@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 +1,699 @@
1
+ /**
2
+ * Object name descriptions, ported from reference/src/obj-desc.c (Angband
3
+ * 4.2.6): object_desc and every helper it calls. Names are gated by the
4
+ * player's real knowledge EXACTLY as upstream, by reading the per-object known
5
+ * shadow synthesised in known-object.ts wherever upstream reads obj->known.
6
+ *
7
+ * Flavour text (the "Smoky" adjective, the scroll title) is supplied through
8
+ * the KnownDesc deps (flavorText / hasFlavor), fed from the per-game
9
+ * FlavorAssignment that flavor_init builds (obj/flavor.ts). When those deps are
10
+ * absent the helpers fall back to the tval-only flavour test and omit the '#'
11
+ * modstr - the pre-flavor_init behaviour - which still never leaks a real kind
12
+ * name.
13
+ *
14
+ * Divergences from upstream, all forced by port model gaps (each ledgered
15
+ * inline with a // DEFERRED: note):
16
+ * - ODESC_CAPITAL: object_desc in 4.2.6 documents but does NOT apply this flag
17
+ * (it is a caller concern via my_strcap); accepted and ignored, as upstream.
18
+ * - ODESC_ALTNUM: rather than packing the count into the high 16 bits of mode,
19
+ * the alternate number is passed as a separate `altnum` argument; the
20
+ * ODESC.ALTNUM bit still selects it over obj.number.
21
+ * - Chest trap names (obj_desc_chest -> chest_trap_name, gap #49) are ported
22
+ * (obj/chest.ts's chestTrapName), gated by the same shadow.pval guard as
23
+ * upstream; since chests never copy pval to the known shadow (L355 below /
24
+ * known-object.ts), the "(<trap>)" segment only ever fires for an empty
25
+ * chest ("(empty)") under the current knowledge simplification (#24).
26
+ * - ignore_item_ok / the "{ignore}" and gold "{ignore}" markers (obj-desc.c
27
+ * L537, L630): emitted when the caller supplies KnownDesc.ignoreItemOk (a
28
+ * thin wrapper over obj/ignore.ts ignore_item_ok); omitted for an omniscient
29
+ * or ignore-less describe.
30
+ * - obj->kind->everseen / obj->ego->everseen "seen" mutations (L633-637): the
31
+ * bound registries are immutable, so these bits live in a per-game
32
+ * EverseenKnowledge (obj/knowledge.ts) and are set through the optional
33
+ * KnownDesc.markKindSeen / markEgoSeen deps hooks, mirroring the upstream
34
+ * `!spoil`-guarded mutation. A pure Set insert; no RNG, no name output.
35
+ * - The is_unknown() placeholder path (obj->kind != obj->known->kind) is a
36
+ * game-list-layer concern in the port; object_desc always gets a real
37
+ * object, so that branch is skipped (module docs of object.ts).
38
+ */
39
+
40
+ import { KF, OBJ_MOD, OF } from "../generated/index.js";
41
+ import { TV } from "../generated/index.js";
42
+ import type { Player } from "../player/player.js";
43
+ import type { GameObject } from "./object.js";
44
+ import {
45
+ tvalCanHaveCharges,
46
+ tvalCanHaveFlavor,
47
+ tvalIsArmor,
48
+ tvalIsBodyArmor,
49
+ tvalIsBook,
50
+ tvalIsChest,
51
+ tvalIsLight,
52
+ tvalIsMoney,
53
+ tvalIsRod,
54
+ tvalIsWeapon,
55
+ } from "./object.js";
56
+ import { chestTrapName } from "./chest.js";
57
+ import type { RuneEnv } from "./knowledge.js";
58
+ import { OBJ_NOTICE, objectHasStandardToH } from "./knowledge.js";
59
+ import type { KnownDesc } from "./known-object.js";
60
+ import {
61
+ objectIsKnownArtifact,
62
+ objectKnownShadow,
63
+ objectRunesKnownUpstream,
64
+ } from "./known-object.js";
65
+ import type { ObjectKind } from "./types.js";
66
+ import { OBJ_MOD_MAX } from "./types.js";
67
+
68
+ /**
69
+ * Modes for object_desc (obj-desc.h L25-46). ODESC_BASE is the empty mode.
70
+ * ODESC_FULL = COMBAT | EXTRA.
71
+ */
72
+ export const ODESC = {
73
+ BASE: 0x00,
74
+ COMBAT: 0x01,
75
+ EXTRA: 0x02,
76
+ FULL: 0x03,
77
+ STORE: 0x04,
78
+ PLURAL: 0x08,
79
+ SINGULAR: 0x10,
80
+ SPOIL: 0x20,
81
+ PREFIX: 0x40,
82
+ CAPITAL: 0x80,
83
+ TERSE: 0x100,
84
+ NOEGO: 0x200,
85
+ ALTNUM: 0x400,
86
+ } as const;
87
+
88
+ /** Knowledge gates for the combat helper (upstream p->obj_k reads / !p). */
89
+ interface CombatGates {
90
+ toA: boolean;
91
+ toH: boolean;
92
+ toD: boolean;
93
+ ac: boolean;
94
+ dice: boolean;
95
+ }
96
+
97
+ /** Format a signed integer as C's %+d ("+0", "+3", "-2"). */
98
+ function plus(n: number): string {
99
+ return n < 0 ? String(n) : `+${n}`;
100
+ }
101
+
102
+ /** is_a_vowel (z-util.c): whether a character is an English vowel. */
103
+ function isAVowel(c: string): boolean {
104
+ return "aeiouAEIOU".includes(c);
105
+ }
106
+
107
+ /* ------------------------------------------------------------------ *
108
+ * object_to_hit / _to_dam / _to_ac (obj-util.c L296-347): the object's
109
+ * combat bonus including any of its curses. Read the shadow + curse registry.
110
+ * ------------------------------------------------------------------ */
111
+
112
+ function objectToHit(o: GameObject, env: RuneEnv): number {
113
+ let result = o.toH;
114
+ if (o.curses) {
115
+ for (let i = 1; i < env.curses.length; i++) {
116
+ if (o.curses[i]?.power) result += env.curses[i]?.obj.toH ?? 0;
117
+ }
118
+ }
119
+ return result;
120
+ }
121
+
122
+ function objectToDam(o: GameObject, env: RuneEnv): number {
123
+ let result = o.toD;
124
+ if (o.curses) {
125
+ for (let i = 1; i < env.curses.length; i++) {
126
+ if (o.curses[i]?.power) result += env.curses[i]?.obj.toD ?? 0;
127
+ }
128
+ }
129
+ return result;
130
+ }
131
+
132
+ function objectToAc(o: GameObject, env: RuneEnv): number {
133
+ let result = o.toA;
134
+ if (o.curses) {
135
+ for (let i = 1; i < env.curses.length; i++) {
136
+ if (o.curses[i]?.power) result += env.curses[i]?.obj.toA ?? 0;
137
+ }
138
+ }
139
+ return result;
140
+ }
141
+
142
+ /**
143
+ * number_charging (obj-util.c L1020), evaluated purely: randcalc(time, 0,
144
+ * AVERAGE) = base + trunc(dice*(sides+1)/2).
145
+ */
146
+ function numberCharging(obj: GameObject): number {
147
+ const t = obj.time;
148
+ const chargeTime = t.base + Math.trunc((t.dice * (t.sides + 1)) / 2);
149
+ if (chargeTime <= 0) return 0;
150
+ if (obj.timeout <= 0) return 0;
151
+ let num = Math.trunc((obj.timeout + chargeTime - 1) / chargeTime);
152
+ if (num > obj.number) num = obj.number;
153
+ return num;
154
+ }
155
+
156
+ /**
157
+ * Whether a kind carries an assigned flavour (upstream obj->kind->flavor).
158
+ * Uses the deps' per-game assignment when wired (flavor_init), else falls back
159
+ * to the tval-only test - the two agree because every flavoured tval's kinds
160
+ * are assigned a flavour.
161
+ */
162
+ function descHasFlavor(kind: ObjectKind, deps: KnownDesc): boolean {
163
+ return deps.hasFlavor?.(kind) ?? tvalCanHaveFlavor(kind.tval);
164
+ }
165
+
166
+ /**
167
+ * obj_desc_get_modstr (obj-desc.c L66): the string that replaces '#' in the
168
+ * base name. Books use kind->name; flavoured kinds use the flavour text (the
169
+ * "Smoky" adjective or scroll title) from the per-game assignment.
170
+ */
171
+ function objDescGetModstr(kind: ObjectKind, deps: KnownDesc): string {
172
+ if (tvalCanHaveFlavor(kind.tval)) {
173
+ return deps.flavorText?.(kind) ?? "";
174
+ }
175
+ if (tvalIsBook(kind.tval)) return kind.name;
176
+ return "";
177
+ }
178
+
179
+ /**
180
+ * obj_desc_get_basename (obj-desc.c L82): the object's basic name format. When
181
+ * show_flavor is set the flavoured forms carry a '#' (filled by the flavour
182
+ * modstr): "& # Ring~", the scroll "& Scroll~ titled #", etc. `knownArtifact`
183
+ * is object_is_known_artifact(obj), computed once by the caller.
184
+ */
185
+ function objDescGetBasename(
186
+ obj: GameObject,
187
+ aware: boolean,
188
+ terse: boolean,
189
+ knownArtifact: boolean,
190
+ mode: number,
191
+ deps: KnownDesc,
192
+ ): string {
193
+ const flavored = descHasFlavor(obj.kind, deps);
194
+
195
+ /* show_flavor (L84-88): flavoured, not terse, not a store listing, and -
196
+ * once aware - only when the show_flavors option is on (default true).
197
+ * Also requires the flavour TEXT to be available: upstream obj->kind->flavor
198
+ * always carries text, but the port's tval-only fallback (no flavor_init
199
+ * wired) has none, and emitting "& # X" with an empty modstr would leave a
200
+ * stray space. Gating on the text keeps the plain base form in that case. */
201
+ const hasFlavorText = (deps.flavorText?.(obj.kind) ?? "").length > 0;
202
+ let showFlavor = !terse && flavored && hasFlavorText;
203
+ if (mode & ODESC.STORE) showFlavor = false;
204
+ if (aware && deps.showFlavors && !deps.showFlavors()) showFlavor = false;
205
+
206
+ /* Artifacts are special (L91-94). */
207
+ if (obj.artifact && (aware || knownArtifact || terse || !flavored)) {
208
+ return obj.kind.name;
209
+ }
210
+
211
+ switch (obj.tval) {
212
+ case TV.FLASK:
213
+ case TV.CHEST:
214
+ case TV.SHOT:
215
+ case TV.BOLT:
216
+ case TV.ARROW:
217
+ case TV.BOW:
218
+ case TV.HAFTED:
219
+ case TV.POLEARM:
220
+ case TV.SWORD:
221
+ case TV.DIGGING:
222
+ case TV.BOOTS:
223
+ case TV.GLOVES:
224
+ case TV.CLOAK:
225
+ case TV.CROWN:
226
+ case TV.HELM:
227
+ case TV.SHIELD:
228
+ case TV.SOFT_ARMOR:
229
+ case TV.HARD_ARMOR:
230
+ case TV.DRAG_ARMOR:
231
+ case TV.LIGHT:
232
+ case TV.FOOD:
233
+ return obj.kind.name;
234
+
235
+ case TV.AMULET:
236
+ return showFlavor ? "& # Amulet~" : "& Amulet~";
237
+ case TV.RING:
238
+ return showFlavor ? "& # Ring~" : "& Ring~";
239
+ case TV.STAFF:
240
+ return showFlavor ? "& # Sta|ff|ves|" : "& Sta|ff|ves|";
241
+ case TV.WAND:
242
+ return showFlavor ? "& # Wand~" : "& Wand~";
243
+ case TV.ROD:
244
+ return showFlavor ? "& # Rod~" : "& Rod~";
245
+ case TV.POTION:
246
+ return showFlavor ? "& # Potion~" : "& Potion~";
247
+ case TV.SCROLL:
248
+ return showFlavor ? "& Scroll~ titled #" : "& Scroll~";
249
+ case TV.MUSHROOM:
250
+ return showFlavor ? "& # Mushroom~" : "& Mushroom~";
251
+
252
+ case TV.MAGIC_BOOK:
253
+ return terse ? "& Book~ #" : "& Book~ of Magic Spells #";
254
+ case TV.PRAYER_BOOK:
255
+ return terse ? "& Book~ #" : "& Holy Book~ of Prayers #";
256
+ case TV.NATURE_BOOK:
257
+ return terse ? "& Book~ #" : "& Book~ of Nature Magics #";
258
+ case TV.SHADOW_BOOK:
259
+ return terse ? "& Tome~ #" : "& Necromantic Tome~ #";
260
+ case TV.OTHER_BOOK:
261
+ return terse ? "& Book~ #" : "& Book of Mysteries~ #";
262
+ }
263
+
264
+ return "(nothing)";
265
+ }
266
+
267
+ /**
268
+ * obj_desc_name_prefix (obj-desc.c L184): the number/uniqueness prefix
269
+ * (a / an / the / no more / N).
270
+ */
271
+ function objDescNamePrefix(
272
+ basename: string,
273
+ modstr: string,
274
+ terse: boolean,
275
+ number: number,
276
+ knownArtifact: boolean,
277
+ ): string {
278
+ if (number === 0) return "no more ";
279
+ if (number > 1) return `${number} `;
280
+ if (knownArtifact) return "the ";
281
+ if (basename[0] === "&") {
282
+ let an = false;
283
+ let k = 1;
284
+ while (basename[k] === " ") k++;
285
+ const lookahead = basename[k] ?? "";
286
+ if (lookahead === "#") {
287
+ if (modstr && isAVowel(modstr[0] ?? "")) an = true;
288
+ } else if (isAVowel(lookahead)) {
289
+ an = true;
290
+ }
291
+ if (!terse) return an ? "an " : "a ";
292
+ }
293
+ return "";
294
+ }
295
+
296
+ /**
297
+ * obj_desc_name_format (obj-desc.c L231): the "&"/"~"/"|x|y|"/"#" grammar. Pass
298
+ * modstr = null to suppress '#' substitution (matches the upstream NULL modstr
299
+ * in the recursive call).
300
+ */
301
+ export function objDescNameFormat(
302
+ fmt: string,
303
+ modstr: string | null,
304
+ pluralise: boolean,
305
+ ): string {
306
+ let out = "";
307
+ let i = 0;
308
+ while (i < fmt.length) {
309
+ const c = fmt[i] as string;
310
+ if (c === "&") {
311
+ /* Skip the '&' and any surrounding spaces. */
312
+ while (i < fmt.length && (fmt[i] === " " || fmt[i] === "&")) i++;
313
+ continue;
314
+ } else if (c === "~") {
315
+ /* Pluralizer (regular English plurals). */
316
+ if (!pluralise) {
317
+ i++;
318
+ continue;
319
+ }
320
+ const prev = i > 0 ? fmt[i - 1] : "";
321
+ if (prev === "s" || prev === "h" || prev === "x") out += "es";
322
+ else out += "s";
323
+ } else if (c === "|") {
324
+ /* Special plurals, e.g. kni|fe|ves| */
325
+ const singularStart = i + 1;
326
+ const firstBar = fmt.indexOf("|", singularStart);
327
+ if (firstBar < 0) return out;
328
+ const pluralStart = firstBar + 1;
329
+ const endmark = fmt.indexOf("|", pluralStart);
330
+ if (endmark < 0) return out;
331
+ if (!pluralise) out += fmt.slice(singularStart, firstBar);
332
+ else out += fmt.slice(pluralStart, endmark);
333
+ i = endmark; // loop's i++ then advances past the closing '|'
334
+ } else if (c === "#" && modstr !== null) {
335
+ /* Add modstr, pluralised if relevant. */
336
+ out += objDescNameFormat(modstr, null, pluralise);
337
+ } else {
338
+ out += c;
339
+ }
340
+ i++;
341
+ }
342
+ return out;
343
+ }
344
+
345
+ /**
346
+ * obj_desc_name (obj-desc.c L299): the full base name with prefix and the
347
+ * artifact/ego/"of <kind>" suffix. Reads the shadow's ego (shadow.ego) for the
348
+ * normal ego gate and the real obj.ego in store mode, exactly as upstream.
349
+ */
350
+ function objDescName(
351
+ obj: GameObject,
352
+ shadow: GameObject,
353
+ prefix: boolean,
354
+ mode: number,
355
+ terse: boolean,
356
+ number: number,
357
+ aware: boolean,
358
+ knownArtifact: boolean,
359
+ deps: KnownDesc,
360
+ ): string {
361
+ const store = (mode & ODESC.STORE) !== 0;
362
+ /* Pluralise unless forced singular, an artifact, or a lone non-PLURAL item. */
363
+ const plural =
364
+ !(mode & ODESC.SINGULAR) &&
365
+ !obj.artifact &&
366
+ (number !== 1 || (mode & ODESC.PLURAL) !== 0);
367
+ const basename = objDescGetBasename(obj, aware, terse, knownArtifact, mode, deps);
368
+ const modstr = objDescGetModstr(obj.kind, deps);
369
+
370
+ let out = "";
371
+ if (prefix) {
372
+ out += objDescNamePrefix(basename, modstr, terse, number, knownArtifact);
373
+ }
374
+ out += objDescNameFormat(basename, modstr, plural);
375
+
376
+ /* Append extra names (L328-339). */
377
+ if (knownArtifact && obj.artifact) {
378
+ out += ` ${obj.artifact.name}`;
379
+ } else if (
380
+ (shadow.ego && !(mode & ODESC.NOEGO)) ||
381
+ (obj.ego && store)
382
+ ) {
383
+ out += ` ${obj.ego?.name ?? ""}`;
384
+ } else if (
385
+ aware &&
386
+ !obj.artifact &&
387
+ (descHasFlavor(obj.kind, deps) || obj.tval === TV.SCROLL)
388
+ ) {
389
+ if (terse) out += ` '${obj.kind.name}'`;
390
+ else out += ` of ${obj.kind.name}`;
391
+ }
392
+
393
+ return out;
394
+ }
395
+
396
+ /** obj_desc_show_armor (obj-desc.c L347). */
397
+ function objDescShowArmor(shadow: GameObject, gates: CombatGates): boolean {
398
+ return gates.ac && (shadow.ac !== 0 || tvalIsArmor(shadow.tval));
399
+ }
400
+
401
+ /**
402
+ * obj_desc_chest (obj-desc.c L356): the "(<trap>)" suffix. Reads obj (not the
403
+ * shadow) for chest_trap_name, exactly as upstream; the guard is the shadow's
404
+ * pval (obj->known->pval), which chests never populate under the current
405
+ * knowledge simplification (#24), so this only ever fires for pval 0.
406
+ */
407
+ function objDescChest(obj: GameObject, shadow: GameObject): string {
408
+ if (!tvalIsChest(obj.tval)) return "";
409
+ if (obj.pval && !shadow.pval) return "";
410
+ return ` (${chestTrapName(obj)})`;
411
+ }
412
+
413
+ /**
414
+ * obj_desc_combat (obj-desc.c L374): damage dice, to-hit/to-dam, armour class,
415
+ * missile multiplier. Reads the SHADOW (upstream calls it with obj->known); the
416
+ * knowledge gates (`p->obj_k` reads / `!p`) come in as CombatGates.
417
+ */
418
+ function objDescCombat(
419
+ shadow: GameObject,
420
+ mode: number,
421
+ gates: CombatGates,
422
+ env: RuneEnv,
423
+ ): string {
424
+ const spoil = (mode & ODESC.SPOIL) !== 0;
425
+ let out = "";
426
+
427
+ /* Damage dice if known (L381-384). */
428
+ if (shadow.kind.kindFlags.has(KF.SHOW_DICE) && gates.dice) {
429
+ out += ` (${shadow.dd}d${shadow.ds})`;
430
+ }
431
+
432
+ /* Shooting power as a multiplier (L387-390). */
433
+ if (shadow.kind.kindFlags.has(KF.SHOW_MULT)) {
434
+ out += ` (x${shadow.pval + (shadow.modifiers[OBJ_MOD.MIGHT] ?? 0)})`;
435
+ }
436
+
437
+ /* No more if the object hasn't been assessed (L393). */
438
+ const assessed = (shadow.notice & OBJ_NOTICE.ASSESSED) !== 0;
439
+ if (!(assessed || spoil)) return out;
440
+
441
+ const toH = objectToHit(shadow, env);
442
+ const toD = objectToDam(shadow, env);
443
+ const toA = objectToAc(shadow, env);
444
+
445
+ /* Weapon bonuses (L400-417). */
446
+ if (
447
+ gates.toH &&
448
+ gates.toD &&
449
+ (tvalIsWeapon(shadow.tval) ||
450
+ toD !== 0 ||
451
+ (toH !== 0 && !tvalIsBodyArmor(shadow.tval)) ||
452
+ ((!objectHasStandardToH(env, shadow) || shadow.toH !== toH) &&
453
+ !shadow.artifact &&
454
+ !shadow.ego))
455
+ ) {
456
+ out += ` (${plus(toH)},${plus(toD)})`;
457
+ } else if (shadow.toH < 0 && objectHasStandardToH(env, shadow)) {
458
+ out += ` (${plus(shadow.toH)})`;
459
+ } else if (toD !== 0 && gates.toD) {
460
+ out += ` (${plus(toD)})`;
461
+ } else if (toH !== 0 && gates.toH) {
462
+ out += ` (${plus(toH)})`;
463
+ }
464
+
465
+ /* Armour bonuses (L420-427). */
466
+ if (gates.toA) {
467
+ if (objDescShowArmor(shadow, gates)) out += ` [${shadow.ac},${plus(toA)}]`;
468
+ else if (toA !== 0) out += ` [${plus(toA)}]`;
469
+ } else if (objDescShowArmor(shadow, gates)) {
470
+ out += ` [${shadow.ac}]`;
471
+ }
472
+
473
+ return out;
474
+ }
475
+
476
+ /** obj_desc_light (obj-desc.c L435). */
477
+ function objDescLight(obj: GameObject): string {
478
+ if (tvalIsLight(obj.tval) && !obj.flags.has(OF.NO_FUEL)) {
479
+ return ` (${obj.timeout} turns)`;
480
+ }
481
+ return "";
482
+ }
483
+
484
+ /**
485
+ * obj_desc_mods (obj-desc.c L449): the distinct numerical modifiers, e.g.
486
+ * " <+2, +1>". Reads the SHADOW (upstream calls it with obj->known).
487
+ */
488
+ function objDescMods(shadow: GameObject): string {
489
+ const mods: number[] = [];
490
+ for (let i = 0; i < OBJ_MOD_MAX; i++) {
491
+ const v = shadow.modifiers[i] ?? 0;
492
+ if (v === 0) continue;
493
+ if (mods.length === 0) {
494
+ mods.push(v);
495
+ continue;
496
+ }
497
+ let dup = false;
498
+ for (const m of mods) {
499
+ if (m === v) {
500
+ dup = true;
501
+ break;
502
+ }
503
+ }
504
+ if (!dup) mods.push(v);
505
+ }
506
+ if (mods.length === 0) return "";
507
+ let out = " <";
508
+ for (let j = 0; j < mods.length; j++) {
509
+ if (j) out += ", ";
510
+ out += plus(mods[j] as number);
511
+ }
512
+ out += ">";
513
+ return out;
514
+ }
515
+
516
+ /** obj_desc_charges (obj-desc.c L491). */
517
+ function objDescCharges(
518
+ obj: GameObject,
519
+ mode: number,
520
+ deps: KnownDesc,
521
+ ): string {
522
+ const aware = deps.isAware(obj.kind) || (mode & ODESC.STORE) !== 0;
523
+ if (aware && tvalCanHaveCharges(obj.tval)) {
524
+ return ` (${obj.pval} charge${obj.pval === 1 ? "" : "s"})`;
525
+ } else if (obj.timeout > 0) {
526
+ if (tvalIsRod(obj.tval) && obj.number > 1) {
527
+ return ` (${numberCharging(obj)} charging)`;
528
+ } else if (tvalIsRod(obj.tval) || obj.activation || obj.effect) {
529
+ return " (charging)";
530
+ }
531
+ }
532
+ return "";
533
+ }
534
+
535
+ /**
536
+ * obj_desc_inscrip (obj-desc.c L514): player inscription plus game markers
537
+ * (empty / tried / cursed / ignore / ??). The "ignore" marker is emitted when
538
+ * KnownDesc.ignoreItemOk is supplied (obj-desc.c L536-538).
539
+ */
540
+ function objDescInscrip(
541
+ obj: GameObject,
542
+ shadow: GameObject,
543
+ p: Player,
544
+ env: RuneEnv,
545
+ deps: KnownDesc,
546
+ ): string {
547
+ const u: string[] = [];
548
+
549
+ if (obj.note) u.push(obj.note);
550
+
551
+ if (!deps.isAware(obj.kind)) {
552
+ if (tvalCanHaveCharges(obj.tval) && obj.pval === 0) u.push("empty");
553
+ if (deps.isTried(obj.kind)) u.push("tried");
554
+ }
555
+
556
+ if (shadow.curses) u.push("cursed");
557
+
558
+ /* Note ignore (obj-desc.c L536-538): ignore_item_ok(p, obj). */
559
+ if (p && deps.ignoreItemOk?.(obj)) u.push("ignore");
560
+
561
+ if (
562
+ !objectRunesKnownUpstream(obj, shadow, p, env) &&
563
+ (shadow.notice & OBJ_NOTICE.ASSESSED)
564
+ ) {
565
+ u.push("??");
566
+ }
567
+
568
+ if (u.length === 0) return "";
569
+ let out = "";
570
+ for (let i = 0; i < u.length; i++) {
571
+ if (i === 0) out += " {";
572
+ out += u[i];
573
+ if (i < u.length - 1) out += ", ";
574
+ }
575
+ out += "}";
576
+ return out;
577
+ }
578
+
579
+ /**
580
+ * obj_desc_aware (obj-desc.c L565): the in-store "{unseen}" / "{??}" /
581
+ * "{cursed}" markers.
582
+ */
583
+ function objDescAware(
584
+ obj: GameObject,
585
+ shadow: GameObject,
586
+ p: Player,
587
+ env: RuneEnv,
588
+ deps: KnownDesc,
589
+ ): string {
590
+ if (!deps.isAware(obj.kind)) return " {unseen}";
591
+ if (!objectRunesKnownUpstream(obj, shadow, p, env)) return " {??}";
592
+ if (shadow.curses) return " {cursed}";
593
+ return "";
594
+ }
595
+
596
+ /**
597
+ * object_desc (obj-desc.c L607): describe `obj` under `mode`, gated by the
598
+ * player `p`'s knowledge (p may be null for an omniscient observer). `env`
599
+ * supplies the rune/curse registries the shadow synthesis and combat readers
600
+ * need; `deps` supplies flavour awareness. `altnum` is the ODESC_ALTNUM count
601
+ * (used only when the ODESC.ALTNUM bit is set), passed separately rather than
602
+ * packed into mode's high bits.
603
+ *
604
+ * @returns the object's description string.
605
+ */
606
+ export function objectDesc(
607
+ obj: GameObject | null,
608
+ mode: number,
609
+ p: Player | null,
610
+ env: RuneEnv,
611
+ deps: KnownDesc,
612
+ altnum?: number,
613
+ ): string {
614
+ const prefix = (mode & ODESC.PREFIX) !== 0;
615
+ const spoil = (mode & ODESC.SPOIL) !== 0;
616
+ const terse = (mode & ODESC.TERSE) !== 0;
617
+
618
+ /* Simple description for a null item (L616-618). */
619
+ if (!obj) return "(nothing)";
620
+
621
+ /* is_unknown() placeholder path (L621-625): DEFERRED to the game-list layer;
622
+ * object_desc always gets a real object here. */
623
+
624
+ /* Cash gets a straightforward description (L627-630), with a trailing
625
+ * " {ignore}" when ignore_item_ok(p, obj). */
626
+ if (tvalIsMoney(obj.tval)) {
627
+ const ignore = p && deps.ignoreItemOk?.(obj) ? " {ignore}" : "";
628
+ return `${obj.pval} gold pieces worth of ${obj.kind.name}${ignore}`;
629
+ }
630
+
631
+ /* Build the known shadow. An omniscient observer (p == null) or a spoiled
632
+ * description treats the object as fully known: the real object serves as
633
+ * its own shadow, so every knowledge read resolves to the true value. */
634
+ const omniscient = p === null || spoil;
635
+ const shadow = omniscient ? obj : objectKnownShadow(obj, p, env, deps);
636
+
637
+ /* L633-637: "Egos and kinds whose name we know are seen." Mark the per-game
638
+ * everseen flags via the deps hooks, guarded by the upstream `!spoil` (here
639
+ * `!omniscient`, which also covers the null-player case where there is no
640
+ * store to mark). Pure Set inserts - no RNG, no effect on the name output. */
641
+ if (!omniscient) {
642
+ if (shadow.ego) deps.markEgoSeen?.(shadow.ego);
643
+ if (deps.isAware(obj.kind)) deps.markKindSeen?.(obj.kind);
644
+ }
645
+
646
+ const gates: CombatGates = omniscient
647
+ ? { toA: true, toH: true, toD: true, ac: true, dice: true }
648
+ : {
649
+ toA: !!p.objKnown.toA,
650
+ toH: !!p.objKnown.toH,
651
+ toD: !!p.objKnown.toD,
652
+ /* obj-desc.c L381-382,420: the base damage-dice bracket gates on
653
+ * p->obj_k->dd && ds and the raw armour bracket on p->obj_k->ac - the
654
+ * "know dice"/"know ac" runes, NOT the ASSESSED bit (only the to_h/to_d/
655
+ * to_a BONUS brackets need ASSESSED, gated inside objDescCombat). Those
656
+ * runes are granted at birth by player_outfit (player-birth.c L584-596)
657
+ * and never learned by use, so in practice both are always known and an
658
+ * unidentified weapon/armour shows its (XdY)/[N] from the start, exactly
659
+ * as upstream. */
660
+ ac: !!p.objKnown.ac,
661
+ dice: !!(p.objKnown.dd && p.objKnown.ds),
662
+ };
663
+
664
+ const aware = deps.isAware(obj.kind) || (mode & ODESC.STORE) !== 0 || spoil;
665
+ const knownArtifact = objectIsKnownArtifact(shadow);
666
+ const number =
667
+ (mode & ODESC.ALTNUM) && altnum !== undefined ? altnum : obj.number;
668
+
669
+ /* Construct the name (L642). */
670
+ let out = objDescName(
671
+ obj,
672
+ shadow,
673
+ prefix,
674
+ mode,
675
+ terse,
676
+ number,
677
+ aware,
678
+ knownArtifact,
679
+ deps,
680
+ );
681
+
682
+ /* Combat properties (L645-652). */
683
+ if (mode & ODESC.COMBAT) {
684
+ if (tvalIsChest(obj.tval)) out += objDescChest(obj, shadow);
685
+ else if (tvalIsLight(obj.tval)) out += objDescLight(obj);
686
+
687
+ out += objDescCombat(shadow, mode, gates, env);
688
+ }
689
+
690
+ /* Modifiers, charges, flavour details, inscriptions (L655-664). */
691
+ if (mode & ODESC.EXTRA) {
692
+ out += objDescMods(shadow);
693
+ out += objDescCharges(obj, mode, deps);
694
+ if (mode & ODESC.STORE) out += objDescAware(obj, shadow, p as Player, env, deps);
695
+ else out += objDescInscrip(obj, shadow, p as Player, env, deps);
696
+ }
697
+
698
+ return out;
699
+ }