@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 +1,436 @@
1
+ /**
2
+ * The agent API contract (P7 phase 7): the three capability-gated facades a mod
3
+ * agent - the bundled Borg first, any third-party or AI agent after - drives the
4
+ * game through. This is the frozen surface BORG_AS_MOD.md section 5 calls for,
5
+ * built over the existing read model (GameState / KnownMap), act model
6
+ * (ActionRegistry / PlayerCommand) and the runGameLoop LOOP_STATUS.INPUT seam.
7
+ *
8
+ * Three facades:
9
+ * - PERCEIVE (AgentView): a stable, READ-ONLY view of the world covering the
10
+ * BORG_AS_MOD section-3 read surface, plus the message stream and turn
11
+ * counter. Capability: state:*.read.
12
+ * - ACT (AgentActions): the section-3 semantic verbs as command builders, plus
13
+ * set-target by monster id or grid. Capability: command:add.
14
+ * - CONTROLLER (AgentController): a decision function invoked at the
15
+ * LOOP_STATUS.INPUT boundary each time the game needs a command.
16
+ *
17
+ * Design note - why perceive returns PLAIN DATA, not a live proxy: every view
18
+ * accessor returns a fresh plain-data snapshot (no references into live engine
19
+ * objects), so the view is read-only by construction AND already serializable
20
+ * across a future Web Worker sandbox boundary. That sidesteps the
21
+ * "snapshot vs read-only proxy" fork (P7 plan phase 7): the same facade shape
22
+ * serves the in-process bundled Borg now and a sandboxed plugin later, with only
23
+ * the transport (direct call vs postMessage) differing.
24
+ *
25
+ * FREEZE STATUS: FROZEN at AGENT_API_VERSION 1.0.0 (ratified 2026-07-14, the
26
+ * P7 -> P8 gate). The sample agent (agent.test.ts) exercises the whole surface
27
+ * end-to-end and the maintainer ratified it against the BORG_AS_MOD section-3
28
+ * checklist. The contract is now stable: fields may be ADDED (a minor bump) but
29
+ * existing fields/semantics must not change without a major bump. P8 (the Borg)
30
+ * rides this facade as the completeness proof.
31
+ */
32
+ import type { GameConstants, PlayerCommand } from "../game/context.js";
33
+ import type { ContentIdResolver } from "../mod/ids.js";
34
+ import type { ObjRegistry } from "../obj/bind.js";
35
+ import type { ObjectKind } from "../obj/types.js";
36
+ /**
37
+ * The frozen agent-API version (ratified 2026-07-14). Add-only from here: a new
38
+ * field is a minor bump (1.x), any change to an existing field/semantics is a
39
+ * major bump (2.0).
40
+ */
41
+ export declare const AGENT_API_VERSION = "1.0.0";
42
+ /**
43
+ * A command an agent emits - identical to the engine's PlayerCommand (codes 1:1
44
+ * with upstream). Aliased so the public contract does not leak the internal
45
+ * type name and can diverge later if needed.
46
+ */
47
+ export type AgentCommand = PlayerCommand;
48
+ /**
49
+ * The capability check the facades consult. Structurally satisfied by mod-sdk's
50
+ * CapabilitySet (which exposes has(capability)), so the plugin runtime can pass
51
+ * its CapabilitySet directly without core depending on mod-sdk. Absent (in-process
52
+ * trusted host, e.g. the bundled Borg before the sandbox lands) means all granted.
53
+ */
54
+ export interface AgentCapabilities {
55
+ has(capability: string): boolean;
56
+ }
57
+ /**
58
+ * Thrown when a facade or controller is used without a capability it requires.
59
+ * Lives here (not controller.ts) so perceive/act can throw it without importing
60
+ * the controller (which imports them).
61
+ */
62
+ export declare class AgentCapabilityError extends Error {
63
+ }
64
+ /**
65
+ * The perceive-facade domain each AgentView accessor reads, gated by
66
+ * "state:<domain>.read" (the "state:*.read" wildcard covers all). A view built
67
+ * with no AgentCapabilities is a trusted host and every domain is granted.
68
+ */
69
+ export declare const AGENT_STATE_DOMAINS: {
70
+ readonly turn: "turn";
71
+ readonly player: "player";
72
+ readonly monsters: "monsters";
73
+ readonly map: "map";
74
+ readonly inventory: "inventory";
75
+ readonly floor: "floor";
76
+ readonly target: "target";
77
+ readonly messages: "messages";
78
+ readonly stores: "stores";
79
+ readonly spells: "spells";
80
+ readonly constants: "constants";
81
+ };
82
+ /** The player's timed status afflictions (turns remaining, 0 = clear). */
83
+ export interface PlayerStatusView {
84
+ blind: number;
85
+ confused: number;
86
+ afraid: number;
87
+ poisoned: number;
88
+ cut: number;
89
+ stun: number;
90
+ paralyzed: number;
91
+ /** food store (p->timed[TMD_FOOD]). */
92
+ food: number;
93
+ }
94
+ /** A read-only view of the player (BORG_AS_MOD section 3, Player). */
95
+ export interface PlayerView {
96
+ race: string;
97
+ cls: string;
98
+ level: number;
99
+ maxLevel: number;
100
+ exp: number;
101
+ maxExp: number;
102
+ gold: number;
103
+ depth: number;
104
+ maxDepth: number;
105
+ hp: number;
106
+ maxHp: number;
107
+ sp: number;
108
+ maxSp: number;
109
+ /** Net speed after effects (110 = normal). */
110
+ speed: number;
111
+ ac: number;
112
+ toHit: number;
113
+ toDam: number;
114
+ /** Base stats (STAT order); length STAT_MAX. */
115
+ stats: number[];
116
+ /** Derived light radius. */
117
+ light: number;
118
+ grid: {
119
+ x: number;
120
+ y: number;
121
+ };
122
+ status: PlayerStatusView;
123
+ dead: boolean;
124
+ winner: boolean;
125
+ /** Namespaced player-race id, when a ContentIdResolver with player races is supplied. */
126
+ playerRaceId?: string;
127
+ /** Namespaced player-class id, when a ContentIdResolver with player classes is supplied. */
128
+ playerClassId?: string;
129
+ /** Derived skills (SKILL order); length SKILL_MAX. */
130
+ skills: number[];
131
+ /** Current shapechange name, or null in the normal shape. */
132
+ shape: string | null;
133
+ /** OF_* codes from the derived player state's flag set (empty if absent). */
134
+ objectFlags: string[];
135
+ /** Infravision range in grids. */
136
+ seeInfra: number;
137
+ /** state->num_blows (hundredths of a blow; 0 if the combat state is absent). */
138
+ blows: number;
139
+ /** state->num_shots (tenths of a shot; 0 if the combat state is absent). */
140
+ shots: number;
141
+ }
142
+ /** A read-only view of a monster (BORG_AS_MOD section 3, Monsters). */
143
+ export interface MonsterView {
144
+ /** Stable in-level id (midx). */
145
+ id: number;
146
+ /** Race name and index (a namespaced race id is a documented follow-up). */
147
+ race: string;
148
+ raceIndex: number;
149
+ grid: {
150
+ x: number;
151
+ y: number;
152
+ };
153
+ visible: boolean;
154
+ hp: number;
155
+ maxHp: number;
156
+ /** Net monster speed (110 = normal). */
157
+ speed: number;
158
+ asleep: boolean;
159
+ afraid: boolean;
160
+ confused: boolean;
161
+ stunned: boolean;
162
+ /** race->level. */
163
+ level: number;
164
+ /**
165
+ * No MON_TMD_* poison timer exists upstream (monsters are never "poisoned"
166
+ * as a timed status in 4.2.6); always false. Kept for section-3 parity.
167
+ */
168
+ poisoned: boolean;
169
+ /** RF_* codes from race->flags. */
170
+ raceFlags: string[];
171
+ /** RSF_* codes from race->spellFlags. */
172
+ spellFlags: string[];
173
+ /** Namespaced race id, when a ContentIdResolver dep is supplied. */
174
+ raceId?: string;
175
+ }
176
+ /** A read-only view of one map cell (BORG_AS_MOD section 3, Dungeon grid). */
177
+ export interface CellView {
178
+ x: number;
179
+ y: number;
180
+ /** Terrain feature index. */
181
+ feat: number;
182
+ passable: boolean;
183
+ /** The player has this square in view right now. */
184
+ inView: boolean;
185
+ /** The player remembers this square (known map). */
186
+ known: boolean;
187
+ /** Occupying monster id, or 0 for none. */
188
+ monster: number;
189
+ /** Number of floor objects on the square. */
190
+ objectCount: number;
191
+ /** SQUARE_GLOW: the square is self-illuminating. */
192
+ glow: boolean;
193
+ /** A live trap pile occupies this square. */
194
+ trap: boolean;
195
+ /** Namespaced terrain-feature id, when a ContentIdResolver dep is supplied
196
+ * and the feature index is bound (never present for an unset sentinel). */
197
+ featCode?: string;
198
+ }
199
+ /** A read-only view of an object (BORG_AS_MOD section 3, Items). */
200
+ export interface ItemView {
201
+ /** Gear handle when carried/worn; 0 for a floor object. */
202
+ handle: number;
203
+ label: string;
204
+ tval: number;
205
+ sval: number;
206
+ pval: number;
207
+ number: number;
208
+ weight: number;
209
+ ac: number;
210
+ toA: number;
211
+ toH: number;
212
+ toD: number;
213
+ dd: number;
214
+ ds: number;
215
+ ego: boolean;
216
+ artifact: boolean;
217
+ /** OF_* codes on obj.flags. */
218
+ flags: string[];
219
+ /** Nonzero obj.modifiers entries, by OBJ_MOD code. */
220
+ modifiers: Array<{
221
+ code: string;
222
+ value: number;
223
+ }>;
224
+ /** Brand codes active on this object (obj.brands[i] true). */
225
+ brands: string[];
226
+ /** Slay codes active on this object (obj.slays[i] true). */
227
+ slays: string[];
228
+ /** Nonzero resistances/vulnerabilities, by element name. */
229
+ resists: Array<{
230
+ element: string;
231
+ level: number;
232
+ }>;
233
+ /**
234
+ * Names of active curses (power > 0). A curse whose name cannot be
235
+ * resolved (no registry dep supplied) falls back to its numeric index
236
+ * as a string.
237
+ */
238
+ curses: string[];
239
+ egoName: string | null;
240
+ artifactName: string | null;
241
+ activation: boolean;
242
+ timeout: number;
243
+ inscription: string | null;
244
+ /** Namespaced kind id, when a ContentIdResolver dep is supplied. */
245
+ kindId?: string;
246
+ /** objectValue for this stack, when a registry dep is supplied. */
247
+ value?: number;
248
+ }
249
+ /** One item in a store's stock (ItemView plus its slot and buy price). */
250
+ export interface StoreItemView extends ItemView {
251
+ /** Position in the store's stock array. */
252
+ index: number;
253
+ /**
254
+ * The player's buy price (priceItem), when a registry dep is supplied.
255
+ * Omitted for the home (nothing is for sale) and when no registry dep is
256
+ * given.
257
+ */
258
+ price?: number;
259
+ }
260
+ /** A read-only view of a store (BORG_AS_MOD section 3, Stores). */
261
+ export interface StoreView {
262
+ feat: number;
263
+ featName: string;
264
+ isHome: boolean;
265
+ owner: {
266
+ name: string;
267
+ purse: number;
268
+ };
269
+ stock: StoreItemView[];
270
+ }
271
+ /** A read-only view of one learnable/known spell. */
272
+ export interface SpellView {
273
+ name: string;
274
+ /** Class-wide spell index. */
275
+ sidx: number;
276
+ /** Index of the owning book in the class's books array. */
277
+ bidx: number;
278
+ /** Required level to learn. */
279
+ level: number;
280
+ mana: number;
281
+ /** Base failure chance (before level/stat/status adjustments). */
282
+ fail: number;
283
+ /**
284
+ * Live cast-failure percent (spell_chance: base fail adjusted by level,
285
+ * casting stat, low mana, fear, stun, amnesia). Present only when the
286
+ * derived stat indices (state.statInd) are available.
287
+ */
288
+ chance?: number;
289
+ learned: boolean;
290
+ worked: boolean;
291
+ forgotten: boolean;
292
+ }
293
+ /** A read-only view of one spellbook and its spells. */
294
+ export interface SpellbookView {
295
+ tval: number;
296
+ name: string;
297
+ realm: string;
298
+ spells: SpellView[];
299
+ }
300
+ /** The current target, if any (BORG_AS_MOD section 3, set-target). */
301
+ export interface TargetView {
302
+ /** Targeted monster id, or 0 for a bare location target. */
303
+ midx: number;
304
+ grid: {
305
+ x: number;
306
+ y: number;
307
+ };
308
+ }
309
+ /**
310
+ * The perceive facade: a read-only view of the world. Every accessor returns
311
+ * fresh plain data (no live engine references). Capability: state:*.read.
312
+ */
313
+ export interface AgentView {
314
+ readonly apiVersion: string;
315
+ /** The int32 game-turn counter. */
316
+ turn(): number;
317
+ player(): PlayerView;
318
+ /** Live monsters (index 0 unused slot omitted). */
319
+ monsters(): MonsterView[];
320
+ /** One map cell, or null when out of bounds. */
321
+ cell(x: number, y: number): CellView | null;
322
+ mapBounds(): {
323
+ width: number;
324
+ height: number;
325
+ };
326
+ /** The carried pack (non-equipped gear), in pack order. */
327
+ inventory(): ItemView[];
328
+ /** Worn equipment by body slot; null for an empty slot. */
329
+ equipment(): Array<ItemView | null>;
330
+ /** Floor objects on a grid (head-first, newest drop first). */
331
+ floorItems(x: number, y: number): ItemView[];
332
+ /** The current target, or null when none is set. */
333
+ target(): TargetView | null;
334
+ /** Messages emitted since the previous decision (oldest first). */
335
+ messages(): string[];
336
+ /** Live town stores, or [] when none (dungeon levels, worldless harness). */
337
+ stores(): StoreView[];
338
+ /** The player class's spellbooks; [] for a non-caster. */
339
+ spellbooks(): SpellbookView[];
340
+ /** A plain clone of the bound game constants (z_info). */
341
+ constants(): GameConstants;
342
+ }
343
+ /**
344
+ * Optional dependencies that unlock the richer perceive fields (namespaced
345
+ * ids, store pricing, object value). Every field degrades gracefully when
346
+ * absent: the corresponding optional ItemView/CellView/MonsterView fields are
347
+ * simply omitted, never thrown for.
348
+ */
349
+ export interface AgentViewDeps {
350
+ /** Enables kindId / raceId / featCode namespaced-id fields. */
351
+ resolver?: ContentIdResolver;
352
+ /** Enables ItemView.value and StoreItemView.price. */
353
+ reg?: ObjRegistry;
354
+ /** object_flavor_is_aware(kind), for object value/price dispatch. */
355
+ aware?: (kind: ObjectKind) => boolean;
356
+ /** OPT(player, birth_no_selling), for store buy pricing. */
357
+ noSelling?: boolean;
358
+ }
359
+ /**
360
+ * The act facade: the BORG_AS_MOD section-3 semantic verbs as command builders,
361
+ * plus set-target (a direct state action, not a queued command). Capability:
362
+ * command:add. Verbs build a typed AgentCommand; whether a given code is fully
363
+ * implemented in the engine yet is orthogonal to the contract (the Borg port,
364
+ * P8, drives the remaining ones as parity fills them in).
365
+ */
366
+ export interface AgentActions {
367
+ move(dir: number): AgentCommand;
368
+ /** Melee an adjacent monster (a walk into its grid). */
369
+ melee(dir: number): AgentCommand;
370
+ hold(): AgentCommand;
371
+ rest(): AgentCommand;
372
+ descend(): AgentCommand;
373
+ ascend(): AgentCommand;
374
+ tunnel(dir: number): AgentCommand;
375
+ open(dir: number): AgentCommand;
376
+ close(dir: number): AgentCommand;
377
+ disarm(dir: number): AgentCommand;
378
+ quaff(handle: number): AgentCommand;
379
+ read(handle: number): AgentCommand;
380
+ eat(handle: number): AgentCommand;
381
+ wear(handle: number): AgentCommand;
382
+ takeoff(handle: number): AgentCommand;
383
+ drop(handle: number, number?: number): AgentCommand;
384
+ pickup(): AgentCommand;
385
+ destroy(handle: number): AgentCommand;
386
+ aimWand(handle: number): AgentCommand;
387
+ zapRod(handle: number): AgentCommand;
388
+ useStaff(handle: number): AgentCommand;
389
+ activate(handle: number): AgentCommand;
390
+ fire(handle: number): AgentCommand;
391
+ throw(handle: number): AgentCommand;
392
+ cast(spell: number): AgentCommand;
393
+ setTargetMonster(midx: number): boolean;
394
+ setTargetLocation(x: number, y: number): void;
395
+ shopBuy(index: number, number?: number): AgentCommand;
396
+ shopSell(handle: number, number?: number): AgentCommand;
397
+ shopExit(): AgentCommand;
398
+ /**
399
+ * Escape hatch: emit any command code with free-form args (for verbs not yet
400
+ * given a typed builder, or mod-registered codes).
401
+ */
402
+ raw(code: string, args?: Record<string, unknown>): AgentCommand;
403
+ }
404
+ /**
405
+ * The decision function: given the current perceive view and the act facade,
406
+ * return the next command, or null to yield control (the loop returns
407
+ * LOOP_STATUS.INPUT, e.g. to hand back to a human or wait). Invoked once each
408
+ * time the game needs a command.
409
+ */
410
+ export type AgentController = (view: AgentView, act: AgentActions) => AgentCommand | null;
411
+ /** Options for installing a controller. */
412
+ export interface ControllerOptions {
413
+ /**
414
+ * The capability grant to enforce. Absent means an in-process trusted host
415
+ * (all capabilities granted) - the bundled-Borg-before-sandbox case.
416
+ */
417
+ capabilities?: AgentCapabilities;
418
+ /**
419
+ * The controller draws nondeterministic sources (an AI agent, a wall clock, a
420
+ * network). The runtime should flip the save's determinism mode via
421
+ * onNondeterministic (the core-owned one-way ratchet, save-blocks.ts).
422
+ */
423
+ nondeterministic?: boolean;
424
+ /** Called once at install when nondeterministic is true, to trip the ratchet. */
425
+ onNondeterministic?: () => void;
426
+ /** Optional deps threaded into createAgentView (namespaced ids, pricing). */
427
+ viewDeps?: AgentViewDeps;
428
+ }
429
+ /** A live agent binding: its facades plus a teardown that restores the loop. */
430
+ export interface AgentSession {
431
+ view: AgentView;
432
+ act: AgentActions;
433
+ /** Restore the previous nextCommand / message sink. */
434
+ uninstall(): void;
435
+ }
436
+ //# sourceMappingURL=types.d.ts.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,63 @@
1
+ /**
2
+ * The agent API contract (P7 phase 7): the three capability-gated facades a mod
3
+ * agent - the bundled Borg first, any third-party or AI agent after - drives the
4
+ * game through. This is the frozen surface BORG_AS_MOD.md section 5 calls for,
5
+ * built over the existing read model (GameState / KnownMap), act model
6
+ * (ActionRegistry / PlayerCommand) and the runGameLoop LOOP_STATUS.INPUT seam.
7
+ *
8
+ * Three facades:
9
+ * - PERCEIVE (AgentView): a stable, READ-ONLY view of the world covering the
10
+ * BORG_AS_MOD section-3 read surface, plus the message stream and turn
11
+ * counter. Capability: state:*.read.
12
+ * - ACT (AgentActions): the section-3 semantic verbs as command builders, plus
13
+ * set-target by monster id or grid. Capability: command:add.
14
+ * - CONTROLLER (AgentController): a decision function invoked at the
15
+ * LOOP_STATUS.INPUT boundary each time the game needs a command.
16
+ *
17
+ * Design note - why perceive returns PLAIN DATA, not a live proxy: every view
18
+ * accessor returns a fresh plain-data snapshot (no references into live engine
19
+ * objects), so the view is read-only by construction AND already serializable
20
+ * across a future Web Worker sandbox boundary. That sidesteps the
21
+ * "snapshot vs read-only proxy" fork (P7 plan phase 7): the same facade shape
22
+ * serves the in-process bundled Borg now and a sandboxed plugin later, with only
23
+ * the transport (direct call vs postMessage) differing.
24
+ *
25
+ * FREEZE STATUS: FROZEN at AGENT_API_VERSION 1.0.0 (ratified 2026-07-14, the
26
+ * P7 -> P8 gate). The sample agent (agent.test.ts) exercises the whole surface
27
+ * end-to-end and the maintainer ratified it against the BORG_AS_MOD section-3
28
+ * checklist. The contract is now stable: fields may be ADDED (a minor bump) but
29
+ * existing fields/semantics must not change without a major bump. P8 (the Borg)
30
+ * rides this facade as the completeness proof.
31
+ */
32
+ /**
33
+ * The frozen agent-API version (ratified 2026-07-14). Add-only from here: a new
34
+ * field is a minor bump (1.x), any change to an existing field/semantics is a
35
+ * major bump (2.0).
36
+ */
37
+ export const AGENT_API_VERSION = "1.0.0";
38
+ /**
39
+ * Thrown when a facade or controller is used without a capability it requires.
40
+ * Lives here (not controller.ts) so perceive/act can throw it without importing
41
+ * the controller (which imports them).
42
+ */
43
+ export class AgentCapabilityError extends Error {
44
+ }
45
+ /**
46
+ * The perceive-facade domain each AgentView accessor reads, gated by
47
+ * "state:<domain>.read" (the "state:*.read" wildcard covers all). A view built
48
+ * with no AgentCapabilities is a trusted host and every domain is granted.
49
+ */
50
+ export const AGENT_STATE_DOMAINS = {
51
+ turn: "turn",
52
+ player: "player",
53
+ monsters: "monsters",
54
+ map: "map",
55
+ inventory: "inventory",
56
+ floor: "floor",
57
+ target: "target",
58
+ messages: "messages",
59
+ stores: "stores",
60
+ spells: "spells",
61
+ constants: "constants",
62
+ };
63
+ //# sourceMappingURL=types.js.map
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