damaged" : "destroyed"
287
+ }!`,
288
+ );
289
+
290
+ if (damage) continue;
291
+
292
+ /* Destroy amt items (the detached split is discarded). */
293
+ gearObjectForUse(gear, player, handle, amt);
294
+ killed += amt;
295
+ }
296
+
297
+ return killed;
298
+ }