@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 +1,562 @@
1
+ /**
2
+ * Spoiler generators - the port's answer to upstream's wiz-spoil.c (the
3
+ * `main-spoil` / wizard-mode "generate spoilers" surface). Four pure functions
4
+ * that dump the game's static content as text: the basic-item table, the
5
+ * artifact descriptions, the brief monster table and the full monster lore.
6
+ *
7
+ * DEV TOOLING, not gameplay: this mirrors wiz-spoil.c's OUTPUT so a human (or a
8
+ * cross-check against upstream's spoiler files) can eyeball parity. It reuses
9
+ * the port's real naming / valuing / object-info / lore code; it never
10
+ * re-derives formatting the engine already owns.
11
+ *
12
+ * Determinism: spoilers are a static-data dump. Each generator boots one game
13
+ * at a FIXED seed (startGame - the sanctioned headless context, same call
14
+ * obj/object-info.test.ts uses) purely to obtain the bound registries and a
15
+ * fully-known player shadow; the generated level is never read. Object
16
+ * construction draws from a dedicated throwaway Rng at a fixed seed and the
17
+ * "maximise" aspect (which consumes no entropy - see obj/make.ts / history.ts),
18
+ * so the shared game RNG is never touched and the text is byte-stable. NO
19
+ * wall-clock, NO Math.random.
20
+ *
21
+ * wiz-spoil.c line citations are given inline as `// wiz-spoil.c L###`.
22
+ */
23
+
24
+ import { attrToText } from "../color.js";
25
+ import { KF, RF, TV } from "../generated/index.js";
26
+ import { Rng } from "../rng.js";
27
+ import { PARITY_BASELINE } from "../version.js";
28
+ import { ODESC, objectDesc } from "../obj/desc.js";
29
+ import { OINFO, objectInfo, textblockToString } from "../obj/object-info.js";
30
+ import { OBJ_NOTICE, playerLearnAllRunes } from "../obj/knowledge.js";
31
+ import { copyArtifactData, objectPrep } from "../obj/make.js";
32
+ import { objectPower } from "../obj/power.js";
33
+ import { objectValue } from "../obj/value.js";
34
+ import { tvalIsAmmo, tvalIsArmor, tvalIsMeleeWeapon } from "../obj/object.js";
35
+ import { cheatMonsterLore, newMonsterLore } from "../mon/lore.js";
36
+ import { loreDescription } from "../mon/lore-describe.js";
37
+ import { knownDescOf } from "./describe.js";
38
+ import { makeObjectInfoDeps } from "./object-inspect.js";
39
+ import { startGame } from "../session/game.js";
40
+ import type { Artifact, ObjectKind } from "../obj/types.js";
41
+ import type { GameObject } from "../obj/object.js";
42
+ import type { PowerObject } from "../obj/power.js";
43
+ import type { ObjectInfoExtras } from "./object-inspect.js";
44
+ import type { LoreDeps } from "../mon/lore-describe.js";
45
+ import type { MonsterRace } from "../mon/types.js";
46
+ import type { GamePack, StartedGame } from "../session/game.js";
47
+
48
+ /**
49
+ * The build id upstream stamps into every spoiler header (buildid, e.g.
50
+ * "Angband 4.2.6"). The port has no compiled buildid string, so the parity
51
+ * baseline stands in - honest about which upstream release this content tracks.
52
+ */
53
+ const BUILDID = `Angband ${PARITY_BASELINE}`;
54
+
55
+ /** Fixed seed for the headless boot (registries + player shadow only). */
56
+ const SPOIL_SEED = 1;
57
+ /** Fixed seed for the throwaway object-prep Rng (maximise draws nothing). */
58
+ const SPOIL_PREP_SEED = 1;
59
+
60
+ /**
61
+ * A booted headless context shared by a single generator call: the bound
62
+ * registries plus a game whose player knows every rune and treats every flavour
63
+ * as identified, so the knowledge shadow reveals full details deterministically
64
+ * (mirrors the object-info test harness).
65
+ */
66
+ interface SpoilCtx {
67
+ game: StartedGame;
68
+ reg: StartedGame["booted"]["registries"];
69
+ extras: ObjectInfoExtras;
70
+ }
71
+
72
+ function boot(pack: GamePack): SpoilCtx {
73
+ const game = startGame(pack, { seed: SPOIL_SEED, depth: 1 });
74
+ const reg = game.booted.registries;
75
+ /* Reveal everything: know every rune, treat every flavour as aware. This is
76
+ * the OINFO_SPOIL / object_info_spoil precondition (wiz-spoil.c L454). */
77
+ playerLearnAllRunes(game.state.actor.player, game.state.runeEnv);
78
+ game.state.isAware = () => true;
79
+
80
+ const races = reg.monsters.races;
81
+ const extras: ObjectInfoExtras = {
82
+ projections: reg.projections ?? [],
83
+ constants: reg.constants,
84
+ raceOrigin: (h) => {
85
+ const race = races[h];
86
+ if (!race) return null;
87
+ return {
88
+ name: race.name,
89
+ unique: race.flags.has(RF.UNIQUE),
90
+ comma: race.flags.has(RF.NAME_COMMA),
91
+ };
92
+ },
93
+ /* TODO(B2): timedDesc / summonDesc are not wired, so a handful of activation
94
+ * effect strings (EFINFO_CURE / EFINFO_TIMED / EFINFO_SUMM) render their
95
+ * generic fallback rather than the timed-effect / summon name. Everything
96
+ * else in the object-info dump is fully realised. */
97
+ };
98
+ return { game, reg, extras };
99
+ }
100
+
101
+ /* ------------------------------------------------------------------ *
102
+ * Small formatting helpers (printf-column analogues).
103
+ * ------------------------------------------------------------------ */
104
+
105
+ /** Right-justify `s` in `n` columns (C "%Ns"). */
106
+ function padL(s: string, n: number): string {
107
+ return s.length >= n ? s : " ".repeat(n - s.length) + s;
108
+ }
109
+
110
+ /** Left-justify `s` in `n` columns (C "%-Ns"). */
111
+ function padR(s: string, n: number): string {
112
+ return s.length >= n ? s : s + " ".repeat(n - s.length);
113
+ }
114
+
115
+ /** Clip then left-pad to exactly `n` columns (C "%-N.Ns"). */
116
+ function clipPadR(s: string, n: number): string {
117
+ return s.length > n ? s.slice(0, n) : padR(s, n);
118
+ }
119
+
120
+ /** Clip to at most `n` columns, right-justified (C "%N.Ns"). */
121
+ function clipPadL(s: string, n: number): string {
122
+ return s.length > n ? padL(s.slice(0, n), n) : padL(s, n);
123
+ }
124
+
125
+ /** spoiler_underline (wiz-spoil.c L71): the line, then a rule of `c` under it. */
126
+ function underline(str: string, c: string): string {
127
+ return `${str}\n${c.repeat(str.length)}\n`;
128
+ }
129
+
130
+ /* ------------------------------------------------------------------ *
131
+ * Group tables (transcribed verbatim from wiz-spoil.c).
132
+ * ------------------------------------------------------------------ */
133
+
134
+ /** One row of a `grouper` table: a tval and an optional section title. */
135
+ interface Group {
136
+ tval: number;
137
+ /** Section title; null continues the previous section (a NULL name). */
138
+ name: string | null;
139
+ }
140
+
141
+ /** group_item[] (wiz-spoil.c L84): basic items categorized by type. */
142
+ const GROUP_ITEM: readonly Group[] = [
143
+ { tval: TV.SHOT, name: "Ammo" },
144
+ { tval: TV.ARROW, name: null },
145
+ { tval: TV.BOLT, name: null },
146
+ { tval: TV.BOW, name: "Bows" },
147
+ { tval: TV.SWORD, name: "Weapons" },
148
+ { tval: TV.POLEARM, name: null },
149
+ { tval: TV.HAFTED, name: null },
150
+ { tval: TV.DIGGING, name: null },
151
+ { tval: TV.SOFT_ARMOR, name: "Armour (Body)" },
152
+ { tval: TV.HARD_ARMOR, name: null },
153
+ { tval: TV.DRAG_ARMOR, name: null },
154
+ { tval: TV.CLOAK, name: "Armour (Misc)" },
155
+ { tval: TV.SHIELD, name: null },
156
+ { tval: TV.HELM, name: null },
157
+ { tval: TV.CROWN, name: null },
158
+ { tval: TV.GLOVES, name: null },
159
+ { tval: TV.BOOTS, name: null },
160
+ { tval: TV.AMULET, name: "Amulets" },
161
+ { tval: TV.RING, name: "Rings" },
162
+ { tval: TV.SCROLL, name: "Scrolls" },
163
+ { tval: TV.POTION, name: "Potions" },
164
+ { tval: TV.FOOD, name: "Food" },
165
+ { tval: TV.MUSHROOM, name: "Mushrooms" },
166
+ { tval: TV.ROD, name: "Rods" },
167
+ { tval: TV.WAND, name: "Wands" },
168
+ { tval: TV.STAFF, name: "Staffs" },
169
+ { tval: TV.MAGIC_BOOK, name: "Magic Books" },
170
+ { tval: TV.PRAYER_BOOK, name: "Holy Books" },
171
+ { tval: TV.NATURE_BOOK, name: "Nature Books" },
172
+ { tval: TV.SHADOW_BOOK, name: "Shadow Books" },
173
+ { tval: TV.OTHER_BOOK, name: "Mystery Books" },
174
+ { tval: TV.CHEST, name: "Chests" },
175
+ { tval: TV.LIGHT, name: "Lights and fuel" },
176
+ { tval: TV.FLASK, name: null },
177
+ { tval: 0, name: "" }, // sentinel (name is "" - truthy in C; tval 0 breaks)
178
+ ];
179
+
180
+ /** group_artifact[] (wiz-spoil.c L351): artifacts categorized by type. */
181
+ const GROUP_ARTIFACT: readonly Group[] = [
182
+ { tval: TV.SWORD, name: "Edged Weapons" },
183
+ { tval: TV.POLEARM, name: "Polearms" },
184
+ { tval: TV.HAFTED, name: "Hafted Weapons" },
185
+ { tval: TV.BOW, name: "Bows" },
186
+ { tval: TV.DIGGING, name: "Diggers" },
187
+ { tval: TV.SOFT_ARMOR, name: "Body Armor" },
188
+ { tval: TV.HARD_ARMOR, name: null },
189
+ { tval: TV.DRAG_ARMOR, name: null },
190
+ { tval: TV.CLOAK, name: "Cloaks" },
191
+ { tval: TV.SHIELD, name: "Shields" },
192
+ { tval: TV.HELM, name: "Helms/Crowns" },
193
+ { tval: TV.CROWN, name: null },
194
+ { tval: TV.GLOVES, name: "Gloves" },
195
+ { tval: TV.BOOTS, name: "Boots" },
196
+ { tval: TV.LIGHT, name: "Light Sources" },
197
+ { tval: TV.AMULET, name: "Amulets" },
198
+ { tval: TV.RING, name: "Rings" },
199
+ ];
200
+
201
+ /* ================================================================== *
202
+ * 1. spoil_obj_desc (wiz-spoil.c L205): the basic-item table.
203
+ * ================================================================== */
204
+
205
+ /** The five measured columns of one object kind (kind_info, wiz-spoil.c L141). */
206
+ interface KindRow {
207
+ desc: string;
208
+ dam: string;
209
+ wgt: string;
210
+ lev: number;
211
+ val: number;
212
+ }
213
+
214
+ /**
215
+ * kind_info (wiz-spoil.c L141): forge a fake, bonus-cancelled item of `kind`
216
+ * and read off its spoiled name, damage/AC, weight, level and cost.
217
+ */
218
+ function kindInfo(ctx: SpoilCtx, rng: Rng, kind: ObjectKind): KindRow {
219
+ const objs = ctx.reg.objects;
220
+ /* Prepare a fake item (object_prep(kind, 0, MAXIMISE), L149). */
221
+ const obj = objectPrep(rng, objs, ctx.reg.constants, kind, 0, "maximise");
222
+
223
+ /* Cancel bonuses (L152-156). */
224
+ for (let i = 0; i < obj.modifiers.length; i++) obj.modifiers[i] = 0;
225
+ obj.toA = 0;
226
+ obj.toH = 0;
227
+ obj.toD = 0;
228
+
229
+ const lev = kind.level; // L159
230
+ const val = objectValue(objs, obj, 1, true); // object_value(obj, 1), L166
231
+
232
+ /* Description, ODESC_BASE | ODESC_SPOIL (L170); omniscient (p == null). */
233
+ const desc = objectDesc(
234
+ obj,
235
+ ODESC.BASE | ODESC.SPOIL,
236
+ null,
237
+ ctx.game.state.runeEnv,
238
+ knownDescOf(ctx.game.state),
239
+ );
240
+
241
+ /* Weight "%3d.%d" (L177); the column pad handles the leading spaces. */
242
+ const wgt = `${Math.trunc(obj.weight / 10)}.${obj.weight % 10}`;
243
+
244
+ /* Damage / AC (L192-195). */
245
+ let dam = "";
246
+ if (tvalIsAmmo(obj.tval) || tvalIsMeleeWeapon(obj.tval)) {
247
+ dam = `${obj.dd}d${obj.ds}`;
248
+ } else if (tvalIsArmor(obj.tval)) {
249
+ dam = `${obj.ac}`;
250
+ }
251
+
252
+ return { desc, dam, wgt, lev, val };
253
+ }
254
+
255
+ export function spoilObjDesc(pack: GamePack): string {
256
+ const ctx = boot(pack);
257
+ const objs = ctx.reg.objects;
258
+ const rng = new Rng(SPOIL_PREP_SEED);
259
+ let out = "";
260
+
261
+ /* Header (L228-233). The header row's title column is "%-51s " (title padded
262
+ * to 51 then two spaces); each data row instead leads with two spaces then
263
+ * the 51-wide name - both put the tail columns at the same offset. */
264
+ out += `Spoiler File -- Basic Items (${BUILDID})\n\n\n`;
265
+ const tail = (dam: string, wgt: string, lev: string, cost: string): string =>
266
+ padL(dam, 7) + padL(wgt, 6) + padL(lev, 4) + padL(cost, 9);
267
+ out += padR("Description", 51) + " " + tail("Dam/AC", "Wgt", "Lev", "Cost") + "\n";
268
+ out +=
269
+ padR("----------------------------------------", 51) +
270
+ " " +
271
+ tail("------", "---", "---", "----") +
272
+ "\n";
273
+
274
+ /* The grouper walk (L236-323): accumulate kinds until the next NAMED group,
275
+ * then sort that section by cost, then level, and dump it. */
276
+ let bucket: ObjectKind[] = [];
277
+ const dumpBucket = (): void => {
278
+ /* Bubble-sort by cost then level (L240-260); a stable sort preserves the
279
+ * kidx insertion order for full ties, as the bubble sort does. */
280
+ const rows = bucket.map((k) => ({ k, info: kindInfo(ctx, rng, k) }));
281
+ rows.sort((a, b) => a.info.val - b.info.val || a.info.lev - b.info.lev);
282
+ for (const { info } of rows) {
283
+ out +=
284
+ " " +
285
+ clipPadR(info.desc, 51) +
286
+ padL(info.dam, 7) +
287
+ padL(info.wgt, 6) +
288
+ padL(String(info.lev), 4) +
289
+ padL(String(info.val), 9) +
290
+ "\n";
291
+ }
292
+ bucket = [];
293
+ };
294
+
295
+ for (const group of GROUP_ITEM) {
296
+ if (group.name !== null) {
297
+ dumpBucket();
298
+ if (!group.tval) break; // sentinel (L304)
299
+ out += `\n\n${group.name}\n\n`; // L307
300
+ }
301
+ /* Get legal item types (L311-322): matching tval, skipping instant-arts. */
302
+ for (const kind of objs.kinds) {
303
+ if (kind.tval !== group.tval) continue;
304
+ if (kind.kindFlags.has(KF.INSTA_ART)) continue;
305
+ bucket.push(kind);
306
+ }
307
+ }
308
+
309
+ return out;
310
+ }
311
+
312
+ /* ================================================================== *
313
+ * 2. spoil_artifact (wiz-spoil.c L381): full artifact descriptions.
314
+ * ================================================================== */
315
+
316
+ /**
317
+ * make_fake_artifact (obj-make.c L728): object_prep(kind, 0, MAXIMISE) then
318
+ * copy_artifact_data, with obj->artifact set. Returns null when the artifact
319
+ * has no base kind (make_fake_artifact would return false).
320
+ */
321
+ function makeFakeArtifact(
322
+ ctx: SpoilCtx,
323
+ rng: Rng,
324
+ art: Artifact,
325
+ ): GameObject | null {
326
+ const objs = ctx.reg.objects;
327
+ const kind = objs.lookupKind(art.tval, art.sval);
328
+ if (!kind) return null;
329
+ /* Hide the flavour text: spoilers spoil the mechanics, not the atmosphere
330
+ * (wiz-spoil.c L433-435 memcpy's the artifact and nulls artc.text). The base
331
+ * item's description still shows, exactly as upstream's object_info does. */
332
+ const artc: Artifact = { ...art, text: "" };
333
+ const obj = objectPrep(rng, objs, ctx.reg.constants, kind, 0, "maximise");
334
+ copyArtifactData(rng, objs, obj, artc);
335
+ obj.artifact = artc;
336
+ obj.number = 1;
337
+ /* Mark assessed: with every rune learned (see boot), objectKnownShadow then
338
+ * reveals the full mechanics the OINFO_SPOIL dump needs (object-info.c
339
+ * gates modifiers/flags/brands/slays behind the ASSESSED notice). */
340
+ obj.notice |= OBJ_NOTICE.ASSESSED;
341
+ return obj;
342
+ }
343
+
344
+ export function spoilArtifact(pack: GamePack): string {
345
+ const ctx = boot(pack);
346
+ const objs = ctx.reg.objects;
347
+ const rng = new Rng(SPOIL_PREP_SEED);
348
+ let out = "";
349
+
350
+ /* Header (L401-403). */
351
+ out += underline(`Artifact Spoilers for ${BUILDID}`, "=");
352
+ /* TODO(B2): seed_randart only matters under birth_randarts; this dev tool
353
+ * dumps the standard set, so the seed is reported as 0 for format parity. */
354
+ out += `\n Randart seed is 0\n`;
355
+
356
+ for (const group of GROUP_ARTIFACT) {
357
+ if (group.name !== null) {
358
+ /* spoiler_blanklines(2); underline(name,'='); spoiler_blanklines(1). */
359
+ out += `\n\n` + underline(group.name, "=") + `\n`;
360
+ }
361
+
362
+ /* a_info is 1-based; index 0 is the null placeholder (L415). */
363
+ for (let j = 1; j < objs.artifacts.length; j++) {
364
+ const art = objs.artifacts[j];
365
+ if (!art || art.tval !== group.tval) continue;
366
+
367
+ const obj = makeFakeArtifact(ctx, rng, art);
368
+ if (!obj) continue; // L438-442
369
+
370
+ /* Name: ODESC_PREFIX|ODESC_COMBAT|ODESC_EXTRA|ODESC_SPOIL (L447). */
371
+ const name = objectDesc(
372
+ obj,
373
+ ODESC.PREFIX | ODESC.COMBAT | ODESC.EXTRA | ODESC.SPOIL,
374
+ null,
375
+ ctx.game.state.runeEnv,
376
+ knownDescOf(ctx.game.state),
377
+ );
378
+ out += underline(name, "-"); // L451
379
+
380
+ /* object_info_spoil(fh, obj, 80) (L454): the full mechanics dump. */
381
+ const info = objectInfo(
382
+ obj,
383
+ OINFO.SPOIL,
384
+ makeObjectInfoDeps(ctx.game.state, obj, ctx.extras),
385
+ );
386
+ out += textblockToString(info);
387
+
388
+ /* object_power(obj, false, NULL) on the fake object (L462-465), the same
389
+ * source upstream prints; GameObject satisfies PowerObject structurally. */
390
+ const power = objectPower(objs, obj as unknown as PowerObject);
391
+ const w = obj.weight;
392
+ out +=
393
+ `\nMin Level ${art.allocMin}, Max Level ${art.allocMax}, ` +
394
+ `Generation chance ${art.allocProb}, Power ${power}, ` +
395
+ `${Math.trunc(w / 10)}.${w % 10} lbs\n`;
396
+
397
+ /* birth_randarts off -> art->text is not appended (L467). */
398
+ out += `\n\n`; // spoiler_blanklines(2), L470
399
+ }
400
+ }
401
+
402
+ return out;
403
+ }
404
+
405
+ /* ================================================================== *
406
+ * Monster ordering (cmp_monsters, ui-knowledge.c L4351 -> cmp_level):
407
+ * by level, then experience, then race index.
408
+ * ================================================================== */
409
+
410
+ /**
411
+ * The spoilable races: every named monster except the reserved `<player>`
412
+ * template at index 0 (races[0], upstream's r_info[0]). Sorted by cmp_monsters
413
+ * (ui-knowledge.c cmp_level -> cmp_mexp: level, then experience, then index).
414
+ *
415
+ * `excludeLast` reproduces spoil_mon_desc's `i < z_info->r_max - 1` bound
416
+ * (wiz-spoil.c L535): the brief monster table drops the final race (Morgoth,
417
+ * the deepest) from the SET before sorting. spoil_mon_info uses the full
418
+ * `i < z_info->r_max` range (L672), so its caller leaves excludeLast false.
419
+ */
420
+ function spoilableRaces(
421
+ reg: SpoilCtx["reg"],
422
+ excludeLast = false,
423
+ ): MonsterRace[] {
424
+ const races = reg.monsters.races;
425
+ const end = excludeLast ? races.length - 1 : races.length;
426
+ const who: MonsterRace[] = [];
427
+ for (let i = 1; i < end; i++) {
428
+ const race = races[i];
429
+ if (race && race.name) who.push(race);
430
+ }
431
+ who.sort(
432
+ (a, b) => a.level - b.level || a.mexp - b.mexp || a.ridx - b.ridx,
433
+ );
434
+ return who;
435
+ }
436
+
437
+ /** The [Q]/[U]/The name prefix used by both monster spoilers. */
438
+ function monsterName(race: MonsterRace, prefix: (p: string) => string): string {
439
+ if (race.flags.has(RF.QUESTOR)) return prefix("[Q] ");
440
+ if (race.flags.has(RF.UNIQUE)) return prefix("[U] ");
441
+ return prefix("The ");
442
+ }
443
+
444
+ /** Speed as "+N" / "-N" relative to normal (110) (L569-572). */
445
+ function speedText(speed: number): string {
446
+ return speed >= 110 ? `+${speed - 110}` : `-${110 - speed}`;
447
+ }
448
+
449
+ /* ================================================================== *
450
+ * 3. spoil_mon_desc (wiz-spoil.c L494): the brief monster table.
451
+ * ================================================================== */
452
+
453
+ export function spoilMonDesc(pack: GamePack): string {
454
+ const ctx = boot(pack);
455
+ let out = "";
456
+
457
+ /* Header (L522-529). */
458
+ out += `Monster Spoilers for ${BUILDID}\n`;
459
+ out += `------------------------------------------\n\n`;
460
+ const row = (
461
+ name: string,
462
+ lev: string,
463
+ rar: string,
464
+ spd: string,
465
+ hp: string,
466
+ ac: string,
467
+ vis: string,
468
+ ): string =>
469
+ clipPadR(name, 40) +
470
+ padL(lev, 4) +
471
+ padL(rar, 4) +
472
+ padL(spd, 6) +
473
+ padL(hp, 8) +
474
+ padL(ac, 4) +
475
+ " " +
476
+ clipPadL(vis, 11) +
477
+ "\n";
478
+ out += row("Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
479
+ out += row("----", "---", "---", "---", "--", "--", "-----------");
480
+
481
+ /* spoil_mon_desc scans i=1..r_max-2 (wiz-spoil.c L535): drop the last race. */
482
+ for (const race of spoilableRaces(ctx.reg, true)) {
483
+ const nam = monsterName(race, (p) => `${p}${race.name}`);
484
+ /* The "Visual Info" column reuses the exp buffer: colour name + symbol. */
485
+ const vis = `${attrToText(race.dAttr)} '${race.dChar}'`;
486
+ out += row(
487
+ nam,
488
+ String(race.level),
489
+ String(race.rarity),
490
+ speedText(race.speed),
491
+ String(race.avgHp),
492
+ String(race.ac),
493
+ vis,
494
+ );
495
+ }
496
+
497
+ out += `\n`; // L613
498
+ return out;
499
+ }
500
+
501
+ /* ================================================================== *
502
+ * 4. spoil_mon_info (wiz-spoil.c L642): the full monster lore dump.
503
+ * ================================================================== */
504
+
505
+ export function spoilMonInfo(pack: GamePack): string {
506
+ const ctx = boot(pack);
507
+ const player = ctx.game.state.actor.player;
508
+ const projections = ctx.reg.projections ?? [];
509
+ let out = "";
510
+
511
+ /* Header (L662-663). */
512
+ out += `Monster Spoilers for ${BUILDID}\n`;
513
+ out += `------------------------------------------\n\n`;
514
+
515
+ /* Lore deps: a fully-known character view. effectiveSpeed is off, so
516
+ * playerSpeed is inert; playerLevel drives the exp reward and playerMaxDepth
517
+ * only colours the depth line (text is unaffected).
518
+ * TODO(B2): meleeHitPercent / monsterHitPercent are omitted (a core-level
519
+ * DEFERRED - the combat layer does not feed lore), so every "chance to hit"
520
+ * and per-blow "(NdM, X%)" renders X as 0%. Wire them when core supplies
521
+ * hit_chance to the lore layer. */
522
+ const loreDeps: LoreDeps = {
523
+ playerLevel: player.lev,
524
+ playerMaxDepth: player.maxDepth,
525
+ playerSpeed: 110,
526
+ effectiveSpeed: false,
527
+ spells: ctx.reg.monsters.spells,
528
+ breathProjection: (subtype) => projections[subtype],
529
+ };
530
+
531
+ for (const race of spoilableRaces(ctx.reg)) {
532
+ /* Line 1: prefix, name, colour and symbol (L692-711). */
533
+ const prefix = race.flags.has(RF.QUESTOR)
534
+ ? "[Q] "
535
+ : race.flags.has(RF.UNIQUE)
536
+ ? "[U] "
537
+ : "The ";
538
+ out += `${prefix}${race.name} (${attrToText(race.dAttr)} '${race.dChar}')\n`;
539
+
540
+ /* Line 2: number, level, rarity, speed, HP, AC, exp (L713-726). */
541
+ out +=
542
+ `=== Num:${race.ridx} Lev:${race.level} Rar:${race.rarity} ` +
543
+ `Spd:${speedText(race.speed)} Hp:${race.avgHp} Ac:${race.ac} ` +
544
+ `Exp:${race.mexp}\n`;
545
+
546
+ /* Full lore (lore_description(tb, race, lore, true), L729). The port's
547
+ * loreDescription has no `spoilers` bool to suppress its own title line, so
548
+ * it always emits a leading "The X ('c')\n"; we drop that first line since
549
+ * the header block above already names the monster.
550
+ * TODO(B2): give core's loreDescription an upstream-style spoiler flag and
551
+ * remove this slice. */
552
+ const lore = newMonsterLore(race);
553
+ cheatMonsterLore(race, lore);
554
+ const loreText = loreDescription(race, lore, loreDeps)
555
+ .map((r) => r.text)
556
+ .join("");
557
+ const nl = loreText.indexOf("\n");
558
+ out += (nl >= 0 ? loreText.slice(nl + 1) : loreText) + "\n";
559
+ }
560
+
561
+ return out;
562
+ }