@rpgm-tools/neo-angband-core 0.10.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE.md +43 -0
- package/README.md +80 -0
- package/dist/agent/act.d.ts +22 -0
- package/dist/agent/act.d.ts.map +1 -0
- package/dist/agent/act.js +88 -0
- package/dist/agent/act.js.map +1 -0
- package/dist/agent/controller.d.ts +34 -0
- package/dist/agent/controller.d.ts.map +1 -0
- package/dist/agent/controller.js +90 -0
- package/dist/agent/controller.js.map +1 -0
- package/dist/agent/events.d.ts +27 -0
- package/dist/agent/events.d.ts.map +1 -0
- package/dist/agent/events.js +31 -0
- package/dist/agent/events.js.map +1 -0
- package/dist/agent/index.d.ts +17 -0
- package/dist/agent/index.d.ts.map +1 -0
- package/dist/agent/index.js +15 -0
- package/dist/agent/index.js.map +1 -0
- package/dist/agent/perceive.d.ts +21 -0
- package/dist/agent/perceive.d.ts.map +1 -0
- package/dist/agent/perceive.js +386 -0
- package/dist/agent/perceive.js.map +1 -0
- package/dist/agent/types.d.ts +436 -0
- package/dist/agent/types.d.ts.map +1 -0
- package/dist/agent/types.js +63 -0
- package/dist/agent/types.js.map +1 -0
- package/dist/bitflag.d.ts +199 -0
- package/dist/bitflag.d.ts.map +1 -0
- package/dist/bitflag.js +478 -0
- package/dist/bitflag.js.map +1 -0
- package/dist/cmd.d.ts +164 -0
- package/dist/cmd.d.ts.map +1 -0
- package/dist/cmd.js +350 -0
- package/dist/cmd.js.map +1 -0
- package/dist/color.d.ts +104 -0
- package/dist/color.d.ts.map +1 -0
- package/dist/color.js +240 -0
- package/dist/color.js.map +1 -0
- package/dist/combat/brand-slay.d.ts +119 -0
- package/dist/combat/brand-slay.d.ts.map +1 -0
- package/dist/combat/brand-slay.js +264 -0
- package/dist/combat/brand-slay.js.map +1 -0
- package/dist/combat/hit.d.ts +198 -0
- package/dist/combat/hit.d.ts.map +1 -0
- package/dist/combat/hit.js +310 -0
- package/dist/combat/hit.js.map +1 -0
- package/dist/combat/index.d.ts +15 -0
- package/dist/combat/index.d.ts.map +1 -0
- package/dist/combat/index.js +15 -0
- package/dist/combat/index.js.map +1 -0
- package/dist/combat/melee.d.ts +261 -0
- package/dist/combat/melee.d.ts.map +1 -0
- package/dist/combat/melee.js +402 -0
- package/dist/combat/melee.js.map +1 -0
- package/dist/combat/mon-melee.d.ts +233 -0
- package/dist/combat/mon-melee.d.ts.map +1 -0
- package/dist/combat/mon-melee.js +883 -0
- package/dist/combat/mon-melee.js.map +1 -0
- package/dist/combat/ranged.d.ts +89 -0
- package/dist/combat/ranged.d.ts.map +1 -0
- package/dist/combat/ranged.js +253 -0
- package/dist/combat/ranged.js.map +1 -0
- package/dist/constants.d.ts +134 -0
- package/dist/constants.d.ts.map +1 -0
- package/dist/constants.js +171 -0
- package/dist/constants.js.map +1 -0
- package/dist/dice.d.ts +91 -0
- package/dist/dice.d.ts.map +1 -0
- package/dist/dice.js +424 -0
- package/dist/dice.js.map +1 -0
- package/dist/effects/effect-choice.d.ts +15 -0
- package/dist/effects/effect-choice.d.ts.map +1 -0
- package/dist/effects/effect-choice.js +18 -0
- package/dist/effects/effect-choice.js.map +1 -0
- package/dist/effects/effect-info.d.ts +124 -0
- package/dist/effects/effect-info.d.ts.map +1 -0
- package/dist/effects/effect-info.js +706 -0
- package/dist/effects/effect-info.js.map +1 -0
- package/dist/effects/effect.d.ts +165 -0
- package/dist/effects/effect.d.ts.map +1 -0
- package/dist/effects/effect.js +452 -0
- package/dist/effects/effect.js.map +1 -0
- package/dist/effects/handlers.d.ts +70 -0
- package/dist/effects/handlers.d.ts.map +1 -0
- package/dist/effects/handlers.js +394 -0
- package/dist/effects/handlers.js.map +1 -0
- package/dist/effects/interpreter.d.ts +291 -0
- package/dist/effects/interpreter.d.ts.map +1 -0
- package/dist/effects/interpreter.js +325 -0
- package/dist/effects/interpreter.js.map +1 -0
- package/dist/events.d.ts +188 -0
- package/dist/events.d.ts.map +1 -0
- package/dist/events.js +138 -0
- package/dist/events.js.map +1 -0
- package/dist/expression.d.ts +83 -0
- package/dist/expression.d.ts.map +1 -0
- package/dist/expression.js +333 -0
- package/dist/expression.js.map +1 -0
- package/dist/game/cave-cmd.d.ts +195 -0
- package/dist/game/cave-cmd.d.ts.map +1 -0
- package/dist/game/cave-cmd.js +968 -0
- package/dist/game/cave-cmd.js.map +1 -0
- package/dist/game/char-sheet.d.ts +189 -0
- package/dist/game/char-sheet.d.ts.map +1 -0
- package/dist/game/char-sheet.js +381 -0
- package/dist/game/char-sheet.js.map +1 -0
- package/dist/game/chest.d.ts +94 -0
- package/dist/game/chest.d.ts.map +1 -0
- package/dist/game/chest.js +267 -0
- package/dist/game/chest.js.map +1 -0
- package/dist/game/context.d.ts +970 -0
- package/dist/game/context.d.ts.map +1 -0
- package/dist/game/context.js +353 -0
- package/dist/game/context.js.map +1 -0
- package/dist/game/curse-tick.d.ts +35 -0
- package/dist/game/curse-tick.d.ts.map +1 -0
- package/dist/game/curse-tick.js +100 -0
- package/dist/game/curse-tick.js.map +1 -0
- package/dist/game/describe.d.ts +20 -0
- package/dist/game/describe.d.ts.map +1 -0
- package/dist/game/describe.js +45 -0
- package/dist/game/describe.js.map +1 -0
- package/dist/game/display.d.ts +196 -0
- package/dist/game/display.d.ts.map +1 -0
- package/dist/game/display.js +684 -0
- package/dist/game/display.js.map +1 -0
- package/dist/game/dump-level.d.ts +37 -0
- package/dist/game/dump-level.d.ts.map +1 -0
- package/dist/game/dump-level.js +110 -0
- package/dist/game/dump-level.js.map +1 -0
- package/dist/game/effect-attack.d.ts +36 -0
- package/dist/game/effect-attack.d.ts.map +1 -0
- package/dist/game/effect-attack.js +694 -0
- package/dist/game/effect-attack.js.map +1 -0
- package/dist/game/effect-detect.d.ts +34 -0
- package/dist/game/effect-detect.d.ts.map +1 -0
- package/dist/game/effect-detect.js +456 -0
- package/dist/game/effect-detect.js.map +1 -0
- package/dist/game/effect-env.d.ts +77 -0
- package/dist/game/effect-env.d.ts.map +1 -0
- package/dist/game/effect-env.js +166 -0
- package/dist/game/effect-env.js.map +1 -0
- package/dist/game/effect-game-env.d.ts +76 -0
- package/dist/game/effect-game-env.d.ts.map +1 -0
- package/dist/game/effect-game-env.js +23 -0
- package/dist/game/effect-game-env.js.map +1 -0
- package/dist/game/effect-general.d.ts +98 -0
- package/dist/game/effect-general.d.ts.map +1 -0
- package/dist/game/effect-general.js +914 -0
- package/dist/game/effect-general.js.map +1 -0
- package/dist/game/effect-item.d.ts +124 -0
- package/dist/game/effect-item.d.ts.map +1 -0
- package/dist/game/effect-item.js +789 -0
- package/dist/game/effect-item.js.map +1 -0
- package/dist/game/effect-melee.d.ts +43 -0
- package/dist/game/effect-melee.d.ts.map +1 -0
- package/dist/game/effect-melee.js +477 -0
- package/dist/game/effect-melee.js.map +1 -0
- package/dist/game/effect-mon-origin.d.ts +67 -0
- package/dist/game/effect-mon-origin.d.ts.map +1 -0
- package/dist/game/effect-mon-origin.js +164 -0
- package/dist/game/effect-mon-origin.js.map +1 -0
- package/dist/game/effect-monster.d.ts +29 -0
- package/dist/game/effect-monster.d.ts.map +1 -0
- package/dist/game/effect-monster.js +281 -0
- package/dist/game/effect-monster.js.map +1 -0
- package/dist/game/effect-summon.d.ts +37 -0
- package/dist/game/effect-summon.d.ts.map +1 -0
- package/dist/game/effect-summon.js +113 -0
- package/dist/game/effect-summon.js.map +1 -0
- package/dist/game/effect-teleport.d.ts +130 -0
- package/dist/game/effect-teleport.d.ts.map +1 -0
- package/dist/game/effect-teleport.js +529 -0
- package/dist/game/effect-teleport.js.map +1 -0
- package/dist/game/effect-terrain.d.ts +91 -0
- package/dist/game/effect-terrain.d.ts.map +1 -0
- package/dist/game/effect-terrain.js +812 -0
- package/dist/game/effect-terrain.js.map +1 -0
- package/dist/game/energy.d.ts +45 -0
- package/dist/game/energy.d.ts.map +1 -0
- package/dist/game/energy.js +51 -0
- package/dist/game/energy.js.map +1 -0
- package/dist/game/equip-cmp.d.ts +138 -0
- package/dist/game/equip-cmp.d.ts.map +1 -0
- package/dist/game/equip-cmp.js +363 -0
- package/dist/game/equip-cmp.js.map +1 -0
- package/dist/game/floor.d.ts +182 -0
- package/dist/game/floor.d.ts.map +1 -0
- package/dist/game/floor.js +435 -0
- package/dist/game/floor.js.map +1 -0
- package/dist/game/gear.d.ts +408 -0
- package/dist/game/gear.d.ts.map +1 -0
- package/dist/game/gear.js +1037 -0
- package/dist/game/gear.js.map +1 -0
- package/dist/game/harness.d.ts +61 -0
- package/dist/game/harness.d.ts.map +1 -0
- package/dist/game/harness.js +198 -0
- package/dist/game/harness.js.map +1 -0
- package/dist/game/history.d.ts +49 -0
- package/dist/game/history.d.ts.map +1 -0
- package/dist/game/history.js +55 -0
- package/dist/game/history.js.map +1 -0
- package/dist/game/ignore-cmd.d.ts +42 -0
- package/dist/game/ignore-cmd.d.ts.map +1 -0
- package/dist/game/ignore-cmd.js +59 -0
- package/dist/game/ignore-cmd.js.map +1 -0
- package/dist/game/inscription-confirm.d.ts +80 -0
- package/dist/game/inscription-confirm.d.ts.map +1 -0
- package/dist/game/inscription-confirm.js +95 -0
- package/dist/game/inscription-confirm.js.map +1 -0
- package/dist/game/known.d.ts +297 -0
- package/dist/game/known.d.ts.map +1 -0
- package/dist/game/known.js +849 -0
- package/dist/game/known.js.map +1 -0
- package/dist/game/loop.d.ts +139 -0
- package/dist/game/loop.d.ts.map +1 -0
- package/dist/game/loop.js +631 -0
- package/dist/game/loop.js.map +1 -0
- package/dist/game/lore-color.d.ts +25 -0
- package/dist/game/lore-color.d.ts.map +1 -0
- package/dist/game/lore-color.js +95 -0
- package/dist/game/lore-color.js.map +1 -0
- package/dist/game/mon-cast.d.ts +150 -0
- package/dist/game/mon-cast.d.ts.map +1 -0
- package/dist/game/mon-cast.js +301 -0
- package/dist/game/mon-cast.js.map +1 -0
- package/dist/game/mon-cmd.d.ts +51 -0
- package/dist/game/mon-cmd.d.ts.map +1 -0
- package/dist/game/mon-cmd.js +670 -0
- package/dist/game/mon-cmd.js.map +1 -0
- package/dist/game/mon-death.d.ts +143 -0
- package/dist/game/mon-death.d.ts.map +1 -0
- package/dist/game/mon-death.js +328 -0
- package/dist/game/mon-death.js.map +1 -0
- package/dist/game/mon-group.d.ts +81 -0
- package/dist/game/mon-group.d.ts.map +1 -0
- package/dist/game/mon-group.js +323 -0
- package/dist/game/mon-group.js.map +1 -0
- package/dist/game/mon-list.d.ts +85 -0
- package/dist/game/mon-list.d.ts.map +1 -0
- package/dist/game/mon-list.js +154 -0
- package/dist/game/mon-list.js.map +1 -0
- package/dist/game/mon-message.d.ts +100 -0
- package/dist/game/mon-message.d.ts.map +1 -0
- package/dist/game/mon-message.js +336 -0
- package/dist/game/mon-message.js.map +1 -0
- package/dist/game/mon-place.d.ts +226 -0
- package/dist/game/mon-place.d.ts.map +1 -0
- package/dist/game/mon-place.js +642 -0
- package/dist/game/mon-place.js.map +1 -0
- package/dist/game/mon-ranged.d.ts +87 -0
- package/dist/game/mon-ranged.d.ts.map +1 -0
- package/dist/game/mon-ranged.js +353 -0
- package/dist/game/mon-ranged.js.map +1 -0
- package/dist/game/mon-shape.d.ts +43 -0
- package/dist/game/mon-shape.d.ts.map +1 -0
- package/dist/game/mon-shape.js +115 -0
- package/dist/game/mon-shape.js.map +1 -0
- package/dist/game/mon-side.d.ts +63 -0
- package/dist/game/mon-side.d.ts.map +1 -0
- package/dist/game/mon-side.js +403 -0
- package/dist/game/mon-side.js.map +1 -0
- package/dist/game/monster-turn.d.ts +195 -0
- package/dist/game/monster-turn.d.ts.map +1 -0
- package/dist/game/monster-turn.js +1560 -0
- package/dist/game/monster-turn.js.map +1 -0
- package/dist/game/obj-cmd.d.ts +453 -0
- package/dist/game/obj-cmd.d.ts.map +1 -0
- package/dist/game/obj-cmd.js +1530 -0
- package/dist/game/obj-cmd.js.map +1 -0
- package/dist/game/obj-list.d.ts +92 -0
- package/dist/game/obj-list.d.ts.map +1 -0
- package/dist/game/obj-list.js +251 -0
- package/dist/game/obj-list.js.map +1 -0
- package/dist/game/object-inspect.d.ts +37 -0
- package/dist/game/object-inspect.d.ts.map +1 -0
- package/dist/game/object-inspect.js +106 -0
- package/dist/game/object-inspect.js.map +1 -0
- package/dist/game/pickup.d.ts +126 -0
- package/dist/game/pickup.d.ts.map +1 -0
- package/dist/game/pickup.js +367 -0
- package/dist/game/pickup.js.map +1 -0
- package/dist/game/player-path.d.ts +133 -0
- package/dist/game/player-path.d.ts.map +1 -0
- package/dist/game/player-path.js +1268 -0
- package/dist/game/player-path.js.map +1 -0
- package/dist/game/player-side.d.ts +59 -0
- package/dist/game/player-side.d.ts.map +1 -0
- package/dist/game/player-side.js +506 -0
- package/dist/game/player-side.js.map +1 -0
- package/dist/game/player-turn.d.ts +161 -0
- package/dist/game/player-turn.d.ts.map +1 -0
- package/dist/game/player-turn.js +739 -0
- package/dist/game/player-turn.js.map +1 -0
- package/dist/game/project-cast.d.ts +268 -0
- package/dist/game/project-cast.d.ts.map +1 -0
- package/dist/game/project-cast.js +496 -0
- package/dist/game/project-cast.js.map +1 -0
- package/dist/game/project-feat.d.ts +47 -0
- package/dist/game/project-feat.d.ts.map +1 -0
- package/dist/game/project-feat.js +350 -0
- package/dist/game/project-feat.js.map +1 -0
- package/dist/game/project-monster.d.ts +106 -0
- package/dist/game/project-monster.d.ts.map +1 -0
- package/dist/game/project-monster.js +272 -0
- package/dist/game/project-monster.js.map +1 -0
- package/dist/game/project-obj.d.ts +60 -0
- package/dist/game/project-obj.d.ts.map +1 -0
- package/dist/game/project-obj.js +245 -0
- package/dist/game/project-obj.js.map +1 -0
- package/dist/game/project-player.d.ts +120 -0
- package/dist/game/project-player.d.ts.map +1 -0
- package/dist/game/project-player.js +108 -0
- package/dist/game/project-player.js.map +1 -0
- package/dist/game/quest.d.ts +101 -0
- package/dist/game/quest.d.ts.map +1 -0
- package/dist/game/quest.js +192 -0
- package/dist/game/quest.js.map +1 -0
- package/dist/game/ranged-cmd.d.ts +32 -0
- package/dist/game/ranged-cmd.d.ts.map +1 -0
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- package/dist/game/ranged-cmd.js.map +1 -0
- package/dist/game/scheduler.d.ts +47 -0
- package/dist/game/scheduler.d.ts.map +1 -0
- package/dist/game/scheduler.js +141 -0
- package/dist/game/scheduler.js.map +1 -0
- package/dist/game/spell-cmd.d.ts +104 -0
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- package/dist/game/spell-cmd.js +320 -0
- package/dist/game/spell-cmd.js.map +1 -0
- package/dist/game/spoil.d.ts +28 -0
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- package/dist/game/steal.d.ts +35 -0
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- package/dist/game/take-hit-hooks.d.ts +52 -0
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- package/dist/game/target-loop.d.ts +119 -0
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- package/dist/game/thrust.d.ts +37 -0
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- package/dist/gen/room.d.ts +160 -0
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- package/dist/gen/util.d.ts +466 -0
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- package/dist/generated/dun-profiles.d.ts +44 -0
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- package/dist/generated/elements.d.ts +83 -0
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- package/dist/generated/history-types.d.ts +52 -0
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/**
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* The attack effect handlers, ported from reference/src/effect-handler-attack.c
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* (Angband 4.2.6): the EF_BOLT / BEAM / BOLT_OR_BEAM / LINE / ALTER / BALL /
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* BREATH / ARC / SHORT_BEAM / SPOT / SPHERE / STRIKE / STAR / STAR_BALL / SWARM
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* / TOUCH / TOUCH_AWARE / PROJECT_LOS family. Each reads its damage and
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* parameters from the effect handler context and dispatches a projection
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* through the casting spine (game/project-cast.ts), which wires project() to the
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* two projection drivers over the live GameState.
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*
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* These handlers cannot live in effects/handlers.ts: they need the GameState
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* (the layering rule keeps effects/ below game/). Instead they are registered
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* into the EffectRegistry from here with registerAttackHandlers, overriding the
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* NOT_IMPLEMENTED stubs registerCoreHandlers installed. They find their game
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* environment on context.env.game (a GameEffectEnv the caller attaches with
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* attachGameEnv, effect-game-env.ts); with no such env they no-op (the
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*
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* Both the player and monster paths are complete. resolveAimedTarget
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* (project-cast.ts) resolves a monster caster's aim through monsterGetTarget:
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* confusion's random-direction draw, then a targeted monster, the decoy, or
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* the player. LASH picks its target directly (no get_target draw). breath_dam
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* scales a monster breath by the breather's hitpoints, and the powerful-monster
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* radius bonus is applied for ball/breath. Trap / object / chest origins for
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* attack projections are rare and resolve to a bare source.
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*/
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import { EF, MSG, PROJ, TMD } from "../generated/index.js";
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import { monsterIsPowerful } from "../mon/predicate.js";
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import { breathDam } from "../mon/spell.js";
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import { DIR_TARGET, effectCalculateValue } from "../effects/interpreter.js";
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import { damageEffectApplyToPlayer, handleDAMAGE as baseHandleDAMAGE, } from "../effects/handlers.js";
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import { gameEnv } from "./effect-game-env.js";
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import { caveFindDecoy, destroyDecoy, monTakeNonplayerHit, monsterIsDecoyed, monsterTargetMonster, } from "./effect-mon-origin.js";
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import { castAlter, castArc, castBall, castBeam, castBolt, castBreath, castLash, castLine, castProjectLos, castProjection, castShortBeam, castSpot, castSphere, castStar, castStarBall, castStrike, castSwarm, castTouch, monsterCastSource, playerCastSource, resolveAimedTarget, } from "./project-cast.js";
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import { PROJECT, projectable } from "../world/project.js";
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/** Build a CastSource from the effect origin. */
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function sourceFor(env, origin) {
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switch (origin.what) {
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case "player":
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return playerCastSource(env.state, env.charm !== undefined ? { charm: env.charm } : {});
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case "monster":
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return monsterCastSource(env.state, origin.monster);
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default:
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/* Trap / object / chest / none: a bare player-grid source (PLAY added by
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* the shape helper for a non-player source). */
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return {
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isPlayer: false,
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isMonster: false,
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monster: 0,
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grid: env.state.actor.grid,
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killer: origin.what === "trap" ? "a trap" : "a bug",
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isTrap: origin.what === "trap",
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};
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}
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}
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/** Whether the player is currently blind. */
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function playerBlind(env) {
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return (env.cast.playerActor.timed[TMD.BLIND] ?? 0) > 0;
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}
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/** The player's level, for the level-scaled radius bonuses. */
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function playerLevel(env) {
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return env.state.actor.player.lev;
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}
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/* ------------------------------------------------------------------ *
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* The handlers. Each returns true (the effect "ran") as upstream.
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* ------------------------------------------------------------------ */
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+
const handleBOLT = (ctx) => {
|
|
67
|
+
const env = gameEnv(ctx);
|
|
68
|
+
if (!env)
|
|
69
|
+
return true;
|
|
70
|
+
const dam = effectCalculateValue(ctx, true);
|
|
71
|
+
const source = sourceFor(env, ctx.origin);
|
|
72
|
+
const { grid } = resolveAimedTarget(env.state, source, ctx.dir, env.aimed);
|
|
73
|
+
castBolt(env.state, env.cast, source, grid, dam, ctx.subtype);
|
|
74
|
+
if (!playerBlind(env))
|
|
75
|
+
ctx.ident = true;
|
|
76
|
+
return true;
|
|
77
|
+
};
|
|
78
|
+
const handleBEAM = (ctx) => {
|
|
79
|
+
const env = gameEnv(ctx);
|
|
80
|
+
if (!env)
|
|
81
|
+
return true;
|
|
82
|
+
const dam = effectCalculateValue(ctx, true);
|
|
83
|
+
const source = sourceFor(env, ctx.origin);
|
|
84
|
+
const { grid } = resolveAimedTarget(env.state, source, ctx.dir, env.aimed);
|
|
85
|
+
castBeam(env.state, env.cast, source, grid, dam, ctx.subtype);
|
|
86
|
+
if (!playerBlind(env))
|
|
87
|
+
ctx.ident = true;
|
|
88
|
+
return true;
|
|
89
|
+
};
|
|
90
|
+
/**
|
|
91
|
+
* EF_BOLT_STATUS / EF_BOLT_STATUS_DAM: as BOLT, but only identifies on
|
|
92
|
+
* noticing an effect (project() reporting something visible happened). The
|
|
93
|
+
* two are distinct upstream codes purely to aid effect descriptions.
|
|
94
|
+
*/
|
|
95
|
+
const handleBoltStatusFlagged = (extraFlg) => (ctx) => {
|
|
96
|
+
const env = gameEnv(ctx);
|
|
97
|
+
if (!env)
|
|
98
|
+
return true;
|
|
99
|
+
const dam = effectCalculateValue(ctx, true);
|
|
100
|
+
const source = sourceFor(env, ctx.origin);
|
|
101
|
+
const { grid } = resolveAimedTarget(env.state, source, ctx.dir, env.aimed);
|
|
102
|
+
if (castBolt(env.state, env.cast, source, grid, dam, ctx.subtype, extraFlg))
|
|
103
|
+
ctx.ident = true;
|
|
104
|
+
return true;
|
|
105
|
+
};
|
|
106
|
+
const handleBOLT_STATUS = handleBoltStatusFlagged(0);
|
|
107
|
+
/**
|
|
108
|
+
* EF_BOLT_AWARE (effect-handler-attack.c:398-406): as BOLT_STATUS, but adds
|
|
109
|
+
* PROJECT_AWARE when the caster is aware of the effect, so the hit registers as
|
|
110
|
+
* "obvious" (project-mon.c:1339) and does not try to ID its own source.
|
|
111
|
+
*/
|
|
112
|
+
const handleBOLT_AWARE = (ctx) => handleBoltStatusFlagged(ctx.aware ? PROJECT.AWARE : 0)(ctx);
|
|
113
|
+
const handleBOLT_OR_BEAM = (ctx) => {
|
|
114
|
+
const env = gameEnv(ctx);
|
|
115
|
+
if (!env)
|
|
116
|
+
return true;
|
|
117
|
+
const beam = ctx.beam + ctx.other;
|
|
118
|
+
return env.state.rng.randint0(100) < beam ? handleBEAM(ctx) : handleBOLT(ctx);
|
|
119
|
+
};
|
|
120
|
+
const handleLINE = (ctx) => {
|
|
121
|
+
const env = gameEnv(ctx);
|
|
122
|
+
if (!env)
|
|
123
|
+
return true;
|
|
124
|
+
const dam = effectCalculateValue(ctx, true);
|
|
125
|
+
const source = sourceFor(env, ctx.origin);
|
|
126
|
+
const { grid } = resolveAimedTarget(env.state, source, ctx.dir, env.aimed);
|
|
127
|
+
if (castLine(env.state, env.cast, source, grid, dam, ctx.subtype))
|
|
128
|
+
ctx.ident = true;
|
|
129
|
+
return true;
|
|
130
|
+
};
|
|
131
|
+
const handleALTER = (ctx) => {
|
|
132
|
+
const env = gameEnv(ctx);
|
|
133
|
+
if (!env)
|
|
134
|
+
return true;
|
|
135
|
+
const source = sourceFor(env, ctx.origin);
|
|
136
|
+
const { grid } = resolveAimedTarget(env.state, source, ctx.dir, env.aimed);
|
|
137
|
+
if (castAlter(env.state, env.cast, source, grid, ctx.subtype))
|
|
138
|
+
ctx.ident = true;
|
|
139
|
+
return true;
|
|
140
|
+
};
|
|
141
|
+
const handleBALL = (ctx) => {
|
|
142
|
+
const env = gameEnv(ctx);
|
|
143
|
+
if (!env)
|
|
144
|
+
return true;
|
|
145
|
+
const dam = effectCalculateValue(ctx, true);
|
|
146
|
+
const source = sourceFor(env, ctx.origin);
|
|
147
|
+
const { grid } = resolveAimedTarget(env.state, source, ctx.dir, env.aimed);
|
|
148
|
+
let rad = ctx.radius ? ctx.radius : 2;
|
|
149
|
+
if (source.isMonster) {
|
|
150
|
+
const mon = env.state.monsters[source.monster];
|
|
151
|
+
if (mon && monsterIsPowerful(mon))
|
|
152
|
+
rad++;
|
|
153
|
+
}
|
|
154
|
+
else if (source.isPlayer && ctx.other) {
|
|
155
|
+
rad += Math.trunc(playerLevel(env) / ctx.other);
|
|
156
|
+
}
|
|
157
|
+
const aimedAtTarget = source.isPlayer && ctx.dir === DIR_TARGET && env.aimed !== undefined;
|
|
158
|
+
if (castBall(env.state, env.cast, source, grid, dam, ctx.subtype, rad, { aimedAtTarget }))
|
|
159
|
+
ctx.ident = true;
|
|
160
|
+
return true;
|
|
161
|
+
};
|
|
162
|
+
const handleBREATH = (ctx) => {
|
|
163
|
+
const env = gameEnv(ctx);
|
|
164
|
+
if (!env)
|
|
165
|
+
return true;
|
|
166
|
+
/* A player breath uses the dice value; a monster breath scales with the
|
|
167
|
+
* breather's current hitpoints (breath_dam, mon/spell.ts). */
|
|
168
|
+
let dam = effectCalculateValue(ctx, false);
|
|
169
|
+
const source = sourceFor(env, ctx.origin);
|
|
170
|
+
const { grid } = resolveAimedTarget(env.state, source, ctx.dir, env.aimed);
|
|
171
|
+
let powerful = false;
|
|
172
|
+
if (source.isMonster) {
|
|
173
|
+
const mon = env.state.monsters[source.monster];
|
|
174
|
+
if (mon) {
|
|
175
|
+
powerful = monsterIsPowerful(mon);
|
|
176
|
+
const proj = env.cast.projections[ctx.subtype];
|
|
177
|
+
if (proj)
|
|
178
|
+
dam = breathDam(proj, mon.hp);
|
|
179
|
+
}
|
|
180
|
+
}
|
|
181
|
+
else if (source.isPlayer) {
|
|
182
|
+
/* A3 (effect-handler-attack.c:740-741): a player breath announces itself
|
|
183
|
+
* via msgt(projections[type].msgt, ...) - the text plus the projection's
|
|
184
|
+
* sound channel. */
|
|
185
|
+
const proj = env.cast.projections[ctx.subtype];
|
|
186
|
+
if (proj) {
|
|
187
|
+
ctx.env.messages?.msg(`You breathe ${proj.desc}.`, proj.msgt ?? undefined);
|
|
188
|
+
if (proj.msgt)
|
|
189
|
+
env.state.sound?.(MSG[proj.msgt] ?? 0);
|
|
190
|
+
}
|
|
191
|
+
}
|
|
192
|
+
const opts = { powerful };
|
|
193
|
+
if (ctx.radius)
|
|
194
|
+
opts.radius = ctx.radius;
|
|
195
|
+
if (castBreath(env.state, env.cast, source, grid, dam, ctx.subtype, ctx.other, opts))
|
|
196
|
+
ctx.ident = true;
|
|
197
|
+
return true;
|
|
198
|
+
};
|
|
199
|
+
const handleARC = (ctx) => {
|
|
200
|
+
const env = gameEnv(ctx);
|
|
201
|
+
if (!env)
|
|
202
|
+
return true;
|
|
203
|
+
const dam = effectCalculateValue(ctx, true);
|
|
204
|
+
const source = sourceFor(env, ctx.origin);
|
|
205
|
+
/* A1 (effect-handler-attack.c:811-814): a monster ARC targets the player's
|
|
206
|
+
* grid directly with NO random draw - unlike BREATH/BOLT/BALL it has no
|
|
207
|
+
* confused-dir / target-monster branch. Routing it through resolveAimedTarget
|
|
208
|
+
* (monsterGetTarget) would inject a spurious randint1(100) and desync the RNG.
|
|
209
|
+
* Player and no-source cases keep the ordinary target resolution. */
|
|
210
|
+
const grid = source.isMonster
|
|
211
|
+
? env.state.actor.grid
|
|
212
|
+
: resolveAimedTarget(env.state, source, ctx.dir, env.aimed).grid;
|
|
213
|
+
if (castArc(env.state, env.cast, source, grid, dam, ctx.subtype, ctx.radius, ctx.other))
|
|
214
|
+
ctx.ident = true;
|
|
215
|
+
return true;
|
|
216
|
+
};
|
|
217
|
+
const handleSHORT_BEAM = (ctx) => {
|
|
218
|
+
const env = gameEnv(ctx);
|
|
219
|
+
if (!env)
|
|
220
|
+
return true;
|
|
221
|
+
const dam = effectCalculateValue(ctx, false);
|
|
222
|
+
const source = sourceFor(env, ctx.origin);
|
|
223
|
+
/* A2 (effect-handler-attack.c:868-870): as with ARC, a monster SHORT_BEAM
|
|
224
|
+
* targets the player's grid directly with no random draw. */
|
|
225
|
+
const grid = source.isMonster
|
|
226
|
+
? env.state.actor.grid
|
|
227
|
+
: resolveAimedTarget(env.state, source, ctx.dir, env.aimed).grid;
|
|
228
|
+
const addons = source.isPlayer && ctx.other > 0;
|
|
229
|
+
const rad = ctx.radius + (addons ? Math.trunc(playerLevel(env) / ctx.other) : 0);
|
|
230
|
+
if (castShortBeam(env.state, env.cast, source, grid, dam, ctx.subtype, rad))
|
|
231
|
+
ctx.ident = true;
|
|
232
|
+
return true;
|
|
233
|
+
};
|
|
234
|
+
const handleSPOT = (ctx) => {
|
|
235
|
+
const env = gameEnv(ctx);
|
|
236
|
+
if (!env)
|
|
237
|
+
return true;
|
|
238
|
+
const dam = effectCalculateValue(ctx, false);
|
|
239
|
+
const source = sourceFor(env, ctx.origin);
|
|
240
|
+
let rad = ctx.radius ? ctx.radius : 0;
|
|
241
|
+
if (ctx.other && source.isPlayer)
|
|
242
|
+
rad += Math.trunc(playerLevel(env) / ctx.other);
|
|
243
|
+
if (castSpot(env.state, env.cast, source, dam, ctx.subtype, rad))
|
|
244
|
+
ctx.ident = true;
|
|
245
|
+
return true;
|
|
246
|
+
};
|
|
247
|
+
const handleSPHERE = (ctx) => {
|
|
248
|
+
const env = gameEnv(ctx);
|
|
249
|
+
if (!env)
|
|
250
|
+
return true;
|
|
251
|
+
const dam = effectCalculateValue(ctx, false);
|
|
252
|
+
const source = sourceFor(env, ctx.origin);
|
|
253
|
+
const rad = ctx.radius ? ctx.radius : 0;
|
|
254
|
+
const diameter = ctx.other ? ctx.other : 0;
|
|
255
|
+
if (castSphere(env.state, env.cast, source, dam, ctx.subtype, rad, diameter))
|
|
256
|
+
ctx.ident = true;
|
|
257
|
+
return true;
|
|
258
|
+
};
|
|
259
|
+
const handleSTRIKE = (ctx) => {
|
|
260
|
+
const env = gameEnv(ctx);
|
|
261
|
+
if (!env)
|
|
262
|
+
return true;
|
|
263
|
+
const dam = effectCalculateValue(ctx, true);
|
|
264
|
+
const source = sourceFor(env, ctx.origin);
|
|
265
|
+
/* STRIKE targets the acquired grid, but reverts to the player if that grid is
|
|
266
|
+
* not projectable from the player (effect-handler-attack.c L1012-1016). A5. */
|
|
267
|
+
let target = env.state.actor.grid;
|
|
268
|
+
if (source.isPlayer && ctx.dir === DIR_TARGET && env.aimed) {
|
|
269
|
+
target = env.aimed;
|
|
270
|
+
if (!projectable(env.state.chunk, env.state.actor.grid, target, PROJECT.NONE, env.state.z.maxRange)) {
|
|
271
|
+
target = env.state.actor.grid;
|
|
272
|
+
}
|
|
273
|
+
}
|
|
274
|
+
if (castStrike(env.state, env.cast, source, target, dam, ctx.subtype, ctx.radius))
|
|
275
|
+
ctx.ident = true;
|
|
276
|
+
return true;
|
|
277
|
+
};
|
|
278
|
+
const handleSTAR = (ctx) => {
|
|
279
|
+
const env = gameEnv(ctx);
|
|
280
|
+
if (!env)
|
|
281
|
+
return true;
|
|
282
|
+
const dam = effectCalculateValue(ctx, true);
|
|
283
|
+
const source = sourceFor(env, ctx.origin);
|
|
284
|
+
if (castStar(env.state, env.cast, source, dam, ctx.subtype))
|
|
285
|
+
ctx.ident = true;
|
|
286
|
+
return true;
|
|
287
|
+
};
|
|
288
|
+
const handleSTAR_BALL = (ctx) => {
|
|
289
|
+
const env = gameEnv(ctx);
|
|
290
|
+
if (!env)
|
|
291
|
+
return true;
|
|
292
|
+
const dam = effectCalculateValue(ctx, true);
|
|
293
|
+
const source = sourceFor(env, ctx.origin);
|
|
294
|
+
if (castStarBall(env.state, env.cast, source, dam, ctx.subtype, ctx.radius))
|
|
295
|
+
ctx.ident = true;
|
|
296
|
+
return true;
|
|
297
|
+
};
|
|
298
|
+
/**
|
|
299
|
+
* EF_LASH: crack a whip, or spit at the player - a finite-length beam whose
|
|
300
|
+
* element comes from the monster's first blow (lash_type, default MISSILE)
|
|
301
|
+
* and whose damage sums the full first blow plus half of every other blow.
|
|
302
|
+
* Monsters only. LASH picks its target directly (not through get_target, so
|
|
303
|
+
* no confused-direction draw): another targeted monster, else the player's
|
|
304
|
+
* decoy if the caster can see it, else the player.
|
|
305
|
+
*/
|
|
306
|
+
const handleLASH = (ctx) => {
|
|
307
|
+
const env = gameEnv(ctx);
|
|
308
|
+
if (!env)
|
|
309
|
+
return true;
|
|
310
|
+
let dam = effectCalculateValue(ctx, false);
|
|
311
|
+
/* Monsters only */
|
|
312
|
+
if (ctx.origin.what !== "monster")
|
|
313
|
+
return false;
|
|
314
|
+
const { state } = env;
|
|
315
|
+
const mon = state.monsters[ctx.origin.monster];
|
|
316
|
+
if (!mon)
|
|
317
|
+
return false;
|
|
318
|
+
const source = sourceFor(env, ctx.origin);
|
|
319
|
+
/* Target player or monster? (project-cast marks the non-player source so
|
|
320
|
+
* PROJECT_PLAY is set, matching the upstream flg |= PROJECT_PLAY.) */
|
|
321
|
+
const tMon = monsterTargetMonster(state, ctx.origin.monster);
|
|
322
|
+
let target;
|
|
323
|
+
if (tMon) {
|
|
324
|
+
target = tMon.grid;
|
|
325
|
+
}
|
|
326
|
+
else if (monsterIsDecoyed(state, mon)) {
|
|
327
|
+
target = caveFindDecoy(state) ?? state.actor.grid;
|
|
328
|
+
}
|
|
329
|
+
else {
|
|
330
|
+
target = state.actor.grid;
|
|
331
|
+
}
|
|
332
|
+
/* Paranoia */
|
|
333
|
+
let rad = ctx.radius;
|
|
334
|
+
if (rad > env.cast.maxRange)
|
|
335
|
+
rad = env.cast.maxRange;
|
|
336
|
+
/* Get the type (default is PROJ_MISSILE) */
|
|
337
|
+
const lashName = mon.race.blows[0]?.effect.lashType ?? null;
|
|
338
|
+
const typ = lashName !== null
|
|
339
|
+
? (PROJ[lashName] ?? PROJ.MISSILE)
|
|
340
|
+
: PROJ.MISSILE;
|
|
341
|
+
/* Scan through all blows: full damage of the first, half of the others. */
|
|
342
|
+
for (let i = 0; i < mon.race.blows.length; i++) {
|
|
343
|
+
const dice = mon.race.blows[i].dice;
|
|
344
|
+
const roll = dice ? dice.roll(state.rng) : 0;
|
|
345
|
+
dam += Math.trunc(roll / (i ? 2 : 1));
|
|
346
|
+
}
|
|
347
|
+
/* No damaging blows */
|
|
348
|
+
if (!dam)
|
|
349
|
+
return false;
|
|
350
|
+
if (castLash(env.state, env.cast, source, target, dam, typ, rad))
|
|
351
|
+
ctx.ident = true;
|
|
352
|
+
return true;
|
|
353
|
+
};
|
|
354
|
+
const handleSWARM = (ctx) => {
|
|
355
|
+
const env = gameEnv(ctx);
|
|
356
|
+
if (!env)
|
|
357
|
+
return true;
|
|
358
|
+
const dam = effectCalculateValue(ctx, true);
|
|
359
|
+
const source = sourceFor(env, ctx.origin);
|
|
360
|
+
const { grid } = resolveAimedTarget(env.state, source, ctx.dir, env.aimed);
|
|
361
|
+
const num = ctx.value.mBonus;
|
|
362
|
+
if (castSwarm(env.state, env.cast, source, grid, dam, ctx.subtype, ctx.radius, num))
|
|
363
|
+
ctx.ident = true;
|
|
364
|
+
return true;
|
|
365
|
+
};
|
|
366
|
+
const handleTOUCH = (ctx) => {
|
|
367
|
+
const env = gameEnv(ctx);
|
|
368
|
+
if (!env)
|
|
369
|
+
return true;
|
|
370
|
+
const dam = effectCalculateValue(ctx, true);
|
|
371
|
+
const rad = ctx.radius ? ctx.radius : 1;
|
|
372
|
+
/* A4 (effect-handler-attack.c:416-434): a monster TOUCH does not always hit
|
|
373
|
+
* the player - it strikes the player's decoy (trap-sourced), or another
|
|
374
|
+
* monster it is targeting, before falling through to the player. The grid ball
|
|
375
|
+
* uses GRID|KILL|HIDE|ITEM|THRU. */
|
|
376
|
+
if (ctx.origin.what === "monster") {
|
|
377
|
+
const { state } = env;
|
|
378
|
+
const flg = PROJECT.GRID | PROJECT.KILL | PROJECT.HIDE | PROJECT.ITEM | PROJECT.THRU;
|
|
379
|
+
const decoy = caveFindDecoy(state);
|
|
380
|
+
if (decoy) {
|
|
381
|
+
const trapSource = {
|
|
382
|
+
isPlayer: false,
|
|
383
|
+
isMonster: false,
|
|
384
|
+
monster: 0,
|
|
385
|
+
grid: decoy,
|
|
386
|
+
isTrap: true,
|
|
387
|
+
killer: "a trap",
|
|
388
|
+
};
|
|
389
|
+
return castProjection(state, env.cast, trapSource, decoy, dam, ctx.subtype, flg, rad);
|
|
390
|
+
}
|
|
391
|
+
const tMon = monsterTargetMonster(state, ctx.origin.monster);
|
|
392
|
+
if (tMon) {
|
|
393
|
+
/* C sources the ball at mon->target.midx (the target monster itself),
|
|
394
|
+
* not the caster (effect-handler-attack.c L431). */
|
|
395
|
+
const monSource = monsterCastSource(state, tMon.midx);
|
|
396
|
+
return castProjection(state, env.cast, monSource, tMon.grid, dam, ctx.subtype, flg, rad);
|
|
397
|
+
}
|
|
398
|
+
}
|
|
399
|
+
const source = sourceFor(env, ctx.origin);
|
|
400
|
+
if (castTouch(env.state, env.cast, source, dam, ctx.subtype, rad, false))
|
|
401
|
+
ctx.ident = true;
|
|
402
|
+
return true;
|
|
403
|
+
};
|
|
404
|
+
const handleTOUCH_AWARE = (ctx) => {
|
|
405
|
+
const env = gameEnv(ctx);
|
|
406
|
+
if (!env)
|
|
407
|
+
return true;
|
|
408
|
+
const dam = effectCalculateValue(ctx, true);
|
|
409
|
+
const source = sourceFor(env, ctx.origin);
|
|
410
|
+
if (castTouch(env.state, env.cast, source, dam, ctx.subtype, ctx.radius, ctx.aware))
|
|
411
|
+
ctx.ident = true;
|
|
412
|
+
return true;
|
|
413
|
+
};
|
|
414
|
+
const makeProjectLos = (aware) => (ctx) => {
|
|
415
|
+
const env = gameEnv(ctx);
|
|
416
|
+
if (!env)
|
|
417
|
+
return true;
|
|
418
|
+
const dam = effectCalculateValue(ctx, ctx.other ? true : false);
|
|
419
|
+
/* A6/A9 (effect-handler-attack.c:1088-1159). PROJECT_LOS: LOS from the
|
|
420
|
+
* ORIGIN's grid (origin_get_loc - the monster's grid when a monster casts
|
|
421
|
+
* it). PROJECT_LOS_AWARE: gates on square_isview (the player's FOV) and adds
|
|
422
|
+
* PROJECT_AWARE when the caster is aware. Both ALWAYS project from
|
|
423
|
+
* source_player() (the "hack - NRM"): damage is attributed to the player. */
|
|
424
|
+
const opts = aware
|
|
425
|
+
? { useView: true, aware: ctx.aware }
|
|
426
|
+
: { originGrid: sourceFor(env, ctx.origin).grid };
|
|
427
|
+
if (env.monCurrent !== undefined)
|
|
428
|
+
opts.excludeMonster = env.monCurrent;
|
|
429
|
+
castProjectLos(env.state, env.cast, playerCastSource(env.state), dam, ctx.subtype, opts);
|
|
430
|
+
ctx.ident = true;
|
|
431
|
+
return true;
|
|
432
|
+
};
|
|
433
|
+
/**
|
|
434
|
+
* EF_WONDER (L1988): a random effect chosen by the die roll (the chain's
|
|
435
|
+
* dice add plev/5, so the worst results fade with experience). Each row
|
|
436
|
+
* re-dispatches to another registered handler with a synthetic context,
|
|
437
|
+
* exactly upstream's direct effect_handler_* calls; the very rare tail
|
|
438
|
+
* (die >= 110) runs the dispel/slow/sleep/heal effect_simple batch.
|
|
439
|
+
*/
|
|
440
|
+
const handleWONDER = (ctx) => {
|
|
441
|
+
const env = gameEnv(ctx);
|
|
442
|
+
if (!env)
|
|
443
|
+
return true;
|
|
444
|
+
const plev = env.state.actor.player.lev;
|
|
445
|
+
const die = effectCalculateValue(ctx, false);
|
|
446
|
+
let subtype = 0;
|
|
447
|
+
let radius = 0;
|
|
448
|
+
let beam = ctx.beam;
|
|
449
|
+
let code = 0;
|
|
450
|
+
const value = { base: 0, dice: 0, sides: 0, mBonus: 0 };
|
|
451
|
+
ctx.ident = true;
|
|
452
|
+
if (die > 100)
|
|
453
|
+
ctx.env.messages?.msg("You feel a surge of power!");
|
|
454
|
+
if (die < 8) {
|
|
455
|
+
subtype = PROJ.MON_CLONE;
|
|
456
|
+
code = EF.BOLT;
|
|
457
|
+
}
|
|
458
|
+
else if (die < 14) {
|
|
459
|
+
subtype = PROJ.MON_SPEED;
|
|
460
|
+
value.base = 100;
|
|
461
|
+
code = EF.BOLT;
|
|
462
|
+
}
|
|
463
|
+
else if (die < 26) {
|
|
464
|
+
subtype = PROJ.MON_HEAL;
|
|
465
|
+
value.dice = 4;
|
|
466
|
+
value.sides = 6;
|
|
467
|
+
code = EF.BOLT;
|
|
468
|
+
}
|
|
469
|
+
else if (die < 31) {
|
|
470
|
+
subtype = PROJ.MON_POLY;
|
|
471
|
+
value.base = plev;
|
|
472
|
+
code = EF.BOLT;
|
|
473
|
+
}
|
|
474
|
+
else if (die < 36) {
|
|
475
|
+
beam -= 10;
|
|
476
|
+
subtype = PROJ.MISSILE;
|
|
477
|
+
value.dice = 3 + Math.trunc((plev - 1) / 5);
|
|
478
|
+
value.sides = 4;
|
|
479
|
+
code = EF.BOLT_OR_BEAM;
|
|
480
|
+
}
|
|
481
|
+
else if (die < 41) {
|
|
482
|
+
subtype = PROJ.MON_CONF;
|
|
483
|
+
value.base = plev;
|
|
484
|
+
code = EF.BOLT;
|
|
485
|
+
}
|
|
486
|
+
else if (die < 46) {
|
|
487
|
+
subtype = PROJ.POIS;
|
|
488
|
+
value.base = 20 + Math.trunc(plev / 2);
|
|
489
|
+
radius = 3;
|
|
490
|
+
code = EF.BALL;
|
|
491
|
+
}
|
|
492
|
+
else if (die < 51) {
|
|
493
|
+
subtype = PROJ.LIGHT_WEAK;
|
|
494
|
+
value.dice = 6;
|
|
495
|
+
value.sides = 8;
|
|
496
|
+
code = EF.LINE;
|
|
497
|
+
}
|
|
498
|
+
else if (die < 56) {
|
|
499
|
+
subtype = PROJ.ELEC;
|
|
500
|
+
value.dice = 3 + Math.trunc((plev - 5) / 6);
|
|
501
|
+
value.sides = 6;
|
|
502
|
+
code = EF.BEAM;
|
|
503
|
+
}
|
|
504
|
+
else if (die < 61) {
|
|
505
|
+
beam -= 10;
|
|
506
|
+
subtype = PROJ.COLD;
|
|
507
|
+
value.dice = 5 + Math.trunc((plev - 5) / 4);
|
|
508
|
+
value.sides = 8;
|
|
509
|
+
code = EF.BOLT_OR_BEAM;
|
|
510
|
+
}
|
|
511
|
+
else if (die < 66) {
|
|
512
|
+
subtype = PROJ.ACID;
|
|
513
|
+
value.dice = 6 + Math.trunc((plev - 5) / 4);
|
|
514
|
+
value.sides = 8;
|
|
515
|
+
code = EF.BOLT_OR_BEAM;
|
|
516
|
+
}
|
|
517
|
+
else if (die < 71) {
|
|
518
|
+
subtype = PROJ.FIRE;
|
|
519
|
+
value.dice = 8 + Math.trunc((plev - 5) / 4);
|
|
520
|
+
value.sides = 8;
|
|
521
|
+
code = EF.BOLT_OR_BEAM;
|
|
522
|
+
}
|
|
523
|
+
else if (die < 76) {
|
|
524
|
+
subtype = PROJ.MON_DRAIN;
|
|
525
|
+
value.base = 75;
|
|
526
|
+
code = EF.BOLT;
|
|
527
|
+
}
|
|
528
|
+
else if (die < 81) {
|
|
529
|
+
subtype = PROJ.ELEC;
|
|
530
|
+
value.base = 30 + Math.trunc(plev / 2);
|
|
531
|
+
radius = 2;
|
|
532
|
+
code = EF.BALL;
|
|
533
|
+
}
|
|
534
|
+
else if (die < 86) {
|
|
535
|
+
subtype = PROJ.ACID;
|
|
536
|
+
value.base = 40 + plev;
|
|
537
|
+
radius = 2;
|
|
538
|
+
code = EF.BALL;
|
|
539
|
+
}
|
|
540
|
+
else if (die < 91) {
|
|
541
|
+
subtype = PROJ.ICE;
|
|
542
|
+
value.base = 70 + plev;
|
|
543
|
+
radius = 3;
|
|
544
|
+
code = EF.BALL;
|
|
545
|
+
}
|
|
546
|
+
else if (die < 96) {
|
|
547
|
+
subtype = PROJ.FIRE;
|
|
548
|
+
value.base = 80 + plev;
|
|
549
|
+
radius = 3;
|
|
550
|
+
code = EF.BALL;
|
|
551
|
+
}
|
|
552
|
+
else if (die < 101) {
|
|
553
|
+
subtype = PROJ.MON_DRAIN;
|
|
554
|
+
value.base = 100 + plev;
|
|
555
|
+
code = EF.BOLT;
|
|
556
|
+
}
|
|
557
|
+
else if (die < 104) {
|
|
558
|
+
radius = 12;
|
|
559
|
+
code = EF.EARTHQUAKE;
|
|
560
|
+
}
|
|
561
|
+
else if (die < 106) {
|
|
562
|
+
radius = 15;
|
|
563
|
+
code = EF.DESTRUCTION;
|
|
564
|
+
}
|
|
565
|
+
else if (die < 108) {
|
|
566
|
+
code = EF.BANISH;
|
|
567
|
+
}
|
|
568
|
+
else if (die < 110) {
|
|
569
|
+
subtype = PROJ.DISP_ALL;
|
|
570
|
+
value.base = 120;
|
|
571
|
+
code = EF.PROJECT_LOS;
|
|
572
|
+
}
|
|
573
|
+
const handler = code ? ctx.registry.handlerFor(code) : null;
|
|
574
|
+
if (handler) {
|
|
575
|
+
return handler({
|
|
576
|
+
...ctx,
|
|
577
|
+
effect: code,
|
|
578
|
+
beam,
|
|
579
|
+
value,
|
|
580
|
+
subtype,
|
|
581
|
+
radius,
|
|
582
|
+
other: 0,
|
|
583
|
+
y: 0,
|
|
584
|
+
x: 0,
|
|
585
|
+
msg: null,
|
|
586
|
+
});
|
|
587
|
+
}
|
|
588
|
+
/* RARE */
|
|
589
|
+
const simple = { origin: ctx.origin };
|
|
590
|
+
ctx.registry.effectSimple(EF.PROJECT_LOS, ctx.env, {
|
|
591
|
+
...simple,
|
|
592
|
+
diceString: "150",
|
|
593
|
+
subtype: PROJ.DISP_ALL,
|
|
594
|
+
});
|
|
595
|
+
ctx.registry.effectSimple(EF.PROJECT_LOS, ctx.env, {
|
|
596
|
+
...simple,
|
|
597
|
+
diceString: "20",
|
|
598
|
+
subtype: PROJ.MON_SLOW,
|
|
599
|
+
});
|
|
600
|
+
ctx.registry.effectSimple(EF.PROJECT_LOS, ctx.env, {
|
|
601
|
+
...simple,
|
|
602
|
+
diceString: "40",
|
|
603
|
+
subtype: PROJ.SLEEP_ALL,
|
|
604
|
+
});
|
|
605
|
+
ctx.registry.effectSimple(EF.HEAL_HP, ctx.env, {
|
|
606
|
+
...simple,
|
|
607
|
+
diceString: "300",
|
|
608
|
+
});
|
|
609
|
+
return true;
|
|
610
|
+
};
|
|
611
|
+
/**
|
|
612
|
+
* EF_DAMAGE (effect-handler-attack.c L456): deal damage from the current
|
|
613
|
+
* monster or trap to the player. The game-layer override adds the SRC_MONSTER
|
|
614
|
+
* sub-branches the worldless base cannot reach: a monster casting at another
|
|
615
|
+
* monster (monster_target_monster -> mon_take_nonplayer_hit) or at the
|
|
616
|
+
* player's decoy (square_destroy_decoy). Everything else (player / trap /
|
|
617
|
+
* object / chest / none origins, and a monster origin that falls through to
|
|
618
|
+
* the player) delegates to the base handler so the player take_hit path stays
|
|
619
|
+
* single-sourced.
|
|
620
|
+
*/
|
|
621
|
+
const handleDAMAGE = (ctx) => {
|
|
622
|
+
const env = gameEnv(ctx);
|
|
623
|
+
if (!env || ctx.origin.what !== "monster")
|
|
624
|
+
return baseHandleDAMAGE(ctx);
|
|
625
|
+
const { state } = env;
|
|
626
|
+
const dam = effectCalculateValue(ctx, false);
|
|
627
|
+
/* Always ID */
|
|
628
|
+
ctx.ident = true;
|
|
629
|
+
const tMon = monsterTargetMonster(state, ctx.origin.monster);
|
|
630
|
+
/* Damage another monster. */
|
|
631
|
+
if (tMon) {
|
|
632
|
+
monTakeNonplayerHit(env, tMon, dam);
|
|
633
|
+
return true;
|
|
634
|
+
}
|
|
635
|
+
/* Destroy a decoy. */
|
|
636
|
+
if (caveFindDecoy(state)) {
|
|
637
|
+
destroyDecoy(state, env.general?.trapDeps, (t) => state.msg?.(t));
|
|
638
|
+
return true;
|
|
639
|
+
}
|
|
640
|
+
/* Otherwise damage the player. monster_desc(MDESC_DIED_FROM) is deferred
|
|
641
|
+
* (8.9); the caster's race name stands in as the death cause. */
|
|
642
|
+
const mon = state.monsters[ctx.origin.monster];
|
|
643
|
+
const killer = mon ? mon.race.name : "a monster";
|
|
644
|
+
damageEffectApplyToPlayer(ctx, dam, killer);
|
|
645
|
+
return true;
|
|
646
|
+
};
|
|
647
|
+
/** The attack handlers, keyed by upstream EF code. */
|
|
648
|
+
const ATTACK_HANDLERS = new Map([
|
|
649
|
+
[EF.DAMAGE, handleDAMAGE],
|
|
650
|
+
[EF.BOLT, handleBOLT],
|
|
651
|
+
[EF.BEAM, handleBEAM],
|
|
652
|
+
/* effect_handler_BOLT_OR_BEAM (effect-handler-attack.c:158) */
|
|
653
|
+
[EF.BOLT_OR_BEAM, handleBOLT_OR_BEAM],
|
|
654
|
+
/* effect_handler_BOLT_STATUS (effect-handler-attack.c:368) */
|
|
655
|
+
[EF.BOLT_STATUS, handleBOLT_STATUS],
|
|
656
|
+
/* effect_handler_BOLT_STATUS_DAM (effect-handler-attack.c:383) */
|
|
657
|
+
[EF.BOLT_STATUS_DAM, handleBOLT_STATUS],
|
|
658
|
+
/* effect_handler_BOLT_AWARE (effect-handler-attack.c:398) */
|
|
659
|
+
[EF.BOLT_AWARE, handleBOLT_AWARE],
|
|
660
|
+
[EF.LASH, handleLASH],
|
|
661
|
+
[EF.LINE, handleLINE],
|
|
662
|
+
[EF.ALTER, handleALTER],
|
|
663
|
+
[EF.BALL, handleBALL],
|
|
664
|
+
[EF.BREATH, handleBREATH],
|
|
665
|
+
[EF.ARC, handleARC],
|
|
666
|
+
[EF.SHORT_BEAM, handleSHORT_BEAM],
|
|
667
|
+
[EF.SPOT, handleSPOT],
|
|
668
|
+
[EF.SPHERE, handleSPHERE],
|
|
669
|
+
[EF.STRIKE, handleSTRIKE],
|
|
670
|
+
[EF.STAR, handleSTAR],
|
|
671
|
+
[EF.STAR_BALL, handleSTAR_BALL],
|
|
672
|
+
[EF.SWARM, handleSWARM],
|
|
673
|
+
[EF.TOUCH, handleTOUCH],
|
|
674
|
+
/* effect_handler_TOUCH_AWARE (effect-handler-attack.c:446) */
|
|
675
|
+
[EF.TOUCH_AWARE, handleTOUCH_AWARE],
|
|
676
|
+
[EF.PROJECT_LOS, makeProjectLos(false)],
|
|
677
|
+
/* effect_handler_PROJECT_LOS_AWARE (effect-handler-attack.c:1125) */
|
|
678
|
+
[EF.PROJECT_LOS_AWARE, makeProjectLos(true)],
|
|
679
|
+
[EF.WONDER, handleWONDER],
|
|
680
|
+
]);
|
|
681
|
+
/**
|
|
682
|
+
* Register the attack projection handlers, overriding the stubs
|
|
683
|
+
* registerCoreHandlers installed. Call after registerCoreHandlers. Each handler
|
|
684
|
+
* reads its game environment from context.env.game (attach it with
|
|
685
|
+
* attachGameEnv), and no-ops when it is absent.
|
|
686
|
+
*/
|
|
687
|
+
export function registerAttackHandlers(registry) {
|
|
688
|
+
for (const [code, handler] of ATTACK_HANDLERS) {
|
|
689
|
+
registry.register(code, { handler, status: "partial" });
|
|
690
|
+
}
|
|
691
|
+
}
|
|
692
|
+
/** The attack EF codes this module registers, by upstream name. */
|
|
693
|
+
export const ATTACK_HANDLER_CODES = [...ATTACK_HANDLERS.keys()];
|
|
694
|
+
//# sourceMappingURL=effect-attack.js.map
|