@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
package/src/mod/ids.ts ADDED
@@ -0,0 +1,390 @@
1
+ /**
2
+ * Content ids: the load-bearing rule of the mod substrate (MOD_LIFECYCLE.md
3
+ * section 1, decision 19/1). Saves reference content by a stable namespaced
4
+ * string id - `core:kobold`, `frost:frost-wyrm` - never by a numeric array
5
+ * index. Upstream Angband serializes an r_idx / k_idx (an array position);
6
+ * add or remove one record and every later index shifts, silently corrupting
7
+ * older saves. Ids never move: adding, removing, or reordering content leaves
8
+ * every existing id pointing at the same thing.
9
+ *
10
+ * An id is `<namespace>:<localid>`. The namespace is the owning pack (`core`
11
+ * for the base game, pack zero). The localid is derived from the entity's own
12
+ * stable fields (its name/code, and for object kinds its tval) - so for the
13
+ * overwhelming majority of content it is identical no matter what else is
14
+ * loaded; only genuine duplicate names take an order-dependent suffix (see
15
+ * below). The localid is only required to be unique WITHIN its registry and
16
+ * namespace: an id's entity TYPE is implied by where it appears in the save (a
17
+ * kind reference is always a kind id), so a kind and a race may share a
18
+ * localid without ambiguity.
19
+ *
20
+ * This module is the one place ids are minted and resolved. The
21
+ * ContentIdResolver builds both directions (index <-> id) once from the bound
22
+ * registries.
23
+ *
24
+ * Duplicate names are real. Angband content is not name-unique: some egos
25
+ * ship twice under one name (e.g. "of Slay Animal" for both melee and
26
+ * launchers), several traps share a name with different effects ("dart trap"
27
+ * appears three times), and the "greater" variants ("*Healing*" vs "Healing")
28
+ * slug to the same token. A raw name therefore cannot be the key. When two
29
+ * entities in one registry would mint the same localid, the later one (in the
30
+ * registry's own binding order) gets a numeric suffix - `of-slay-animal`,
31
+ * `of-slay-animal-2`. This is deterministic and applied identically when
32
+ * writing and when reading a save, so the round-trip is exact. It is stable
33
+ * as long as content is APPENDED (mods live in their own namespace; core's
34
+ * frozen datafiles and cross-version additions append), which is the same
35
+ * append-only assumption every mod ecosystem relies on - and strictly less
36
+ * fragile than upstream's bare-index scheme, which breaks on ANY reorder.
37
+ */
38
+
39
+ import { TVAL_ENTRIES } from "../generated/index.js";
40
+ import type { ObjRegistry } from "../obj/bind.js";
41
+ import type { MonsterRace } from "../mon/types.js";
42
+ import type { PlayerClass, PlayerRace } from "../player/types.js";
43
+ import type { FeatureRegistry } from "../world/feature.js";
44
+ import type { TrapKind } from "../world/trap.js";
45
+
46
+ /** The base game's namespace (pack zero). */
47
+ export const CORE_NS = "core";
48
+
49
+ /** The namespace / localid separator (localids may contain further colons). */
50
+ export const ID_SEP = ":";
51
+
52
+ /**
53
+ * Kebab-slug a display name or code into an id-safe token: lowercase, every
54
+ * run of non-alphanumerics collapsed to a single hyphen, leading/trailing
55
+ * hyphens trimmed. Deterministic and pure, so the same name always yields the
56
+ * same token. "Ring of Barahir" -> "ring-of-barahir", "FIRE_3" -> "fire-3".
57
+ */
58
+ export function slug(text: string): string {
59
+ return text
60
+ .toLowerCase()
61
+ .replace(/[^a-z0-9]+/g, "-")
62
+ .replace(/^-+|-+$/g, "");
63
+ }
64
+
65
+ /** Compose a namespaced id from a namespace and a localid. */
66
+ export function makeId(namespace: string, localid: string): string {
67
+ return namespace + ID_SEP + localid;
68
+ }
69
+
70
+ /** A core-namespaced id from a localid. */
71
+ export function coreId(localid: string): string {
72
+ return makeId(CORE_NS, localid);
73
+ }
74
+
75
+ /**
76
+ * Split an id into its namespace and localid on the FIRST separator only, so
77
+ * a localid may itself contain the separator (object kinds use `tval:name`).
78
+ * Returns null when the string carries no separator.
79
+ */
80
+ export function parseId(id: string): { namespace: string; localid: string } | null {
81
+ const at = id.indexOf(ID_SEP);
82
+ if (at < 0) return null;
83
+ return { namespace: id.slice(0, at), localid: id.slice(at + 1) };
84
+ }
85
+
86
+ /* ------------------------------------------------------------------ *
87
+ * Localid minting (pure functions of a single entity).
88
+ * ------------------------------------------------------------------ */
89
+
90
+ /**
91
+ * An object kind's localid is `<tval>:<name>`, both slugged: the kind name
92
+ * alone is not unique across tvals (a base "Dagger" and a hypothetical potion
93
+ * of the same name would collide), but tval+name is the natural key upstream
94
+ * lookup_kind uses. The sval is deliberately NOT part of the id: svals are
95
+ * assigned in file order and shift when kinds are inserted, exactly the
96
+ * fragility ids exist to avoid.
97
+ */
98
+ export function kindLocalId(tval: number, name: string): string {
99
+ const tv = TVAL_ENTRIES[tval];
100
+ return slug(tv ? tv.textName : String(tval)) + ID_SEP + slug(name);
101
+ }
102
+
103
+ /* ------------------------------------------------------------------ *
104
+ * The resolver.
105
+ * ------------------------------------------------------------------ */
106
+
107
+ /**
108
+ * The registries the resolver needs; a subset of CoreRegistries. Only
109
+ * `objects` is required: the monster / feature / trap registries are optional
110
+ * so a caller that only serializes object references (a focused test) can build
111
+ * a partial resolver. Production (loadGame/saveGame) always passes the full set.
112
+ */
113
+ export interface ContentIdRegistries {
114
+ objects: ObjRegistry;
115
+ monsters?: { races: readonly MonsterRace[] };
116
+ features?: FeatureRegistry;
117
+ traps?: readonly TrapKind[] | null;
118
+ /**
119
+ * Player races/classes are optional: the save format does not reference them
120
+ * by id (a character carries its own race/class record), but the agent
121
+ * perceive facade exposes namespaced player race/class ids when they are
122
+ * supplied here, so every entity in the agent contract has a stable id.
123
+ */
124
+ playerRaces?: readonly PlayerRace[];
125
+ playerClasses?: readonly PlayerClass[];
126
+ }
127
+
128
+ /** One bidirectional index<->id table for a single entity kind. */
129
+ class IdTable {
130
+ private readonly toId: (string | null)[] = [];
131
+ private readonly toIndex = new Map<string, number>();
132
+
133
+ constructor(private readonly namespace: string) {}
134
+
135
+ /**
136
+ * Register an index's base localid. If that id is already taken (a genuine
137
+ * duplicate-name entity), append the first free numeric suffix so every id
138
+ * is unique. Called in registry-binding order, so the suffix a given entity
139
+ * receives is deterministic and identical across a save round-trip.
140
+ */
141
+ add(index: number, base: string): void {
142
+ let id = makeId(this.namespace, base);
143
+ if (this.toIndex.has(id)) {
144
+ let n = 2;
145
+ while (this.toIndex.has(makeId(this.namespace, `${base}-${n}`))) n++;
146
+ id = makeId(this.namespace, `${base}-${n}`);
147
+ }
148
+ this.toIndex.set(id, index);
149
+ this.toId[index] = id;
150
+ }
151
+
152
+ /** The id for an index, or null when the index is unbound (e.g. slot 0). */
153
+ id(index: number): string | null {
154
+ return this.toId[index] ?? null;
155
+ }
156
+
157
+ /** The index for an id, or undefined when no such id is bound. */
158
+ index(id: string): number | undefined {
159
+ return this.toIndex.get(id);
160
+ }
161
+ }
162
+
163
+ /**
164
+ * Builds and holds the index<->id tables for every content type a save
165
+ * references. Constructed once per bound pack (both when writing and when
166
+ * reading a save); the two directions are symmetric so a save written on one
167
+ * registry ordering reloads correctly on any other ordering of the same ids.
168
+ */
169
+ export class ContentIdResolver {
170
+ private readonly kinds: IdTable;
171
+ private readonly egos: IdTable;
172
+ private readonly artifacts: IdTable;
173
+ private readonly curses: IdTable;
174
+ private readonly brands: IdTable;
175
+ private readonly slays: IdTable;
176
+ private readonly races: IdTable;
177
+ private readonly traps: IdTable;
178
+ private readonly feats: IdTable;
179
+ private readonly playerRaces: IdTable;
180
+ private readonly playerClasses: IdTable;
181
+ private readonly artifactNames = new Map<number, string>();
182
+
183
+ constructor(reg: ContentIdRegistries, namespace: string = CORE_NS) {
184
+ const { objects } = reg;
185
+
186
+ this.kinds = new IdTable(namespace);
187
+ for (const kind of objects.kinds) {
188
+ this.kinds.add(kind.kidx, kindLocalId(kind.tval, kind.name));
189
+ }
190
+
191
+ this.egos = new IdTable(namespace);
192
+ for (const ego of objects.egos) this.egos.add(ego.eidx, slug(ego.name));
193
+
194
+ /* Artifacts, curses, brands, slays are 1-based with a null at slot 0. */
195
+ this.artifacts = new IdTable(namespace);
196
+ for (let i = 1; i < objects.artifacts.length; i++) {
197
+ const a = objects.artifacts[i];
198
+ if (a) {
199
+ this.artifacts.add(i, slug(a.name));
200
+ this.artifactNames.set(i, a.name);
201
+ }
202
+ }
203
+
204
+ this.curses = new IdTable(namespace);
205
+ for (let i = 1; i < objects.curses.length; i++) {
206
+ const c = objects.curses[i];
207
+ if (c) this.curses.add(i, slug(c.name));
208
+ }
209
+
210
+ this.brands = new IdTable(namespace);
211
+ for (let i = 1; i < objects.brands.length; i++) {
212
+ const b = objects.brands[i];
213
+ if (b) this.brands.add(i, slug(b.code));
214
+ }
215
+
216
+ this.slays = new IdTable(namespace);
217
+ for (let i = 1; i < objects.slays.length; i++) {
218
+ const s = objects.slays[i];
219
+ if (s) this.slays.add(i, slug(s.code));
220
+ }
221
+
222
+ this.races = new IdTable(namespace);
223
+ for (const race of reg.monsters?.races ?? []) {
224
+ this.races.add(race.ridx, slug(race.name));
225
+ }
226
+
227
+ this.traps = new IdTable(namespace);
228
+ for (const trap of reg.traps ?? []) {
229
+ this.traps.add(trap.tidx, slug(trap.name));
230
+ }
231
+
232
+ this.feats = new IdTable(namespace);
233
+ for (const feat of reg.features?.allFeatures() ?? []) {
234
+ this.feats.add(feat.fidx, slug(feat.code));
235
+ }
236
+
237
+ this.playerRaces = new IdTable(namespace);
238
+ for (const race of reg.playerRaces ?? []) {
239
+ this.playerRaces.add(race.ridx, slug(race.name));
240
+ }
241
+
242
+ this.playerClasses = new IdTable(namespace);
243
+ for (const cls of reg.playerClasses ?? []) {
244
+ this.playerClasses.add(cls.cidx, slug(cls.name));
245
+ }
246
+ }
247
+
248
+ /* Object kinds. */
249
+ kindId(kidx: number): string {
250
+ const id = this.kinds.id(kidx);
251
+ if (id === null) throw new Error(`mod/ids: unbound kind index ${kidx}`);
252
+ return id;
253
+ }
254
+ /** The kind id for an index, or null when unbound (a partial resolver). */
255
+ kindIdOrNull(kidx: number): string | null {
256
+ return this.kinds.id(kidx);
257
+ }
258
+ kindIndex(id: string): number | undefined {
259
+ return this.kinds.index(id);
260
+ }
261
+
262
+ /* Egos (nullable reference). */
263
+ egoId(eidx: number): string {
264
+ const id = this.egos.id(eidx);
265
+ if (id === null) throw new Error(`mod/ids: unbound ego index ${eidx}`);
266
+ return id;
267
+ }
268
+ /** The ego id for an index, or null when unbound (a partial resolver). */
269
+ egoIdOrNull(eidx: number): string | null {
270
+ return this.egos.id(eidx);
271
+ }
272
+ egoIndex(id: string): number | undefined {
273
+ return this.egos.index(id);
274
+ }
275
+
276
+ /* Artifacts (nullable reference; 1-based). */
277
+ artifactId(aidx: number): string {
278
+ const id = this.artifacts.id(aidx);
279
+ if (id === null) throw new Error(`mod/ids: unbound artifact index ${aidx}`);
280
+ return id;
281
+ }
282
+ artifactIndex(id: string): number | undefined {
283
+ return this.artifacts.index(id);
284
+ }
285
+ /** The upstream artifact NAME used by player history save/load. */
286
+ artifactName(aidx: number): string | null {
287
+ return this.artifactNames.get(aidx) ?? null;
288
+ }
289
+
290
+ /* Curses (positional on objects; 1-based). */
291
+ curseId(index: number): string {
292
+ const id = this.curses.id(index);
293
+ if (id === null) throw new Error(`mod/ids: unbound curse index ${index}`);
294
+ return id;
295
+ }
296
+ curseIndex(id: string): number | undefined {
297
+ return this.curses.index(id);
298
+ }
299
+
300
+ /* Brands (positional on objects; 1-based). */
301
+ brandId(index: number): string {
302
+ const id = this.brands.id(index);
303
+ if (id === null) throw new Error(`mod/ids: unbound brand index ${index}`);
304
+ return id;
305
+ }
306
+ brandIndex(id: string): number | undefined {
307
+ return this.brands.index(id);
308
+ }
309
+
310
+ /* Slays (positional on objects; 1-based). */
311
+ slayId(index: number): string {
312
+ const id = this.slays.id(index);
313
+ if (id === null) throw new Error(`mod/ids: unbound slay index ${index}`);
314
+ return id;
315
+ }
316
+ slayIndex(id: string): number | undefined {
317
+ return this.slays.index(id);
318
+ }
319
+
320
+ /* Monster races. */
321
+ raceId(ridx: number): string {
322
+ const id = this.races.id(ridx);
323
+ if (id === null) throw new Error(`mod/ids: unbound race index ${ridx}`);
324
+ return id;
325
+ }
326
+ /** The race id for an index, or null when unbound (a partial resolver). */
327
+ raceIdOrNull(ridx: number): string | null {
328
+ return this.races.id(ridx);
329
+ }
330
+ raceIndex(id: string): number | undefined {
331
+ return this.races.index(id);
332
+ }
333
+
334
+ /* Trap kinds. */
335
+ trapId(tidx: number): string {
336
+ const id = this.traps.id(tidx);
337
+ if (id === null) throw new Error(`mod/ids: unbound trap index ${tidx}`);
338
+ return id;
339
+ }
340
+ trapIndex(id: string): number | undefined {
341
+ return this.traps.index(id);
342
+ }
343
+
344
+ /* Terrain features. */
345
+ featId(fidx: number): string {
346
+ const id = this.feats.id(fidx);
347
+ if (id === null) throw new Error(`mod/ids: unbound feature index ${fidx}`);
348
+ return id;
349
+ }
350
+ /**
351
+ * The feature id for an index, or null when the index is not a bound feature
352
+ * (an unset terrain cell carries a sentinel like -1 that has no id). Used to
353
+ * build the terrain legend, which skips sentinels: they mean "no feature"
354
+ * and are pack-independent, so they never need remapping.
355
+ */
356
+ featIdOrNull(fidx: number): string | null {
357
+ return this.feats.id(fidx);
358
+ }
359
+ featIndex(id: string): number | undefined {
360
+ return this.feats.index(id);
361
+ }
362
+
363
+ /* Player races (only bound when playerRaces was supplied). */
364
+ playerRaceId(ridx: number): string {
365
+ const id = this.playerRaces.id(ridx);
366
+ if (id === null) throw new Error(`mod/ids: unbound player race index ${ridx}`);
367
+ return id;
368
+ }
369
+ /** The player-race id for an index, or null when player races were not supplied. */
370
+ playerRaceIdOrNull(ridx: number): string | null {
371
+ return this.playerRaces.id(ridx);
372
+ }
373
+ playerRaceIndex(id: string): number | undefined {
374
+ return this.playerRaces.index(id);
375
+ }
376
+
377
+ /* Player classes (only bound when playerClasses was supplied). */
378
+ playerClassId(cidx: number): string {
379
+ const id = this.playerClasses.id(cidx);
380
+ if (id === null) throw new Error(`mod/ids: unbound player class index ${cidx}`);
381
+ return id;
382
+ }
383
+ /** The player-class id for an index, or null when player classes were not supplied. */
384
+ playerClassIdOrNull(cidx: number): string | null {
385
+ return this.playerClasses.id(cidx);
386
+ }
387
+ playerClassIndex(id: string): number | undefined {
388
+ return this.playerClasses.index(id);
389
+ }
390
+ }
@@ -0,0 +1,258 @@
1
+ /**
2
+ * The in-process registry host (W2.2): the capability-gated seam through which a
3
+ * TRUSTED, in-process plugin overrides game SYSTEMS - not just data. It opens
4
+ * the four runtime registries the engine already exposes for extension:
5
+ *
6
+ * - effects (EffectRegistry, effects/interpreter.ts): register a handler for a
7
+ * new string effect code, or replace a core numeric EF handler - overriding
8
+ * combat / healing / teleport / detection logic. Gated by "registry:effect".
9
+ * - rooms (RoomRegistry, gen/room.ts): register a room/level builder under
10
+ * any key, referenced from a (modded) dungeon profile - overriding level
11
+ * generation. Gated by "registry:room".
12
+ * - commands (ActionRegistry, game/player-turn.ts): register or replace the
13
+ * action a player command code runs - overriding what "walk", "cast", ... do.
14
+ * Gated by "registry:command". (This is the live player-command seam; the
15
+ * cmd.ts CommandQueue is a faithful port the web loop does not drive.)
16
+ * - monsters (GameState.monsterTurnHook, game/monster-turn.ts): install a hook
17
+ * consulted at the top of every monster's turn; returning true takes the turn
18
+ * over entirely - overriding monster AI. Gated by "registry:monster".
19
+ * - vocab (VocabularyRegistry, mod/vocabulary.ts): declare genuinely NEW
20
+ * vocabulary terms (flags, stats, any mod-coined kind) and store per-entity
21
+ * values for them - extending the game's vocabulary, not just recombining it
22
+ * (W2.3). Mod-owned and persisted in the mod's save bag; core never reads it.
23
+ * Gated by "registry:vocab".
24
+ *
25
+ * WHY IN-PROCESS AND TRUSTED (the W2.2 architecture decision): every one of
26
+ * these handlers executes SYNCHRONOUSLY with live access to the rng, the chunk,
27
+ * the player and the monster - deep inside the turn. A Web Worker (the W2.1
28
+ * sandbox) is async and isolated by construction and cannot supply such a
29
+ * handler; the only browser primitive that could (SharedArrayBuffer +
30
+ * Atomics.wait) needs cross-origin-isolation headers a static host cannot send,
31
+ * and would freeze the main thread per effect regardless. So deep system
32
+ * override is a TRUSTED, in-process capability - as it is in every real modding
33
+ * system (SKSE, Forge, ...). Trust is still explicit: the plugin declares each
34
+ * registry:* capability in its manifest, the user consents at install, and the
35
+ * conflict report covers what it touches. The untrusted Worker tier keeps the
36
+ * reactive perceive/act/event surface (W2.1) and none of this.
37
+ *
38
+ * Layering: core owns this facade because it gates access to core registries;
39
+ * the HOST (web/cli) constructs it from the live registries and hands it to a
40
+ * loaded trusted plugin. Capabilities are the same structural AgentCapabilities
41
+ * the perceive/act facades use - satisfied by mod-sdk's CapabilitySet without
42
+ * core depending on mod-sdk. Absent capabilities means a fully trusted host
43
+ * (everything granted), matching the perceive/act/controller convention.
44
+ */
45
+
46
+ import { AgentCapabilityError } from "../agent/types.js";
47
+ import type { AgentCapabilities } from "../agent/types.js";
48
+ import type { EffectCode } from "../effects/effect.js";
49
+ import type { EffectDefinition, EffectRegistry } from "../effects/interpreter.js";
50
+ import type { RoomBuilder, RoomRegistry } from "../gen/room.js";
51
+ import type { ActionRegistry, PlayerAction } from "../game/player-turn.js";
52
+ import type { GameState } from "../game/context.js";
53
+ import type { Monster } from "../mon/monster.js";
54
+ import type { JsonValue } from "./save-blocks.js";
55
+ import type { VocabKind, VocabTerm, VocabularyRegistry } from "./vocabulary.js";
56
+
57
+ /** The capability each registry facade requires (registry:<domain>). */
58
+ export const REGISTRY_CAPABILITIES = {
59
+ effect: "registry:effect",
60
+ room: "registry:room",
61
+ command: "registry:command",
62
+ monster: "registry:monster",
63
+ vocab: "registry:vocab",
64
+ } as const;
65
+
66
+ export type RegistryDomain = keyof typeof REGISTRY_CAPABILITIES;
67
+
68
+ /**
69
+ * A monster-AI override: run at the top of monsterTurn (game/monster-turn.ts).
70
+ * Return true to consume the monster's whole turn (the default behaviour is
71
+ * skipped); return false to fall through to the ported AI. Mutates state as the
72
+ * ported turn code would - it runs in the same synchronous, live-state context.
73
+ */
74
+ export type MonsterTurnHook = (mon: Monster, state: GameState) => boolean;
75
+
76
+ /** The live registries a host wires into the facade; any may be absent. */
77
+ export interface RegistryTargets {
78
+ /** The effect interpreter; null when the pack has no projections. */
79
+ effects?: EffectRegistry | null;
80
+ /** The room/level builder registry (CoreRegistries.rooms). */
81
+ rooms?: RoomRegistry | null;
82
+ /** The live player action registry (the decision-13 command seam). */
83
+ commands?: ActionRegistry | null;
84
+ /** The game state, for installing the monster-AI turn hook. */
85
+ state?: GameState | null;
86
+ /** This mod's vocabulary registry (declared terms + per-entity values). */
87
+ vocab?: VocabularyRegistry | null;
88
+ }
89
+
90
+ /** The effect-override facade (gated by registry:effect). */
91
+ export interface EffectFacade {
92
+ /**
93
+ * Register a handler for an effect code. A string code adds a brand-new
94
+ * effect; a numeric EF code replaces the core handler for that effect. The
95
+ * handler runs synchronously inside effect_do with the live EffectContext.
96
+ */
97
+ register(code: EffectCode, def: EffectDefinition): void;
98
+ /** Whether a code currently has a handler. */
99
+ isRegistered(code: EffectCode): boolean;
100
+ }
101
+
102
+ /** The room-builder facade (gated by registry:room). */
103
+ export interface RoomFacade {
104
+ /** Register (or replace) a room/level builder under a key. */
105
+ register(name: string, builder: RoomBuilder): void;
106
+ }
107
+
108
+ /** The player-command facade (gated by registry:command). */
109
+ export interface CommandFacade {
110
+ /** Register (or replace) the action a player command code runs. */
111
+ register(code: string, action: PlayerAction): void;
112
+ /** Whether a command code currently has an action. */
113
+ has(code: string): boolean;
114
+ }
115
+
116
+ /** The monster-AI facade (gated by registry:monster). */
117
+ export interface MonsterFacade {
118
+ /**
119
+ * Install the monster-turn hook (replaces any previously installed one; pass
120
+ * null to clear). Consulted at the top of every monster's turn.
121
+ */
122
+ setTurnHook(hook: MonsterTurnHook | null): void;
123
+ }
124
+
125
+ /**
126
+ * The vocabulary-extension facade (gated by registry:vocab). Declares NEW terms
127
+ * (flags / stats / any mod-coined kind) and stores per-entity values for them -
128
+ * the W2.3 seam. Delegates to the mod's own VocabularyRegistry (mod/vocabulary.ts),
129
+ * which the host persists into the mod's save bag; core never reads these terms.
130
+ */
131
+ export interface VocabFacade {
132
+ /** Declare a new term; throws on a duplicate (same kind + term). */
133
+ define(term: VocabTerm): void;
134
+ /** Whether a term is declared in a kind. */
135
+ has(kind: VocabKind, term: string): boolean;
136
+ /** All declared terms, optionally filtered to one kind. */
137
+ list(kind?: VocabKind): VocabTerm[];
138
+ /** Set an entity's value for a declared term (throws if undeclared). */
139
+ setValue(entity: string, term: string, value: JsonValue): void;
140
+ /** Get an entity's value for a term, or undefined when unset. */
141
+ getValue(entity: string, term: string): JsonValue | undefined;
142
+ /** A plain snapshot of one entity's term values. */
143
+ valuesOf(entity: string): { [term: string]: JsonValue };
144
+ }
145
+
146
+ /**
147
+ * The capability-gated registry host handed to a trusted in-process plugin.
148
+ * Each facade throws AgentCapabilityError on first use if the corresponding
149
+ * registry:<domain> capability was not granted, and a plain Error if the host
150
+ * did not wire that registry (e.g. effects on a worldless boot).
151
+ */
152
+ export interface ModRegistryHost {
153
+ readonly effects: EffectFacade;
154
+ readonly rooms: RoomFacade;
155
+ readonly commands: CommandFacade;
156
+ readonly monsters: MonsterFacade;
157
+ readonly vocab: VocabFacade;
158
+ }
159
+
160
+ /** Absent capabilities => trusted host, all granted (perceive/act convention). */
161
+ function granted(caps: AgentCapabilities | undefined, capability: string): boolean {
162
+ return !caps || caps.has(capability);
163
+ }
164
+
165
+ function requireCap(
166
+ caps: AgentCapabilities | undefined,
167
+ domain: RegistryDomain,
168
+ ): void {
169
+ const capability = REGISTRY_CAPABILITIES[domain];
170
+ if (!granted(caps, capability)) {
171
+ throw new AgentCapabilityError(
172
+ `mod registry: "${domain}" override requires capability "${capability}" - grant it in the mod manifest`,
173
+ );
174
+ }
175
+ }
176
+
177
+ function requireTarget<T>(target: T | null | undefined, domain: RegistryDomain): T {
178
+ if (target === null || target === undefined) {
179
+ throw new Error(
180
+ `mod registry: the "${domain}" registry is not available in this game (host did not wire it)`,
181
+ );
182
+ }
183
+ return target;
184
+ }
185
+
186
+ /**
187
+ * Build the capability-gated registry host over the live registries. Pass the
188
+ * plugin's AgentCapabilities (from CapabilitySet.fromManifest); omit for a fully
189
+ * trusted host. The gate is checked at each call, so a plugin that never touches
190
+ * a domain never needs its capability.
191
+ */
192
+ export function createModRegistryHost(
193
+ targets: RegistryTargets,
194
+ capabilities?: AgentCapabilities,
195
+ ): ModRegistryHost {
196
+ return {
197
+ effects: {
198
+ register(code, def): void {
199
+ requireCap(capabilities, "effect");
200
+ requireTarget(targets.effects, "effect").register(code, def);
201
+ },
202
+ isRegistered(code): boolean {
203
+ requireCap(capabilities, "effect");
204
+ return requireTarget(targets.effects, "effect").isRegistered(code);
205
+ },
206
+ },
207
+ rooms: {
208
+ register(name, builder): void {
209
+ requireCap(capabilities, "room");
210
+ requireTarget(targets.rooms, "room").register(name, builder);
211
+ },
212
+ },
213
+ commands: {
214
+ register(code, action): void {
215
+ requireCap(capabilities, "command");
216
+ requireTarget(targets.commands, "command").register(code, action);
217
+ },
218
+ has(code): boolean {
219
+ requireCap(capabilities, "command");
220
+ return requireTarget(targets.commands, "command").has(code);
221
+ },
222
+ },
223
+ monsters: {
224
+ setTurnHook(hook): void {
225
+ requireCap(capabilities, "monster");
226
+ const state = requireTarget(targets.state, "monster");
227
+ if (hook) state.monsterTurnHook = hook;
228
+ else delete state.monsterTurnHook;
229
+ },
230
+ },
231
+ vocab: {
232
+ define(term): void {
233
+ requireCap(capabilities, "vocab");
234
+ requireTarget(targets.vocab, "vocab").define(term);
235
+ },
236
+ has(kind, term): boolean {
237
+ requireCap(capabilities, "vocab");
238
+ return requireTarget(targets.vocab, "vocab").has(kind, term);
239
+ },
240
+ list(kind): VocabTerm[] {
241
+ requireCap(capabilities, "vocab");
242
+ return requireTarget(targets.vocab, "vocab").list(kind);
243
+ },
244
+ setValue(entity, term, value): void {
245
+ requireCap(capabilities, "vocab");
246
+ requireTarget(targets.vocab, "vocab").setValue(entity, term, value);
247
+ },
248
+ getValue(entity, term): JsonValue | undefined {
249
+ requireCap(capabilities, "vocab");
250
+ return requireTarget(targets.vocab, "vocab").getValue(entity, term);
251
+ },
252
+ valuesOf(entity): { [term: string]: JsonValue } {
253
+ requireCap(capabilities, "vocab");
254
+ return requireTarget(targets.vocab, "vocab").valuesOf(entity);
255
+ },
256
+ },
257
+ };
258
+ }