@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.
- package/LICENSE.md +43 -0
- package/README.md +80 -0
- package/dist/agent/act.d.ts +22 -0
- package/dist/agent/act.d.ts.map +1 -0
- package/dist/agent/act.js +88 -0
- package/dist/agent/act.js.map +1 -0
- package/dist/agent/controller.d.ts +34 -0
- package/dist/agent/controller.d.ts.map +1 -0
- package/dist/agent/controller.js +90 -0
- package/dist/agent/controller.js.map +1 -0
- package/dist/agent/events.d.ts +27 -0
- package/dist/agent/events.d.ts.map +1 -0
- package/dist/agent/events.js +31 -0
- package/dist/agent/events.js.map +1 -0
- package/dist/agent/index.d.ts +17 -0
- package/dist/agent/index.d.ts.map +1 -0
- package/dist/agent/index.js +15 -0
- package/dist/agent/index.js.map +1 -0
- package/dist/agent/perceive.d.ts +21 -0
- package/dist/agent/perceive.d.ts.map +1 -0
- package/dist/agent/perceive.js +386 -0
- package/dist/agent/perceive.js.map +1 -0
- package/dist/agent/types.d.ts +436 -0
- package/dist/agent/types.d.ts.map +1 -0
- package/dist/agent/types.js +63 -0
- package/dist/agent/types.js.map +1 -0
- package/dist/bitflag.d.ts +199 -0
- package/dist/bitflag.d.ts.map +1 -0
- package/dist/bitflag.js +478 -0
- package/dist/bitflag.js.map +1 -0
- package/dist/cmd.d.ts +164 -0
- package/dist/cmd.d.ts.map +1 -0
- package/dist/cmd.js +350 -0
- package/dist/cmd.js.map +1 -0
- package/dist/color.d.ts +104 -0
- package/dist/color.d.ts.map +1 -0
- package/dist/color.js +240 -0
- package/dist/color.js.map +1 -0
- package/dist/combat/brand-slay.d.ts +119 -0
- package/dist/combat/brand-slay.d.ts.map +1 -0
- package/dist/combat/brand-slay.js +264 -0
- package/dist/combat/brand-slay.js.map +1 -0
- package/dist/combat/hit.d.ts +198 -0
- package/dist/combat/hit.d.ts.map +1 -0
- package/dist/combat/hit.js +310 -0
- package/dist/combat/hit.js.map +1 -0
- package/dist/combat/index.d.ts +15 -0
- package/dist/combat/index.d.ts.map +1 -0
- package/dist/combat/index.js +15 -0
- package/dist/combat/index.js.map +1 -0
- package/dist/combat/melee.d.ts +261 -0
- package/dist/combat/melee.d.ts.map +1 -0
- package/dist/combat/melee.js +402 -0
- package/dist/combat/melee.js.map +1 -0
- package/dist/combat/mon-melee.d.ts +233 -0
- package/dist/combat/mon-melee.d.ts.map +1 -0
- package/dist/combat/mon-melee.js +883 -0
- package/dist/combat/mon-melee.js.map +1 -0
- package/dist/combat/ranged.d.ts +89 -0
- package/dist/combat/ranged.d.ts.map +1 -0
- package/dist/combat/ranged.js +253 -0
- package/dist/combat/ranged.js.map +1 -0
- package/dist/constants.d.ts +134 -0
- package/dist/constants.d.ts.map +1 -0
- package/dist/constants.js +171 -0
- package/dist/constants.js.map +1 -0
- package/dist/dice.d.ts +91 -0
- package/dist/dice.d.ts.map +1 -0
- package/dist/dice.js +424 -0
- package/dist/dice.js.map +1 -0
- package/dist/effects/effect-choice.d.ts +15 -0
- package/dist/effects/effect-choice.d.ts.map +1 -0
- package/dist/effects/effect-choice.js +18 -0
- package/dist/effects/effect-choice.js.map +1 -0
- package/dist/effects/effect-info.d.ts +124 -0
- package/dist/effects/effect-info.d.ts.map +1 -0
- package/dist/effects/effect-info.js +706 -0
- package/dist/effects/effect-info.js.map +1 -0
- package/dist/effects/effect.d.ts +165 -0
- package/dist/effects/effect.d.ts.map +1 -0
- package/dist/effects/effect.js +452 -0
- package/dist/effects/effect.js.map +1 -0
- package/dist/effects/handlers.d.ts +70 -0
- package/dist/effects/handlers.d.ts.map +1 -0
- package/dist/effects/handlers.js +394 -0
- package/dist/effects/handlers.js.map +1 -0
- package/dist/effects/interpreter.d.ts +291 -0
- package/dist/effects/interpreter.d.ts.map +1 -0
- package/dist/effects/interpreter.js +325 -0
- package/dist/effects/interpreter.js.map +1 -0
- package/dist/events.d.ts +188 -0
- package/dist/events.d.ts.map +1 -0
- package/dist/events.js +138 -0
- package/dist/events.js.map +1 -0
- package/dist/expression.d.ts +83 -0
- package/dist/expression.d.ts.map +1 -0
- package/dist/expression.js +333 -0
- package/dist/expression.js.map +1 -0
- package/dist/game/cave-cmd.d.ts +195 -0
- package/dist/game/cave-cmd.d.ts.map +1 -0
- package/dist/game/cave-cmd.js +968 -0
- package/dist/game/cave-cmd.js.map +1 -0
- package/dist/game/char-sheet.d.ts +189 -0
- package/dist/game/char-sheet.d.ts.map +1 -0
- package/dist/game/char-sheet.js +381 -0
- package/dist/game/char-sheet.js.map +1 -0
- package/dist/game/chest.d.ts +94 -0
- package/dist/game/chest.d.ts.map +1 -0
- package/dist/game/chest.js +267 -0
- package/dist/game/chest.js.map +1 -0
- package/dist/game/context.d.ts +970 -0
- package/dist/game/context.d.ts.map +1 -0
- package/dist/game/context.js +353 -0
- package/dist/game/context.js.map +1 -0
- package/dist/game/curse-tick.d.ts +35 -0
- package/dist/game/curse-tick.d.ts.map +1 -0
- package/dist/game/curse-tick.js +100 -0
- package/dist/game/curse-tick.js.map +1 -0
- package/dist/game/describe.d.ts +20 -0
- package/dist/game/describe.d.ts.map +1 -0
- package/dist/game/describe.js +45 -0
- package/dist/game/describe.js.map +1 -0
- package/dist/game/display.d.ts +196 -0
- package/dist/game/display.d.ts.map +1 -0
- package/dist/game/display.js +684 -0
- package/dist/game/display.js.map +1 -0
- package/dist/game/dump-level.d.ts +37 -0
- package/dist/game/dump-level.d.ts.map +1 -0
- package/dist/game/dump-level.js +110 -0
- package/dist/game/dump-level.js.map +1 -0
- package/dist/game/effect-attack.d.ts +36 -0
- package/dist/game/effect-attack.d.ts.map +1 -0
- package/dist/game/effect-attack.js +694 -0
- package/dist/game/effect-attack.js.map +1 -0
- package/dist/game/effect-detect.d.ts +34 -0
- package/dist/game/effect-detect.d.ts.map +1 -0
- package/dist/game/effect-detect.js +456 -0
- package/dist/game/effect-detect.js.map +1 -0
- package/dist/game/effect-env.d.ts +77 -0
- package/dist/game/effect-env.d.ts.map +1 -0
- package/dist/game/effect-env.js +166 -0
- package/dist/game/effect-env.js.map +1 -0
- package/dist/game/effect-game-env.d.ts +76 -0
- package/dist/game/effect-game-env.d.ts.map +1 -0
- package/dist/game/effect-game-env.js +23 -0
- package/dist/game/effect-game-env.js.map +1 -0
- package/dist/game/effect-general.d.ts +98 -0
- package/dist/game/effect-general.d.ts.map +1 -0
- package/dist/game/effect-general.js +914 -0
- package/dist/game/effect-general.js.map +1 -0
- package/dist/game/effect-item.d.ts +124 -0
- package/dist/game/effect-item.d.ts.map +1 -0
- package/dist/game/effect-item.js +789 -0
- package/dist/game/effect-item.js.map +1 -0
- package/dist/game/effect-melee.d.ts +43 -0
- package/dist/game/effect-melee.d.ts.map +1 -0
- package/dist/game/effect-melee.js +477 -0
- package/dist/game/effect-melee.js.map +1 -0
- package/dist/game/effect-mon-origin.d.ts +67 -0
- package/dist/game/effect-mon-origin.d.ts.map +1 -0
- package/dist/game/effect-mon-origin.js +164 -0
- package/dist/game/effect-mon-origin.js.map +1 -0
- package/dist/game/effect-monster.d.ts +29 -0
- package/dist/game/effect-monster.d.ts.map +1 -0
- package/dist/game/effect-monster.js +281 -0
- package/dist/game/effect-monster.js.map +1 -0
- package/dist/game/effect-summon.d.ts +37 -0
- package/dist/game/effect-summon.d.ts.map +1 -0
- package/dist/game/effect-summon.js +113 -0
- package/dist/game/effect-summon.js.map +1 -0
- package/dist/game/effect-teleport.d.ts +130 -0
- package/dist/game/effect-teleport.d.ts.map +1 -0
- package/dist/game/effect-teleport.js +529 -0
- package/dist/game/effect-teleport.js.map +1 -0
- package/dist/game/effect-terrain.d.ts +91 -0
- package/dist/game/effect-terrain.d.ts.map +1 -0
- package/dist/game/effect-terrain.js +812 -0
- package/dist/game/effect-terrain.js.map +1 -0
- package/dist/game/energy.d.ts +45 -0
- package/dist/game/energy.d.ts.map +1 -0
- package/dist/game/energy.js +51 -0
- package/dist/game/energy.js.map +1 -0
- package/dist/game/equip-cmp.d.ts +138 -0
- package/dist/game/equip-cmp.d.ts.map +1 -0
- package/dist/game/equip-cmp.js +363 -0
- package/dist/game/equip-cmp.js.map +1 -0
- package/dist/game/floor.d.ts +182 -0
- package/dist/game/floor.d.ts.map +1 -0
- package/dist/game/floor.js +435 -0
- package/dist/game/floor.js.map +1 -0
- package/dist/game/gear.d.ts +408 -0
- package/dist/game/gear.d.ts.map +1 -0
- package/dist/game/gear.js +1037 -0
- package/dist/game/gear.js.map +1 -0
- package/dist/game/harness.d.ts +61 -0
- package/dist/game/harness.d.ts.map +1 -0
- package/dist/game/harness.js +198 -0
- package/dist/game/harness.js.map +1 -0
- package/dist/game/history.d.ts +49 -0
- package/dist/game/history.d.ts.map +1 -0
- package/dist/game/history.js +55 -0
- package/dist/game/history.js.map +1 -0
- package/dist/game/ignore-cmd.d.ts +42 -0
- package/dist/game/ignore-cmd.d.ts.map +1 -0
- package/dist/game/ignore-cmd.js +59 -0
- package/dist/game/ignore-cmd.js.map +1 -0
- package/dist/game/inscription-confirm.d.ts +80 -0
- package/dist/game/inscription-confirm.d.ts.map +1 -0
- package/dist/game/inscription-confirm.js +95 -0
- package/dist/game/inscription-confirm.js.map +1 -0
- package/dist/game/known.d.ts +297 -0
- package/dist/game/known.d.ts.map +1 -0
- package/dist/game/known.js +849 -0
- package/dist/game/known.js.map +1 -0
- package/dist/game/loop.d.ts +139 -0
- package/dist/game/loop.d.ts.map +1 -0
- package/dist/game/loop.js +631 -0
- package/dist/game/loop.js.map +1 -0
- package/dist/game/lore-color.d.ts +25 -0
- package/dist/game/lore-color.d.ts.map +1 -0
- package/dist/game/lore-color.js +95 -0
- package/dist/game/lore-color.js.map +1 -0
- package/dist/game/mon-cast.d.ts +150 -0
- package/dist/game/mon-cast.d.ts.map +1 -0
- package/dist/game/mon-cast.js +301 -0
- package/dist/game/mon-cast.js.map +1 -0
- package/dist/game/mon-cmd.d.ts +51 -0
- package/dist/game/mon-cmd.d.ts.map +1 -0
- package/dist/game/mon-cmd.js +670 -0
- package/dist/game/mon-cmd.js.map +1 -0
- package/dist/game/mon-death.d.ts +143 -0
- package/dist/game/mon-death.d.ts.map +1 -0
- package/dist/game/mon-death.js +328 -0
- package/dist/game/mon-death.js.map +1 -0
- package/dist/game/mon-group.d.ts +81 -0
- package/dist/game/mon-group.d.ts.map +1 -0
- package/dist/game/mon-group.js +323 -0
- package/dist/game/mon-group.js.map +1 -0
- package/dist/game/mon-list.d.ts +85 -0
- package/dist/game/mon-list.d.ts.map +1 -0
- package/dist/game/mon-list.js +154 -0
- package/dist/game/mon-list.js.map +1 -0
- package/dist/game/mon-message.d.ts +100 -0
- package/dist/game/mon-message.d.ts.map +1 -0
- package/dist/game/mon-message.js +336 -0
- package/dist/game/mon-message.js.map +1 -0
- package/dist/game/mon-place.d.ts +226 -0
- package/dist/game/mon-place.d.ts.map +1 -0
- package/dist/game/mon-place.js +642 -0
- package/dist/game/mon-place.js.map +1 -0
- package/dist/game/mon-ranged.d.ts +87 -0
- package/dist/game/mon-ranged.d.ts.map +1 -0
- package/dist/game/mon-ranged.js +353 -0
- package/dist/game/mon-ranged.js.map +1 -0
- package/dist/game/mon-shape.d.ts +43 -0
- package/dist/game/mon-shape.d.ts.map +1 -0
- package/dist/game/mon-shape.js +115 -0
- package/dist/game/mon-shape.js.map +1 -0
- package/dist/game/mon-side.d.ts +63 -0
- package/dist/game/mon-side.d.ts.map +1 -0
- package/dist/game/mon-side.js +403 -0
- package/dist/game/mon-side.js.map +1 -0
- package/dist/game/monster-turn.d.ts +195 -0
- package/dist/game/monster-turn.d.ts.map +1 -0
- package/dist/game/monster-turn.js +1560 -0
- package/dist/game/monster-turn.js.map +1 -0
- package/dist/game/obj-cmd.d.ts +453 -0
- package/dist/game/obj-cmd.d.ts.map +1 -0
- package/dist/game/obj-cmd.js +1530 -0
- package/dist/game/obj-cmd.js.map +1 -0
- package/dist/game/obj-list.d.ts +92 -0
- package/dist/game/obj-list.d.ts.map +1 -0
- package/dist/game/obj-list.js +251 -0
- package/dist/game/obj-list.js.map +1 -0
- package/dist/game/object-inspect.d.ts +37 -0
- package/dist/game/object-inspect.d.ts.map +1 -0
- package/dist/game/object-inspect.js +106 -0
- package/dist/game/object-inspect.js.map +1 -0
- package/dist/game/pickup.d.ts +126 -0
- package/dist/game/pickup.d.ts.map +1 -0
- package/dist/game/pickup.js +367 -0
- package/dist/game/pickup.js.map +1 -0
- package/dist/game/player-path.d.ts +133 -0
- package/dist/game/player-path.d.ts.map +1 -0
- package/dist/game/player-path.js +1268 -0
- package/dist/game/player-path.js.map +1 -0
- package/dist/game/player-side.d.ts +59 -0
- package/dist/game/player-side.d.ts.map +1 -0
- package/dist/game/player-side.js +506 -0
- package/dist/game/player-side.js.map +1 -0
- package/dist/game/player-turn.d.ts +161 -0
- package/dist/game/player-turn.d.ts.map +1 -0
- package/dist/game/player-turn.js +739 -0
- package/dist/game/player-turn.js.map +1 -0
- package/dist/game/project-cast.d.ts +268 -0
- package/dist/game/project-cast.d.ts.map +1 -0
- package/dist/game/project-cast.js +496 -0
- package/dist/game/project-cast.js.map +1 -0
- package/dist/game/project-feat.d.ts +47 -0
- package/dist/game/project-feat.d.ts.map +1 -0
- package/dist/game/project-feat.js +350 -0
- package/dist/game/project-feat.js.map +1 -0
- package/dist/game/project-monster.d.ts +106 -0
- package/dist/game/project-monster.d.ts.map +1 -0
- package/dist/game/project-monster.js +272 -0
- package/dist/game/project-monster.js.map +1 -0
- package/dist/game/project-obj.d.ts +60 -0
- package/dist/game/project-obj.d.ts.map +1 -0
- package/dist/game/project-obj.js +245 -0
- package/dist/game/project-obj.js.map +1 -0
- package/dist/game/project-player.d.ts +120 -0
- package/dist/game/project-player.d.ts.map +1 -0
- package/dist/game/project-player.js +108 -0
- package/dist/game/project-player.js.map +1 -0
- package/dist/game/quest.d.ts +101 -0
- package/dist/game/quest.d.ts.map +1 -0
- package/dist/game/quest.js +192 -0
- package/dist/game/quest.js.map +1 -0
- package/dist/game/ranged-cmd.d.ts +32 -0
- package/dist/game/ranged-cmd.d.ts.map +1 -0
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- package/dist/game/ranged-cmd.js.map +1 -0
- package/dist/game/scheduler.d.ts +47 -0
- package/dist/game/scheduler.d.ts.map +1 -0
- package/dist/game/scheduler.js +141 -0
- package/dist/game/scheduler.js.map +1 -0
- package/dist/game/spell-cmd.d.ts +104 -0
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- package/dist/game/spell-cmd.js +320 -0
- package/dist/game/spell-cmd.js.map +1 -0
- package/dist/game/spoil.d.ts +28 -0
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- package/dist/game/steal.d.ts +35 -0
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- package/dist/game/take-hit-hooks.d.ts +52 -0
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- package/dist/game/target-loop.d.ts +119 -0
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- package/dist/game/thrust.d.ts +37 -0
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- package/dist/gen/room.d.ts +160 -0
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- package/dist/gen/util.d.ts +466 -0
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- package/dist/generated/dun-profiles.d.ts +44 -0
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- package/dist/generated/elements.d.ts +83 -0
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- package/dist/generated/history-types.d.ts +52 -0
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{"version":3,"file":"effect-env.d.ts","sourceRoot":"","sources":["../../src/game/effect-env.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,KAAK,EACV,aAAa,EAEb,YAAY,EAGZ,SAAS,EACV,MAAM,2BAA2B,CAAC;AAQnC,OAAO,KAAK,EACV,mBAAmB,EACnB,qBAAqB,EACrB,gBAAgB,EACjB,MAAM,oBAAoB,CAAC;AAK5B,OAAO,KAAK,EACV,eAAe,EACf,YAAY,EAEb,MAAM,uBAAuB,CAAC;AAC/B,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAC9C,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAEnD,sEAAsE;AACtE,MAAM,WAAW,aAAa;IAC5B,uEAAuE;IACvE,UAAU,EAAE,SAAS,WAAW,EAAE,CAAC;IACnC,uCAAuC;IACvC,SAAS,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,CAAC,EAAE,MAAM,KAAK,IAAI,CAAC;IAClD,yDAAyD;IACzD,MAAM,CAAC,EAAE,UAAU,CAAC;IACpB,yDAAyD;IACzD,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,4DAA4D;IAC5D,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,gCAAgC;IAChC,UAAU,CAAC,EAAE,OAAO,CAAC;IACrB,yEAAyE;IACzE,YAAY,CAAC,EAAE,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI,EAAE,KAAK,EAAE,MAAM,KAAK,MAAM,CAAC;IAC/D,yEAAyE;IACzE,UAAU,CAAC,EAAE,qBAAqB,CAAC;IACnC;;gEAE4D;IAC5D,QAAQ,CAAC,EAAE,mBAAmB,CAAC;IAC/B,0DAA0D;IAC1D,UAAU,CAAC,EAAE,gBAAgB,CAAC;IAC9B,yDAAyD;IACzD,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5B,iEAAiE;IACjE,SAAS,CAAC,EAAE,eAAe,CAAC;CAC7B;AAyBD;;;;GAIG;AACH,wBAAgB,cAAc,CAC5B,KAAK,EAAE,SAAS,EAChB,IAAI,EAAE,aAAa,GAClB,SAAS,CAmCX;AAED;;;;GAIG;AACH,wBAAgB,iBAAiB,CAC/B,KAAK,EAAE,SAAS,EAChB,IAAI,EAAE,aAAa,GAClB,YAAY,CAuDd;AAED;;;;GAIG;AACH,wBAAgB,kBAAkB,CAChC,KAAK,EAAE,SAAS,EAChB,IAAI,EAAE,aAAa,GAClB,aAAa,CAsBf"}
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/**
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* The effect-interpreter environment adapters: build a live EffectContext
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* (effects/interpreter.ts) from the GameState so the already-ported general
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* effect handlers (effects/handlers.ts: EF_HEAL_HP, EF_CURE, the EF_TIMED_*
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* family, EF_NOURISH, EF_DAMAGE, ...) run end to end against a real player
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* instead of no-opping on an absent slot.
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*
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* (player/take-hit.ts), the same one the projection player driver uses.
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*
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*/
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import { playerClearTimed, playerDecTimed, playerIncCheck, playerIncTimed, playerSetTimed, } from "../player/timed.js";
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import { playerApplyDamageReduction, takeHit, } from "../player/take-hit.js";
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import { DEFAULT_HITPOINT_WARN } from "./project-cast.js";
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/** A TakeHitTarget view whose chp / is_dead mutations write back to the state. */
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function takeHitTarget(state) {
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const p = state.actor.player;
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return {
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get chp() {
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return p.chp;
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},
|
|
33
|
+
set chp(v) {
|
|
34
|
+
p.chp = v;
|
|
35
|
+
},
|
|
36
|
+
mhp: p.mhp,
|
|
37
|
+
lev: p.lev,
|
|
38
|
+
get isDead() {
|
|
39
|
+
return state.isDead;
|
|
40
|
+
},
|
|
41
|
+
set isDead(v) {
|
|
42
|
+
state.isDead = v;
|
|
43
|
+
},
|
|
44
|
+
timed: p.timed,
|
|
45
|
+
hitpointWarn: DEFAULT_HITPOINT_WARN,
|
|
46
|
+
};
|
|
47
|
+
}
|
|
48
|
+
/**
|
|
49
|
+
* buildTimedHost: the interpreter's TimedHost over the live player, dispatching
|
|
50
|
+
* through the player-timed runtime with the bound effect table (looked up by
|
|
51
|
+
* the effect's index, so the table may be in any order).
|
|
52
|
+
*/
|
|
53
|
+
export function buildTimedHost(state, deps) {
|
|
54
|
+
const p = state.actor.player;
|
|
55
|
+
const byIndex = new Map();
|
|
56
|
+
for (const e of deps.timedTable)
|
|
57
|
+
byIndex.set(e.index, e);
|
|
58
|
+
const effect = (idx) => {
|
|
59
|
+
const e = byIndex.get(idx);
|
|
60
|
+
if (!e)
|
|
61
|
+
throw new Error(`no bound timed effect for index ${idx}`);
|
|
62
|
+
return e;
|
|
63
|
+
};
|
|
64
|
+
const hooks = {
|
|
65
|
+
...(deps.onMessage
|
|
66
|
+
? { onMessage: (t, msgt) => deps.onMessage(t, msgt) }
|
|
67
|
+
: {}),
|
|
68
|
+
...(deps.timedHooks ?? {}),
|
|
69
|
+
...(deps.incQueries
|
|
70
|
+
? {
|
|
71
|
+
incCheck: (idx) => playerIncCheck(effect(idx), deps.incQueries, deps.incHooks),
|
|
72
|
+
}
|
|
73
|
+
: {}),
|
|
74
|
+
};
|
|
75
|
+
return {
|
|
76
|
+
timed: (idx) => p.timed[idx] ?? 0,
|
|
77
|
+
setTimed: (idx, v, notify, canDisturb) => playerSetTimed(p, effect(idx), v, notify, canDisturb, hooks),
|
|
78
|
+
incTimed: (idx, v, notify, canDisturb, check) => playerIncTimed(p, effect(idx), v, notify, canDisturb, check, hooks),
|
|
79
|
+
decTimed: (idx, v, notify, canDisturb) => playerDecTimed(p, effect(idx), v, notify, canDisturb, hooks),
|
|
80
|
+
clearTimed: (idx, notify, canDisturb) => playerClearTimed(p, effect(idx), notify, canDisturb, hooks),
|
|
81
|
+
};
|
|
82
|
+
}
|
|
83
|
+
/**
|
|
84
|
+
* buildEffectPlayer: the interpreter's EffectPlayer slot over the live player -
|
|
85
|
+
* a live hitpoint view, the timed host, and take_hit / damage-reduction routed
|
|
86
|
+
* through the shared player-damage primitive.
|
|
87
|
+
*/
|
|
88
|
+
export function buildEffectPlayer(state, deps) {
|
|
89
|
+
const p = state.actor.player;
|
|
90
|
+
const target = takeHitTarget(state);
|
|
91
|
+
const reduction = deps.reduction ?? { damRed: 0, percDamRed: 0 };
|
|
92
|
+
const hp = {
|
|
93
|
+
get chp() {
|
|
94
|
+
return p.chp;
|
|
95
|
+
},
|
|
96
|
+
set chp(v) {
|
|
97
|
+
p.chp = v;
|
|
98
|
+
},
|
|
99
|
+
get mhp() {
|
|
100
|
+
return p.mhp;
|
|
101
|
+
},
|
|
102
|
+
set mhp(v) {
|
|
103
|
+
p.mhp = v;
|
|
104
|
+
},
|
|
105
|
+
get chpFrac() {
|
|
106
|
+
return p.chpFrac;
|
|
107
|
+
},
|
|
108
|
+
set chpFrac(v) {
|
|
109
|
+
p.chpFrac = v;
|
|
110
|
+
},
|
|
111
|
+
};
|
|
112
|
+
const mana = {
|
|
113
|
+
get csp() {
|
|
114
|
+
return p.csp;
|
|
115
|
+
},
|
|
116
|
+
set csp(v) {
|
|
117
|
+
p.csp = v;
|
|
118
|
+
},
|
|
119
|
+
get msp() {
|
|
120
|
+
return p.msp;
|
|
121
|
+
},
|
|
122
|
+
set msp(v) {
|
|
123
|
+
p.msp = v;
|
|
124
|
+
},
|
|
125
|
+
get cspFrac() {
|
|
126
|
+
return p.cspFrac;
|
|
127
|
+
},
|
|
128
|
+
set cspFrac(v) {
|
|
129
|
+
p.cspFrac = v;
|
|
130
|
+
},
|
|
131
|
+
};
|
|
132
|
+
return {
|
|
133
|
+
hp,
|
|
134
|
+
mana,
|
|
135
|
+
timed: buildTimedHost(state, deps),
|
|
136
|
+
applyDamageReduction: (dam) => playerApplyDamageReduction(target, reduction, dam),
|
|
137
|
+
takeHit: (dam, killer) => takeHit(target, dam, killer, deps.takeHitHooks),
|
|
138
|
+
};
|
|
139
|
+
}
|
|
140
|
+
/**
|
|
141
|
+
* buildEffectContext: a full EffectContext for effect_do / effect_simple, built
|
|
142
|
+
* from the live GameState. rng comes from the state; the player slot and food
|
|
143
|
+
* value are populated so the general handlers act for real.
|
|
144
|
+
*/
|
|
145
|
+
export function buildEffectContext(state, deps) {
|
|
146
|
+
const messages = deps.onMessage
|
|
147
|
+
? { msg: deps.onMessage }
|
|
148
|
+
: undefined;
|
|
149
|
+
/* OPT(player, show_damage): the injected dep wins, else the wired option
|
|
150
|
+
* store. Absent (worldless tests), it stays undefined (falsey), preserving
|
|
151
|
+
* the prior seam-absent behaviour and the shipped default (off). */
|
|
152
|
+
const showDamage = deps.showDamage ?? state.options?.get("show_damage");
|
|
153
|
+
return {
|
|
154
|
+
rng: state.rng,
|
|
155
|
+
...(messages ? { messages } : {}),
|
|
156
|
+
...(deps.events ? { events: deps.events } : {}),
|
|
157
|
+
player: buildEffectPlayer(state, deps),
|
|
158
|
+
foodValue: deps.foodValue ?? state.z.foodValue,
|
|
159
|
+
...(deps.level !== undefined ? { level: deps.level } : {}),
|
|
160
|
+
...(showDamage !== undefined ? { showDamage } : {}),
|
|
161
|
+
...((deps.chooseEffect ?? state.effectChooser)
|
|
162
|
+
? { chooseEffect: deps.chooseEffect ?? state.effectChooser }
|
|
163
|
+
: {}),
|
|
164
|
+
};
|
|
165
|
+
}
|
|
166
|
+
//# sourceMappingURL=effect-env.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
|
@@ -0,0 +1,76 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The shared game-layer effect environment. Game effect handlers (the attack
|
|
3
|
+
* projections in effect-attack.ts, the monster effects in effect-monster.ts,
|
|
4
|
+
* and later batches) need access to the live GameState, which the effects/
|
|
5
|
+
* layer's EffectContext deliberately keeps opaque (the layering rule keeps
|
|
6
|
+
* effects/ below game/). This module owns the concrete environment those
|
|
7
|
+
* handlers read and the plumbing that attaches it to an EffectContext.
|
|
8
|
+
*
|
|
9
|
+
* A handler reads the environment from context.env.game (an opaque slot on
|
|
10
|
+
* EffectContext) via gameEnv(); when it is absent the handler no-ops (the
|
|
11
|
+
* worldless rule the effects/ handlers already follow). The caller attaches it
|
|
12
|
+
* with attachGameEnv after building the base context (game/effect-env.ts
|
|
13
|
+
* buildEffectContext).
|
|
14
|
+
*/
|
|
15
|
+
import type { Loc } from "../loc.js";
|
|
16
|
+
import type { EffectContext, EffectHandlerContext } from "../effects/interpreter.js";
|
|
17
|
+
import type { TakeHitHooks } from "../player/take-hit.js";
|
|
18
|
+
import type { GameState } from "./context.js";
|
|
19
|
+
import type { CastContext } from "./project-cast.js";
|
|
20
|
+
import type { TeleportEnv } from "./effect-teleport.js";
|
|
21
|
+
import type { GeneralEffectEnv } from "./effect-general.js";
|
|
22
|
+
import type { ItemEffectEnv } from "./effect-item.js";
|
|
23
|
+
import type { SummonEffectEnv } from "./effect-summon.js";
|
|
24
|
+
/** Everything the game-layer effect handlers need beyond the EffectContext. */
|
|
25
|
+
export interface GameEffectEnv {
|
|
26
|
+
/** The live game state (monsters, chunk, player actor, rng). */
|
|
27
|
+
state: GameState;
|
|
28
|
+
/** The projection casting context (bound projections, range, player actor). */
|
|
29
|
+
cast: CastContext;
|
|
30
|
+
/**
|
|
31
|
+
* target_get for a DIR_TARGET player cast. The command layers back it
|
|
32
|
+
* with a live getter over game/target.ts (targetOkay + targetGet), so a
|
|
33
|
+
* target that moves or dies mid-chain is re-read per handler exactly as
|
|
34
|
+
* upstream's per-handler target_get; tests may pass a plain grid.
|
|
35
|
+
*/
|
|
36
|
+
aimed?: Loc | undefined;
|
|
37
|
+
/** cave->mon_current: the acting monster, excluded by PROJECT_LOS. */
|
|
38
|
+
monCurrent?: number;
|
|
39
|
+
/** player_has(PF_CHARM). */
|
|
40
|
+
charm?: boolean;
|
|
41
|
+
/** take_hit consequences for effects that damage the player (BANISH, ...). */
|
|
42
|
+
takeHitHooks?: TakeHitHooks;
|
|
43
|
+
/**
|
|
44
|
+
* get_com symbol chooser for EF_BANISH: return the chosen monster glyph, or
|
|
45
|
+
* null to abort. Absent means the effect aborts (no UI wired).
|
|
46
|
+
*/
|
|
47
|
+
banishSymbol?: () => string | null;
|
|
48
|
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/** Teleport-family hooks and unmodelled-subsystem seams (effect-teleport.ts). */
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teleport?: TeleportEnv;
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/** General-handler seams: trap access for glyphs/webs (effect-general.ts). */
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general?: GeneralEffectEnv;
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/** Item-targeting seams: get_item and the ego/curse tables (effect-item.ts). */
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item?: ItemEffectEnv;
|
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+
/**
|
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55
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+
* Per-game flavor knowledge, so an item-identifying effect (EF_IDENTIFY ->
|
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+
* object_learn_unknown_rune -> player_know_object) can fire the
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* object_flavor_aware side effect. Absent, awareness is left unchanged (the
|
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* worldless rule); the ignore/notice consequences ride flavorDeps.
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*/
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flavor?: import("../obj/knowledge.js").FlavorKnowledge;
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/** object_flavor_aware's ignore/notice side effects, used with `flavor`. */
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flavorDeps?: import("../obj/knowledge.js").FlavorAwareDeps;
|
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/** Summoning seams: the summon table and live placement (effect-summon.ts). */
|
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summon?: SummonEffectEnv;
|
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65
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+
/**
|
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* monster_change_shape / monster_revert_shape (game/mon-shape.ts), for
|
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* the MON_TMD_CHANGED timer (the SHAPECHANGE monster spell). Built by
|
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* wireGame; absent, the timer stands and the form is unchanged.
|
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*/
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monShape?: import("../mon/timed.js").MonShapeHooks;
|
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}
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+
/** Attach a game environment to an effect context for the game handlers. */
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export declare function attachGameEnv(env: EffectContext, game: GameEffectEnv): EffectContext;
|
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/** Read the game env off the context, or null for a worldless interpreter. */
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export declare function gameEnv(ctx: EffectHandlerContext): GameEffectEnv | null;
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//# sourceMappingURL=effect-game-env.d.ts.map
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{"version":3,"file":"effect-game-env.d.ts","sourceRoot":"","sources":["../../src/game/effect-game-env.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,KAAK,EAAE,GAAG,EAAE,MAAM,WAAW,CAAC;AACrC,OAAO,KAAK,EAAE,aAAa,EAAE,oBAAoB,EAAE,MAAM,2BAA2B,CAAC;AACrF,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAC1D,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAC9C,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AACrD,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,sBAAsB,CAAC;AACxD,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAC5D,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AACtD,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAE1D,+EAA+E;AAC/E,MAAM,WAAW,aAAa;IAC5B,gEAAgE;IAChE,KAAK,EAAE,SAAS,CAAC;IACjB,+EAA+E;IAC/E,IAAI,EAAE,WAAW,CAAC;IAClB;;;;;OAKG;IACH,KAAK,CAAC,EAAE,GAAG,GAAG,SAAS,CAAC;IACxB,sEAAsE;IACtE,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,4BAA4B;IAC5B,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,8EAA8E;IAC9E,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5B;;;OAGG;IACH,YAAY,CAAC,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC;IACnC,iFAAiF;IACjF,QAAQ,CAAC,EAAE,WAAW,CAAC;IACvB,8EAA8E;IAC9E,OAAO,CAAC,EAAE,gBAAgB,CAAC;IAC3B,gFAAgF;IAChF,IAAI,CAAC,EAAE,aAAa,CAAC;IACrB;;;;;OAKG;IACH,MAAM,CAAC,EAAE,OAAO,qBAAqB,EAAE,eAAe,CAAC;IACvD,4EAA4E;IAC5E,UAAU,CAAC,EAAE,OAAO,qBAAqB,EAAE,eAAe,CAAC;IAC3D,+EAA+E;IAC/E,MAAM,CAAC,EAAE,eAAe,CAAC;IACzB;;;;OAIG;IACH,QAAQ,CAAC,EAAE,OAAO,iBAAiB,EAAE,aAAa,CAAC;CACpD;AAED,4EAA4E;AAC5E,wBAAgB,aAAa,CAC3B,GAAG,EAAE,aAAa,EAClB,IAAI,EAAE,aAAa,GAClB,aAAa,CAEf;AAED,8EAA8E;AAC9E,wBAAgB,OAAO,CAAC,GAAG,EAAE,oBAAoB,GAAG,aAAa,GAAG,IAAI,CAEvE"}
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@@ -0,0 +1,23 @@
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|
1
|
+
/**
|
|
2
|
+
* The shared game-layer effect environment. Game effect handlers (the attack
|
|
3
|
+
* projections in effect-attack.ts, the monster effects in effect-monster.ts,
|
|
4
|
+
* and later batches) need access to the live GameState, which the effects/
|
|
5
|
+
* layer's EffectContext deliberately keeps opaque (the layering rule keeps
|
|
6
|
+
* effects/ below game/). This module owns the concrete environment those
|
|
7
|
+
* handlers read and the plumbing that attaches it to an EffectContext.
|
|
8
|
+
*
|
|
9
|
+
* A handler reads the environment from context.env.game (an opaque slot on
|
|
10
|
+
* EffectContext) via gameEnv(); when it is absent the handler no-ops (the
|
|
11
|
+
* worldless rule the effects/ handlers already follow). The caller attaches it
|
|
12
|
+
* with attachGameEnv after building the base context (game/effect-env.ts
|
|
13
|
+
* buildEffectContext).
|
|
14
|
+
*/
|
|
15
|
+
/** Attach a game environment to an effect context for the game handlers. */
|
|
16
|
+
export function attachGameEnv(env, game) {
|
|
17
|
+
return { ...env, game };
|
|
18
|
+
}
|
|
19
|
+
/** Read the game env off the context, or null for a worldless interpreter. */
|
|
20
|
+
export function gameEnv(ctx) {
|
|
21
|
+
return ctx.env.game ?? null;
|
|
22
|
+
}
|
|
23
|
+
//# sourceMappingURL=effect-game-env.js.map
|
|
@@ -0,0 +1 @@
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|
1
|
+
{"version":3,"file":"effect-game-env.js","sourceRoot":"","sources":["../../src/game/effect-game-env.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AA6DH,4EAA4E;AAC5E,MAAM,UAAU,aAAa,CAC3B,GAAkB,EAClB,IAAmB;IAEnB,OAAO,EAAE,GAAG,GAAG,EAAE,IAAI,EAAE,CAAC;AAC1B,CAAC;AAED,8EAA8E;AAC9E,MAAM,UAAU,OAAO,CAAC,GAAyB;IAC/C,OAAQ,GAAG,CAAC,GAAG,CAAC,IAAkC,IAAI,IAAI,CAAC;AAC7D,CAAC"}
|
|
@@ -0,0 +1,98 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The world-touching general effect handlers, ported from
|
|
3
|
+
* reference/src/effect-handler-general.c (Angband 4.2.6): EF_GLYPH (L700, a
|
|
4
|
+
* glyph of warding or a decoy on the player's grid), EF_WEB (L732, a web
|
|
5
|
+
* spinner filling its surroundings), EF_DISENCHANT (L2003, disenchanting
|
|
6
|
+
* a random piece of worn equipment), the stat family (RESTORE_STAT L773,
|
|
7
|
+
* DRAIN_STAT L803 with its sustain save and rune learning,
|
|
8
|
+
* LOSE_RANDOM_STAT L852, GAIN_STAT L875, SCRAMBLE_STATS / UNSCRAMBLE_STATS
|
|
9
|
+
* L3634 for the TMD_SCRAMBLE timed chains), the experience pair
|
|
10
|
+
* (RESTORE_EXP L893, GAIN_EXP L913), the drains (DRAIN_LIGHT L928,
|
|
11
|
+
* DRAIN_MANA L956 healing a monster caster and soaked by a decoy) and
|
|
12
|
+
* MON_TIMED_INC (L667). Like the other game-layer handlers they read their
|
|
13
|
+
* environment from context.env.game and no-op when it is absent (the
|
|
14
|
+
* worldless rule); GLYPH and WEB additionally need the trap system
|
|
15
|
+
* (env.general.trapDeps) since glyphs and webs ARE trap kinds upstream.
|
|
16
|
+
*
|
|
17
|
+
* disenchantEquipment is exported separately: project-player.c's DISEN
|
|
18
|
+
* handler applies the same disenchantment through effect_simple, so the
|
|
19
|
+
* player side-effect table (game/player-side.ts) calls it directly.
|
|
20
|
+
*
|
|
21
|
+
* Simplifications, ledgered: the equipment letter in the disenchant message
|
|
22
|
+
* (gear_to_label) and the ODESC_BASE description ride the display layer
|
|
23
|
+
* (#25) - the kind's base name is used; obj->known->to_h/to_d/to_a display
|
|
24
|
+
* sync likewise (knowledge is rune-based here). The decoy grid lives on
|
|
25
|
+
* GameState.decoy; the monster-AI decoy targeting is deferred with lore
|
|
26
|
+
* (#24).
|
|
27
|
+
*/
|
|
28
|
+
import type { EffectRegistry } from "../effects/interpreter.js";
|
|
29
|
+
import type { Shape } from "../player/types.js";
|
|
30
|
+
import type { ObjectProperty } from "../obj/types.js";
|
|
31
|
+
import type { ExpDeps } from "../player/exp.js";
|
|
32
|
+
import type { GameState } from "./context.js";
|
|
33
|
+
import type { TrapDeps } from "./trap.js";
|
|
34
|
+
/**
|
|
35
|
+
* The general-handler seams, grouped on the game effect environment
|
|
36
|
+
* (effect-game-env.ts GameEffectEnv.general). trapDeps backs glyph and web
|
|
37
|
+
* creation; absent, those handlers no-op (the trap system is not wired).
|
|
38
|
+
* properties backs desc_stat (the stat adjectives from object_property.txt);
|
|
39
|
+
* expDeps lets experience gains ripple level changes.
|
|
40
|
+
*/
|
|
41
|
+
export interface GeneralEffectEnv {
|
|
42
|
+
trapDeps?: TrapDeps;
|
|
43
|
+
/** The bound object properties (ObjRegistry.properties), for desc_stat. */
|
|
44
|
+
properties?: readonly (ObjectProperty | null)[];
|
|
45
|
+
/** player_exp_gain's level-change ripple (player/exp.ts). */
|
|
46
|
+
expDeps?: ExpDeps;
|
|
47
|
+
/** get_check yes/no prompts (RECALL's depth/cancel checks). Default yes. */
|
|
48
|
+
confirm?: (prompt: string) => boolean;
|
|
49
|
+
/**
|
|
50
|
+
* get_quantity (ui-input.c L1206) for player_get_recall_depth's
|
|
51
|
+
* "Which level do you wish to return to (0 to cancel)? " prompt. Only
|
|
52
|
+
* reached under birth_levels_persist. 0 = cancel.
|
|
53
|
+
*/
|
|
54
|
+
chooseDepth?: (prompt: string, max: number) => number;
|
|
55
|
+
/** The bound player shapes (PlayerRegistry.shapes), for EF_SHAPECHANGE. */
|
|
56
|
+
shapes?: readonly Shape[];
|
|
57
|
+
}
|
|
58
|
+
/**
|
|
59
|
+
* The EF_DISENCHANT body, shared with the PROJ_DISEN player side effect
|
|
60
|
+
* (project-player.c dispatches it through effect_simple): pick a random
|
|
61
|
+
* disenchantable equipment slot (not rings, amulets or lights), let
|
|
62
|
+
* artifacts resist 60% of the time, and knock a point (sometimes two) off
|
|
63
|
+
* the item's enchantment.
|
|
64
|
+
*/
|
|
65
|
+
export declare function disenchantEquipment(state: GameState, opts?: {
|
|
66
|
+
msg?: (text: string) => void;
|
|
67
|
+
}): void;
|
|
68
|
+
/**
|
|
69
|
+
* player_get_recall_depth (player-util.c L100): under birth_levels_persist the
|
|
70
|
+
* player CHOOSES which visited persistent level Word of Recall returns to.
|
|
71
|
+
* Reached from exactly one place, effect_handler_RECALL's depth-0 branch
|
|
72
|
+
* (effect-handler-general.c L1141), and only with that option on.
|
|
73
|
+
*
|
|
74
|
+
* The rules, exactly:
|
|
75
|
+
* - max_depth <= 0 (never left town) or birth_force_descend: no prompt at
|
|
76
|
+
* all, return true, recall_depth untouched (L109-111).
|
|
77
|
+
* - otherwise loop on get_quantity(prompt, p->max_depth): 0 cancels the whole
|
|
78
|
+
* scroll (return false); a depth with no entry in chunk_list re-prompts
|
|
79
|
+
* after "You must choose a level you have previously visited."
|
|
80
|
+
* - only on success is recall_depth assigned (L134).
|
|
81
|
+
* get_quantity itself skips the prompt and yields 1 when max == 1
|
|
82
|
+
* (ui-input.c L1211), so a max_depth of 1 never asks.
|
|
83
|
+
*
|
|
84
|
+
* `chooseDepth` is the get_quantity seam. With no seam an unprompted terminal
|
|
85
|
+
* takes get_quantity's clamp-to-max, i.e. the deepest level reached, which is
|
|
86
|
+
* always present in the cache.
|
|
87
|
+
*/
|
|
88
|
+
export declare function playerGetRecallDepth(state: GameState, chooseDepth?: (prompt: string, max: number) => number, say?: (text: string) => void): boolean;
|
|
89
|
+
/**
|
|
90
|
+
* Register the general world-touching handlers, overriding the stubs
|
|
91
|
+
* registerCoreHandlers installed. Call after registerCoreHandlers. Each
|
|
92
|
+
* handler reads its game environment from context.env.game (attach it with
|
|
93
|
+
* attachGameEnv) and no-ops when it is absent.
|
|
94
|
+
*/
|
|
95
|
+
export declare function registerGeneralHandlers(registry: EffectRegistry): void;
|
|
96
|
+
/** The general EF codes this module registers. */
|
|
97
|
+
export declare const GENERAL_HANDLER_CODES: readonly number[];
|
|
98
|
+
//# sourceMappingURL=effect-general.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"effect-general.d.ts","sourceRoot":"","sources":["../../src/game/effect-general.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AAMH,OAAO,KAAK,EAGV,cAAc,EACf,MAAM,2BAA2B,CAAC;AAkBnC,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,oBAAoB,CAAC;AAGhD,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AAWtD,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,kBAAkB,CAAC;AAQhD,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAW9C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,WAAW,CAAC;AAG1C;;;;;;GAMG;AACH,MAAM,WAAW,gBAAgB;IAC/B,QAAQ,CAAC,EAAE,QAAQ,CAAC;IACpB,2EAA2E;IAC3E,UAAU,CAAC,EAAE,SAAS,CAAC,cAAc,GAAG,IAAI,CAAC,EAAE,CAAC;IAChD,6DAA6D;IAC7D,OAAO,CAAC,EAAE,OAAO,CAAC;IAClB,4EAA4E;IAC5E,OAAO,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,KAAK,OAAO,CAAC;IACtC;;;;OAIG;IACH,WAAW,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,KAAK,MAAM,CAAC;IACtD,2EAA2E;IAC3E,MAAM,CAAC,EAAE,SAAS,KAAK,EAAE,CAAC;CAC3B;AAuID;;;;;;GAMG;AACH,wBAAgB,mBAAmB,CACjC,KAAK,EAAE,SAAS,EAChB,IAAI,GAAE;IAAE,GAAG,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,KAAK,IAAI,CAAA;CAAO,GAC1C,IAAI,CA+DN;AA2PD;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wBAAgB,oBAAoB,CAClC,KAAK,EAAE,SAAS,EAChB,WAAW,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,KAAK,MAAM,EACrD,GAAG,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,KAAK,IAAI,GAC3B,OAAO,CA0BT;AAoeD;;;;;GAKG;AACH,wBAAgB,uBAAuB,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI,CAItE;AAED,kDAAkD;AAClD,eAAO,MAAM,qBAAqB,EAAE,SAAS,MAAM,EAElD,CAAC"}
|