@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 +1,684 @@
1
+ /**
2
+ * The DATA half of the sidebar and status line, ported from the display
3
+ * functions of reference/src/ui-display.c (Angband 4.2.6).
4
+ *
5
+ * Upstream each prt_* handler both COMPUTES a coloured string and DRAWS it
6
+ * with Term_* at a fixed row/column. This module ports only the computation:
7
+ * for every sidebar field and status-line indicator it returns the ordered
8
+ * list of coloured text runs. The terminal draw half - row/column positioning,
9
+ * the "%-11s" / "%-13s" field padding of prt_speed / prt_depth, and the
10
+ * screen-size priority culling of update_sidebar (L844) - stays with each
11
+ * front-end shell.
12
+ *
13
+ * The status-line handlers return a width (col += return in
14
+ * update_statusline_aux) that already includes exactly ONE trailing gap column
15
+ * after each active segment; an idle prt_state still reserves one column. Each
16
+ * status builder below bakes that single trailing gap into its runs text, so a
17
+ * shell renders the segments back-to-back with NO external gap and reproduces
18
+ * the reference layout exactly.
19
+ *
20
+ * sidebarModel returns the 18 real fields of side_handlers[] (L810, the four
21
+ * NULL spacer rows are not fields), in table order. statusLineModel returns
22
+ * the 11 entries of status_handlers[] (L1296) in table order. A field or
23
+ * indicator that upstream would draw as blank / return 0 for is represented by
24
+ * an EMPTY runs array rather than being dropped, so the returned order always
25
+ * matches the handler tables and a shell simply skips the empty ones.
26
+ *
27
+ * Seams for the struct player / world members the port does not carry on
28
+ * GameState arrive through DisplayDeps; each has a sensible default and is
29
+ * listed in parity/ledger/ui-display.yaml.
30
+ */
31
+ import { COLOUR_BLUE, COLOUR_DARK, COLOUR_GREEN, COLOUR_L_BLUE, COLOUR_L_DARK, COLOUR_L_GREEN, COLOUR_L_PURPLE, COLOUR_L_RED, COLOUR_L_TEAL, COLOUR_L_UMBER, COLOUR_ORANGE, COLOUR_PURPLE, COLOUR_RED, COLOUR_UMBER, COLOUR_VIOLET, COLOUR_WHITE, COLOUR_YELLOW, colorCharToAttr, } from "../color.js";
32
+ import { MON_TMD, SQUARE, STAT, TMD } from "../generated/index.js";
33
+ import { nextGrid } from "../world/view.js";
34
+ import { EXTRACT_ENERGY } from "../mon/monster.js";
35
+ import { monsterIsVisible } from "../mon/predicate.js";
36
+ import { PY_MAX_LEVEL, STAT_MAX, TMD_MAX } from "../player/types.js";
37
+ import { modifyStatValue, player_exp, playerHpAttr, playerSpAttr } from "../player/calcs.js";
38
+ import { playerIsResting, playerRestingCount } from "./context.js";
39
+ /**
40
+ * player->state.stat_use fallback: apply only the race + class stat modifiers
41
+ * to stat_cur (modify_stat_value), matching calc_bonuses when the character
42
+ * wears nothing and carries no timed effect.
43
+ */
44
+ function defaultStatUse(player) {
45
+ const out = new Array(STAT_MAX).fill(0);
46
+ for (let i = 0; i < STAT_MAX; i++) {
47
+ const add = (player.race.statAdj[i] ?? 0) + (player.cls.statAdj[i] ?? 0);
48
+ out[i] = modifyStatValue(player.statCur[i] ?? 0, add);
49
+ }
50
+ return out;
51
+ }
52
+ function resolveDeps(state, deps) {
53
+ const player = state.actor.player;
54
+ return {
55
+ hitpointWarn: deps.hitpointWarn ?? state.options?.hitpointWarn ?? 3,
56
+ effectiveSpeed: deps.effectiveSpeed ?? state.options?.get("effective_speed") ?? false,
57
+ birthFeelings: deps.birthFeelings ?? state.options?.get("birth_feelings") ?? true,
58
+ feelingNeed: deps.feelingNeed ?? 10,
59
+ timedEffects: deps.timedEffects ?? [],
60
+ statUse: deps.statUse ?? defaultStatUse(player),
61
+ numMoves: deps.numMoves ?? 0,
62
+ healthWho: deps.healthWho ?? state.healthWho ?? null,
63
+ unignoring: deps.unignoring ?? false,
64
+ isResting: deps.isResting ?? playerIsResting(state),
65
+ restingCount: deps.restingCount ?? playerRestingCount(state),
66
+ nRepeats: deps.nRepeats ?? 0,
67
+ wizard: deps.wizard ?? false,
68
+ totalWinner: deps.totalWinner ?? false,
69
+ bookHasUnlearnedSpells: deps.bookHasUnlearnedSpells ?? true,
70
+ objectAttr: deps.objectAttr ?? ((obj) => colorCharToAttr(obj.kind.dAttr)),
71
+ objectChar: deps.objectChar ?? ((obj) => obj.kind.dChar),
72
+ };
73
+ }
74
+ /* ------------------------------------------------------------------ */
75
+ /* Small formatting helpers */
76
+ /* ------------------------------------------------------------------ */
77
+ /** printf "%<width>d": right-justify a base-ten integer, space-padded. */
78
+ function rjust(value, width) {
79
+ return String(value).padStart(width, " ");
80
+ }
81
+ /** my_strcap: capitalise the first character. */
82
+ function strcap(s) {
83
+ if (!s)
84
+ return s;
85
+ return s.charAt(0).toUpperCase() + s.slice(1);
86
+ }
87
+ /**
88
+ * cnv_stat (ui-display.c L115): a modified stat value as a six-char, right-
89
+ * justified string. Values over 18 use the "18/NN" encoding.
90
+ */
91
+ export function cnvStat(val) {
92
+ if (val > 18) {
93
+ const bonus = val - 18;
94
+ if (bonus >= 220)
95
+ return "18/***";
96
+ if (bonus >= 100)
97
+ return `18/${String(bonus).padStart(3, "0")}`;
98
+ return ` 18/${String(bonus).padStart(2, "0")}`;
99
+ }
100
+ return ` ${rjust(val, 2)}`;
101
+ }
102
+ /**
103
+ * fmt_title (ui-display.c L173), short_mode == false: the character title -
104
+ * wizard, winner, shape name, or the class level title. Returns "" only if a
105
+ * shape has an empty name (never in stock data).
106
+ */
107
+ export function fmtTitle(player, deps) {
108
+ if (deps.wizard)
109
+ return "[=-WIZARD-=]";
110
+ if (deps.totalWinner || player.lev > PY_MAX_LEVEL)
111
+ return "***WINNER***";
112
+ if (playerIsShapechanged(player))
113
+ return strcap(player.shape?.name ?? "");
114
+ const idx = Math.trunc((player.lev - 1) / 5);
115
+ return player.cls.titles[idx] ?? "";
116
+ }
117
+ /**
118
+ * player_is_shapechanged (player-util.c L1065): a non-"normal" shape.
119
+ *
120
+ * NOT exported - game/obj-cmd.ts already exports a GameState-taking copy of this
121
+ * same C function, and that is the one callers outside this module use. The two
122
+ * agree because effect-general.ts:868 normalizes the "normal" shape to null when
123
+ * it assigns, so `shape === null` is exactly `name === "normal"`; the extra name
124
+ * test here is what makes this copy safe if that invariant ever slips.
125
+ */
126
+ function playerIsShapechanged(player) {
127
+ return player.shape !== null && player.shape.name !== "normal";
128
+ }
129
+ /**
130
+ * fmt_depth (ui-display.c L519): "Town" at depth 0, else "<feet>' (L<depth>)".
131
+ * The port's current depth is the live chunk depth (upstream player->depth ==
132
+ * cave->depth).
133
+ */
134
+ export function fmtDepth(depth) {
135
+ if (!depth)
136
+ return "Town";
137
+ return `${depth * 50}' (L${depth})`;
138
+ }
139
+ /**
140
+ * prt_speed_aux (ui-display.c L475): the speed label ("Fast" / "Slow") and its
141
+ * colour, or an empty string at normal speed (110). With effectiveSpeed the
142
+ * "(%d.%dx)" multiplier form is used, otherwise the "(%+d)" delta form.
143
+ */
144
+ export function prtSpeedAux(speed, effectiveSpeed) {
145
+ let color = COLOUR_WHITE;
146
+ let type = null;
147
+ if (speed > 110) {
148
+ color = COLOUR_L_GREEN;
149
+ type = "Fast";
150
+ }
151
+ else if (speed < 110) {
152
+ color = COLOUR_L_UMBER;
153
+ type = "Slow";
154
+ }
155
+ if (!type)
156
+ return { text: "", color };
157
+ if (!effectiveSpeed) {
158
+ const delta = speed - 110;
159
+ return { text: `${type} (${delta >= 0 ? "+" : ""}${delta})`, color };
160
+ }
161
+ const norm = EXTRACT_ENERGY[110];
162
+ const cur = EXTRACT_ENERGY[Math.min(Math.max(speed, 0), EXTRACT_ENERGY.length - 1)];
163
+ const multiplier = Math.trunc((10 * cur) / norm);
164
+ const intMul = Math.trunc(multiplier / 10);
165
+ const decMul = multiplier % 10;
166
+ return { text: `${type} (${intMul}.${decMul}x)`, color };
167
+ }
168
+ /**
169
+ * monster_health_attr (ui-display.c L365): the colour of a tracked monster's
170
+ * health bar. `image` is whether the player is hallucinating (TMD_IMAGE).
171
+ */
172
+ export function monsterHealthAttr(mon, image) {
173
+ if (!mon)
174
+ return COLOUR_DARK;
175
+ if (!monsterIsVisible(mon) || mon.hp < 0 || image)
176
+ return COLOUR_WHITE;
177
+ let attr = COLOUR_RED;
178
+ const pct = Math.trunc((100 * mon.hp) / mon.maxhp);
179
+ if (pct >= 10)
180
+ attr = COLOUR_L_RED;
181
+ if (pct >= 25)
182
+ attr = COLOUR_ORANGE;
183
+ if (pct >= 60)
184
+ attr = COLOUR_YELLOW;
185
+ if (pct >= 100)
186
+ attr = COLOUR_L_GREEN;
187
+ if (mon.mTimed[MON_TMD.FEAR])
188
+ attr = COLOUR_VIOLET;
189
+ if (mon.mTimed[MON_TMD.DISEN])
190
+ attr = COLOUR_L_UMBER;
191
+ if (mon.mTimed[MON_TMD.COMMAND])
192
+ attr = COLOUR_L_PURPLE;
193
+ if (mon.mTimed[MON_TMD.CONF])
194
+ attr = COLOUR_UMBER;
195
+ if (mon.mTimed[MON_TMD.STUN])
196
+ attr = COLOUR_L_BLUE;
197
+ if (mon.mTimed[MON_TMD.SLEEP])
198
+ attr = COLOUR_BLUE;
199
+ if (mon.mTimed[MON_TMD.HOLD])
200
+ attr = COLOUR_BLUE;
201
+ return attr;
202
+ }
203
+ /* ------------------------------------------------------------------ */
204
+ /* Sidebar (side_handlers[], ui-display.c L810) */
205
+ /* ------------------------------------------------------------------ */
206
+ /** stat_names[STAT_MAX] (ui-display.c L98). */
207
+ const STAT_NAMES = ["STR: ", "INT: ", "WIS: ", "DEX: ", "CON: "];
208
+ /** stat_names_reduced[STAT_MAX] (ui-display.c L107). */
209
+ const STAT_NAMES_REDUCED = ["Str: ", "Int: ", "Wis: ", "Dex: ", "Con: "];
210
+ /** prt_field text as a single COLOUR_L_BLUE run, or empty runs when blank. */
211
+ function field(text) {
212
+ return text ? [{ text, color: COLOUR_L_BLUE }] : [];
213
+ }
214
+ /**
215
+ * prt_stat (ui-display.c:153-171) for one stat index. The 5-char label is drawn
216
+ * at col 0, but the 6-char cnv_stat value is drawn at col+6 (c_put_str at
217
+ * col + 6, L161/L165) - there is a blank column at col 5. We reproduce that gap
218
+ * by padding the label run to width 6 so the following value run begins at col
219
+ * 6 exactly. The "!" natural-maximum indicator still overwrites index 3.
220
+ */
221
+ function statRuns(player, stat, deps) {
222
+ const cur = player.statCur[stat] ?? 0;
223
+ const max = player.statMax[stat] ?? 0;
224
+ const drained = cur < max;
225
+ let label = drained
226
+ ? STAT_NAMES_REDUCED[stat] ?? ""
227
+ : STAT_NAMES[stat] ?? "";
228
+ /* Natural maximum indicator: put_str("!", col + 3) overwrites the label's
229
+ fourth character (L169-170). */
230
+ if (max === 18 + 100) {
231
+ label = label.slice(0, 3) + "!" + label.slice(4);
232
+ }
233
+ const value = cnvStat(deps.statUse[stat] ?? 0);
234
+ return [
235
+ { text: label.padEnd(6), color: COLOUR_WHITE },
236
+ { text: value, color: drained ? COLOUR_YELLOW : COLOUR_L_GREEN },
237
+ ];
238
+ }
239
+ /** prt_level (ui-display.c L207). */
240
+ function levelRuns(player) {
241
+ const value = rjust(player.lev, 6);
242
+ const atMax = player.lev >= player.maxLev;
243
+ return [
244
+ { text: atMax ? "LEVEL " : "Level ", color: COLOUR_WHITE },
245
+ { text: value, color: atMax ? COLOUR_L_GREEN : COLOUR_YELLOW },
246
+ ];
247
+ }
248
+ /**
249
+ * prt_exp (ui-display.c:226-250). The 3-char label ("EXP"/"NXT"/"Exp"/"Nxt") is
250
+ * drawn at col 0, but the 8-char "%8ld" value is drawn at col+4 (c_put_str at
251
+ * col + 4, L245/L248) - there is a blank column at col 3. We pad the label run
252
+ * to width 4 so the value run begins at col 4 exactly.
253
+ */
254
+ function expRuns(player) {
255
+ const levMax = player.lev === PY_MAX_LEVEL;
256
+ let xp = player.exp;
257
+ if (!levMax) {
258
+ const base = player_exp[player.lev - 1] ?? 0;
259
+ xp = Math.trunc((base * player.expFactor) / 100) - player.exp;
260
+ }
261
+ const value = rjust(xp, 8);
262
+ const atMax = player.exp >= player.maxExp;
263
+ const label = levMax ? (atMax ? "EXP" : "Exp") : atMax ? "NXT" : "Nxt";
264
+ return [
265
+ { text: label.padEnd(4), color: COLOUR_WHITE },
266
+ { text: value, color: atMax ? COLOUR_L_GREEN : COLOUR_YELLOW },
267
+ ];
268
+ }
269
+ /** prt_gold (ui-display.c L256). */
270
+ function goldRuns(player) {
271
+ return [
272
+ { text: "AU ", color: COLOUR_WHITE },
273
+ { text: rjust(player.au, 9), color: COLOUR_L_GREEN },
274
+ ];
275
+ }
276
+ /** prt_equippy (ui-display.c L269): one single-char run per body slot. */
277
+ function equippyRuns(state, deps) {
278
+ const player = state.actor.player;
279
+ const runs = [];
280
+ for (let i = 0; i < player.body.count; i++) {
281
+ const handle = player.equipment[i] ?? 0;
282
+ const obj = state.gear.store.get(handle) ?? null;
283
+ if (obj) {
284
+ runs.push({ text: deps.objectChar(obj), color: deps.objectAttr(obj) });
285
+ }
286
+ else {
287
+ runs.push({ text: " ", color: COLOUR_WHITE });
288
+ }
289
+ }
290
+ return runs;
291
+ }
292
+ /** prt_ac (ui-display.c L301): "Cur AC " + (ac + to_a). */
293
+ function acRuns(state) {
294
+ const c = state.actor.combat;
295
+ return [
296
+ { text: "Cur AC ", color: COLOUR_WHITE },
297
+ { text: rjust(c.ac + c.toA, 5), color: COLOUR_L_GREEN },
298
+ ];
299
+ }
300
+ /** prt_hp (ui-display.c L314). */
301
+ function hpRuns(player, deps) {
302
+ return [
303
+ { text: "HP ", color: COLOUR_WHITE },
304
+ { text: rjust(player.chp, 4), color: playerHpAttr(player, deps.hitpointWarn) },
305
+ { text: "/", color: COLOUR_WHITE },
306
+ { text: rjust(player.mhp, 4), color: COLOUR_L_GREEN },
307
+ ];
308
+ }
309
+ /** prt_sp (ui-display.c L332): empty unless the class has mana at this level. */
310
+ function spRuns(player, deps) {
311
+ const magic = player.cls.magic;
312
+ if (!magic.totalSpells || player.lev < magic.spellFirst) {
313
+ /* An experience-drain clear (L344) leaves the field blank either way. */
314
+ return [];
315
+ }
316
+ return [
317
+ { text: "SP ", color: COLOUR_WHITE },
318
+ { text: rjust(player.csp, 4), color: playerSpAttr(player, deps.hitpointWarn) },
319
+ { text: "/", color: COLOUR_WHITE },
320
+ { text: rjust(player.msp, 4), color: COLOUR_L_GREEN },
321
+ ];
322
+ }
323
+ /** prt_health / prt_health_aux (ui-display.c L425). */
324
+ function healthRuns(player, deps) {
325
+ const mon = deps.healthWho;
326
+ if (!mon)
327
+ return [];
328
+ const image = (player.timed[TMD.IMAGE] ?? 0) > 0;
329
+ const attr = monsterHealthAttr(mon, image);
330
+ if (!monsterIsVisible(mon) || image || mon.hp < 0) {
331
+ return [{ text: "[----------]", color: attr }];
332
+ }
333
+ const pct = Math.trunc((100 * mon.hp) / mon.maxhp);
334
+ const len = pct < 10 ? 1 : pct < 90 ? Math.trunc(pct / 10) + 1 : 10;
335
+ const runs = [{ text: "[", color: COLOUR_WHITE }];
336
+ if (len > 0)
337
+ runs.push({ text: "*".repeat(len), color: attr });
338
+ if (len < 10)
339
+ runs.push({ text: "-".repeat(10 - len), color: COLOUR_WHITE });
340
+ runs.push({ text: "]", color: COLOUR_WHITE });
341
+ return runs;
342
+ }
343
+ /** prt_speed (ui-display.c L508). */
344
+ function speedRuns(state, deps) {
345
+ const s = prtSpeedAux(state.actor.speed, deps.effectiveSpeed);
346
+ return s.text ? [{ text: s.text, color: s.color }] : [];
347
+ }
348
+ /** prt_depth (ui-display.c L532). */
349
+ function depthRuns(state) {
350
+ return [{ text: fmtDepth(state.chunk.depth), color: COLOUR_WHITE }];
351
+ }
352
+ /**
353
+ * sidebarModel: the 18 real side_handlers[] fields in table order (the four
354
+ * NULL spacer rows are not represented). update_sidebar's priority culling is
355
+ * a draw-half concern each shell applies.
356
+ */
357
+ export function sidebarModel(state, deps = {}) {
358
+ const d = resolveDeps(state, deps);
359
+ const player = state.actor.player;
360
+ const shape = playerIsShapechanged(player);
361
+ return [
362
+ { key: "race", runs: field(shape ? "" : player.race.name) },
363
+ { key: "title", runs: field(fmtTitle(player, d)) },
364
+ { key: "class", runs: field(shape ? "" : player.cls.name) },
365
+ { key: "level", runs: levelRuns(player) },
366
+ { key: "exp", runs: expRuns(player) },
367
+ { key: "gold", runs: goldRuns(player) },
368
+ { key: "equippy", runs: equippyRuns(state, d) },
369
+ { key: "str", runs: statRuns(player, STAT.STR, d) },
370
+ { key: "int", runs: statRuns(player, STAT.INT, d) },
371
+ { key: "wis", runs: statRuns(player, STAT.WIS, d) },
372
+ { key: "dex", runs: statRuns(player, STAT.DEX, d) },
373
+ { key: "con", runs: statRuns(player, STAT.CON, d) },
374
+ { key: "ac", runs: acRuns(state) },
375
+ { key: "hp", runs: hpRuns(player, d) },
376
+ { key: "sp", runs: spRuns(player, d) },
377
+ { key: "health", runs: healthRuns(player, d) },
378
+ { key: "speed", runs: speedRuns(state, d) },
379
+ { key: "depth", runs: depthRuns(state) },
380
+ ];
381
+ }
382
+ /* ------------------------------------------------------------------ */
383
+ /* Status line (status_handlers[], ui-display.c L1296) */
384
+ /* ------------------------------------------------------------------ */
385
+ /** obj_feeling_color[] (ui-display.c L1019). */
386
+ const OBJ_FEELING_COLOR = [
387
+ COLOUR_WHITE,
388
+ COLOUR_L_PURPLE,
389
+ COLOUR_L_RED,
390
+ COLOUR_ORANGE,
391
+ COLOUR_YELLOW,
392
+ COLOUR_YELLOW,
393
+ COLOUR_L_GREEN,
394
+ COLOUR_L_GREEN,
395
+ COLOUR_L_GREEN,
396
+ COLOUR_L_BLUE,
397
+ COLOUR_L_BLUE,
398
+ ];
399
+ /** mon_feeling_color[] (ui-display.c L1035). */
400
+ const MON_FEELING_COLOR = [
401
+ COLOUR_WHITE,
402
+ COLOUR_RED,
403
+ COLOUR_ORANGE,
404
+ COLOUR_ORANGE,
405
+ COLOUR_YELLOW,
406
+ COLOUR_YELLOW,
407
+ COLOUR_GREEN,
408
+ COLOUR_GREEN,
409
+ COLOUR_BLUE,
410
+ COLOUR_BLUE,
411
+ ];
412
+ /**
413
+ * prt_level_feeling (ui-display.c:1053-1124). Draws "LF:<mon>-<obj>"; the
414
+ * reference return width is new_col - col == 3 + strlen(mon) + 1 + strlen(obj)
415
+ * + 1 (L1121-1123), i.e. the text plus exactly ONE trailing gap column. We bake
416
+ * that single gap in with a trailing " " run so the segment renders with no
417
+ * external gap.
418
+ */
419
+ function levelFeelingRuns(state, deps) {
420
+ if (!deps.birthFeelings)
421
+ return [];
422
+ const depth = state.chunk.depth;
423
+ if (!depth)
424
+ return [];
425
+ const objFeeling = Math.trunc(state.chunk.feeling / 10);
426
+ const monFeeling = state.chunk.feeling - 10 * objFeeling;
427
+ let objStr;
428
+ let objColor;
429
+ if (state.chunk.feelingSquares < deps.feelingNeed) {
430
+ objStr = "?";
431
+ objColor = COLOUR_WHITE;
432
+ }
433
+ else {
434
+ objColor = OBJ_FEELING_COLOR[objFeeling] ?? COLOUR_WHITE;
435
+ if (objFeeling === 0)
436
+ objStr = "*";
437
+ else if (objFeeling === 1)
438
+ objStr = "$";
439
+ else
440
+ objStr = String(11 - objFeeling);
441
+ }
442
+ const monStr = monFeeling === 0 ? "?" : String(10 - monFeeling);
443
+ const monColor = MON_FEELING_COLOR[monFeeling] ?? COLOUR_WHITE;
444
+ return [
445
+ { text: "LF:", color: COLOUR_WHITE },
446
+ { text: monStr, color: monColor },
447
+ { text: "-", color: COLOUR_WHITE },
448
+ { text: objStr, color: objColor },
449
+ { text: " ", color: COLOUR_WHITE },
450
+ ];
451
+ }
452
+ /** prt_light (ui-display.c L1129). */
453
+ function lightRuns(state) {
454
+ const light = state.chunk.light(state.actor.grid);
455
+ return [
456
+ {
457
+ text: `Light ${light} `,
458
+ color: light > 0 ? COLOUR_YELLOW : COLOUR_PURPLE,
459
+ },
460
+ ];
461
+ }
462
+ /** prt_moves (ui-display.c L1145). */
463
+ function movesRuns(deps) {
464
+ const i = deps.numMoves;
465
+ if (i > 0)
466
+ return [{ text: `Moves +${i} `, color: COLOUR_L_TEAL }];
467
+ if (i < 0)
468
+ return [{ text: `Moves -${Math.abs(i)} `, color: COLOUR_L_TEAL }];
469
+ return [];
470
+ }
471
+ /**
472
+ * prt_unignore (ui-display.c:1280-1289). Draws "Unignoring", returns
473
+ * strlen(str) + 1 (L1285) - the text width includes one trailing gap column. We
474
+ * bake that gap into the text ("Unignoring ").
475
+ */
476
+ function unignoreRuns(deps) {
477
+ return deps.unignoring
478
+ ? [{ text: "Unignoring ", color: COLOUR_WHITE }]
479
+ : [];
480
+ }
481
+ /**
482
+ * prt_recall (ui-display.c:925-933). Draws "Recall", returns sizeof "Recall" ==
483
+ * 7 (L929) - the text width includes one trailing gap column. We bake that gap
484
+ * into the text ("Recall ").
485
+ */
486
+ function recallRuns(player) {
487
+ return player.wordRecall
488
+ ? [{ text: "Recall ", color: COLOUR_WHITE }]
489
+ : [];
490
+ }
491
+ /**
492
+ * prt_descent (ui-display.c:939-947). Draws "Descent", returns sizeof "Descent"
493
+ * == 8 (L943) - the text width includes one trailing gap column. We bake that
494
+ * gap into the text ("Descent ").
495
+ */
496
+ function descentRuns(player) {
497
+ return player.deepDescent
498
+ ? [{ text: "Descent ", color: COLOUR_WHITE }]
499
+ : [];
500
+ }
501
+ /** I2D: a decimal digit as its character (util.c). */
502
+ function i2d(n) {
503
+ return String.fromCharCode("0".charCodeAt(0) + n);
504
+ }
505
+ /**
506
+ * prt_state (ui-display.c:957-1017): "Rest" plus a ten-char count field, or the
507
+ * repeat count. The rest field is always exactly ten characters wide. The
508
+ * reference returns strlen(text) + 1 (L1016) - the width always includes one
509
+ * trailing gap column, and when idle (text == "") it still returns 1, reserving
510
+ * a single blank column. We bake the gap in: an active state emits its field
511
+ * plus a trailing space; an idle state emits a single space run.
512
+ */
513
+ function stateRuns(deps) {
514
+ let text = "";
515
+ if (deps.isResting) {
516
+ const n = deps.restingCount;
517
+ /* "Rest" followed by six spaces (a ten-char field). */
518
+ const t = "Rest ".split("");
519
+ if (n >= 1000) {
520
+ let i = Math.trunc(n / 100);
521
+ t[9] = "0";
522
+ t[8] = "0";
523
+ t[7] = i2d(i % 10);
524
+ if (i >= 10) {
525
+ i = Math.trunc(i / 10);
526
+ t[6] = i2d(i % 10);
527
+ if (i >= 10)
528
+ t[5] = i2d(Math.trunc(i / 10));
529
+ }
530
+ }
531
+ else if (n >= 100) {
532
+ let i = n;
533
+ t[9] = i2d(i % 10);
534
+ i = Math.trunc(i / 10);
535
+ t[8] = i2d(i % 10);
536
+ t[7] = i2d(Math.trunc(i / 10));
537
+ }
538
+ else if (n >= 10) {
539
+ t[9] = i2d(n % 10);
540
+ t[8] = i2d(Math.trunc(n / 10));
541
+ }
542
+ else if (n > 0) {
543
+ t[9] = i2d(n);
544
+ }
545
+ else if (n === -1) {
546
+ /* REST_ALL_POINTS (player-util.h L54). */
547
+ t[5] = t[6] = t[7] = t[8] = t[9] = "*";
548
+ }
549
+ else if (n === -2) {
550
+ /* REST_COMPLETE (player-util.h L53). */
551
+ t[5] = t[6] = t[7] = t[8] = t[9] = "&";
552
+ }
553
+ else if (n === -3) {
554
+ /* REST_SOME_POINTS (player-util.h L55). */
555
+ t[5] = t[6] = t[7] = t[8] = t[9] = "!";
556
+ }
557
+ text = t.join("");
558
+ }
559
+ else if (deps.nRepeats) {
560
+ const n = deps.nRepeats;
561
+ text =
562
+ n > 999
563
+ ? `Rep. ${rjust(Math.trunc(n / 100), 3)}00`
564
+ : `Repeat ${rjust(n, 3)}`;
565
+ }
566
+ /* strlen(text) + 1: bake the one trailing gap in; idle reserves one column. */
567
+ return [{ text: text ? `${text} ` : " ", color: COLOUR_WHITE }];
568
+ }
569
+ /**
570
+ * prt_study (ui-display.c:1226-1245). Draws "Study (%d)", returns strlen(text)
571
+ * + 1 (L1241) - the text width includes one trailing gap column. We bake that
572
+ * gap into the text ("Study (N) ").
573
+ */
574
+ function studyRuns(player, deps) {
575
+ const n = player.upkeep.newSpells;
576
+ if (!n)
577
+ return [];
578
+ const color = deps.bookHasUnlearnedSpells ? COLOUR_WHITE : COLOUR_L_DARK;
579
+ return [{ text: `Study (${n}) `, color }];
580
+ }
581
+ /**
582
+ * prt_tmd (ui-display.c L1251): walk every active timed effect to the grade
583
+ * whose max covers the current duration, and emit its name (and, for
584
+ * TMD_FOOD, the percentage meter). Each named piece carries a trailing space,
585
+ * reproducing upstream's "len += strlen + 1" internal spacing.
586
+ */
587
+ function tmdRuns(player, deps) {
588
+ const runs = [];
589
+ for (let i = 0; i < TMD_MAX; i++) {
590
+ const dur = player.timed[i] ?? 0;
591
+ if (!dur)
592
+ continue;
593
+ const effect = deps.timedEffects[i];
594
+ if (!effect)
595
+ continue;
596
+ const grades = effect.grades;
597
+ let k = 0;
598
+ while (k < grades.length - 1 && dur > grades[k].max) {
599
+ k++;
600
+ }
601
+ const grade = grades[k];
602
+ if (!grade || grade.name === null)
603
+ continue;
604
+ runs.push({ text: `${grade.name} `, color: grade.color });
605
+ if (i === TMD.FOOD) {
606
+ runs.push({ text: `${Math.trunc(dur / 100)} % `, color: grade.color });
607
+ }
608
+ }
609
+ return runs;
610
+ }
611
+ /** prt_dtrap (ui-display.c L1207). */
612
+ function dtrapRuns(state) {
613
+ const grid = state.actor.grid;
614
+ if (!squareIsDtrap(state, grid))
615
+ return [];
616
+ const color = squareDtrapEdge(state, grid) ? COLOUR_YELLOW : COLOUR_L_GREEN;
617
+ return [{ text: "DTrap ", color }];
618
+ }
619
+ /** square_isdtrap (cave-square.c L570). */
620
+ function squareIsDtrap(state, grid) {
621
+ return state.chunk.sqinfoHas(grid, SQUARE.DTRAP);
622
+ }
623
+ /** square_dtrap_edge (cave-square.c L841): a dtrap grid bordering a non-dtrap. */
624
+ function squareDtrapEdge(state, grid) {
625
+ if (!squareIsDtrap(state, grid))
626
+ return false;
627
+ const c = state.chunk;
628
+ /* Keypad DIR_S/E/N/W = 2/6/8/4 (next_grid). */
629
+ for (const dir of [2, 6, 8, 4]) {
630
+ const g = nextGrid(grid, dir);
631
+ if (c.inBoundsFully(g) && !squareIsDtrap(state, g))
632
+ return true;
633
+ }
634
+ return false;
635
+ }
636
+ /**
637
+ * prt_terrain (ui-display.c L1184): the player's trap (unless invisible) or
638
+ * feature name, capitalised, in its display colour, with a trailing space.
639
+ */
640
+ function terrainRuns(state) {
641
+ const grid = state.actor.grid;
642
+ const idx = grid.y * state.chunk.width + grid.x;
643
+ const trap = state.traps.get(idx)?.[0] ?? null;
644
+ let name;
645
+ let color;
646
+ /* square_isinvis (cave-square.c:498): the unknown-trap mark, read here as
647
+ * ui-display.c:1191 does (prt_terrain). */
648
+ if (trap && !state.chunk.sqinfoHas(grid, SQUARE.INVIS)) {
649
+ name = trap.kind.name;
650
+ color = colorCharToAttr(trap.kind.color);
651
+ }
652
+ else {
653
+ const feat = state.chunk.feature(grid);
654
+ name = feat.name;
655
+ color = colorCharToAttr(feat.dAttr);
656
+ }
657
+ return [{ text: `${strcap(name)} `, color }];
658
+ }
659
+ /**
660
+ * statusLineModel: the 11 status_handlers[] indicators in table order. An
661
+ * indicator upstream returns 0 for is represented by an empty runs array
662
+ * (shells skip it). Each active segment bakes its single trailing gap column
663
+ * into its runs (matching the reference return width), so shells render the
664
+ * segments back-to-back with no external gap; idle prt_state reserves one blank
665
+ * column.
666
+ */
667
+ export function statusLineModel(state, deps = {}) {
668
+ const d = resolveDeps(state, deps);
669
+ const player = state.actor.player;
670
+ return [
671
+ { key: "level_feeling", runs: levelFeelingRuns(state, d) },
672
+ { key: "light", runs: lightRuns(state) },
673
+ { key: "moves", runs: movesRuns(d) },
674
+ { key: "unignore", runs: unignoreRuns(d) },
675
+ { key: "recall", runs: recallRuns(player) },
676
+ { key: "descent", runs: descentRuns(player) },
677
+ { key: "state", runs: stateRuns(d) },
678
+ { key: "study", runs: studyRuns(player, d) },
679
+ { key: "tmd", runs: tmdRuns(player, d) },
680
+ { key: "dtrap", runs: dtrapRuns(state) },
681
+ { key: "terrain", runs: terrainRuns(state) },
682
+ ];
683
+ }
684
+ //# sourceMappingURL=display.js.map