@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 +1,236 @@
1
+ /**
2
+ * The project_p driver, ported from reference/src/project-player.c (Angband
3
+ * 4.2.6): project_p (L800). The player-side counterpart of project_m.
4
+ *
5
+ * It applies a projection's damage to the player: resolve seen/blind, adjust
6
+ * the damage for resistance / immunity / vulnerability (adjust_dam), scale
7
+ * self-inflicted damage, apply the player's damage reduction, and deal it with
8
+ * take_hit - then run the per-type side effects and any extra damage they add.
9
+ * It implements the onPlayer seam of project() (world/project.ts).
10
+ *
11
+ * The damage core is fully portable (adjust_dam, player_apply_damage_reduction
12
+ * and take_hit are ported). The per-PROJ-type side effects
13
+ * (project_player_handler_*) are heavily entangled with subsystems not yet
14
+ * modelled - inven_damage (inventory, #20), EF_DRAIN_STAT (#18), player_exp_lose
15
+ * (experience) - so they are injected as the onSideEffects hook, the same seam
16
+ * discipline as the project_m driver's deferred consequences. The killer name
17
+ * (monster_desc / trap name / "yourself") is resolved by the caller, since it
18
+ * needs the monster-description and trap systems.
19
+ */
20
+
21
+ import { PROJ, TMD } from "../generated/index.js";
22
+ import { locEq } from "../loc.js";
23
+ import type { Loc } from "../loc.js";
24
+ import type { Rng } from "../rng.js";
25
+ import { ELEM_MAX } from "../obj/types.js";
26
+ import {
27
+ playerApplyDamageReduction,
28
+ takeHit,
29
+ } from "../player/take-hit.js";
30
+ import type {
31
+ DamageReduction,
32
+ TakeHitHooks,
33
+ TakeHitTarget,
34
+ } from "../player/take-hit.js";
35
+ import { adjustDam } from "../world/projection.js";
36
+ import type { ProjectionInfo } from "../world/projection.js";
37
+
38
+ /** The player state project_p reads and damages. */
39
+ export interface PlayerProjActor extends TakeHitTarget {
40
+ /** el_info[type].res_level (3 immune, -1 vulnerable, >0 resist). */
41
+ resistLevel(type: number): number;
42
+ /** state.dam_red / state.perc_dam_red. */
43
+ reduction: DamageReduction;
44
+ /**
45
+ * minus_ac(p) (obj-gear.c L376-438): attempt to damage a worn armour piece to
46
+ * an acid hit, returning whether acid damage should be halved. This is a
47
+ * callback, not a flag, because it has the armour-damage side effect and must
48
+ * fire exactly once per acid projection (project-player.c L69), so project_p
49
+ * calls it only inside adjust_dam's PROJ_ACID branch.
50
+ */
51
+ minusAc: () => boolean;
52
+ }
53
+
54
+ /** The projection source, resolved for the player driver. */
55
+ export interface ProjectPlayerSource {
56
+ /** origin.what == SRC_PLAYER. */
57
+ isPlayer: boolean;
58
+ /** origin.what == SRC_MONSTER. */
59
+ isMonster: boolean;
60
+ /** Whether the source monster is visible (false hides the source). */
61
+ monsterVisible?: boolean;
62
+ /** The kb_str death cause ("yourself", a monster/trap name, "a bug"). */
63
+ killer: string;
64
+ /** origin_get_loc(origin): the projection's start grid (FORCE centre). */
65
+ grid?: Loc;
66
+ /** origin.what == SRC_TRAP (FORCE jitters an on-the-trap centre). */
67
+ isTrap?: boolean;
68
+ }
69
+
70
+ /** Context passed to the per-type side-effect hook (upstream handler context). */
71
+ export interface ProjectPlayerSideContext {
72
+ origin: ProjectPlayerSource;
73
+ /** Distance from the blast centre. */
74
+ r: number;
75
+ grid: Loc;
76
+ /** The adjusted (and self-scaled) damage the handler may key effects off. */
77
+ dam: number;
78
+ typ: number;
79
+ /** Monster spell power (0 for non-monster sources). */
80
+ power: number;
81
+ /** Mutable: the handler clears it if the effect was not obvious. */
82
+ obvious: boolean;
83
+ }
84
+
85
+ /** The consequences the driver defers to the caller. */
86
+ export interface ProjectPlayerHooks {
87
+ /** msg(). */
88
+ message?: (text: string) => void;
89
+ /** disturb(p). */
90
+ onDisturb?: () => void;
91
+ /**
92
+ * The per-PROJ-type player handler: inven damage, timed effects, stat / exp
93
+ * drain, etc. Returns extra damage to apply (after damage reduction).
94
+ */
95
+ onSideEffects?: (ctx: ProjectPlayerSideContext) => number;
96
+ /** take_hit consequences (onDeath, combatRegen, ...). */
97
+ takeHit?: TakeHitHooks;
98
+ /** OPT(player, show_damage). */
99
+ showDamage?: boolean;
100
+ /**
101
+ * update_smart_learn(mon, player, 0, 0, typ) (project-player.c L852): the
102
+ * source monster learns the player's resist to this projection type. Injected
103
+ * (not done in the driver) because it needs the live monster and derived
104
+ * player state, and the driver is deliberately state-free. The engine
105
+ * (updateSmartLearn, mon/spell.ts) gates every action - and every RNG draw -
106
+ * on birth_ai_learn, so with the option off this is a pure no-op.
107
+ */
108
+ smartLearn?: (typ: number) => void;
109
+ /**
110
+ * equip_learn_element(p, res_type) from adjust_dam(actual=true)
111
+ * (project-player.c L60-62): being hit by an element teaches the player the
112
+ * resist rune on worn gear that mitigated it (res_type is the ICE->COLD
113
+ * remapped type). No RNG. Injected because it needs the live player + runeEnv.
114
+ */
115
+ equipLearnElement?: (resType: number) => void;
116
+ }
117
+
118
+ /** Everything the per-grid player driver needs. */
119
+ export interface ProjectPlayerCtx {
120
+ rng: Rng;
121
+ actor: PlayerProjActor;
122
+ /** The player's grid (square_isplayer check). */
123
+ playerGrid: Loc;
124
+ projections: readonly ProjectionInfo[];
125
+ origin: ProjectPlayerSource;
126
+ /** Monster spell power, passed to the side-effect handler. */
127
+ power: number;
128
+ hooks: ProjectPlayerHooks;
129
+ }
130
+
131
+ /**
132
+ * project_p for one grid: affect the player (if they are in `grid`) with
133
+ * projection `typ` for `dam` damage at distance `dist`. `self` allows the
134
+ * caster to be hit by their own projection (self damage is scaled down).
135
+ * Returns whether the effect was obvious. Suitable as the onPlayer hook of
136
+ * project().
137
+ */
138
+ export function projectPlayer(
139
+ pctx: ProjectPlayerCtx,
140
+ dist: number,
141
+ grid: Loc,
142
+ dam: number,
143
+ typ: number,
144
+ self: boolean,
145
+ ): boolean {
146
+ const { rng, actor, hooks, origin } = pctx;
147
+
148
+ const blind = actor.timed[TMD.BLIND]! > 0;
149
+ let seen = !blind;
150
+
151
+ /* The "decoy has been hit" branch (project-player.c L822) runs before the
152
+ * player-here check; it is applied at the cast layer (project-cast.ts
153
+ * castProjection onPlayer wrapper), which has the live GameState and the
154
+ * decoy grid, since this driver is deliberately state-free. */
155
+
156
+ /* No player here. */
157
+ if (!locEq(grid, pctx.playerGrid)) return false;
158
+
159
+ /* Don't affect the projector unless explicitly allowed. */
160
+ if (origin.isPlayer && !self) return false;
161
+
162
+ /* A projection from an unseen monster is not seen. */
163
+ if (origin.isMonster && origin.monsterVisible === false) seen = false;
164
+
165
+ /* "Monster sees what is going on": the source monster learns the player's
166
+ * resist to this projection type (update_smart_learn, project-player.c L852).
167
+ * Called here in the faithful position - inside the SRC_MONSTER branch, before
168
+ * the blind message and adjust_dam - so the engine's birth_ai_learn RNG draws
169
+ * keep upstream order. The binding to the live monster / player state is
170
+ * injected (game/project-cast.ts) because this driver is state-free. */
171
+ if (origin.isMonster) hooks.smartLearn?.(typ);
172
+
173
+ /* Let the player know what is going on when they cannot see it. */
174
+ if (!seen) {
175
+ const bd = pctx.projections[typ]?.blindDesc ?? "something";
176
+ hooks.message?.(`You are hit by ${bd}!`);
177
+ }
178
+
179
+ /* Adjust damage for resistance/immunity/vulnerability (ICE uses COLD res). */
180
+ const resType = typ === PROJ.ICE ? PROJ.COLD : typ;
181
+ /* adjust_dam(actual=true) (project-player.c L60-62): learn the mitigating
182
+ * resist rune. Fired before the immune short-circuit, exactly as upstream. */
183
+ if (resType < ELEM_MAX) hooks.equipLearnElement?.(resType);
184
+ const resLevel = typ < ELEM_MAX ? actor.resistLevel(resType) : 0;
185
+ /* minus_ac(p) is consulted only inside adjust_dam's PROJ_ACID branch, after
186
+ * the immune short-circuit (project-player.c L65-70); calling it here fires
187
+ * the armour-damage side effect exactly when upstream's does. resLevel 3 is
188
+ * immune (RESIST_IMMUNE), which returns 0 before minus_ac in the C. */
189
+ const acidMinusAc =
190
+ typ === PROJ.ACID && resLevel !== 3 ? actor.minusAc() : false;
191
+ let d = adjustDam(
192
+ rng,
193
+ pctx.projections,
194
+ typ,
195
+ dam,
196
+ "randomise",
197
+ resLevel,
198
+ acidMinusAc,
199
+ );
200
+
201
+ if (d) {
202
+ /* Self-inflicted damage is scaled down. */
203
+ if (self) d = Math.trunc(d / 10);
204
+
205
+ /* Damage reduction affects only the dealt damage, not the side effects. */
206
+ const reduced = playerApplyDamageReduction(actor, actor.reduction, d);
207
+ if (reduced > 0 && hooks.showDamage) {
208
+ hooks.message?.(`You take ${reduced} damage.`);
209
+ }
210
+ takeHit(actor, reduced, origin.killer, hooks.takeHit);
211
+ }
212
+
213
+ /* Handle side effects, possibly including extra damage. */
214
+ const sideCtx: ProjectPlayerSideContext = {
215
+ origin,
216
+ r: dist,
217
+ grid,
218
+ dam: d,
219
+ typ,
220
+ power: pctx.power,
221
+ obvious: true,
222
+ };
223
+ if (!actor.isDead && hooks.onSideEffects) {
224
+ let xtra = hooks.onSideEffects(sideCtx);
225
+ xtra = playerApplyDamageReduction(actor, actor.reduction, xtra);
226
+ if (xtra > 0 && hooks.showDamage) {
227
+ hooks.message?.(`You take an extra ${xtra} damage.`);
228
+ }
229
+ takeHit(actor, xtra, origin.killer, hooks.takeHit);
230
+ }
231
+
232
+ /* Disturb */
233
+ hooks.onDisturb?.();
234
+
235
+ return sideCtx.obvious;
236
+ }
@@ -0,0 +1,248 @@
1
+ /**
2
+ * The quest system, ported from reference/src/player-quest.c (Angband 4.2.6):
3
+ * the standard quest table (bound from quest.json), the per-character quest
4
+ * history, and the on-death bookkeeping that culminates in the game's WIN
5
+ * CONDITION - slaying Morgoth.
6
+ *
7
+ * The base game ships two quests (quest.txt): Sauron on depth 99 and Morgoth
8
+ * on depth 100, each requiring a single kill. Killing the last incomplete
9
+ * quest's guardian sets player->total_winner and prints the victory message.
10
+ *
11
+ * Provenance and RNG: the whole subsystem is RNG-free EXCEPT build_quest_stairs
12
+ * (player-quest.c L187), whose scatter loop draws from the game RNG - and even
13
+ * that fires only when a quest is completed on a grid that cannot hold a
14
+ * staircase directly, staggering to a neighbouring grid. The common case (a
15
+ * guardian dying on open floor) consumes no RNG.
16
+ *
17
+ * The parser-side pieces of player-quest.c (init/finish_parse_quest,
18
+ * player_quests_free) have no analogue here: quest.json is already compiled and
19
+ * the player quest list is a plain array reset at birth, so there is nothing to
20
+ * free.
21
+ */
22
+
23
+ import { FEAT } from "../generated/index.js";
24
+ import type { Loc } from "../loc.js";
25
+ import type { MonsterRegistry } from "../mon/bind.js";
26
+ import type { MonsterRace } from "../mon/types.js";
27
+ import type { Monster } from "../mon/monster.js";
28
+ import type { Player, PlayerQuest } from "../player/player.js";
29
+ import { scatter } from "../world/scatter.js";
30
+ import type { GameState } from "./context.js";
31
+ import { pushObject } from "./project-feat.js";
32
+ import { floorPile } from "./floor.js";
33
+
34
+ /** One record of quest.json (quest.txt): a guardian, its depth and count. */
35
+ export interface QuestRecordJson {
36
+ name: string;
37
+ level: number;
38
+ /** The guardian monster's name, resolved to a race at bind time. */
39
+ race: string;
40
+ /** max_num: kills needed to complete the quest. */
41
+ number: number;
42
+ }
43
+
44
+ /**
45
+ * A bound standard quest (struct quest): the registry template every new
46
+ * character's quest history is copied from (player_quests_reset).
47
+ */
48
+ export interface Quest {
49
+ /** quest->index: position in the quest table (file order). */
50
+ index: number;
51
+ name: string;
52
+ level: number;
53
+ /** quest->race: the resolved guardian race. */
54
+ race: MonsterRace;
55
+ /** quest->max_num. */
56
+ maxNum: number;
57
+ }
58
+
59
+ /**
60
+ * finish_parse_quest (player-quest.c L90): build the direct-access quest table
61
+ * from the compiled records, resolving each race by name (lookup_monster). The
62
+ * JSON records are already in file order, so `index` is just the array
63
+ * position - no linked-list reversal is needed.
64
+ */
65
+ export function bindQuests(
66
+ records: readonly QuestRecordJson[],
67
+ monsters: MonsterRegistry,
68
+ ): Quest[] {
69
+ return records.map((rec, index) => {
70
+ const race = monsters.raceByName(rec.race);
71
+ if (!race) {
72
+ throw new Error(
73
+ `quest: could not find race '${rec.race}' for quest '${rec.name}'`,
74
+ );
75
+ }
76
+ return { index, name: rec.name, level: rec.level, race, maxNum: rec.number };
77
+ });
78
+ }
79
+
80
+ /**
81
+ * player_quests_reset (player-quest.c L157): copy the standard quest table into
82
+ * the player's quest history, with every kill count reset to zero. Called at
83
+ * birth (generatePlayer / startGame).
84
+ */
85
+ export function playerQuestsReset(p: Player, quests: readonly Quest[]): void {
86
+ p.quests = quests.map((q) => ({
87
+ name: q.name,
88
+ level: q.level,
89
+ race: q.race.ridx,
90
+ maxNum: q.maxNum,
91
+ curNum: 0,
92
+ }));
93
+ }
94
+
95
+ /**
96
+ * is_quest (player-quest.c L140): is `level` a quest level for this player?
97
+ * Town (level 0) is never a quest; otherwise true when any of the player's
98
+ * quests is fought on that depth.
99
+ */
100
+ export function isQuest(p: Player, level: number): boolean {
101
+ /* Town is never a quest. */
102
+ if (!level) return false;
103
+ for (const q of p.quests) {
104
+ if (q.level === level) return true;
105
+ }
106
+ return false;
107
+ }
108
+
109
+ /**
110
+ * dungeon_get_next_level (player-util.c L1147): the depth `added` stair-steps
111
+ * from `dlev`, clamped to the world and STOPPED BY AN OUTSTANDING QUEST.
112
+ *
113
+ * Provenance is player-util.c, but it lives here because the quest scan is the
114
+ * whole point of it: the intermediate-level loop (L1163-1165) returns the first
115
+ * quest depth at or below `dlev`, so stairs down from 99 with Sauron alive land
116
+ * on 99 again rather than delivering the player to Morgoth. quest_check clears
117
+ * a finished quest's level to 0 (quest.ts:185, player-quest.c:232), which is
118
+ * what re-opens the descent.
119
+ *
120
+ * Every C caller of this goes through here (12 sites: the two stair commands,
121
+ * RECALL, DEEP_DESCENT and its countdown, TELEPORT_LEVEL, and TRF_DOWN traps).
122
+ * It is deliberately total - no seam, no default - because the previous shape,
123
+ * an injectable `getNextLevel` that nothing ever wired, silently degraded every
124
+ * one of those sites to a bare `depth + dir`.
125
+ */
126
+ export function dungeonGetNextLevel(
127
+ p: Player,
128
+ dlev: number,
129
+ added: number,
130
+ z: { readonly stairSkip: number; readonly maxDepth: number },
131
+ ): number {
132
+ /* Get target level. */
133
+ let target = dlev + added * z.stairSkip;
134
+
135
+ /* Don't allow levels below max, or above the town. */
136
+ if (target > z.maxDepth - 1) target = z.maxDepth - 1;
137
+ if (target < 0) target = 0;
138
+
139
+ /* Check intermediate levels for quests. */
140
+ for (let i = dlev; i <= target; i++) {
141
+ if (isQuest(p, i)) return i;
142
+ }
143
+
144
+ return target;
145
+ }
146
+
147
+ /**
148
+ * square_changeable (cave-square.c L868): a grid that may be "destroyed" - no
149
+ * permanent walls, shops or stairs, and no artifact lying on it. Reimplemented
150
+ * locally (the effect-terrain.c copy is module-private) so build_quest_stairs
151
+ * matches upstream's staircase-placement guard exactly.
152
+ */
153
+ function squareChangeable(state: GameState, grid: Loc): boolean {
154
+ const c = state.chunk;
155
+ if (c.isPerm(grid) || c.isShop(grid) || c.isStairs(grid)) return false;
156
+ for (const obj of floorPile(state, grid)) {
157
+ if (obj.artifact) return false;
158
+ }
159
+ return true;
160
+ }
161
+
162
+ /**
163
+ * build_quest_stairs (player-quest.c L187): create the magical down-staircase
164
+ * that appears when a quest guardian falls. Staggers away from a grid that
165
+ * cannot take a staircase (passable, not a door, but not changeable - e.g. a
166
+ * mineral vein or rubble) to a nearby one, pushes any objects off the chosen
167
+ * grid, announces the staircase and sets FEAT_MORE.
168
+ *
169
+ * The scatter(cave, ..., 1, false) draw is the only RNG in the quest system;
170
+ * it fires only while the loop guard holds (a rare death location), so a
171
+ * guardian dying on open floor - which is changeable - consumes no RNG.
172
+ */
173
+ function buildQuestStairs(state: GameState, grid: Loc): void {
174
+ const c = state.chunk;
175
+
176
+ /* Stagger around until the grid can hold a staircase. */
177
+ while (
178
+ !squareChangeable(state, grid) &&
179
+ c.isPassable(grid) &&
180
+ !c.isDoor(grid)
181
+ ) {
182
+ const newGrid = scatter(c, state.rng, grid, 1, false);
183
+ /* scatter leaves the output untouched when no grid is feasible; mirror
184
+ * that by keeping the current grid rather than looping forever. */
185
+ if (!newGrid) break;
186
+ grid = newGrid;
187
+ }
188
+
189
+ /* Push any objects. */
190
+ pushObject(state, grid);
191
+
192
+ /* Explain the staircase. */
193
+ state.msg?.("A magical staircase appears...");
194
+
195
+ /* Create stairs down. */
196
+ c.setFeat(grid, FEAT.MORE);
197
+
198
+ /* Update the visuals (PU_UPDATE_VIEW | PU_MONSTERS). */
199
+ state.updateFov?.(state);
200
+ }
201
+
202
+ /**
203
+ * quest_check (player-quest.c L219): the now-dead monster `m` may be a quest
204
+ * guardian. Increments the matching quest's kill count when the current depth
205
+ * and race line up; on completion clears the quest (level = 0) and builds the
206
+ * escape staircase; and when no incomplete quests remain, wins the game.
207
+ *
208
+ * Returns whether a quest was completed by this death. The bookkeeping order
209
+ * (increment -> mark complete -> count remaining -> act) matches upstream
210
+ * exactly, so the "last quest" detection is identical.
211
+ */
212
+ export function questCheck(state: GameState, p: Player, m: Monster): boolean {
213
+ let total = 0;
214
+ let completed = false;
215
+
216
+ /* Mark quests as complete. */
217
+ for (const q of p.quests) {
218
+ /* Note completed quests. */
219
+ if (state.chunk.depth === q.level && m.race.ridx === q.race) {
220
+ q.curNum++;
221
+
222
+ if (q.curNum === q.maxNum) {
223
+ q.level = 0;
224
+ completed = true;
225
+ }
226
+ }
227
+
228
+ /* Count incomplete quests. */
229
+ if (q.level) total++;
230
+ }
231
+
232
+ if (completed) {
233
+ /* Build magical stairs. */
234
+ buildQuestStairs(state, m.grid);
235
+
236
+ /* Nothing left, game over... */
237
+ if (total === 0) {
238
+ p.totalWinner = true;
239
+ state.msg?.("*** CONGRATULATIONS ***");
240
+ state.msg?.("You have won the game!");
241
+ state.msg?.("You may retire (key is shift-q) when you are ready.");
242
+ }
243
+
244
+ return true;
245
+ }
246
+
247
+ return false;
248
+ }