@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 +1,855 @@
1
+ /**
2
+ * Projection effects on monsters, ported from reference/src/project-mon.c
3
+ * (Angband 4.2.6): the per-PROJ-type handler table and its resist / hurt /
4
+ * status helpers.
5
+ *
6
+ * This module is the pure effect-computation core of project_m: given a monster
7
+ * and a projection type, it accumulates the outcome into a context - the final
8
+ * damage (after resistances and vulnerabilities), the timed effects to apply
9
+ * (fear, stun, confusion, ...), a polymorph or teleport request, the hurt / die
10
+ * messages, and whether the effect was obvious. It does NOT apply the damage,
11
+ * move or kill the monster, or resolve polymorph / teleport; those belong to the
12
+ * project_m driver (project_m_player_attack via mon_take_hit,
13
+ * project_m_apply_side_effects) and land in the next increment, on top of this.
14
+ *
15
+ * Faithful seams for subsystems not yet modelled:
16
+ * - Monster lore is deferred (see the port plan's late subsystems), so the
17
+ * rf_on(lore) / rsf_on(lore) learning is injected as learnRaceFlag /
18
+ * learnSpellFlag hooks. They fire on exactly the same "seen" condition as
19
+ * upstream, so wiring lore in later needs no change here.
20
+ * - multiply_monster (PROJ_MON_CLONE) is a monster-placement routine; it is
21
+ * injected as the multiplyMonster hook.
22
+ * - thrust_away (PROJ_FORCE) mutates the cave (monster_swap, feature checks); the
23
+ * handler only records the requested distance in context.thrustGridsAway and
24
+ * the driver performs the thrust.
25
+ * - PR_HEALTH redraw (PROJ_MON_HEAL) is a UI concern; the "looks healthier"
26
+ * message branch is taken unconditionally, matching an untracked monster.
27
+ */
28
+
29
+ import { MON_MSG, MON_TMD, PROJ, RF, RSF } from "../generated/index.js";
30
+ import type { Loc } from "../loc.js";
31
+ import type { Rng } from "../rng.js";
32
+ import type { Monster } from "./monster.js";
33
+ import {
34
+ monsterHasNonInnateSpells,
35
+ monsterIsLiving,
36
+ monsterIsNonliving,
37
+ } from "./predicate.js";
38
+ import { monsterWake } from "./take-hit.js";
39
+ import { MON_TMD_FLG_NOTIFY, monIncTimed } from "./timed.js";
40
+ import type { MonTimedMessageSink } from "./timed.js";
41
+
42
+ /** The player-facing / world-mutating consequences the handlers defer. */
43
+ export interface MonProjectHooks {
44
+ /** rf_on(lore->flags, flag): learn a race flag when the effect is seen. */
45
+ learnRaceFlag?: (mon: Monster, flag: number) => void;
46
+ /** rsf_on(lore->spell_flags, flag): learn a spell flag when seen. */
47
+ learnSpellFlag?: (mon: Monster, flag: number) => void;
48
+ /** multiply_monster: attempt to clone; returns true on a successful spawn. */
49
+ multiplyMonster?: (mon: Monster) => boolean;
50
+ /** Emit a monster message (only PROJ_MON_CLONE's haste notify reaches here). */
51
+ onMessage?: MonTimedMessageSink;
52
+ }
53
+
54
+ /**
55
+ * The accumulating state of a projection's effect on one monster - upstream's
56
+ * project_monster_handler_context_t. Built by the driver per affected grid; the
57
+ * handlers mutate it in place. `rng` and `hooks` are carried here so every
58
+ * handler has a single, uniform signature.
59
+ */
60
+ export interface MonProjectContext {
61
+ rng: Rng;
62
+ hooks: MonProjectHooks;
63
+ /** origin.what == SRC_MONSTER: routes attack / thrust handling in the driver. */
64
+ originIsMonster: boolean;
65
+ /** Distance from the centre of the effect (adjust_radius uses it). */
66
+ r: number;
67
+ /** The grid the monster is in (used by the driver, not the handlers here). */
68
+ grid: Loc;
69
+ /** Current, mutable damage; distance-adjusted before it reaches here. */
70
+ dam: number;
71
+ /** PROJ_ projection type. */
72
+ type: number;
73
+ /** The monster being affected. */
74
+ mon: Monster;
75
+ /** Source is an extra-charming player (PF_CHARM): boosts effects vs animals. */
76
+ charm: boolean;
77
+ /** Whether the player can see the monster (drives lore learning + obvious). */
78
+ seen: boolean;
79
+ /** The effect was obvious to the player. */
80
+ obvious: boolean;
81
+ /** The handler chose to skip: no damage and no effect applied. */
82
+ skipped: boolean;
83
+ /** MON_TMD flag OR'd into every applied timer (upstream context->flag; 0). */
84
+ flag: number;
85
+ /** Polymorph "power" (0 = no polymorph); resolved by the driver. */
86
+ doPoly: number;
87
+ /** Teleport distance (0 = none); resolved by the driver. */
88
+ teleportDistance: number;
89
+ /** PROJ_FORCE thrust distance (0 = none); performed by the driver. */
90
+ thrustGridsAway: number;
91
+ /** Message shown when the monster is hurt but survives. */
92
+ hurtMsg: number;
93
+ /** Message shown when the monster dies. */
94
+ dieMsg: number;
95
+ /** Per-MON_TMD timer amounts to apply after damage (length MON_TMD.MAX). */
96
+ monTimed: number[];
97
+ }
98
+
99
+ /** Options for newMonProjectContext; all optional with upstream-neutral defaults. */
100
+ export interface MonProjectContextOptions {
101
+ originIsMonster?: boolean;
102
+ r?: number;
103
+ grid?: Loc;
104
+ charm?: boolean;
105
+ seen?: boolean;
106
+ obvious?: boolean;
107
+ hooks?: MonProjectHooks;
108
+ }
109
+
110
+ /**
111
+ * Build a fresh handler context for a monster about to be hit by projection
112
+ * `type` for `dam` damage, mirroring project_m's local initialisation.
113
+ */
114
+ export function newMonProjectContext(
115
+ rng: Rng,
116
+ mon: Monster,
117
+ type: number,
118
+ dam: number,
119
+ opts: MonProjectContextOptions = {},
120
+ ): MonProjectContext {
121
+ return {
122
+ rng,
123
+ hooks: opts.hooks ?? {},
124
+ originIsMonster: opts.originIsMonster ?? false,
125
+ r: opts.r ?? 0,
126
+ grid: opts.grid ?? mon.grid,
127
+ dam,
128
+ type,
129
+ mon,
130
+ charm: opts.charm ?? false,
131
+ seen: opts.seen ?? false,
132
+ obvious: opts.obvious ?? false,
133
+ skipped: false,
134
+ flag: 0,
135
+ doPoly: 0,
136
+ teleportDistance: 0,
137
+ thrustGridsAway: 0,
138
+ hurtMsg: MON_MSG.NONE,
139
+ dieMsg: MON_MSG.DIE,
140
+ monTimed: new Array<number>(MON_TMD.MAX).fill(0),
141
+ };
142
+ }
143
+
144
+ /** adjust_radius: reduce an amount by distance from the blast centre. */
145
+ function adjustRadius(ctx: MonProjectContext, amount: number): number {
146
+ return Math.trunc((amount + ctx.r) / (ctx.r + 1));
147
+ }
148
+
149
+ /* ------------------------------------------------------------------ */
150
+ /* Resist / hurt helpers */
151
+ /* ------------------------------------------------------------------ */
152
+
153
+ /**
154
+ * project_monster_resist_element: a monster with the given RF_ flag resists,
155
+ * dividing damage by `factor`. Learns the flag if the effect is seen.
156
+ */
157
+ function resistElement(
158
+ ctx: MonProjectContext,
159
+ flag: number,
160
+ factor: number,
161
+ ): void {
162
+ if (ctx.seen) ctx.hooks.learnRaceFlag?.(ctx.mon, flag);
163
+ if (ctx.mon.race.flags.has(flag)) {
164
+ ctx.hurtMsg = MON_MSG.RESIST_A_LOT;
165
+ ctx.dam = Math.trunc(ctx.dam / factor);
166
+ }
167
+ }
168
+
169
+ /**
170
+ * project_monster_resist_other: a monster with the given RF_ flag has its
171
+ * damage multiplied by `factor` (a factor of 0 gives immunity) and, when
172
+ * `reduce` is set, further reduced by a small random amount.
173
+ */
174
+ function resistOther(
175
+ ctx: MonProjectContext,
176
+ flag: number,
177
+ factor: number,
178
+ reduce: boolean,
179
+ msg: number,
180
+ ): void {
181
+ if (ctx.seen) ctx.hooks.learnRaceFlag?.(ctx.mon, flag);
182
+ if (ctx.mon.race.flags.has(flag)) {
183
+ ctx.hurtMsg = msg;
184
+ ctx.dam *= factor;
185
+ if (reduce) ctx.dam = Math.trunc(ctx.dam / (ctx.rng.randint1(6) + 6));
186
+ }
187
+ }
188
+
189
+ /**
190
+ * project_monster_hurt_immune: resist (divide by imm_factor) if the monster has
191
+ * imm_flag, else take extra damage (multiply by hurt_factor) if it has
192
+ * hurt_flag. Learns both flags if seen.
193
+ */
194
+ function hurtImmune(
195
+ ctx: MonProjectContext,
196
+ hurtFlag: number,
197
+ immFlag: number,
198
+ hurtFactor: number,
199
+ immFactor: number,
200
+ hurtMsg: number,
201
+ dieMsg: number,
202
+ ): void {
203
+ if (ctx.seen) {
204
+ ctx.hooks.learnRaceFlag?.(ctx.mon, immFlag);
205
+ ctx.hooks.learnRaceFlag?.(ctx.mon, hurtFlag);
206
+ }
207
+
208
+ if (ctx.mon.race.flags.has(immFlag)) {
209
+ ctx.hurtMsg = MON_MSG.RESIST_A_LOT;
210
+ ctx.dam = Math.trunc(ctx.dam / immFactor);
211
+ } else if (ctx.mon.race.flags.has(hurtFlag)) {
212
+ ctx.hurtMsg = hurtMsg;
213
+ ctx.dieMsg = dieMsg;
214
+ ctx.dam *= hurtFactor;
215
+ }
216
+ }
217
+
218
+ /**
219
+ * project_monster_hurt_only: the monster is only affected if it has the given
220
+ * flag; otherwise the damage is zeroed. Learns the flag if seen.
221
+ */
222
+ function hurtOnly(
223
+ ctx: MonProjectContext,
224
+ flag: number,
225
+ hurtMsg: number,
226
+ dieMsg: number,
227
+ ): void {
228
+ if (ctx.seen) ctx.hooks.learnRaceFlag?.(ctx.mon, flag);
229
+
230
+ if (ctx.mon.race.flags.has(flag)) {
231
+ ctx.hurtMsg = hurtMsg;
232
+ ctx.dieMsg = dieMsg;
233
+ } else {
234
+ ctx.dam = 0;
235
+ }
236
+ }
237
+
238
+ /**
239
+ * project_monster_breath: a breather of the given RSF_ spell resists, its
240
+ * damage multiplied by `factor` then reduced by a small random amount. Learns
241
+ * the breath if seen.
242
+ */
243
+ function breath(ctx: MonProjectContext, flag: number, factor: number): void {
244
+ if (ctx.mon.race.spellFlags.has(flag)) {
245
+ if (ctx.seen) ctx.hooks.learnSpellFlag?.(ctx.mon, flag);
246
+
247
+ ctx.hurtMsg = MON_MSG.RESIST;
248
+ ctx.dam *= factor;
249
+ ctx.dam = Math.trunc(ctx.dam / (ctx.rng.randint1(6) + 6));
250
+ }
251
+ }
252
+
253
+ /**
254
+ * project_monster_teleport_away: teleport a monster that has the given flag
255
+ * (using dam as the distance); otherwise the projection is skipped. No damage.
256
+ */
257
+ function teleportAway(ctx: MonProjectContext, flag: number): void {
258
+ if (ctx.seen) ctx.hooks.learnRaceFlag?.(ctx.mon, flag);
259
+
260
+ if (ctx.mon.race.flags.has(flag)) {
261
+ ctx.teleportDistance = ctx.dam;
262
+ ctx.hurtMsg = MON_MSG.DISAPPEAR;
263
+ monsterWake(ctx.rng, ctx.mon, false, 100);
264
+ if (ctx.seen) ctx.obvious = true;
265
+ } else {
266
+ ctx.skipped = true;
267
+ }
268
+
269
+ ctx.dam = 0;
270
+ }
271
+
272
+ /**
273
+ * project_monster_scare: frighten a monster that has the given flag (using dam
274
+ * as the power); otherwise the projection is skipped. No damage.
275
+ */
276
+ function scare(ctx: MonProjectContext, flag: number): void {
277
+ if (ctx.seen) ctx.hooks.learnRaceFlag?.(ctx.mon, flag);
278
+
279
+ if (ctx.mon.race.flags.has(flag)) {
280
+ ctx.monTimed[MON_TMD.FEAR] = adjustRadius(ctx, ctx.dam);
281
+ monsterWake(ctx.rng, ctx.mon, false, 100);
282
+ if (ctx.seen) ctx.obvious = true;
283
+ } else {
284
+ ctx.skipped = true;
285
+ }
286
+
287
+ ctx.dam = 0;
288
+ }
289
+
290
+ /**
291
+ * project_monster_dispel: a monster with the given flag takes the (already
292
+ * computed) damage with dispel messaging; otherwise the projection is skipped.
293
+ */
294
+ function dispel(ctx: MonProjectContext, flag: number): void {
295
+ if (ctx.seen) ctx.hooks.learnRaceFlag?.(ctx.mon, flag);
296
+
297
+ if (ctx.mon.race.flags.has(flag)) {
298
+ ctx.hurtMsg = MON_MSG.SHUDDER;
299
+ ctx.dieMsg = MON_MSG.DISSOLVE;
300
+ if (ctx.seen) ctx.obvious = true;
301
+ } else {
302
+ ctx.skipped = true;
303
+ ctx.dam = 0;
304
+ }
305
+ }
306
+
307
+ /**
308
+ * project_monster_sleep: put a monster to sleep. A non-zero flag restricts the
309
+ * effect to monsters with that flag (RF_NONE = affect all). No damage.
310
+ */
311
+ function sleep(ctx: MonProjectContext, flag: number): void {
312
+ if (ctx.seen && flag) ctx.hooks.learnRaceFlag?.(ctx.mon, flag);
313
+
314
+ if (flag && !ctx.mon.race.flags.has(flag)) {
315
+ ctx.skipped = true;
316
+ ctx.dam = 0;
317
+ }
318
+
319
+ if (ctx.charm && ctx.mon.race.flags.has(RF.ANIMAL)) {
320
+ ctx.dam += Math.trunc(ctx.dam / 2);
321
+ }
322
+ ctx.monTimed[MON_TMD.SLEEP] = ctx.dam;
323
+ if (ctx.dam > 0 && ctx.seen) ctx.obvious = true;
324
+ ctx.dam = 0;
325
+ }
326
+
327
+ /** charm bonus vs animals, shared by the status projections that grant it. */
328
+ function charmAnimalBoost(ctx: MonProjectContext): void {
329
+ if (ctx.charm && ctx.mon.race.flags.has(RF.ANIMAL)) {
330
+ ctx.dam += Math.trunc(ctx.dam / 2);
331
+ }
332
+ }
333
+
334
+ /* ------------------------------------------------------------------ */
335
+ /* Per-PROJ-type handlers */
336
+ /* ------------------------------------------------------------------ */
337
+
338
+ export type MonHandler = (ctx: MonProjectContext) => void;
339
+
340
+ /* Acid */
341
+ function hAcid(ctx: MonProjectContext): void {
342
+ resistElement(ctx, RF.IM_ACID, 9);
343
+ }
344
+
345
+ /* Electricity */
346
+ function hElec(ctx: MonProjectContext): void {
347
+ resistElement(ctx, RF.IM_ELEC, 9);
348
+ }
349
+
350
+ /* Fire damage */
351
+ function hFire(ctx: MonProjectContext): void {
352
+ hurtImmune(
353
+ ctx,
354
+ RF.HURT_FIRE,
355
+ RF.IM_FIRE,
356
+ 2,
357
+ 9,
358
+ MON_MSG.CATCH_FIRE,
359
+ MON_MSG.DISINTEGRATES,
360
+ );
361
+ }
362
+
363
+ /* Cold */
364
+ function hCold(ctx: MonProjectContext): void {
365
+ hurtImmune(
366
+ ctx,
367
+ RF.HURT_COLD,
368
+ RF.IM_COLD,
369
+ 2,
370
+ 9,
371
+ MON_MSG.BADLY_FROZEN,
372
+ MON_MSG.FREEZE_SHATTER,
373
+ );
374
+ }
375
+
376
+ /* Poison */
377
+ function hPois(ctx: MonProjectContext): void {
378
+ resistElement(ctx, RF.IM_POIS, 9);
379
+ }
380
+
381
+ /* Light -- opposite of Dark */
382
+ function hLight(ctx: MonProjectContext): void {
383
+ if (ctx.seen) ctx.hooks.learnRaceFlag?.(ctx.mon, RF.HURT_LIGHT);
384
+
385
+ if (ctx.mon.race.spellFlags.has(RSF.BR_LIGHT)) {
386
+ /* Learn about breathers through resistance */
387
+ if (ctx.seen) ctx.hooks.learnSpellFlag?.(ctx.mon, RSF.BR_LIGHT);
388
+
389
+ ctx.hurtMsg = MON_MSG.RESIST;
390
+ ctx.dam *= 2;
391
+ ctx.dam = Math.trunc(ctx.dam / (ctx.rng.randint1(6) + 6));
392
+ } else if (ctx.mon.race.flags.has(RF.HURT_LIGHT)) {
393
+ ctx.hurtMsg = MON_MSG.CRINGE_LIGHT;
394
+ ctx.dieMsg = MON_MSG.SHRIVEL_LIGHT;
395
+ ctx.dam *= 2;
396
+ }
397
+ }
398
+
399
+ /* Dark -- opposite of Light */
400
+ function hDark(ctx: MonProjectContext): void {
401
+ breath(ctx, RSF.BR_DARK, 2);
402
+ }
403
+
404
+ /* Sound -- Sound breathers resist */
405
+ function hSound(ctx: MonProjectContext): void {
406
+ if (ctx.rng.oneIn(3)) {
407
+ ctx.monTimed[MON_TMD.STUN] = adjustRadius(ctx, 5 + ctx.rng.randint1(10));
408
+ }
409
+
410
+ breath(ctx, RSF.BR_SOUN, 2);
411
+ }
412
+
413
+ /* Shards -- Shard breathers resist */
414
+ function hShard(ctx: MonProjectContext): void {
415
+ breath(ctx, RSF.BR_SHAR, 3);
416
+ }
417
+
418
+ /* Nexus */
419
+ function hNexus(ctx: MonProjectContext): void {
420
+ resistOther(ctx, RF.IM_NEXUS, 3, true, MON_MSG.RESIST);
421
+
422
+ if (ctx.rng.oneIn(3)) {
423
+ /* Blink */
424
+ ctx.teleportDistance = 10;
425
+ } else if (ctx.rng.oneIn(4)) {
426
+ /* Teleport */
427
+ ctx.teleportDistance = 50;
428
+ }
429
+ }
430
+
431
+ /* Nether -- undead are immune, evil resists, nether breathers resist */
432
+ function hNether(ctx: MonProjectContext): void {
433
+ /* Update the lore */
434
+ if (ctx.seen) {
435
+ ctx.hooks.learnRaceFlag?.(ctx.mon, RF.UNDEAD);
436
+ ctx.hooks.learnRaceFlag?.(ctx.mon, RF.IM_NETHER);
437
+
438
+ /* If it isn't undead, acquire extra knowledge */
439
+ if (!ctx.mon.race.flags.has(RF.UNDEAD)) {
440
+ if (ctx.mon.race.spellFlags.has(RSF.BR_NETH)) {
441
+ ctx.hooks.learnSpellFlag?.(ctx.mon, RSF.BR_NETH);
442
+ } else {
443
+ ctx.hooks.learnRaceFlag?.(ctx.mon, RF.EVIL);
444
+ }
445
+ }
446
+ }
447
+
448
+ if (ctx.mon.race.flags.has(RF.UNDEAD)) {
449
+ ctx.hurtMsg = MON_MSG.IMMUNE;
450
+ ctx.dam = 0;
451
+ } else if (ctx.mon.race.flags.has(RF.IM_NETHER)) {
452
+ ctx.hurtMsg = MON_MSG.RESIST;
453
+ ctx.dam *= 3;
454
+ ctx.dam = Math.trunc(ctx.dam / (ctx.rng.randint1(6) + 6));
455
+ } else if (ctx.mon.race.flags.has(RF.EVIL)) {
456
+ ctx.dam = Math.trunc(ctx.dam / 2);
457
+ ctx.hurtMsg = MON_MSG.RESIST_SOMEWHAT;
458
+ }
459
+ }
460
+
461
+ /* Chaos -- Chaos breathers resist; polymorphs and confuses */
462
+ function hChaos(ctx: MonProjectContext): void {
463
+ /* Prevent polymorph on chaos breathers. */
464
+ if (ctx.mon.race.spellFlags.has(RSF.BR_CHAO)) {
465
+ ctx.doPoly = 0;
466
+ } else {
467
+ ctx.doPoly = 1;
468
+ }
469
+
470
+ /* Hide resistance message (as assigned in breath()). */
471
+ ctx.monTimed[MON_TMD.CONF] = adjustRadius(ctx, 10 + ctx.rng.randint1(10));
472
+ breath(ctx, RSF.BR_CHAO, 3);
473
+ ctx.hurtMsg = MON_MSG.NONE;
474
+ }
475
+
476
+ /* Disenchantment */
477
+ function hDisen(ctx: MonProjectContext): void {
478
+ resistOther(ctx, RF.IM_DISEN, 3, true, MON_MSG.RESIST);
479
+
480
+ /* Affect monsters which don't resist, and have non-innate spells */
481
+ if (
482
+ !ctx.mon.race.flags.has(RF.IM_DISEN) &&
483
+ monsterHasNonInnateSpells(ctx.mon)
484
+ ) {
485
+ ctx.monTimed[MON_TMD.DISEN] = adjustRadius(ctx, 5 + ctx.rng.randint1(10));
486
+ }
487
+ }
488
+
489
+ /* Water damage */
490
+ function hWater(ctx: MonProjectContext): void {
491
+ /* Zero out the damage because this is an immunity flag. */
492
+ resistOther(ctx, RF.IM_WATER, 0, false, MON_MSG.IMMUNE);
493
+ }
494
+
495
+ /* Ice -- Cold + Stun */
496
+ function hIce(ctx: MonProjectContext): void {
497
+ if (ctx.rng.oneIn(3)) {
498
+ ctx.monTimed[MON_TMD.STUN] = adjustRadius(ctx, 5 + ctx.rng.randint1(10));
499
+ }
500
+
501
+ hurtImmune(
502
+ ctx,
503
+ RF.HURT_COLD,
504
+ RF.IM_COLD,
505
+ 2,
506
+ 9,
507
+ MON_MSG.BADLY_FROZEN,
508
+ MON_MSG.FREEZE_SHATTER,
509
+ );
510
+ }
511
+
512
+ /* Gravity -- breathers resist */
513
+ function hGravity(ctx: MonProjectContext): void {
514
+ /* Higher level monsters can resist the teleportation better */
515
+ if (ctx.rng.randint1(127) > ctx.mon.race.level) {
516
+ ctx.teleportDistance = 10;
517
+ }
518
+
519
+ /* Prevent displacement on gravity breathers. */
520
+ if (ctx.mon.race.spellFlags.has(RSF.BR_GRAV)) {
521
+ ctx.teleportDistance = 0;
522
+ }
523
+
524
+ breath(ctx, RSF.BR_GRAV, 3);
525
+ }
526
+
527
+ /* Inertia -- breathers resist */
528
+ function hInertia(ctx: MonProjectContext): void {
529
+ breath(ctx, RSF.BR_INER, 3);
530
+ }
531
+
532
+ /* Force -- stuns, breathers resist, others are thrust away */
533
+ function hForce(ctx: MonProjectContext): void {
534
+ if (ctx.rng.oneIn(3)) {
535
+ ctx.monTimed[MON_TMD.STUN] = adjustRadius(ctx, 5 + ctx.rng.randint1(10));
536
+ }
537
+
538
+ breath(ctx, RSF.BR_WALL, 3);
539
+
540
+ /* Prevent thrusting force breathers. */
541
+ if (ctx.mon.race.spellFlags.has(RSF.BR_WALL)) return;
542
+
543
+ /* Thrust monster away (executed by the driver). */
544
+ ctx.thrustGridsAway = 3 + Math.trunc(ctx.dam / 20);
545
+ }
546
+
547
+ /* Time -- breathers resist */
548
+ function hTime(ctx: MonProjectContext): void {
549
+ breath(ctx, RSF.BR_TIME, 3);
550
+ }
551
+
552
+ /* Plasma */
553
+ function hPlasma(ctx: MonProjectContext): void {
554
+ resistOther(ctx, RF.IM_PLASMA, 3, true, MON_MSG.RESIST);
555
+ }
556
+
557
+ /* Meteor / Missile / Mana / Arrow -- raw damage, no special handling */
558
+ function hNoop(_ctx: MonProjectContext): void {
559
+ /* Deliberately empty, matching upstream's empty handlers. */
560
+ }
561
+
562
+ /* Holy Orb -- hurts Evil */
563
+ function hHolyOrb(ctx: MonProjectContext): void {
564
+ resistOther(ctx, RF.EVIL, 2, false, MON_MSG.HIT_HARD);
565
+ }
566
+
567
+ /* Light, but only hurts susceptible creatures */
568
+ function hLightWeak(ctx: MonProjectContext): void {
569
+ hurtOnly(ctx, RF.HURT_LIGHT, MON_MSG.CRINGE_LIGHT, MON_MSG.SHRIVEL_LIGHT);
570
+ }
571
+
572
+ /* Dark, but does nothing to monsters */
573
+ function hDarkWeak(ctx: MonProjectContext): void {
574
+ ctx.skipped = true;
575
+ ctx.dam = 0;
576
+ }
577
+
578
+ /* Stone to Mud */
579
+ function hKillWall(ctx: MonProjectContext): void {
580
+ hurtOnly(ctx, RF.HURT_ROCK, MON_MSG.LOSE_SKIN, MON_MSG.DISSOLVE);
581
+ }
582
+
583
+ /* Feature-only projections that never affect monsters */
584
+ function hSkip(ctx: MonProjectContext): void {
585
+ ctx.skipped = true;
586
+ ctx.dam = 0;
587
+ }
588
+
589
+ /* Teleport undead / evil / spirit / all (dam used as power) */
590
+ function hAwayUndead(ctx: MonProjectContext): void {
591
+ teleportAway(ctx, RF.UNDEAD);
592
+ }
593
+ function hAwaySpirit(ctx: MonProjectContext): void {
594
+ teleportAway(ctx, RF.SPIRIT);
595
+ }
596
+ function hAwayEvil(ctx: MonProjectContext): void {
597
+ teleportAway(ctx, RF.EVIL);
598
+ }
599
+ function hAwayAll(ctx: MonProjectContext): void {
600
+ /* Prepare to teleport */
601
+ ctx.teleportDistance = ctx.dam;
602
+
603
+ /* No "real" damage */
604
+ ctx.dam = 0;
605
+ ctx.hurtMsg = MON_MSG.DISAPPEAR;
606
+ }
607
+
608
+ /* Turn undead / evil / living / all (dam used as power) */
609
+ function hTurnUndead(ctx: MonProjectContext): void {
610
+ scare(ctx, RF.UNDEAD);
611
+ }
612
+ function hTurnEvil(ctx: MonProjectContext): void {
613
+ scare(ctx, RF.EVIL);
614
+ }
615
+ function hTurnLiving(ctx: MonProjectContext): void {
616
+ if (ctx.seen) {
617
+ ctx.hooks.learnRaceFlag?.(ctx.mon, RF.NONLIVING);
618
+ ctx.hooks.learnRaceFlag?.(ctx.mon, RF.UNDEAD);
619
+ }
620
+
621
+ if (monsterIsLiving(ctx.mon)) {
622
+ ctx.monTimed[MON_TMD.FEAR] = adjustRadius(ctx, ctx.dam);
623
+ if (ctx.seen) ctx.obvious = true;
624
+ } else {
625
+ ctx.skipped = true;
626
+ }
627
+
628
+ ctx.dam = 0;
629
+ }
630
+ function hTurnAll(ctx: MonProjectContext): void {
631
+ ctx.monTimed[MON_TMD.FEAR] = ctx.dam;
632
+ ctx.dam = 0;
633
+ }
634
+
635
+ /* Dispel undead / evil / all */
636
+ function hDispUndead(ctx: MonProjectContext): void {
637
+ dispel(ctx, RF.UNDEAD);
638
+ }
639
+ function hDispEvil(ctx: MonProjectContext): void {
640
+ dispel(ctx, RF.EVIL);
641
+ }
642
+ function hDispAll(ctx: MonProjectContext): void {
643
+ ctx.hurtMsg = MON_MSG.SHUDDER;
644
+ ctx.dieMsg = MON_MSG.DISSOLVE;
645
+ }
646
+
647
+ /* Sleep undead / evil / all (dam used as power) */
648
+ function hSleepUndead(ctx: MonProjectContext): void {
649
+ sleep(ctx, RF.UNDEAD);
650
+ }
651
+ function hSleepEvil(ctx: MonProjectContext): void {
652
+ sleep(ctx, RF.EVIL);
653
+ }
654
+ function hSleepAll(ctx: MonProjectContext): void {
655
+ sleep(ctx, RF.NONE);
656
+ }
657
+
658
+ /* Clone monsters (ignore dam) */
659
+ function hMonClone(ctx: MonProjectContext): void {
660
+ /* Heal fully */
661
+ ctx.mon.hp = ctx.mon.maxhp;
662
+
663
+ /* Speed up */
664
+ monIncTimed(
665
+ ctx.rng,
666
+ ctx.mon,
667
+ MON_TMD.FAST,
668
+ 50,
669
+ MON_TMD_FLG_NOTIFY,
670
+ ctx.hooks.onMessage,
671
+ );
672
+
673
+ /* Attempt to clone. */
674
+ if (ctx.hooks.multiplyMonster?.(ctx.mon) && ctx.seen) {
675
+ ctx.hurtMsg = MON_MSG.SPAWN;
676
+ }
677
+
678
+ /* No "real" damage */
679
+ ctx.dam = 0;
680
+ }
681
+
682
+ /* Polymorph monster (dam used as power) */
683
+ function hMonPoly(ctx: MonProjectContext): void {
684
+ charmAnimalBoost(ctx);
685
+ /* Polymorph later */
686
+ ctx.doPoly = ctx.dam;
687
+
688
+ /* No "real" damage */
689
+ ctx.dam = 0;
690
+ }
691
+
692
+ /* Heal monster (dam used as amount of healing) */
693
+ function hMonHeal(ctx: MonProjectContext): void {
694
+ /* Heal */
695
+ ctx.mon.hp += ctx.dam;
696
+
697
+ /* No overflow */
698
+ if (ctx.mon.hp > ctx.mon.maxhp) ctx.mon.hp = ctx.mon.maxhp;
699
+
700
+ /* The PR_HEALTH-tracked branch is a UI concern; take the message branch. */
701
+ ctx.hurtMsg = MON_MSG.HEALTHIER;
702
+
703
+ /* No "real" damage */
704
+ ctx.dam = 0;
705
+ }
706
+
707
+ /* Speed monster (ignore dam) */
708
+ function hMonSpeed(ctx: MonProjectContext): void {
709
+ ctx.monTimed[MON_TMD.FAST] = ctx.dam;
710
+ ctx.dam = 0;
711
+ }
712
+
713
+ /* Slow monster (dam used as power) */
714
+ function hMonSlow(ctx: MonProjectContext): void {
715
+ charmAnimalBoost(ctx);
716
+ ctx.monTimed[MON_TMD.SLOW] = ctx.dam;
717
+ ctx.dam = 0;
718
+ }
719
+
720
+ /* Confusion (dam used as power) */
721
+ function hMonConf(ctx: MonProjectContext): void {
722
+ charmAnimalBoost(ctx);
723
+ ctx.monTimed[MON_TMD.CONF] = ctx.dam;
724
+ ctx.dam = 0;
725
+ }
726
+
727
+ /* Hold (dam used as power) */
728
+ function hMonHold(ctx: MonProjectContext): void {
729
+ charmAnimalBoost(ctx);
730
+ ctx.monTimed[MON_TMD.HOLD] = ctx.dam;
731
+ ctx.dam = 0;
732
+ }
733
+
734
+ /* Stun (dam used as power) */
735
+ function hMonStun(ctx: MonProjectContext): void {
736
+ charmAnimalBoost(ctx);
737
+ ctx.monTimed[MON_TMD.STUN] = ctx.dam;
738
+ ctx.dam = 0;
739
+ }
740
+
741
+ /* Drain life */
742
+ function hMonDrain(ctx: MonProjectContext): void {
743
+ if (ctx.seen) {
744
+ ctx.obvious = true;
745
+ ctx.hooks.learnRaceFlag?.(ctx.mon, RF.UNDEAD);
746
+ }
747
+ if (monsterIsNonliving(ctx.mon)) {
748
+ ctx.hurtMsg = MON_MSG.UNAFFECTED;
749
+ ctx.obvious = false;
750
+ ctx.dam = 0;
751
+ }
752
+ }
753
+
754
+ /* Crush -- kills monsters below a hitpoint threshold */
755
+ function hMonCrush(ctx: MonProjectContext): void {
756
+ if (ctx.seen) ctx.obvious = true;
757
+ if (ctx.mon.hp >= ctx.dam) {
758
+ ctx.hurtMsg = MON_MSG.UNAFFECTED;
759
+ ctx.obvious = false;
760
+ ctx.skipped = true;
761
+ ctx.dam = 0;
762
+ }
763
+ }
764
+
765
+ /**
766
+ * The monster handler table, indexed by PROJ_ type (upstream builds it from
767
+ * list-elements.h then list-projections.h). Assigned by name so the ordering
768
+ * exactly follows the generated PROJ map.
769
+ *
770
+ * FROZEN, AND DELIBERATELY NOT A MOD SEAM. It is exported for the parity test
771
+ * that counts the 56 slots, and an exported mutable array is an accidental
772
+ * extension point: a mod could assign `MONSTER_HANDLERS[PROJ.FIRE]` at import
773
+ * time and rewire core from outside the mod system entirely. That patch would
774
+ * have no ordering against another mod's, would appear in no manifest, and -
775
+ * worst - could not be undone by DISABLING the mod, which breaks the rule that a
776
+ * disabled mod's patches do not exist. Frozen, the attempt throws in strict mode
777
+ * instead of silently succeeding.
778
+ *
779
+ * A mod that wants to change what a projection does to a monster asks for a
780
+ * hook in `core/src/mod/hooks.ts`, where contributions compose, order and
781
+ * disable properly.
782
+ */
783
+ export const MONSTER_HANDLERS: readonly (MonHandler | null)[] = (() => {
784
+ const t: Array<MonHandler | null> = new Array<MonHandler | null>(56).fill(
785
+ null,
786
+ );
787
+ t[PROJ.ACID] = hAcid;
788
+ t[PROJ.ELEC] = hElec;
789
+ t[PROJ.FIRE] = hFire;
790
+ t[PROJ.COLD] = hCold;
791
+ t[PROJ.POIS] = hPois;
792
+ t[PROJ.LIGHT] = hLight;
793
+ t[PROJ.DARK] = hDark;
794
+ t[PROJ.SOUND] = hSound;
795
+ t[PROJ.SHARD] = hShard;
796
+ t[PROJ.NEXUS] = hNexus;
797
+ t[PROJ.NETHER] = hNether;
798
+ t[PROJ.CHAOS] = hChaos;
799
+ t[PROJ.DISEN] = hDisen;
800
+ t[PROJ.WATER] = hWater;
801
+ t[PROJ.ICE] = hIce;
802
+ t[PROJ.GRAVITY] = hGravity;
803
+ t[PROJ.INERTIA] = hInertia;
804
+ t[PROJ.FORCE] = hForce;
805
+ t[PROJ.TIME] = hTime;
806
+ t[PROJ.PLASMA] = hPlasma;
807
+ t[PROJ.METEOR] = hNoop;
808
+ t[PROJ.MISSILE] = hNoop;
809
+ t[PROJ.MANA] = hNoop;
810
+ t[PROJ.HOLY_ORB] = hHolyOrb;
811
+ t[PROJ.ARROW] = hNoop;
812
+ t[PROJ.LIGHT_WEAK] = hLightWeak;
813
+ t[PROJ.DARK_WEAK] = hDarkWeak;
814
+ t[PROJ.KILL_WALL] = hKillWall;
815
+ t[PROJ.KILL_DOOR] = hSkip;
816
+ t[PROJ.KILL_TRAP] = hSkip;
817
+ t[PROJ.MAKE_DOOR] = hSkip;
818
+ t[PROJ.MAKE_TRAP] = hSkip;
819
+ t[PROJ.AWAY_UNDEAD] = hAwayUndead;
820
+ t[PROJ.AWAY_SPIRIT] = hAwaySpirit;
821
+ t[PROJ.AWAY_EVIL] = hAwayEvil;
822
+ t[PROJ.AWAY_ALL] = hAwayAll;
823
+ t[PROJ.TURN_UNDEAD] = hTurnUndead;
824
+ t[PROJ.TURN_EVIL] = hTurnEvil;
825
+ t[PROJ.TURN_LIVING] = hTurnLiving;
826
+ t[PROJ.TURN_ALL] = hTurnAll;
827
+ t[PROJ.DISP_UNDEAD] = hDispUndead;
828
+ t[PROJ.DISP_EVIL] = hDispEvil;
829
+ t[PROJ.DISP_ALL] = hDispAll;
830
+ t[PROJ.SLEEP_UNDEAD] = hSleepUndead;
831
+ t[PROJ.SLEEP_EVIL] = hSleepEvil;
832
+ t[PROJ.SLEEP_ALL] = hSleepAll;
833
+ t[PROJ.MON_CLONE] = hMonClone;
834
+ t[PROJ.MON_POLY] = hMonPoly;
835
+ t[PROJ.MON_HEAL] = hMonHeal;
836
+ t[PROJ.MON_SPEED] = hMonSpeed;
837
+ t[PROJ.MON_SLOW] = hMonSlow;
838
+ t[PROJ.MON_CONF] = hMonConf;
839
+ t[PROJ.MON_HOLD] = hMonHold;
840
+ t[PROJ.MON_STUN] = hMonStun;
841
+ t[PROJ.MON_DRAIN] = hMonDrain;
842
+ t[PROJ.MON_CRUSH] = hMonCrush;
843
+ return Object.freeze(t);
844
+ })();
845
+
846
+ /**
847
+ * Run the monster handler for the projection type recorded in the context,
848
+ * mutating it with the accumulated effect. A type with no handler (there are
849
+ * none in the 56-entry space) leaves the context unchanged, matching upstream's
850
+ * `if (monster_handler != NULL)` guard.
851
+ */
852
+ export function runMonsterHandler(ctx: MonProjectContext): void {
853
+ const handler = MONSTER_HANDLERS[ctx.type];
854
+ if (handler) handler(ctx);
855
+ }