@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 +1,145 @@
1
+ /**
2
+ * Monster summon types, ported from reference/src/mon-summon.c (Angband
3
+ * 4.2.6): the summon table built from summon.txt (here the already-parsed
4
+ * summon.json records bound by bindMonsters) and the race-eligibility
5
+ * predicate summon_specific_okay.
6
+ *
7
+ * This module is the world-free half of mon-summon.c: the table lookups
8
+ * (summon_name_to_idx, summon_message_type, summon_fallback_type,
9
+ * summon_desc) and the "okay" test. The placement half (summon_specific,
10
+ * call_monster, select_shape) needs the live cave and lives in
11
+ * game/mon-place.ts.
12
+ *
13
+ * Divergences by design:
14
+ * - The upstream file-static summon_specific_type / kin_base globals become
15
+ * explicit parameters (type is passed to okay(); the kin base is captured
16
+ * by the caller from the summoner's race), so concurrent interpreters
17
+ * cannot trample each other.
18
+ * - message_type stays the msgt NAME (sound/message channels ride #26/#25);
19
+ * upstream resolves it to a message index at parse time.
20
+ */
21
+
22
+ import { RF } from "../generated/index.js";
23
+ import type { MonsterBase, MonsterRace, SummonType } from "./types.js";
24
+
25
+ /** One bound summon type (struct summon, resolved). */
26
+ export interface BoundSummon {
27
+ /** Position in the table (the EF_SUMMON subtype value). */
28
+ index: number;
29
+ name: string;
30
+ /** The message type NAME (msgt:); sound dispatch rides #26. */
31
+ messageType: string;
32
+ /** uniques: whether uniques may answer this summon. */
33
+ uniqueAllowed: boolean;
34
+ /** base: allowed monster bases (empty = no base restriction). */
35
+ bases: readonly MonsterBase[];
36
+ /** race-flag: required RF_ flag (0 = none). */
37
+ raceFlag: number;
38
+ /** fallback: the summon type used when this one fails (-1 = none). */
39
+ fallback: number;
40
+ desc: string;
41
+ }
42
+
43
+ /**
44
+ * The bound summon table (finish_parse_summon). Records bind in file order,
45
+ * matching the upstream reversed-linked-list copy, so a record's array
46
+ * position is its upstream summon index.
47
+ */
48
+ export class SummonTable {
49
+ readonly kinds: BoundSummon[];
50
+
51
+ constructor(
52
+ records: readonly SummonType[],
53
+ bases: ReadonlyMap<string, MonsterBase>,
54
+ ) {
55
+ this.kinds = records.map((rec, index) => {
56
+ const bound: MonsterBase[] = [];
57
+ for (const name of rec.baseNames) {
58
+ const base = bases.get(name);
59
+ if (!base) throw new Error(`summon: unknown monster base ${name}`);
60
+ bound.push(base);
61
+ }
62
+ let raceFlag = 0;
63
+ if (rec.raceFlag) {
64
+ const value = (RF as Record<string, number>)[rec.raceFlag];
65
+ if (value === undefined || value === 0) {
66
+ throw new Error(`summon: bad race flag ${rec.raceFlag}`);
67
+ }
68
+ raceFlag = value;
69
+ }
70
+ return {
71
+ index,
72
+ name: rec.name,
73
+ messageType: rec.msgt,
74
+ uniqueAllowed: rec.uniquesAllowed,
75
+ bases: bound,
76
+ raceFlag,
77
+ fallback: -1,
78
+ desc: rec.desc,
79
+ };
80
+ });
81
+ /* Add indices of fallback summons (finish_parse_summon). */
82
+ for (let i = 0; i < this.kinds.length; i++) {
83
+ const name = records[i]!.fallbackName;
84
+ this.kinds[i]!.fallback = name ? this.nameToIdx(name) : -1;
85
+ }
86
+ }
87
+
88
+ /** summon_name_to_idx: the index for a summon name, or -1. */
89
+ nameToIdx(name: string): number {
90
+ for (const kind of this.kinds) {
91
+ if (kind.name === name) return kind.index;
92
+ }
93
+ return -1;
94
+ }
95
+
96
+ /** summon_message_type: the msgt name for a summon type. */
97
+ messageType(type: number): string {
98
+ return this.kinds[type]?.messageType ?? "";
99
+ }
100
+
101
+ /** summon_fallback_type: the fallback index for a summon type (-1 none). */
102
+ fallbackType(type: number): number {
103
+ return this.kinds[type]?.fallback ?? -1;
104
+ }
105
+
106
+ /** summon_desc: the description for a summon type. */
107
+ desc(type: number): string {
108
+ return this.kinds[type]?.desc ?? "";
109
+ }
110
+ }
111
+
112
+ /**
113
+ * summon_specific_okay: whether a race may answer a summon of the given
114
+ * type. `kinBase` is the summoner's race base, read only by the KIN type
115
+ * (upstream's kin_base global, made a parameter).
116
+ */
117
+ export function summonSpecificOkay(
118
+ table: SummonTable,
119
+ type: number,
120
+ race: MonsterRace,
121
+ kinBase: MonsterBase | null,
122
+ ): boolean {
123
+ const summon = table.kinds[type];
124
+ if (!summon) return false;
125
+ const unique = race.flags.has(RF.UNIQUE);
126
+
127
+ /* Forbid uniques? */
128
+ if (!summon.uniqueAllowed && unique) return false;
129
+
130
+ /* A valid base and no match means disallowed. */
131
+ if (summon.bases.length > 0 && !summon.bases.some((b) => b === race.base)) {
132
+ return false;
133
+ }
134
+
135
+ /* A valid race flag and no match means disallowed. */
136
+ if (summon.raceFlag && !race.flags.has(summon.raceFlag)) return false;
137
+
138
+ /* Special case - summon kin. */
139
+ if (type === table.nameToIdx("KIN")) {
140
+ return !unique && race.base === kinBase;
141
+ }
142
+
143
+ /* If we made it here, we're fine. */
144
+ return true;
145
+ }
@@ -0,0 +1,195 @@
1
+ /**
2
+ * Applying damage to a monster, ported from reference/src/mon-util.c (Angband
3
+ * 4.2.6): mon_take_hit (L1264) and its helpers monster_wake (L686) and
4
+ * monster_scared_by_damage (L1137). This is the shared "a monster is hurt"
5
+ * primitive that projections (project_m), melee, ranged attacks, and the effect
6
+ * handlers all funnel damage through, so death, fear, and waking behave
7
+ * identically no matter what dealt the blow.
8
+ *
9
+ * The heavy player-facing consequences are injected as hooks so the damage /
10
+ * fear / wake logic ships and is tested independently of them:
11
+ * - onKill (player_kill_monster): experience, drops, death messages,
12
+ * uniqueness, quest completion - a large routine ported with the effect /
13
+ * command layer.
14
+ * - becomeAware (become_aware): revealing a camouflaged mimic - knowledge/UI.
15
+ * - coverTracksBroken: clearing the player's TMD_COVERTRACKS - player state.
16
+ *
17
+ * Deferred: the arena-level branch (arena mode is not modelled) and the
18
+ * PR_HEALTH redraw (a UI concern) are omitted; both are unreached by the ported
19
+ * callers.
20
+ */
21
+
22
+ import { MON_TMD } from "../generated/index.js";
23
+ import { MFLAG } from "../generated/index.js";
24
+ import type { Rng } from "../rng.js";
25
+ import type { Monster } from "./monster.js";
26
+ import { monsterCanBeScared, monsterIsCamouflaged } from "./predicate.js";
27
+ import {
28
+ MON_TMD_FLG_NOFAIL,
29
+ MON_TMD_FLG_NOMESSAGE,
30
+ MON_TMD_FLG_NOTIFY,
31
+ monClearTimed,
32
+ monDecTimed,
33
+ monIncTimed,
34
+ } from "./timed.js";
35
+
36
+ /**
37
+ * monster_wake (mon-util.c L686): clear a monster's sleep timer and, with the
38
+ * given percentage chance, mark it aware of the player. `notify` selects
39
+ * whether the sleep clear emits a waking-up message.
40
+ */
41
+ export function monsterWake(
42
+ rng: Rng,
43
+ mon: Monster,
44
+ notify: boolean,
45
+ awareChance: number,
46
+ ): void {
47
+ const flag = notify ? MON_TMD_FLG_NOTIFY : MON_TMD_FLG_NOMESSAGE;
48
+ monClearTimed(rng, mon, MON_TMD.SLEEP, flag);
49
+ if (rng.randint0(100) < awareChance) {
50
+ mon.mflag.on(MFLAG.AWARE);
51
+ }
52
+ }
53
+
54
+ /**
55
+ * monster_scared_by_damage (mon-util.c L1137): pain can reduce, cancel, or
56
+ * newly cause fear. Returns true only when the hit newly frightens the monster.
57
+ * Called after the monster's hp has already been reduced by `dam`.
58
+ * `primaryGroupSize` is monster_primary_group_size(cave, mon), threaded into
59
+ * monster_can_be_scared's per-member group fear save; game callers pass the
60
+ * live group size (game/mon-group.ts), worldless callers default to 1 (lone).
61
+ */
62
+ export function monsterScaredByDamage(
63
+ rng: Rng,
64
+ mon: Monster,
65
+ dam: number,
66
+ primaryGroupSize = 1,
67
+ ): boolean {
68
+ const currentFear = mon.mTimed[MON_TMD.FEAR]!;
69
+
70
+ /* Pain can reduce or cancel existing fear, or cause fear. */
71
+ if (currentFear) {
72
+ const tmp = rng.randint1(dam);
73
+
74
+ if (tmp < currentFear) {
75
+ /* Reduce fear. */
76
+ monDecTimed(rng, mon, MON_TMD.FEAR, tmp, MON_TMD_FLG_NOMESSAGE);
77
+ } else {
78
+ /* Cure fear. */
79
+ monClearTimed(rng, mon, MON_TMD.FEAR, MON_TMD_FLG_NOMESSAGE);
80
+ return false;
81
+ }
82
+ } else if (monsterCanBeScared(rng, mon, primaryGroupSize)) {
83
+ /* Percentage of fully healthy. */
84
+ const percentage = Math.floor((100 * mon.hp) / mon.maxhp);
85
+
86
+ /* Run (sometimes) at 10% or less of max hp... */
87
+ const lowHp = rng.randint1(10) >= percentage;
88
+
89
+ /* ...or (usually) when hit for half its current hit points. */
90
+ const bigHit = dam >= mon.hp && rng.randint0(100) < 80;
91
+
92
+ if (lowHp || bigHit) {
93
+ let time = rng.randint1(10);
94
+ if (dam >= mon.hp && percentage > 7) {
95
+ time += 20;
96
+ } else {
97
+ time += (11 - percentage) * 5;
98
+ }
99
+
100
+ /* Note fear. */
101
+ monIncTimed(
102
+ rng,
103
+ mon,
104
+ MON_TMD.FEAR,
105
+ time,
106
+ MON_TMD_FLG_NOMESSAGE | MON_TMD_FLG_NOFAIL,
107
+ );
108
+ return true;
109
+ }
110
+ }
111
+
112
+ return false;
113
+ }
114
+
115
+ /** The player-facing consequences of a hit, supplied by the caller. */
116
+ export interface MonTakeHitHooks {
117
+ /** player_kill_monster: experience, drops, death messages, uniqueness. */
118
+ onKill?: (mon: Monster, note: string | null) => void;
119
+ /** become_aware: reveal a camouflaged mimic. */
120
+ becomeAware?: (mon: Monster) => void;
121
+ /** Clear the player's TMD_COVERTRACKS (a hit ends stealthy movement). */
122
+ coverTracksBroken?: () => void;
123
+ /**
124
+ * The arena branch (mon-util.c L1290): a lethal blow in single combat
125
+ * signals the level change instead of killing - the monster stays (at
126
+ * negative hp) until the arena exit finishes it. Passed by game
127
+ * callers while state.arenaLevel is set.
128
+ */
129
+ onArenaDeath?: (mon: Monster) => void;
130
+ /**
131
+ * monster_primary_group_size(cave, mon) for the fear roll's per-member
132
+ * group save (mon-predicate.c L296). Game callers pass the live size
133
+ * (game/mon-group.ts monsterPrimaryGroupSize); absent, 1 (a lone monster).
134
+ */
135
+ primaryGroupSize?: () => number;
136
+ }
137
+
138
+ /** The outcome of a hit: whether the monster died and whether it took fright. */
139
+ export interface MonTakeHitResult {
140
+ /** The monster's hp reached below zero and it was killed. */
141
+ died: boolean;
142
+ /** The monster was newly frightened by the blow (meaningless if it died). */
143
+ fear: boolean;
144
+ }
145
+
146
+ /**
147
+ * mon_take_hit (mon-util.c L1264): inflict `dam` damage on a monster from the
148
+ * player. Wakes the monster and clears any Hold when the blow is non-fatal,
149
+ * reveals camouflaged mimics, then applies the damage - killing the monster (via
150
+ * the onKill hook) if its hp drops below zero, or rolling fear otherwise.
151
+ * Returns whether the monster died and whether it was newly frightened.
152
+ */
153
+ export function monTakeHit(
154
+ rng: Rng,
155
+ mon: Monster,
156
+ dam: number,
157
+ note: string | null,
158
+ hooks: MonTakeHitHooks = {},
159
+ ): MonTakeHitResult {
160
+ /* If the hit doesn't kill, wake it up and make it aware of the player. */
161
+ if (dam <= mon.hp) {
162
+ monsterWake(rng, mon, false, 100);
163
+ monClearTimed(rng, mon, MON_TMD.HOLD, MON_TMD_FLG_NOTIFY);
164
+ }
165
+
166
+ /* Become aware of its presence. */
167
+ if (monsterIsCamouflaged(mon)) {
168
+ hooks.becomeAware?.(mon);
169
+ }
170
+
171
+ /* No damage, we're done. */
172
+ if (dam === 0) return { died: false, fear: false };
173
+
174
+ /* Covering tracks is no longer possible. */
175
+ hooks.coverTracksBroken?.();
176
+
177
+ /* Hurt it. */
178
+ mon.hp -= dam;
179
+ if (mon.hp < 0) {
180
+ /* Deal with arena monsters: the kill waits for the arena exit. */
181
+ if (hooks.onArenaDeath) {
182
+ hooks.onArenaDeath(mon);
183
+ return { died: true, fear: false };
184
+ }
185
+ /* It is dead now. */
186
+ hooks.onKill?.(mon, note);
187
+ return { died: true, fear: false };
188
+ }
189
+
190
+ /* Not dead yet; did it get frightened? */
191
+ return {
192
+ died: false,
193
+ fear: monsterScaredByDamage(rng, mon, dam, hooks.primaryGroupSize?.() ?? 1),
194
+ };
195
+ }
@@ -0,0 +1,300 @@
1
+ /**
2
+ * Monster timed effects, ported from reference/src/mon-timed.c (Angband
3
+ * 4.2.6): the resist roll, mon_set_timed, and the inc/dec/clear wrappers that
4
+ * drive a monster's m_timed[] array (sleep, stun, confusion, fear, slow,
5
+ * haste, hold, disenchant, command, shapechange).
6
+ *
7
+ * The effect table (gets_save / stacking / resist flag / max timer / begin-
8
+ * end-increase messages) is the generated MON_TIMED_ENTRIES (from
9
+ * list-mon-timed.h). Two upstream couplings are handled as follows, both
10
+ * faithful in reachable states:
11
+ * - Messages: the monster-message queue (mon-msg.c add_monster_message) is not
12
+ * ported, so mon_set_timed emits through an optional MonTimedMessageSink
13
+ * instead. The decision of WHICH message fires (and its NOTIFY/NOMESSAGE/
14
+ * visibility gate) is preserved exactly; callers that have a sink pass one.
15
+ * - MON_TMD_CHANGED shapechange (monster_change_shape / _revert_shape,
16
+ * mon-util.c) is DEFERRED: the timer is still set, but the form is not
17
+ * swapped. CHANGED is only set by an effect that is not ported yet, so this
18
+ * path is currently unreachable.
19
+ *
20
+ * The lore learn on a flag-resist (lore_learn_flag_if_visible) and the
21
+ * health-bar / monster-list redraw (upkeep masks) are UI/lore concerns and are
22
+ * DEFERRED.
23
+ */
24
+
25
+ import type { Rng } from "../rng.js";
26
+ import { MON_TIMED_ENTRIES, RF } from "../generated/index.js";
27
+ import { MON_TMD } from "../generated/index.js";
28
+ import type { Monster } from "./monster.js";
29
+ import { monsterIsObvious, monsterIsUnique } from "./predicate.js";
30
+ import type { LoreStore } from "./lore.js";
31
+ import { getLore, loreLearnFlagIfVisible } from "./lore.js";
32
+
33
+ /** mon-timed.h flags. */
34
+ export const MON_TMD_FLG_NOTIFY = 0x01;
35
+ export const MON_TMD_FLG_NOMESSAGE = 0x04;
36
+ export const MON_TMD_FLG_NOFAIL = 0x08;
37
+
38
+ /** Minimum number of turns a new timed effect can last (MON_INC_MIN_TURNS). */
39
+ const MON_INC_MIN_TURNS = 2;
40
+
41
+ /**
42
+ * A sink for the monster message that mon_set_timed would queue. `note` is the
43
+ * MON_MSG_* name (or the synthetic "MON_MSG_UNAFFECTED" / "MON_MSG_SHAPE_FAIL")
44
+ * upstream would pass to add_monster_message; `add` mirrors its 3rd argument.
45
+ */
46
+ /**
47
+ * monster_change_shape / monster_revert_shape (game/mon-shape.ts), passed
48
+ * by the game-layer timed calls for MON_TMD_CHANGED.
49
+ */
50
+ export interface MonShapeHooks {
51
+ change: (mon: Monster) => boolean;
52
+ revert: (mon: Monster) => boolean;
53
+ }
54
+
55
+ export type MonTimedMessageSink = (
56
+ mon: Monster,
57
+ note: string,
58
+ add: boolean,
59
+ ) => void;
60
+
61
+ /** Resolve an effect entry's resistFlag ("RF_NO_SLEEP" | 0) to an RF index. */
62
+ function resistFlagIndex(resistFlag: string | number): number {
63
+ if (typeof resistFlag !== "string") return -1;
64
+ const key = resistFlag.replace(/^RF_/, "") as keyof typeof RF;
65
+ const idx = RF[key];
66
+ return typeof idx === "number" ? idx : -1;
67
+ }
68
+
69
+ /**
70
+ * mon_timed_name_to_idx: the MON_TMD_ index for an effect name, or -1.
71
+ */
72
+ export function monTimedNameToIdx(name: string): number {
73
+ for (let i = 0; i < MON_TMD.MAX; i++) {
74
+ if (MON_TIMED_ENTRIES[i]?.name === name) return i;
75
+ }
76
+ return -1;
77
+ }
78
+
79
+ /** saving_throw: level- and timer-scaled resist, doubled for uniques. */
80
+ function savingThrow(rng: Rng, mon: Monster, timer: number): boolean {
81
+ const resistChance = Math.min(
82
+ 90,
83
+ mon.race.level + Math.max(0, 25 - Math.trunc(timer / 2)),
84
+ );
85
+ /* Give unique monsters a double check. */
86
+ if (monsterIsUnique(mon) && rng.randint0(100) < resistChance) return true;
87
+ return rng.randint0(100) < resistChance;
88
+ }
89
+
90
+ /**
91
+ * The lore store the resist branch learns into (lore_learn_flag_if_visible,
92
+ * mon-timed.c L108). does_resist has no deps parameter upstream (get_lore is a
93
+ * global), so the port registers the session's store against its Rng - the one
94
+ * shared object every timed call threads - via installMonTimedLore. Worldless
95
+ * harnesses that never install one simply skip the lore learn (the pre-port
96
+ * behaviour); the resist outcome is identical either way.
97
+ */
98
+ const TIMED_LORE_STORES = new WeakMap<object, LoreStore>();
99
+
100
+ /** Register the lore store learning timed-resist flags for this rng/session. */
101
+ export function installMonTimedLore(rng: Rng, lore: LoreStore): void {
102
+ TIMED_LORE_STORES.set(rng, lore);
103
+ }
104
+
105
+ /**
106
+ * does_resist (mon-timed.c L89): NOFAIL override, then flag immunity (learning
107
+ * the resist flag into visible lore, mon-timed.c L107-110), then the save.
108
+ */
109
+ function doesResist(
110
+ rng: Rng,
111
+ mon: Monster,
112
+ effectType: number,
113
+ timer: number,
114
+ flag: number,
115
+ ): boolean {
116
+ const effect = MON_TIMED_ENTRIES[effectType]!;
117
+
118
+ /* The game can override the monster's innate resistance. */
119
+ if (flag & MON_TMD_FLG_NOFAIL) return false;
120
+
121
+ /* Check resistances from monster flags: a visible monster shrugging the
122
+ * effect off via its race flag teaches that flag. */
123
+ const rflag = resistFlagIndex(effect.resistFlag);
124
+ if (rflag >= 0 && mon.race.flags.has(rflag)) {
125
+ const store = TIMED_LORE_STORES.get(rng);
126
+ if (store) loreLearnFlagIfVisible(getLore(store, mon.race), mon, rflag);
127
+ return true;
128
+ }
129
+
130
+ /* Some effects get a saving throw; others do not. */
131
+ return effect.save ? savingThrow(rng, mon, timer) : false;
132
+ }
133
+
134
+ /**
135
+ * mon_set_timed: set effect `effectType`'s timer to `timer`, honouring
136
+ * resistance, the begin/end/increase message selection, and the COMMAND-expiry
137
+ * and CHANGED special cases. Returns true if the monster was affected.
138
+ */
139
+ export function monSetTimed(
140
+ rng: Rng,
141
+ mon: Monster,
142
+ effectType: number,
143
+ timer: number,
144
+ flag = 0,
145
+ onMessage?: MonTimedMessageSink,
146
+ shape?: MonShapeHooks,
147
+ ): boolean {
148
+ const effect = MON_TIMED_ENTRIES[effectType]!;
149
+ const oldTimer = mon.mTimed[effectType]!;
150
+
151
+ let resisted = false;
152
+ let update = false;
153
+ let checkResist: boolean;
154
+ let note: string | number = 0;
155
+
156
+ /* Limit the time of the effect. */
157
+ if (timer > effect.time) timer = effect.time;
158
+
159
+ /* No change. */
160
+ if (oldTimer === timer) {
161
+ return false;
162
+ } else if (timer === 0) {
163
+ /* Turning off, usually mention. */
164
+ note = effect.messageEnd;
165
+ flag |= MON_TMD_FLG_NOTIFY;
166
+ checkResist = false;
167
+ /* Necromancer COMMAND expiring: drop the stale monster -> monster target. */
168
+ if (effectType === MON_TMD.COMMAND) mon.target.midx = 0;
169
+ } else if (oldTimer === 0) {
170
+ /* Turning on, usually mention. */
171
+ note = effect.messageBegin;
172
+ flag |= MON_TMD_FLG_NOTIFY;
173
+ checkResist = true;
174
+ } else if (timer > oldTimer) {
175
+ /* Increase: a different message, but do not auto-mention. */
176
+ note = effect.messageIncrease;
177
+ checkResist = true;
178
+ } else {
179
+ /* Decreases get no message and never resist. */
180
+ checkResist = false;
181
+ }
182
+
183
+ /* Resolve resistance, when appropriate. */
184
+ if (checkResist && doesResist(rng, mon, effectType, timer, flag)) {
185
+ resisted = true;
186
+ note = "MON_MSG_UNAFFECTED";
187
+ } else {
188
+ mon.mTimed[effectType] = timer;
189
+ update = true;
190
+ }
191
+
192
+ /* Special case - deal with monster shapechanges (mon-timed.c L195).
193
+ * The swap functions live in game/mon-shape.ts; the game-layer timed
194
+ * calls pass them as hooks (the layering keeps this module below
195
+ * game/). Without hooks, the timer stands and the form is unchanged. */
196
+ if (effectType === MON_TMD.CHANGED && shape) {
197
+ if (timer > oldTimer) {
198
+ if (!shape.change(mon)) {
199
+ note = "MON_MSG_SHAPE_FAIL";
200
+ mon.mTimed[effectType] = oldTimer;
201
+ }
202
+ } else if (timer === 0) {
203
+ shape.revert(mon);
204
+ }
205
+ }
206
+
207
+ /* Queue a message if there is one, it is allowed, and the monster is seen. */
208
+ if (
209
+ note &&
210
+ !(flag & MON_TMD_FLG_NOMESSAGE) &&
211
+ flag & MON_TMD_FLG_NOTIFY &&
212
+ monsterIsObvious(mon)
213
+ ) {
214
+ onMessage?.(mon, String(note), true);
215
+ }
216
+
217
+ /* update -> health-bar / monster-list redraw is UI upkeep (DEFERRED). */
218
+ void update;
219
+
220
+ return !resisted;
221
+ }
222
+
223
+ /**
224
+ * mon_inc_timed: raise effect `effectType` by `timer` (min 2 turns for a new
225
+ * effect), stacking per the effect's rule, then mon_set_timed.
226
+ */
227
+ export function monIncTimed(
228
+ rng: Rng,
229
+ mon: Monster,
230
+ effectType: number,
231
+ timer: number,
232
+ flag = 0,
233
+ onMessage?: MonTimedMessageSink,
234
+ shape?: MonShapeHooks,
235
+ ): boolean {
236
+ const effect = MON_TIMED_ENTRIES[effectType]!;
237
+
238
+ /* Make a new effect last a minimum number of turns. */
239
+ if (mon.mTimed[effectType] === 0 && timer < MON_INC_MIN_TURNS) {
240
+ timer = MON_INC_MIN_TURNS;
241
+ }
242
+
243
+ let newValue = timer;
244
+ switch (effect.stack) {
245
+ case "NO":
246
+ newValue = mon.mTimed[effectType]! === 0 ? timer : mon.mTimed[effectType]!;
247
+ break;
248
+ case "MAX":
249
+ newValue = Math.max(mon.mTimed[effectType]!, timer);
250
+ break;
251
+ case "INCR":
252
+ newValue = mon.mTimed[effectType]! + timer;
253
+ break;
254
+ }
255
+
256
+ return monSetTimed(rng, mon, effectType, newValue, flag, onMessage, shape);
257
+ }
258
+
259
+ /**
260
+ * mon_dec_timed: lower effect `effectType` by `timer` (never below 0). A
261
+ * decrease never fails.
262
+ */
263
+ export function monDecTimed(
264
+ rng: Rng,
265
+ mon: Monster,
266
+ effectType: number,
267
+ timer: number,
268
+ flag = 0,
269
+ onMessage?: MonTimedMessageSink,
270
+ shape?: MonShapeHooks,
271
+ ): boolean {
272
+ const newLevel = Math.max(0, mon.mTimed[effectType]! - timer);
273
+ return monSetTimed(rng, mon, effectType, newLevel, flag, onMessage, shape);
274
+ }
275
+
276
+ /** mon_clear_timed: clear effect `effectType` (no-op if already 0). */
277
+ export function monClearTimed(
278
+ rng: Rng,
279
+ mon: Monster,
280
+ effectType: number,
281
+ flag = 0,
282
+ onMessage?: MonTimedMessageSink,
283
+ shape?: MonShapeHooks,
284
+ ): boolean {
285
+ if (mon.mTimed[effectType] === 0) return false;
286
+ return monSetTimed(rng, mon, effectType, 0, flag, onMessage, shape);
287
+ }
288
+
289
+ /**
290
+ * monster_effect_level: the 0 (unaffected) .. 5 (max) intensity band an effect
291
+ * is currently at for the monster.
292
+ */
293
+ export function monsterEffectLevel(mon: Monster, effectType: number): number {
294
+ const effect = MON_TIMED_ENTRIES[effectType]!;
295
+ const divisor = Math.max(Math.trunc(effect.time / 5), 1);
296
+ return Math.min(
297
+ Math.trunc((mon.mTimed[effectType]! + divisor - 1) / divisor),
298
+ 5,
299
+ );
300
+ }