@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 +1,387 @@
1
+ /**
2
+ * Object ignoring, ported from reference/src/obj-ignore.c (Angband 4.2.6):
3
+ * the quality / ego / per-kind ignore predicates and the player's ignore
4
+ * settings.
5
+ *
6
+ * Ignoring lets the player suppress uninteresting drops: by quality tier
7
+ * within an "ignore type" (all bad daggers, all average shields...), by ego
8
+ * kind, by flavored kind (all Cure Light Wounds potions), or per object. The
9
+ * predicates decide whether a given object is ignored; the settings hold the
10
+ * player's choices. In a headless engine the settings start empty (nothing is
11
+ * ignored, matching the shipped default), but the machinery is complete so a
12
+ * front end (or a mod) can drive it, and the settings ride the save.
13
+ *
14
+ * KNOWLEDGE: the port carries no per-object `known` twin (obj-knowledge.c),
15
+ * running as if every object were fully known - so ignore_level_of always
16
+ * takes the fully-known branch and reads the object's own fields, and the
17
+ * !obj->known guards never fire. Flavor awareness (task #11) is real and
18
+ * decides the aware-vs-unaware per-kind ignore.
19
+ *
20
+ * MENU PLUMBING: egoHasIgnoreType, QUALITY_VALUE_NAMES and the per-bit kind
21
+ * toggles feed the ignore-configuration UI (web/screens.ts + web/main.ts);
22
+ * ignore_drop's scan lives in game/ignore-cmd.ts (ignoreDropTargets), since it
23
+ * needs the live GameState/gear this module deliberately stays free of.
24
+ *
25
+ * AUTOINSCRIPTION: the per-kind note machinery (get_autoinscription /
26
+ * add_autoinscription / remove_autoinscription, obj-ignore.c L229/L322/L294)
27
+ * now lives in obj/knowledge.ts (AutoinscriptionRegistry) and is applied by
28
+ * game/obj-cmd.ts's applyAutoinscription. The separate rune-based
29
+ * autoinscription (runes_autoinscribe, obj-ignore.c L217) rides the rune
30
+ * knowledge system and remains DEFERRED (ledgered in obj-ignore.yaml), as
31
+ * does the per-item context ignore menu.
32
+ */
33
+
34
+ import { TV } from "../generated/index.js";
35
+ import { ITYPE } from "../generated/index.js";
36
+ import { Rng } from "../rng.js";
37
+ import type { RandomValue } from "../rng.js";
38
+ import { OBJ_NOTICE } from "./knowledge.js";
39
+ import { tvalIsJewelry } from "./object.js";
40
+ import type { GameObject } from "./object.js";
41
+ import { OBJ_MOD_MAX } from "./types.js";
42
+ import type { EgoItem, ObjectKind } from "./types.js";
43
+
44
+ /**
45
+ * Quality ignore tiers (obj-ignore.h quality_values). ALL means "everything
46
+ * that is not an artifact"; MAX is the sentinel for "value undetermined /
47
+ * never ignore".
48
+ */
49
+ export const IGNORE = {
50
+ NONE: 0,
51
+ BAD: 1,
52
+ AVERAGE: 2,
53
+ GOOD: 3,
54
+ ALL: 4,
55
+ MAX: 5,
56
+ } as const;
57
+
58
+ /** kind->ignore bit flags (object.h): ignore this kind when aware / unaware. */
59
+ export const IGNORE_IF_AWARE = 0x01;
60
+ export const IGNORE_IF_UNAWARE = 0x02;
61
+
62
+ /**
63
+ * quality_values[].name (obj-ignore.c L98): the tier names shown in the
64
+ * quality menu, indexed by the IGNORE_* tier.
65
+ */
66
+ export const QUALITY_VALUE_NAMES: readonly string[] = [
67
+ "no ignore",
68
+ "bad",
69
+ "average",
70
+ "good",
71
+ "non-artifact",
72
+ ];
73
+
74
+ /** The number of ignore types (ITYPE_MAX). */
75
+ export const ITYPE_MAX = 27;
76
+
77
+ /** One row of obj-ignore.c's quality_mapping. */
78
+ interface QualityMap {
79
+ itype: number;
80
+ tval: number;
81
+ identifier: string;
82
+ }
83
+
84
+ /** quality_mapping (obj-ignore.c L44): itype for a tval + optional name match. */
85
+ const QUALITY_MAPPING: readonly QualityMap[] = [
86
+ { itype: ITYPE.GREAT, tval: TV.SWORD, identifier: "Chaos" },
87
+ { itype: ITYPE.GREAT, tval: TV.POLEARM, identifier: "Slicing" },
88
+ { itype: ITYPE.GREAT, tval: TV.HAFTED, identifier: "Disruption" },
89
+ { itype: ITYPE.SHARP, tval: TV.SWORD, identifier: "" },
90
+ { itype: ITYPE.SHARP, tval: TV.POLEARM, identifier: "" },
91
+ { itype: ITYPE.BLUNT, tval: TV.HAFTED, identifier: "" },
92
+ { itype: ITYPE.SLING, tval: TV.BOW, identifier: "Sling" },
93
+ { itype: ITYPE.BOW, tval: TV.BOW, identifier: "Bow" },
94
+ { itype: ITYPE.CROSSBOW, tval: TV.BOW, identifier: "Crossbow" },
95
+ { itype: ITYPE.SHOT, tval: TV.SHOT, identifier: "" },
96
+ { itype: ITYPE.ARROW, tval: TV.ARROW, identifier: "" },
97
+ { itype: ITYPE.BOLT, tval: TV.BOLT, identifier: "" },
98
+ { itype: ITYPE.ROBE, tval: TV.SOFT_ARMOR, identifier: "Robe" },
99
+ { itype: ITYPE.BASIC_DRAGON_ARMOR, tval: TV.DRAG_ARMOR, identifier: "Black" },
100
+ { itype: ITYPE.BASIC_DRAGON_ARMOR, tval: TV.DRAG_ARMOR, identifier: "Blue" },
101
+ { itype: ITYPE.BASIC_DRAGON_ARMOR, tval: TV.DRAG_ARMOR, identifier: "White" },
102
+ { itype: ITYPE.BASIC_DRAGON_ARMOR, tval: TV.DRAG_ARMOR, identifier: "Red" },
103
+ { itype: ITYPE.BASIC_DRAGON_ARMOR, tval: TV.DRAG_ARMOR, identifier: "Green" },
104
+ { itype: ITYPE.MULTI_DRAGON_ARMOR, tval: TV.DRAG_ARMOR, identifier: "Multi" },
105
+ { itype: ITYPE.HIGH_DRAGON_ARMOR, tval: TV.DRAG_ARMOR, identifier: "Shining" },
106
+ { itype: ITYPE.HIGH_DRAGON_ARMOR, tval: TV.DRAG_ARMOR, identifier: "Law" },
107
+ { itype: ITYPE.HIGH_DRAGON_ARMOR, tval: TV.DRAG_ARMOR, identifier: "Gold" },
108
+ { itype: ITYPE.HIGH_DRAGON_ARMOR, tval: TV.DRAG_ARMOR, identifier: "Chaos" },
109
+ { itype: ITYPE.BALANCE_DRAGON_ARMOR, tval: TV.DRAG_ARMOR, identifier: "Balance" },
110
+ { itype: ITYPE.POWER_DRAGON_ARMOR, tval: TV.DRAG_ARMOR, identifier: "Power" },
111
+ { itype: ITYPE.BODY_ARMOR, tval: TV.HARD_ARMOR, identifier: "" },
112
+ { itype: ITYPE.BODY_ARMOR, tval: TV.SOFT_ARMOR, identifier: "" },
113
+ { itype: ITYPE.ELVEN_CLOAK, tval: TV.CLOAK, identifier: "Elven" },
114
+ { itype: ITYPE.CLOAK, tval: TV.CLOAK, identifier: "" },
115
+ { itype: ITYPE.SHIELD, tval: TV.SHIELD, identifier: "" },
116
+ { itype: ITYPE.HEADGEAR, tval: TV.HELM, identifier: "" },
117
+ { itype: ITYPE.HEADGEAR, tval: TV.CROWN, identifier: "" },
118
+ { itype: ITYPE.HANDGEAR, tval: TV.GLOVES, identifier: "" },
119
+ { itype: ITYPE.FEET, tval: TV.BOOTS, identifier: "" },
120
+ { itype: ITYPE.DIGGER, tval: TV.DIGGING, identifier: "" },
121
+ { itype: ITYPE.RING, tval: TV.RING, identifier: "" },
122
+ { itype: ITYPE.AMULET, tval: TV.AMULET, identifier: "" },
123
+ { itype: ITYPE.LIGHT, tval: TV.LIGHT, identifier: "" },
124
+ ];
125
+
126
+ /**
127
+ * ignore_type_of (obj-ignore.c L382): the ignore type an object belongs to, or
128
+ * ITYPE_MAX if none (it cannot be quality-ignored).
129
+ */
130
+ export function ignoreTypeOf(obj: GameObject): number {
131
+ for (const q of QUALITY_MAPPING) {
132
+ if (q.tval === obj.tval) {
133
+ if (q.identifier && !obj.kind.name.includes(q.identifier)) continue;
134
+ return q.itype;
135
+ }
136
+ }
137
+ return ITYPE_MAX;
138
+ }
139
+
140
+ /**
141
+ * ego_has_ignore_type (obj-ignore.c L405): whether this ego, worn on any of
142
+ * its possible kinds, can fall under the given ignore type - i.e. whether
143
+ * the ego + itype combination is a meaningful row in the ego ignore menu.
144
+ * `kinds` is the registry's kidx-indexed kind table (poss_items stores kidx
145
+ * values).
146
+ */
147
+ export function egoHasIgnoreType(
148
+ ego: EgoItem,
149
+ itype: number,
150
+ kinds: readonly ObjectKind[],
151
+ ): boolean {
152
+ for (const kidx of ego.possItems) {
153
+ const kind = kinds[kidx];
154
+ if (!kind) continue;
155
+ for (const q of QUALITY_MAPPING) {
156
+ if (q.tval === kind.tval && q.itype === itype && kind.name.includes(q.identifier)) {
157
+ return true;
158
+ }
159
+ }
160
+ }
161
+ return false;
162
+ }
163
+
164
+ /*
165
+ * randcalc under the minimise aspect draws no randomness, so a single shared
166
+ * generator computes it deterministically for cmp_object_trait.
167
+ */
168
+ const MINCALC = new Rng(1);
169
+ function minimise(v: RandomValue): number {
170
+ return MINCALC.randcalc(v, 0, "minimise");
171
+ }
172
+
173
+ /** CMP(a, b): the sign of a - b. */
174
+ function cmp(a: number, b: number): number {
175
+ return a < b ? -1 : a > b ? 1 : 0;
176
+ }
177
+
178
+ /**
179
+ * cmp_object_trait (obj-ignore.c L434): how an object trait compares to its
180
+ * base type. A positive base bonus is treated as zero (a positive bonus never
181
+ * makes an item seem bad).
182
+ */
183
+ function cmpObjectTrait(bonus: number, base: RandomValue): number {
184
+ let amt = minimise(base);
185
+ if (amt > 0) amt = 0;
186
+ return cmp(bonus, amt);
187
+ }
188
+
189
+ /**
190
+ * is_object_good (obj-ignore.c L448): whether an item seems good (positive),
191
+ * bad (negative) or average (zero) from its to_h / to_d / to_a.
192
+ */
193
+ export function isObjectGood(obj: GameObject): number {
194
+ let good = 0;
195
+ good += 4 * cmpObjectTrait(obj.toD, obj.kind.toD);
196
+ good += 2 * cmpObjectTrait(obj.toH, obj.kind.toH);
197
+ good += 1 * cmpObjectTrait(obj.toA, obj.kind.toA);
198
+ return good;
199
+ }
200
+
201
+ /**
202
+ * ignore_level_of (obj-ignore.c L464): the quality tier of an object. The port
203
+ * treats every object as fully known, so the not-fully-known branch (which
204
+ * returns ALL / MAX from the assessed flag) never applies.
205
+ */
206
+ export function ignoreLevelOf(obj: GameObject): number {
207
+ /* Jewelry is only ever bad or average. */
208
+ if (tvalIsJewelry(obj.tval)) {
209
+ for (let i = 0; i < OBJ_MOD_MAX; i++) {
210
+ if ((obj.modifiers[i] ?? 0) > 0) return IGNORE.AVERAGE;
211
+ }
212
+ if (obj.toH > 0 || obj.toD > 0 || obj.toA > 0) return IGNORE.AVERAGE;
213
+ if (obj.toH < 0 || obj.toD < 0 || obj.toA < 0) return IGNORE.BAD;
214
+ return IGNORE.AVERAGE;
215
+ }
216
+
217
+ const isgood = isObjectGood(obj);
218
+ let value: number =
219
+ isgood > 0 ? IGNORE.GOOD : isgood < 0 ? IGNORE.BAD : IGNORE.AVERAGE;
220
+ if (obj.ego) value = IGNORE.ALL;
221
+ else if (obj.artifact) value = IGNORE.MAX;
222
+ return value;
223
+ }
224
+
225
+ /** check_for_inscrip: the inscription contains the given tag. */
226
+ function checkForInscrip(obj: GameObject, tag: string): boolean {
227
+ return obj.note ? obj.note.includes(tag) : false;
228
+ }
229
+
230
+ /**
231
+ * The player's ignore choices (the obj-ignore.c file-statics: ignore_level[],
232
+ * ego_ignore_types[][], and the per-kind kind->ignore bits). Kept off the
233
+ * shared immutable kind / ego records so the pack stays read-only; keyed by
234
+ * kidx / eidx instead. Everything defaults to "not ignored".
235
+ */
236
+ export class IgnoreSettings {
237
+ /** ignore_level[itype]: the quality tier ignored for each type. */
238
+ readonly level = new Uint8Array(ITYPE_MAX).fill(IGNORE.NONE);
239
+ /** ego_ignore_types[eidx][itype], keyed "eidx:itype". */
240
+ private readonly egoSet = new Set<string>();
241
+ /** kinds ignored when aware / unaware (kind->ignore bits), by kidx. */
242
+ private readonly kindAware = new Set<number>();
243
+ private readonly kindUnaware = new Set<number>();
244
+ /** p->unignoring: temporarily show everything (the ignore menu is open). */
245
+ unignoring = false;
246
+
247
+ /** ego_is_ignored(eidx, itype). */
248
+ egoIsIgnored(eidx: number, itype: number): boolean {
249
+ return this.egoSet.has(`${eidx}:${itype}`);
250
+ }
251
+ /** ego_ignore_toggle(eidx, itype). */
252
+ egoToggle(eidx: number, itype: number): void {
253
+ const key = `${eidx}:${itype}`;
254
+ if (this.egoSet.has(key)) this.egoSet.delete(key);
255
+ else this.egoSet.add(key);
256
+ }
257
+
258
+ /** kind_is_ignored_aware / _unaware. */
259
+ kindIsIgnoredAware(kidx: number): boolean {
260
+ return this.kindAware.has(kidx);
261
+ }
262
+ kindIsIgnoredUnaware(kidx: number): boolean {
263
+ return this.kindUnaware.has(kidx);
264
+ }
265
+ /** kind_ignore_when_aware / _unaware. */
266
+ kindIgnoreWhenAware(kidx: number): void {
267
+ this.kindAware.add(kidx);
268
+ }
269
+ kindIgnoreWhenUnaware(kidx: number): void {
270
+ this.kindUnaware.add(kidx);
271
+ }
272
+ /** kind_ignore_clear. */
273
+ kindIgnoreClear(kidx: number): void {
274
+ this.kindAware.delete(kidx);
275
+ this.kindUnaware.delete(kidx);
276
+ }
277
+ /**
278
+ * ignore_sval_menu_action's `kind->ignore ^= IGNORE_IF_AWARE` (ui-options.c
279
+ * L1753-1756): flip only the aware bit, leaving the unaware bit untouched.
280
+ * The sval ignore menu toggles one bit per row (an aware row and an
281
+ * unaware row for the same kind are independent picks).
282
+ */
283
+ kindToggleAware(kidx: number): void {
284
+ if (this.kindAware.has(kidx)) this.kindAware.delete(kidx);
285
+ else this.kindAware.add(kidx);
286
+ }
287
+ /** The unaware-bit counterpart of kindToggleAware. */
288
+ kindToggleUnaware(kidx: number): void {
289
+ if (this.kindUnaware.has(kidx)) this.kindUnaware.delete(kidx);
290
+ else this.kindUnaware.add(kidx);
291
+ }
292
+
293
+ /** A JSON-safe snapshot for the savefile. */
294
+ snapshot(): IgnoreSettingsData {
295
+ return {
296
+ level: Array.from(this.level),
297
+ ego: Array.from(this.egoSet),
298
+ kindAware: Array.from(this.kindAware),
299
+ kindUnaware: Array.from(this.kindUnaware),
300
+ unignoring: this.unignoring,
301
+ };
302
+ }
303
+ /** Restore a snapshot() payload. */
304
+ restore(data: IgnoreSettingsData): void {
305
+ this.level.fill(IGNORE.NONE);
306
+ for (let i = 0; i < data.level.length && i < ITYPE_MAX; i++) {
307
+ this.level[i] = data.level[i] as number;
308
+ }
309
+ this.egoSet.clear();
310
+ for (const k of data.ego) this.egoSet.add(k);
311
+ this.kindAware.clear();
312
+ for (const k of data.kindAware) this.kindAware.add(k);
313
+ this.kindUnaware.clear();
314
+ for (const k of data.kindUnaware) this.kindUnaware.add(k);
315
+ /* wr_byte(player->unignoring) (save.c L491): absent in saves written
316
+ * before this gap, which load with unignoring off. */
317
+ this.unignoring = data.unignoring ?? false;
318
+ }
319
+ }
320
+
321
+ /** The serialized ignore settings. */
322
+ export interface IgnoreSettingsData {
323
+ level: number[];
324
+ ego: string[];
325
+ kindAware: number[];
326
+ kindUnaware: number[];
327
+ /** player->unignoring (save.c L491). Optional: absent in older saves. */
328
+ unignoring?: boolean;
329
+ }
330
+
331
+ /**
332
+ * object_is_ignored (obj-ignore.c L576): whether an object is currently
333
+ * ignored under the given settings and flavor awareness.
334
+ */
335
+ export function objectIsIgnored(
336
+ obj: GameObject,
337
+ settings: IgnoreSettings,
338
+ aware: boolean,
339
+ ): boolean {
340
+ /* Individually marked ignore. */
341
+ if (obj.notice & OBJ_NOTICE.IGNORE) return true;
342
+
343
+ /* Never ignore artifacts (or !k / !* inscribed items) by rule. */
344
+ if (obj.artifact || checkForInscrip(obj, "!k") || checkForInscrip(obj, "!*")) {
345
+ return false;
346
+ }
347
+
348
+ /* Ignore by kind (aware / unaware). */
349
+ if (
350
+ aware
351
+ ? settings.kindIsIgnoredAware(obj.kind.kidx)
352
+ : settings.kindIsIgnoredUnaware(obj.kind.kidx)
353
+ ) {
354
+ return true;
355
+ }
356
+
357
+ const type = ignoreTypeOf(obj);
358
+ if (type === ITYPE_MAX) return false;
359
+
360
+ /* Ignore ego items of an ignored ego+type. */
361
+ if (obj.ego && settings.egoIsIgnored(obj.ego.eidx, type)) return true;
362
+
363
+ /* Ignore anything assessed as a non-artifact when the type ignores ALL. */
364
+ if (
365
+ obj.notice & OBJ_NOTICE.ASSESSED &&
366
+ !obj.artifact &&
367
+ settings.level[type] === IGNORE.ALL
368
+ ) {
369
+ return true;
370
+ }
371
+
372
+ /* Otherwise compare the object's quality tier to the type's threshold. */
373
+ return ignoreLevelOf(obj) <= (settings.level[type] as number);
374
+ }
375
+
376
+ /**
377
+ * ignore_item_ok (obj-ignore.c L622): whether an object is eligible for
378
+ * ignoring right now (false while the player is unignoring).
379
+ */
380
+ export function ignoreItemOk(
381
+ obj: GameObject,
382
+ settings: IgnoreSettings,
383
+ aware: boolean,
384
+ ): boolean {
385
+ if (settings.unignoring) return false;
386
+ return objectIsIgnored(obj, settings, aware);
387
+ }