@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 +1,422 @@
1
+ /**
2
+ * Monster allocation and creation, ported from reference/src/mon-make.c
3
+ * (Angband 4.2.6).
4
+ *
5
+ * Ported here: the race allocation table (init_race_allocs), restriction
6
+ * hooks (get_mon_num_prep), depth-ruled picking (get_mon_num), hp
7
+ * calculation (mon_hp), and the monster-instance construction half of
8
+ * place_new_monster_one. Actual placement into a chunk (square checks,
9
+ * level rating, drops, mimicked objects, groups/friends spawning) is
10
+ * deferred to the world integration; see parity/ledger/mon-make.yaml.
11
+ *
12
+ * Upstream notes preserved:
13
+ * - Town monsters (level 0) are only picked when generated_level is 0,
14
+ * and never in the dungeon; dungeon monsters never appear in town
15
+ * because entries above generated_level are cut off.
16
+ * - get_mon_num boosts generated_level 1 time in ood_monster_chance by
17
+ * min(level / 4 + 2, ood_monster_amount), then rerolls for a deeper
18
+ * race once at 60 percent or twice at 10 percent.
19
+ * - SEASONAL races only allocate around Christmas; this port takes that
20
+ * as an option instead of reading the wall clock.
21
+ * - Uniques allocate only while cur_num < max_num; FORCE_DEPTH races
22
+ * never allocate above their native depth (checked against the level
23
+ * the monster is placed on, not the generation level).
24
+ */
25
+
26
+ import type { Rng } from "../rng.js";
27
+ import type { Aspect } from "../rng.js";
28
+ import { ORIGIN, RF } from "../generated/index.js";
29
+ import { MON_TMD } from "../generated/index.js";
30
+ import type { MonsterGroupRole, MonsterRace } from "./types.js";
31
+ import { MON_GROUP } from "./types.js";
32
+ import type { Monster } from "./monster.js";
33
+ import { blankMonster, GROUP_TYPE, turnEnergy } from "./monster.js";
34
+ import { MFLAG } from "../generated/index.js";
35
+ import type { GameObject, StackLimits } from "../obj/object.js";
36
+ import { objectAbsorb, objectMergeable, OSTACK_MONSTER } from "../obj/object.js";
37
+ // z-color.h:78: ATTR_RAND rolls use the shared basic-colour count.
38
+ import { BASIC_COLORS } from "../color.js";
39
+
40
+ /** One row of the allocation table (alloc_entry for races). */
41
+ export interface MonAllocEntry {
42
+ /** ridx of the race. */
43
+ index: number;
44
+ level: number;
45
+ /** Base probability from rarity and depth factor. */
46
+ prob1: number;
47
+ /** prob1 gated by the get_mon_num_prep hook. */
48
+ prob2: number;
49
+ /** prob2 gated by get_mon_num's universal rules (stateful, as upstream). */
50
+ prob3: number;
51
+ }
52
+
53
+ export interface MonAllocOptions {
54
+ /** z_info->max_depth (constants.txt world:max-depth, 128). */
55
+ maxDepth?: number;
56
+ /** z_info->ood_monster_chance (mon-gen:ood-chance, 25). */
57
+ oodChance?: number;
58
+ /** z_info->ood_monster_amount (mon-gen:ood-amount, 10). */
59
+ oodAmount?: number;
60
+ /** Whether SEASONAL races may allocate (upstream: Dec 24-26). */
61
+ seasonalAllowed?: boolean;
62
+ }
63
+
64
+ /**
65
+ * The monster allocation table (init_race_allocs + get_mon_num_prep +
66
+ * get_mon_num). Races are grouped by level ascending, stable by ridx,
67
+ * exactly like the upstream counting sort.
68
+ */
69
+ export class MonAllocTable {
70
+ readonly entries: MonAllocEntry[];
71
+ private readonly races: MonsterRace[];
72
+ private readonly oodChance: number;
73
+
74
+ /**
75
+ * Full race table (index 0 is the <player> placeholder). Exposed so callers
76
+ * that need the raw r_info array for mon_restrict("random") - e.g.
77
+ * get_chamber_monsters - can reuse the table's races without re-threading a
78
+ * separate array through MonPlaceDeps.
79
+ */
80
+ get allRaces(): MonsterRace[] {
81
+ return this.races;
82
+ }
83
+ private readonly oodAmount: number;
84
+ private readonly seasonalAllowed: boolean;
85
+
86
+ constructor(races: MonsterRace[], options: MonAllocOptions = {}) {
87
+ const maxDepth = options.maxDepth ?? 128;
88
+ this.oodChance = options.oodChance ?? 25;
89
+ this.oodAmount = options.oodAmount ?? 10;
90
+ this.seasonalAllowed = options.seasonalAllowed ?? false;
91
+ this.races = races;
92
+
93
+ /*
94
+ * init_race_allocs: scan races skipping index 0 (the <player>
95
+ * placeholder record, which has no rarity anyway) and keep only
96
+ * races with a rarity. Upstream also skips the trailing player
97
+ * ghost slot, which this port does not allocate at all.
98
+ */
99
+ const legal: MonsterRace[] = [];
100
+ for (let i = 1; i < races.length; i++) {
101
+ const race = races[i] as MonsterRace;
102
+ if (!race.rarity) continue;
103
+ if (race.level >= maxDepth) {
104
+ throw new Error(
105
+ `mon: race ${race.name} level ${race.level} outside max depth`,
106
+ );
107
+ }
108
+ legal.push(race);
109
+ }
110
+ /* Counting sort by level is stable within a level. */
111
+ legal.sort((a, b) => (a.level !== b.level ? a.level - b.level : a.ridx - b.ridx));
112
+
113
+ this.entries = legal.map((race) => {
114
+ /* p = (100 / rarity) * (1 + lev / 10), C integer division. */
115
+ const p =
116
+ Math.trunc(100 / race.rarity) * (1 + Math.trunc(race.level / 10));
117
+ return {
118
+ index: race.ridx,
119
+ level: race.level,
120
+ prob1: p,
121
+ prob2: p,
122
+ prob3: p,
123
+ };
124
+ });
125
+ }
126
+
127
+ /**
128
+ * get_mon_num_prep: apply a restriction hook; prob2 becomes prob1 for
129
+ * accepted races and 0 otherwise. Pass null to clear the restriction.
130
+ */
131
+ prep(hook: ((race: MonsterRace) => boolean) | null): void {
132
+ for (const entry of this.entries) {
133
+ const race = this.races[entry.index] as MonsterRace;
134
+ entry.prob2 = !hook || hook(race) ? entry.prob1 : 0;
135
+ }
136
+ }
137
+
138
+ /** get_mon_race_aux: weighted pick over prob3. */
139
+ private pickAux(rng: Rng, total: number): MonsterRace {
140
+ let value = rng.randint0(total);
141
+ let i = 0;
142
+ for (; i < this.entries.length; i++) {
143
+ const entry = this.entries[i] as MonAllocEntry;
144
+ if (value < entry.prob3) break;
145
+ value -= entry.prob3;
146
+ }
147
+ const entry = this.entries[Math.min(i, this.entries.length - 1)];
148
+ return this.races[(entry as MonAllocEntry).index] as MonsterRace;
149
+ }
150
+
151
+ /**
152
+ * get_mon_num: choose a race appropriate to generatedLevel, applying
153
+ * the universal restrictions against currentLevel (the level the
154
+ * monster will be placed on). Returns null when no race is legal.
155
+ */
156
+ getMonNum(
157
+ rng: Rng,
158
+ generatedLevel: number,
159
+ currentLevel: number,
160
+ /**
161
+ * Level generation only: "is this unique already placed on the level being
162
+ * built?". C has no equivalent parameter because it increments
163
+ * race->cur_num the moment a monster is placed (mon-make.c L1040-1041), so
164
+ * the unique gate below excludes it from the very next table build. The
165
+ * port generates into a detached Gen and must not touch the shared count
166
+ * (see the note in gen/util.ts placeNewMonsterOne), so generation supplies
167
+ * its level-local placed set here instead. Same effect on the table, and
168
+ * therefore the same RNG stream: a placed unique is never offered again,
169
+ * rather than being drawn and then rejected at placement.
170
+ */
171
+ uniquePlaced?: (race: MonsterRace) => boolean,
172
+ ): MonsterRace | null {
173
+ /* Occasionally produce a nastier monster in the dungeon. */
174
+ if (generatedLevel > 0 && rng.oneIn(this.oodChance)) {
175
+ generatedLevel += Math.min(
176
+ Math.trunc(generatedLevel / 4) + 2,
177
+ this.oodAmount,
178
+ );
179
+ }
180
+
181
+ let total = 0;
182
+ for (const entry of this.entries) {
183
+ /* Monsters are sorted by depth. */
184
+ if (entry.level > generatedLevel) break;
185
+
186
+ entry.prob3 = 0;
187
+
188
+ /* No town monsters in the dungeon. */
189
+ if (generatedLevel > 0 && entry.level <= 0) continue;
190
+
191
+ const race = this.races[entry.index] as MonsterRace;
192
+
193
+ /* No seasonal monsters outside of Christmas. */
194
+ if (race.flags.has(RF.SEASONAL) && !this.seasonalAllowed) continue;
195
+
196
+ /* Only one copy of a unique at a time (and none once dead). */
197
+ if (race.flags.has(RF.UNIQUE)) {
198
+ if (race.curNum >= race.maxNum) continue;
199
+ if (uniquePlaced?.(race)) continue;
200
+ }
201
+
202
+ /* Some monsters never appear out of depth. */
203
+ if (race.flags.has(RF.FORCE_DEPTH) && race.level > currentLevel) {
204
+ continue;
205
+ }
206
+
207
+ entry.prob3 = entry.prob2;
208
+ total += entry.prob3;
209
+ }
210
+
211
+ if (total <= 0) return null;
212
+
213
+ let race = this.pickAux(rng, total);
214
+
215
+ /* Try for a harder monster once (50%) or twice (10%). */
216
+ const p = rng.randint0(100);
217
+ if (p < 60) {
218
+ const old = race;
219
+ race = this.pickAux(rng, total);
220
+ if (race.level < old.level) race = old;
221
+ }
222
+ if (p < 10) {
223
+ const old = race;
224
+ race = this.pickAux(rng, total);
225
+ if (race.level < old.level) race = old;
226
+ }
227
+
228
+ return race;
229
+ }
230
+ }
231
+
232
+ /**
233
+ * mon_hp: hp for a race by aspect. Uniques are handled by the caller
234
+ * (they always get avg_hp); this is the raw calculation.
235
+ */
236
+ export function monHp(race: MonsterRace, hpAspect: Aspect, rng?: Rng): number {
237
+ let stdDev = Math.trunc((Math.trunc((race.avgHp * 10) / 8) + 5) / 10);
238
+ if (race.avgHp > 1) stdDev++;
239
+
240
+ switch (hpAspect) {
241
+ case "minimise":
242
+ return race.avgHp - 4 * stdDev;
243
+ case "maximise":
244
+ case "extremify":
245
+ return race.avgHp + 4 * stdDev;
246
+ case "average":
247
+ return race.avgHp;
248
+ case "randomise":
249
+ if (!rng) throw new Error("monHp: randomise needs an rng");
250
+ return rng.randNormal(race.avgHp, stdDev);
251
+ }
252
+ }
253
+
254
+ export interface CreateMonsterOptions {
255
+ /** Place asleep with the race's default sleep value (default true). */
256
+ sleep?: boolean;
257
+ /** Primary group assignment. */
258
+ groupIndex?: number;
259
+ groupRole?: MonsterGroupRole;
260
+ /** z_info->move_energy for the speed-variation roll (default 100). */
261
+ moveEnergy?: number;
262
+ }
263
+
264
+ /**
265
+ * The monster-construction half of place_new_monster_one: builds a fully
266
+ * initialized Monster instance for a race. RNG call order matches
267
+ * upstream (sleep, hp, speed variation, energy, random attr) so seeded
268
+ * streams stay comparable. Placement into a chunk is deferred.
269
+ */
270
+ export function createMonster(
271
+ rng: Rng,
272
+ race: MonsterRace,
273
+ options: CreateMonsterOptions = {},
274
+ ): Monster {
275
+ const sleep = options.sleep ?? true;
276
+ const mon = blankMonster(race);
277
+ const unique = race.flags.has(RF.UNIQUE);
278
+
279
+ /* Enforce sleeping if needed. */
280
+ if (sleep && race.sleep) {
281
+ const val = race.sleep;
282
+ mon.mTimed[MON_TMD.SLEEP] = val * 2 + rng.randint1(val * 10);
283
+ }
284
+
285
+ /* Uniques get a fixed amount of HP. */
286
+ if (unique) {
287
+ mon.maxhp = race.avgHp;
288
+ } else {
289
+ mon.maxhp = Math.max(monHp(race, "randomise", rng), 1);
290
+ }
291
+ mon.hp = mon.maxhp;
292
+
293
+ /* Extract the monster base speed, with small racial variety. */
294
+ mon.mspeed = race.speed;
295
+ if (!unique) {
296
+ const i = Math.trunc(turnEnergy(race.speed, options.moveEnergy) / 10);
297
+ if (i) mon.mspeed += rng.randSpread(0, i);
298
+ }
299
+
300
+ /* Give a random starting energy. */
301
+ mon.energy = rng.randint0(50);
302
+
303
+ /* Force monster to wait for player. */
304
+ if (race.flags.has(RF.FORCE_SLEEP)) mon.mflag.on(MFLAG.NICE);
305
+
306
+ /* Is this obviously a monster? (Mimics etc. are not.) */
307
+ if (race.flags.has(RF.UNAWARE)) {
308
+ mon.mflag.on(MFLAG.CAMOUFLAGE);
309
+ } else {
310
+ mon.mflag.off(MFLAG.CAMOUFLAGE);
311
+ }
312
+
313
+ /* Set the color if necessary. */
314
+ if (race.flags.has(RF.ATTR_RAND)) {
315
+ mon.attr = rng.randint1(BASIC_COLORS - 1);
316
+ }
317
+
318
+ /* Set the primary group info. */
319
+ const info = mon.groupInfo[GROUP_TYPE.PRIMARY];
320
+ if (info) {
321
+ info.index = options.groupIndex ?? 0;
322
+ info.role = options.groupRole ?? MON_GROUP.MEMBER;
323
+ }
324
+
325
+ return mon;
326
+ }
327
+
328
+ /* ------------------------------------------------------------------ */
329
+ /* Drops (mon_create_drop_count) and held objects (monster_carry) */
330
+ /* ------------------------------------------------------------------ */
331
+
332
+ /** drop_4_max / drop_3_max / drop_2_max (mon-make.c L704-706). */
333
+ const DROP_4_MAX = 6;
334
+ const DROP_3_MAX = 4;
335
+ const DROP_2_MAX = 3;
336
+
337
+ /**
338
+ * mon_create_drop_count (mon-make.c L699): how many generic drops a race
339
+ * yields from its RF_DROP_* flags, plus (optionally) its specified-drop
340
+ * count. `maximize` returns the maximum instead of a random roll (the lore
341
+ * display path); `specific` folds the specified-drop count into the returned
342
+ * `number`. `specificCount` is always the (random or maximum) specified-drop
343
+ * total, so callers that need the two separately (lore display) can read it.
344
+ *
345
+ * CRITICAL (mon-make.c L728-734): in the non-maximize branch the specified-drop
346
+ * loop draws RNG - randint0(100), then randint0(max-min) when it passes - for
347
+ * EVERY race.drops entry, even though the resulting specnum is discarded when
348
+ * specific=false. mon_create_drop calls this with specific=false but the draws
349
+ * still happen; omitting them desyncs every later draw. Kept faithfully below.
350
+ */
351
+ export function monCreateDropCount(
352
+ rng: Rng,
353
+ race: MonsterRace,
354
+ maximize: boolean,
355
+ specific: boolean,
356
+ ): { number: number; specificCount: number } {
357
+ let number = 0;
358
+ let specnum = 0;
359
+
360
+ if (maximize) {
361
+ if (race.flags.has(RF.DROP_20)) number++;
362
+ if (race.flags.has(RF.DROP_40)) number++;
363
+ if (race.flags.has(RF.DROP_60)) number++;
364
+ if (race.flags.has(RF.DROP_4)) number += DROP_4_MAX;
365
+ if (race.flags.has(RF.DROP_3)) number += DROP_3_MAX;
366
+ if (race.flags.has(RF.DROP_2)) number += DROP_2_MAX;
367
+ if (race.flags.has(RF.DROP_1)) number++;
368
+ for (const drop of race.drops) specnum += drop.max;
369
+ } else {
370
+ if (race.flags.has(RF.DROP_20) && rng.randint0(100) < 20) number++;
371
+ if (race.flags.has(RF.DROP_40) && rng.randint0(100) < 40) number++;
372
+ if (race.flags.has(RF.DROP_60) && rng.randint0(100) < 60) number++;
373
+ if (race.flags.has(RF.DROP_4)) number += rng.randRange(2, DROP_4_MAX);
374
+ if (race.flags.has(RF.DROP_3)) number += rng.randRange(2, DROP_3_MAX);
375
+ if (race.flags.has(RF.DROP_2)) number += rng.randRange(1, DROP_2_MAX);
376
+ if (race.flags.has(RF.DROP_1)) number++;
377
+ for (const drop of race.drops) {
378
+ if (rng.randint0(100) < drop.percentChance) {
379
+ specnum += rng.randint0(drop.max - drop.min) + drop.min;
380
+ }
381
+ }
382
+ }
383
+
384
+ if (specific) number += specnum;
385
+ return { number, specificCount: specnum };
386
+ }
387
+
388
+ /**
389
+ * OSTACK_MONSTER stacking never reads the quiver limits (only OSTACK_QUIVER
390
+ * does), so any values work; these are the shipped constants.txt quiver
391
+ * numbers for consistency with floor.ts.
392
+ */
393
+ const MON_STACK_LIMITS: StackLimits = { quiverSlotSize: 40, thrownQuiverMult: 5 };
394
+
395
+ /**
396
+ * monster_carry (mon-util.c L1368): give an object to a monster's held pile.
397
+ * Merges into a compatible held stack when possible (object_absorb), otherwise
398
+ * forgets the object's location and prepends it (pile_insert) so `pile[0]` is
399
+ * the newest held object, matching the upstream head-first held_obj list.
400
+ *
401
+ * The port's held pile is the GameObject[] on Monster.heldObj (head-first);
402
+ * the chunk-side list_object / known-object bookkeeping of upstream rides the
403
+ * knowledge subsystem and is not modelled here.
404
+ */
405
+ export function monsterCarry(
406
+ pile: GameObject[],
407
+ obj: GameObject,
408
+ midx: number,
409
+ ): void {
410
+ /* Scan objects already being held for combination. */
411
+ for (const held of pile) {
412
+ if (objectMergeable(held, obj, OSTACK_MONSTER, MON_STACK_LIMITS)) {
413
+ objectAbsorb(held, obj, ORIGIN.MIXED);
414
+ return;
415
+ }
416
+ }
417
+
418
+ /* Forget location; link the object to the monster; prepend to the pile. */
419
+ obj.grid = null;
420
+ obj.heldMIdx = midx;
421
+ pile.unshift(obj);
422
+ }
@@ -0,0 +1,161 @@
1
+ /**
2
+ * Live monster instances, ported from struct monster in
3
+ * reference/src/monster.h, plus the energy table from
4
+ * reference/src/game-world.c (Angband 4.2.6).
5
+ *
6
+ * World coupling is kept to numeric handles: held and mimicked objects are
7
+ * object handles (0 = none) and the grid is a plain Loc. The chunk-side
8
+ * bookkeeping (midx assignment, square occupancy) happens at placement,
9
+ * which is deferred to the world integration.
10
+ */
11
+
12
+ import { FlagSet } from "../bitflag.js";
13
+ import type { Loc } from "../loc.js";
14
+ import { loc } from "../loc.js";
15
+ import { MON_TMD } from "../generated/index.js";
16
+ import type { GameObject } from "../obj/object.js";
17
+ import { ELEM_MAX, OF_SIZE } from "../obj/types.js";
18
+ import { PF_SIZE } from "../player/types.js";
19
+ import type { MonsterGroupRole, MonsterRace } from "./types.js";
20
+ import { MFLAG_SIZE, MON_GROUP } from "./types.js";
21
+
22
+ /** enum monster_group_type. */
23
+ export const GROUP_TYPE = {
24
+ PRIMARY: 0,
25
+ SUMMON: 1,
26
+ } as const;
27
+ export const GROUP_MAX = 2;
28
+
29
+ /** struct monster_group_info. */
30
+ export interface MonsterGroupInfo {
31
+ index: number;
32
+ role: MonsterGroupRole;
33
+ }
34
+
35
+ /** Minimal struct target: a grid and/or a monster index. */
36
+ export interface MonsterTarget {
37
+ grid: Loc;
38
+ midx: number;
39
+ }
40
+
41
+ /**
42
+ * monster.known_pstate (monster.h): what the monster has learned about the
43
+ * player under birth_ai_learn - observed object flags, player (class/race)
44
+ * flags and elemental resist levels. Written by update_smart_learn
45
+ * (mon/spell.ts) and read by remove_bad_spells' unset_spells filter.
46
+ */
47
+ export interface MonKnownPstate {
48
+ /** of-flags observed on the player (OF_ index space). */
49
+ flags: FlagSet;
50
+ /** player flags observed (PF_ index space). */
51
+ pflags: FlagSet;
52
+ /** el_info[elem].res_level observed, indexed by ELEM_. */
53
+ elInfo: Int16Array;
54
+ }
55
+
56
+ /** struct monster (monster.h), world references as numeric handles. */
57
+ export interface Monster {
58
+ race: MonsterRace;
59
+ /** Changed monster's original race, or null. */
60
+ originalRace: MonsterRace | null;
61
+ /** Index in the chunk monster list; 0 until placed. */
62
+ midx: number;
63
+ grid: Loc;
64
+ hp: number;
65
+ maxhp: number;
66
+ /** Timed effects, indexed by MON_TMD_*. */
67
+ mTimed: Int16Array;
68
+ mspeed: number;
69
+ energy: number;
70
+ /** Current distance from the player. */
71
+ cdis: number;
72
+ /** Temporary MFLAG_* flags. */
73
+ mflag: FlagSet;
74
+ /** Object handle of the mimicked object (0 = none). */
75
+ mimickedObj: number;
76
+ /**
77
+ * The monster's held objects (struct monster.held_obj), head-first: pile[0]
78
+ * is the newest, exactly as upstream's pile_insert-prepended linked list.
79
+ * Populated by monster_carry (mon/make.ts) - generated drops at death and
80
+ * gold/items stolen by melee - and emptied by monster_death.
81
+ */
82
+ heldObj: GameObject[];
83
+ /** Attr last used for drawing (0 = use race default). */
84
+ attr: number;
85
+ target: MonsterTarget;
86
+ groupInfo: MonsterGroupInfo[];
87
+ minRange: number;
88
+ bestRange: number;
89
+ /** known_pstate: the birth_ai_learn player-knowledge memory. */
90
+ knownPstate: MonKnownPstate;
91
+ }
92
+
93
+ /** A zeroed monster of the given race (memset in place_new_monster_one). */
94
+ export function blankMonster(race: MonsterRace): Monster {
95
+ const groupInfo: MonsterGroupInfo[] = [];
96
+ for (let i = 0; i < GROUP_MAX; i++) {
97
+ groupInfo.push({ index: 0, role: MON_GROUP.MEMBER });
98
+ }
99
+ return {
100
+ race,
101
+ originalRace: null,
102
+ midx: 0,
103
+ grid: loc(0, 0),
104
+ hp: 0,
105
+ maxhp: 0,
106
+ mTimed: new Int16Array(MON_TMD.MAX),
107
+ mspeed: 0,
108
+ energy: 0,
109
+ cdis: 0,
110
+ mflag: new FlagSet(MFLAG_SIZE),
111
+ mimickedObj: 0,
112
+ heldObj: [],
113
+ attr: 0,
114
+ target: { grid: loc(0, 0), midx: 0 },
115
+ groupInfo,
116
+ minRange: 0,
117
+ bestRange: 0,
118
+ knownPstate: {
119
+ flags: new FlagSet(OF_SIZE),
120
+ pflags: new FlagSet(PF_SIZE),
121
+ elInfo: new Int16Array(ELEM_MAX),
122
+ },
123
+ };
124
+ }
125
+
126
+ /**
127
+ * extract_energy from game-world.c: energy gained per game turn by speed.
128
+ * Indexed 0..199; standard speed 110 gains 10.
129
+ */
130
+ export const EXTRACT_ENERGY: readonly number[] = [
131
+ /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
132
+ /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
133
+ /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
134
+ /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
135
+ /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
136
+ /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
137
+ /* S-50 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
138
+ /* S-40 */ 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
139
+ /* S-30 */ 2, 2, 2, 2, 2, 2, 2, 3, 3, 3,
140
+ /* S-20 */ 3, 3, 3, 3, 3, 4, 4, 4, 4, 4,
141
+ /* S-10 */ 5, 5, 5, 5, 6, 6, 7, 7, 8, 9,
142
+ /* Norm */ 10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
143
+ /* F+10 */ 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
144
+ /* F+20 */ 30, 31, 32, 33, 34, 35, 36, 36, 37, 37,
145
+ /* F+30 */ 38, 38, 39, 39, 40, 40, 40, 41, 41, 41,
146
+ /* F+40 */ 42, 42, 42, 43, 43, 43, 44, 44, 44, 44,
147
+ /* F+50 */ 45, 45, 45, 45, 45, 46, 46, 46, 46, 46,
148
+ /* F+60 */ 47, 47, 47, 47, 47, 48, 48, 48, 48, 48,
149
+ /* F+70 */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
150
+ /* Fast */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
151
+ ];
152
+
153
+ /**
154
+ * turn_energy (game-world.c). moveEnergy is z_info->move_energy (100 in
155
+ * the shipped constants.txt). Divergence: upstream indexes the table
156
+ * unchecked; this port clamps speed to 0..199 to keep the lookup safe.
157
+ */
158
+ export function turnEnergy(speed: number, moveEnergy = 100): number {
159
+ const s = Math.min(Math.max(speed, 0), EXTRACT_ENERGY.length - 1);
160
+ return Math.trunc(((EXTRACT_ENERGY[s] as number) * moveEnergy) / 100);
161
+ }