@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 +1,674 @@
1
+ /**
2
+ * Object power evaluation, ported from the power half of
3
+ * reference/src/obj-power.c (Angband 4.2.6): object_power and its ~15 helper
4
+ * ratings. This is the engine that drives variable-power valuation
5
+ * (object_value_real) and randart balance.
6
+ *
7
+ * Faithful notes / deferrals (ledgered in parity/ledger/obj-power.yaml):
8
+ * - The upstream `verbose`/`log_file` logging is dropped; it never affects the
9
+ * returned power. object_power's signature here is (reg, obj) with no logging.
10
+ * - Every `wield_slot(obj) == slot_by_name(player, "shooting")` test in
11
+ * upstream is exactly `obj->tval == TV_BOW` for the standard body (only a bow
12
+ * maps to the shooting slot), so it is ported as tvalIsLauncher(obj.tval).
13
+ * A mod that adds another tval to the shooting slot would diverge; that is a
14
+ * moddable-body concern, out of scope for the 4.2.6 baseline.
15
+ * - object_flags(obj, flags) is just a copy of obj->flags (obj-util.c L353), so
16
+ * flags_power iterates obj.flags directly.
17
+ * - object_power accepts a normalized PowerObject so both a live GameObject and
18
+ * a bare curse template (curse->obj, which has no kind/ac/dd/ds/brands/slays)
19
+ * can be valued; a curse template is adapted by cursePowerObject.
20
+ */
21
+
22
+ import type { FlagSet } from "../bitflag.js";
23
+ import { KF, OBJ_MOD, OF, TV } from "../generated/index.js";
24
+ import { addGuardi, INT_MAX, INT_MIN, subGuardi } from "../guard.js";
25
+ import type { ObjRegistry } from "./bind.js";
26
+ import type { CurseData } from "./object.js";
27
+ import {
28
+ applyCurseAttributes,
29
+ objectWeightOne,
30
+ tvalIsAmmo,
31
+ tvalIsJewelry,
32
+ tvalIsLauncher,
33
+ tvalIsLight,
34
+ tvalIsMeleeWeapon,
35
+ } from "./object.js";
36
+ import type { CurseObject, ElementInfo, ObjectProperty } from "./types.js";
37
+ import { EL_INFO_IGNORE, ELEM_MAX, OBJ_MOD_MAX, OBJ_PROPERTY, OFT } from "./types.js";
38
+
39
+ /* ------------------------------------------------------------------ */
40
+ /* Power algorithm constants (obj-power.h) */
41
+ /* ------------------------------------------------------------------ */
42
+
43
+ const NONWEAP_DAMAGE = 15;
44
+ const WEAP_DAMAGE = 12;
45
+ const BASE_JEWELRY_POWER = 4;
46
+ const BASE_ARMOUR_POWER = 1;
47
+ const DAMAGE_POWER = 5;
48
+ const TO_HIT_POWER = 3;
49
+ const BASE_AC_POWER = 2;
50
+ const TO_AC_POWER = 2;
51
+ const MAX_BLOWS = 5;
52
+ const WGT_POWER_NUM_NOBASEAC = 1;
53
+ const WGT_POWER_DEN_NOBASEAC = 50;
54
+ const WGT_POWER_NUM_THROW = 15;
55
+ const WGT_POWER_DEN_THROW = 12;
56
+
57
+ export const INHIBIT_POWER = 20000;
58
+ const INHIBIT_BLOWS = 3;
59
+ const INHIBIT_MIGHT = 4;
60
+ const INHIBIT_SHOTS = 21;
61
+ const HIGH_TO_AC = 26;
62
+ const VERYHIGH_TO_AC = 36;
63
+ const INHIBIT_AC = 56;
64
+ const AMMO_RESCALER = 20;
65
+
66
+ /* ------------------------------------------------------------------ */
67
+ /* Static power tables (obj-power.c) */
68
+ /* ------------------------------------------------------------------ */
69
+
70
+ /** Archery constants, indexed as (tval - TV_SHOT) for ammo, sval/10 or type. */
71
+ const ARCHERY = [
72
+ { ammoDam: 10, launchDam: 9, launchMult: 4 }, // shot
73
+ { ammoDam: 12, launchDam: 9, launchMult: 5 }, // arrow
74
+ { ammoDam: 14, launchDam: 9, launchMult: 7 }, // bolt
75
+ ] as const;
76
+
77
+ /** Flag-set weightings, keyed by OFT_ subtype. */
78
+ interface FlagSetWeight {
79
+ type: number;
80
+ factor: number;
81
+ bonus: number;
82
+ size: number;
83
+ }
84
+ const FLAG_SETS: readonly FlagSetWeight[] = [
85
+ { type: OFT.SUST, factor: 1, bonus: 10, size: 5 },
86
+ { type: OFT.PROT, factor: 3, bonus: 15, size: 4 },
87
+ { type: OFT.MISC, factor: 1, bonus: 25, size: 8 },
88
+ ];
89
+
90
+ const T_LRES = 0;
91
+ const T_HRES = 1;
92
+
93
+ /** Element-set weightings (immunities / low resists / high resists). */
94
+ interface ElementSetWeight {
95
+ type: number;
96
+ resLevel: number;
97
+ factor: number;
98
+ bonus: number;
99
+ size: number;
100
+ }
101
+ const ELEMENT_SETS: readonly ElementSetWeight[] = [
102
+ { type: T_LRES, resLevel: 3, factor: 6, bonus: INHIBIT_POWER, size: 4 },
103
+ { type: T_LRES, resLevel: 1, factor: 1, bonus: 10, size: 4 },
104
+ { type: T_HRES, resLevel: 1, factor: 2, bonus: 10, size: 9 },
105
+ ];
106
+
107
+ /**
108
+ * Per-element power data, indexed by ELEM value (acid=0 .. disenchantment=12).
109
+ */
110
+ interface ElementPower {
111
+ type: number;
112
+ ignorePower: number;
113
+ vulnPower: number;
114
+ resPower: number;
115
+ imPower: number;
116
+ }
117
+ const EL_POWERS: readonly ElementPower[] = [
118
+ { type: T_LRES, ignorePower: 3, vulnPower: -6, resPower: 5, imPower: 38 }, // acid
119
+ { type: T_LRES, ignorePower: 1, vulnPower: -6, resPower: 6, imPower: 35 }, // elec
120
+ { type: T_LRES, ignorePower: 3, vulnPower: -6, resPower: 6, imPower: 40 }, // fire
121
+ { type: T_LRES, ignorePower: 1, vulnPower: -6, resPower: 6, imPower: 37 }, // cold
122
+ { type: T_HRES, ignorePower: 0, vulnPower: 0, resPower: 28, imPower: 0 }, // pois
123
+ { type: T_HRES, ignorePower: 0, vulnPower: 0, resPower: 6, imPower: 0 }, // light
124
+ { type: T_HRES, ignorePower: 0, vulnPower: 0, resPower: 16, imPower: 0 }, // dark
125
+ { type: T_HRES, ignorePower: 0, vulnPower: 0, resPower: 14, imPower: 0 }, // sound
126
+ { type: T_HRES, ignorePower: 0, vulnPower: 0, resPower: 8, imPower: 0 }, // shards
127
+ { type: T_HRES, ignorePower: 0, vulnPower: 0, resPower: 15, imPower: 0 }, // nexus
128
+ { type: T_HRES, ignorePower: 0, vulnPower: 0, resPower: 20, imPower: 0 }, // nether
129
+ { type: T_HRES, ignorePower: 0, vulnPower: 0, resPower: 20, imPower: 0 }, // chaos
130
+ { type: T_HRES, ignorePower: 0, vulnPower: 0, resPower: 20, imPower: 0 }, // disen
131
+ ];
132
+
133
+ /** Boost ratings for combinations of ability bonuses (index bonus/10). */
134
+ const ABILITY_POWER: readonly number[] = [
135
+ 0, 0, 0, 0, 0, 0, 0, 2, 4, 6, 8, 12, 16, 20, 24, 30, 36, 42, 48, 56, 64, 74,
136
+ 84, 96, 110,
137
+ ];
138
+
139
+ /* ------------------------------------------------------------------ */
140
+ /* Normalized power input */
141
+ /* ------------------------------------------------------------------ */
142
+
143
+ /**
144
+ * The fixed set of fields object_power reads. A live GameObject satisfies this
145
+ * structurally; a bare curse template is adapted via cursePowerObject.
146
+ */
147
+ export interface PowerObject {
148
+ tval: number;
149
+ toH: number;
150
+ toD: number;
151
+ toA: number;
152
+ ac: number;
153
+ dd: number;
154
+ ds: number;
155
+ weight: number;
156
+ pval: number;
157
+ modifiers: number[];
158
+ brands: boolean[] | null;
159
+ slays: boolean[] | null;
160
+ flags: FlagSet;
161
+ elInfo: ElementInfo[];
162
+ curses: CurseData[] | null;
163
+ activation: { power: number } | null;
164
+ kind: { power: number; kindFlags: FlagSet } | null;
165
+ ego: unknown;
166
+ }
167
+
168
+ /**
169
+ * Adapt a curse template (curse->obj) to a PowerObject. Curse templates have
170
+ * kind == curse_object_kind (tval "none", power 0) and never carry
171
+ * ac/dd/ds/brands/slays/activation/ego, so those default to zero/null/empty.
172
+ */
173
+ function cursePowerObject(c: CurseObject): PowerObject {
174
+ return {
175
+ tval: 0,
176
+ toH: c.toH,
177
+ toD: c.toD,
178
+ toA: c.toA,
179
+ ac: 0,
180
+ dd: 0,
181
+ ds: 0,
182
+ weight: c.weight,
183
+ pval: 0,
184
+ modifiers: c.modifiers,
185
+ brands: null,
186
+ slays: null,
187
+ flags: c.flags,
188
+ elInfo: c.elInfo,
189
+ curses: null,
190
+ activation: null,
191
+ kind: null,
192
+ ego: null,
193
+ };
194
+ }
195
+
196
+ /** A power-clone deep enough for curse_power's pass-2 merge and re-valuation. */
197
+ function powerClone(obj: PowerObject): PowerObject {
198
+ return {
199
+ ...obj,
200
+ modifiers: obj.modifiers.slice(),
201
+ elInfo: obj.elInfo.map((e) => ({ resLevel: e.resLevel, flags: e.flags })),
202
+ flags: obj.flags.clone(),
203
+ brands: obj.brands ? obj.brands.slice() : null,
204
+ slays: obj.slays ? obj.slays.slice() : null,
205
+ curses: obj.curses
206
+ ? obj.curses.map((c) => ({ power: c.power, timeout: c.timeout }))
207
+ : null,
208
+ };
209
+ }
210
+
211
+ /* ------------------------------------------------------------------ */
212
+ /* Property lookup (obj-properties.c L24) */
213
+ /* ------------------------------------------------------------------ */
214
+
215
+ /**
216
+ * lookup_obj_property: the property whose type and stored index match. Stats
217
+ * count as mods for a MOD lookup, exactly as upstream.
218
+ */
219
+ export function lookupObjProperty(
220
+ reg: ObjRegistry,
221
+ type: number,
222
+ index: number,
223
+ ): ObjectProperty | null {
224
+ for (const prop of reg.properties) {
225
+ if (!prop) continue;
226
+ if (prop.type === type && prop.propIndex === index) return prop;
227
+ if (
228
+ type === OBJ_PROPERTY.MOD &&
229
+ prop.type === OBJ_PROPERTY.STAT &&
230
+ prop.propIndex === index
231
+ ) {
232
+ return prop;
233
+ }
234
+ }
235
+ return null;
236
+ }
237
+
238
+ /* ------------------------------------------------------------------ */
239
+ /* Power helper ratings (obj-power.c) */
240
+ /* ------------------------------------------------------------------ */
241
+
242
+ function bowMultiplier(obj: PowerObject): number {
243
+ if (obj.tval !== TV.BOW) return 1;
244
+ return obj.pval;
245
+ }
246
+
247
+ function toDamagePower(obj: PowerObject): number {
248
+ let p = Math.trunc((obj.toD * DAMAGE_POWER) / 2);
249
+ /* Add a second lot of damage power for non-weapons. */
250
+ if (
251
+ !tvalIsLauncher(obj.tval) &&
252
+ !tvalIsMeleeWeapon(obj.tval) &&
253
+ !tvalIsAmmo(obj.tval)
254
+ ) {
255
+ p += obj.toD * DAMAGE_POWER;
256
+ }
257
+ return p;
258
+ }
259
+
260
+ function damageDicePower(obj: PowerObject): number {
261
+ let dice = 0;
262
+ if (tvalIsMeleeWeapon(obj.tval) || tvalIsAmmo(obj.tval)) {
263
+ dice = Math.trunc((obj.dd * (obj.ds + 1) * DAMAGE_POWER) / 4);
264
+ } else if (!tvalIsLauncher(obj.tval)) {
265
+ /* Power boost for nonweapons with combat flags. */
266
+ if (
267
+ obj.brands ||
268
+ obj.slays ||
269
+ (obj.modifiers[OBJ_MOD.BLOWS] ?? 0) > 0 ||
270
+ (obj.modifiers[OBJ_MOD.SHOTS] ?? 0) > 0 ||
271
+ (obj.modifiers[OBJ_MOD.MIGHT] ?? 0) > 0
272
+ ) {
273
+ dice = WEAP_DAMAGE * DAMAGE_POWER;
274
+ }
275
+ }
276
+ return dice;
277
+ }
278
+
279
+ function ammoDamagePower(obj: PowerObject): number {
280
+ if (!tvalIsLauncher(obj.tval)) return 0;
281
+ let launcher = -1;
282
+ const kf = obj.kind?.kindFlags;
283
+ if (kf?.has(KF.SHOOTS_SHOTS)) launcher = 0;
284
+ else if (kf?.has(KF.SHOOTS_ARROWS)) launcher = 1;
285
+ else if (kf?.has(KF.SHOOTS_BOLTS)) launcher = 2;
286
+ if (launcher === -1) return 0;
287
+ return Math.trunc((ARCHERY[launcher]!.ammoDam * DAMAGE_POWER) / 2);
288
+ }
289
+
290
+ function launcherAmmoDamagePower(obj: PowerObject, p: number): number {
291
+ if (!tvalIsAmmo(obj.tval)) return p;
292
+ let ammoType = 0;
293
+ if (obj.tval === TV.ARROW) ammoType = 1;
294
+ if (obj.tval === TV.BOLT) ammoType = 2;
295
+ const a = ARCHERY[ammoType]!;
296
+ if (obj.ego) p += Math.trunc((a.launchDam * DAMAGE_POWER) / 2);
297
+ p = Math.trunc((p * a.launchMult) / (2 * MAX_BLOWS));
298
+ return p;
299
+ }
300
+
301
+ function extraBlowsPower(obj: PowerObject, p: number): number {
302
+ const blows = obj.modifiers[OBJ_MOD.BLOWS] ?? 0;
303
+ if (blows === 0) return p;
304
+ if (blows >= INHIBIT_BLOWS) return p + INHIBIT_POWER;
305
+ p = Math.trunc((p * (MAX_BLOWS + blows)) / MAX_BLOWS);
306
+ /* Add boost for assumed off-weapon damage. */
307
+ p += Math.trunc((NONWEAP_DAMAGE * blows * DAMAGE_POWER) / 2);
308
+ return p;
309
+ }
310
+
311
+ function extraShotsPower(obj: PowerObject, p: number): number {
312
+ const shots = obj.modifiers[OBJ_MOD.SHOTS] ?? 0;
313
+ if (shots === 0) return p;
314
+ if (shots >= INHIBIT_SHOTS) return p + INHIBIT_POWER;
315
+ if (shots > 0) {
316
+ p *= 10 + shots;
317
+ p = Math.trunc(p / 10);
318
+ }
319
+ return p;
320
+ }
321
+
322
+ function extraMightPower(obj: PowerObject, p: number, mult: number): number {
323
+ const might = obj.modifiers[OBJ_MOD.MIGHT] ?? 0;
324
+ if (might >= INHIBIT_MIGHT) return p + INHIBIT_POWER;
325
+ mult += might;
326
+ p *= mult;
327
+ return p;
328
+ }
329
+
330
+ function slayPower(
331
+ reg: ObjRegistry,
332
+ obj: PowerObject,
333
+ p: number,
334
+ dicePwr: number,
335
+ ): number {
336
+ let numBrands = 0;
337
+ let numSlays = 0;
338
+ let numKills = 0;
339
+ let bestPower = 1;
340
+
341
+ if (obj.brands) {
342
+ for (let i = 1; i < reg.brands.length; i++) {
343
+ if (obj.brands[i]) {
344
+ numBrands++;
345
+ const bp = reg.brands[i]!.power;
346
+ if (bp > bestPower) bestPower = bp;
347
+ }
348
+ }
349
+ }
350
+ if (obj.slays) {
351
+ for (let i = 1; i < reg.slays.length; i++) {
352
+ if (obj.slays[i]) {
353
+ const s = reg.slays[i]!;
354
+ if (s.multiplier <= 3) numSlays++;
355
+ else numKills++;
356
+ if (s.power > bestPower) bestPower = s.power;
357
+ }
358
+ }
359
+ }
360
+
361
+ if (numSlays + numBrands + numKills === 0) return p;
362
+
363
+ let q = Math.trunc((dicePwr * dicePwr * (bestPower - 100)) / 2500);
364
+ p += q;
365
+
366
+ if (numSlays > 1) {
367
+ q = Math.trunc((numSlays * numSlays * dicePwr) / (DAMAGE_POWER * 5));
368
+ p += q;
369
+ }
370
+ if (numBrands > 1) {
371
+ q = Math.trunc((2 * numBrands * numBrands * dicePwr) / (DAMAGE_POWER * 5));
372
+ p += q;
373
+ }
374
+ if (numSlays && numBrands) {
375
+ q = Math.trunc((numSlays * numBrands * dicePwr) / (DAMAGE_POWER * 5));
376
+ p += q;
377
+ }
378
+ if (numKills > 1) {
379
+ q = Math.trunc((3 * numKills * numKills * dicePwr) / (DAMAGE_POWER * 5));
380
+ p += q;
381
+ }
382
+ if (numSlays === 8) p += 10;
383
+ if (numBrands === 5) p += 20;
384
+ if (numKills === 3) p += 20;
385
+
386
+ return p;
387
+ }
388
+
389
+ function rescaleBowPower(obj: PowerObject, p: number): number {
390
+ if (tvalIsLauncher(obj.tval)) p = Math.trunc(p / MAX_BLOWS);
391
+ return p;
392
+ }
393
+
394
+ function toHitPower(obj: PowerObject, p: number): number {
395
+ return p + Math.trunc((obj.toH * TO_HIT_POWER) / 2);
396
+ }
397
+
398
+ function acPower(reg: ObjRegistry, obj: PowerObject, p: number): number {
399
+ if (obj.ac) {
400
+ const weight = objectWeightOne(obj, reg.curses);
401
+ p += BASE_ARMOUR_POWER;
402
+ let q = Math.trunc((obj.ac * BASE_AC_POWER) / 2);
403
+ if (weight > 0) {
404
+ let i = Math.trunc((750 * (obj.ac + obj.toA)) / weight);
405
+ /* Avoid overpricing Elven Cloaks. */
406
+ if (i > 450) i = 450;
407
+ q *= i;
408
+ q = Math.trunc(q / 100);
409
+ } else {
410
+ /* Weightless (ethereal) armour items get a fixed boost. */
411
+ q *= 5;
412
+ }
413
+ p += q;
414
+ }
415
+ return p;
416
+ }
417
+
418
+ function toAcPower(obj: PowerObject, p: number): number {
419
+ if (obj.toA === 0) return p;
420
+ p += Math.trunc((obj.toA * TO_AC_POWER) / 2);
421
+ if (obj.toA > HIGH_TO_AC) {
422
+ p += (obj.toA - (HIGH_TO_AC - 1)) * TO_AC_POWER;
423
+ }
424
+ if (obj.toA > VERYHIGH_TO_AC) {
425
+ p += (obj.toA - (VERYHIGH_TO_AC - 1)) * TO_AC_POWER * 2;
426
+ }
427
+ if (obj.toA >= INHIBIT_AC) p += INHIBIT_POWER;
428
+ return p;
429
+ }
430
+
431
+ function jewelryPower(obj: PowerObject, p: number): number {
432
+ if (tvalIsJewelry(obj.tval)) p += BASE_JEWELRY_POWER;
433
+ return p;
434
+ }
435
+
436
+ function modifierPower(reg: ObjRegistry, obj: PowerObject, p: number): number {
437
+ let extraStatBonus = 0;
438
+
439
+ for (let i = 0; i < OBJ_MOD_MAX; i++) {
440
+ const mod = lookupObjProperty(reg, OBJ_PROPERTY.MOD, i);
441
+ if (!mod) continue;
442
+ const k = obj.modifiers[i] ?? 0;
443
+ extraStatBonus += k * mod.mult;
444
+ if (mod.power) {
445
+ p += k * mod.power * (mod.typeMult[obj.tval] ?? 1);
446
+ }
447
+ }
448
+
449
+ if (extraStatBonus > 249) {
450
+ p += INHIBIT_POWER;
451
+ } else if (extraStatBonus > 0) {
452
+ const q = ABILITY_POWER[Math.trunc(extraStatBonus / 10)] ?? 0;
453
+ if (!q) return p;
454
+ p += q;
455
+ }
456
+ return p;
457
+ }
458
+
459
+ function flagsPower(reg: ObjRegistry, obj: PowerObject, p: number): number {
460
+ /* object_flags(obj) is a copy of obj.flags (obj-util.c L353). */
461
+ const counts = FLAG_SETS.map(() => 0);
462
+
463
+ for (const flagIdx of obj.flags) {
464
+ const flag = lookupObjProperty(reg, OBJ_PROPERTY.FLAG, flagIdx);
465
+ if (!flag) continue;
466
+ if (flag.power) {
467
+ p += flag.power * (flag.typeMult[obj.tval] ?? 1);
468
+ }
469
+ for (let j = 0; j < FLAG_SETS.length; j++) {
470
+ if (FLAG_SETS[j]!.type === flag.subtype) counts[j]!++;
471
+ }
472
+ }
473
+
474
+ for (let i = 0; i < FLAG_SETS.length; i++) {
475
+ const set = FLAG_SETS[i]!;
476
+ const count = counts[i]!;
477
+ if (count > 1) p += set.factor * count * count;
478
+ if (count === set.size) p += set.bonus;
479
+ }
480
+ return p;
481
+ }
482
+
483
+ function elementPower(obj: PowerObject, p: number): number {
484
+ const counts = ELEMENT_SETS.map(() => 0);
485
+
486
+ for (let i = 0; i < EL_POWERS.length; i++) {
487
+ const el = EL_POWERS[i]!;
488
+ const ei = obj.elInfo[i] as ElementInfo;
489
+
490
+ if ((ei.flags & EL_INFO_IGNORE) !== 0 && el.ignorePower !== 0) {
491
+ p += el.ignorePower;
492
+ }
493
+
494
+ if (ei.resLevel === -1) {
495
+ if (el.vulnPower !== 0) p += el.vulnPower;
496
+ } else if (ei.resLevel === 1) {
497
+ if (el.resPower !== 0) p += el.resPower;
498
+ } else if (ei.resLevel === 3) {
499
+ if (el.imPower !== 0) p += el.imPower + el.resPower;
500
+ }
501
+
502
+ for (let j = 0; j < ELEMENT_SETS.length; j++) {
503
+ const set = ELEMENT_SETS[j]!;
504
+ if (set.type === el.type && set.resLevel <= ei.resLevel) counts[j]!++;
505
+ }
506
+ }
507
+
508
+ for (let i = 0; i < ELEMENT_SETS.length; i++) {
509
+ const set = ELEMENT_SETS[i]!;
510
+ const count = counts[i]!;
511
+ if (count > 1) p += set.factor * count * count;
512
+ if (count === set.size) p += set.bonus;
513
+ }
514
+ return p;
515
+ }
516
+
517
+ function effectsPower(obj: PowerObject, p: number): number {
518
+ let q = 0;
519
+ if (obj.activation) q = obj.activation.power;
520
+ else if (obj.kind && obj.kind.power) q = obj.kind.power;
521
+ if (q) p += q;
522
+ return p;
523
+ }
524
+
525
+ /** Scale v by num with the same INT_MIN/INT_MAX clamp as upstream. */
526
+ function scaleGuarded(v: number, num: number): number {
527
+ if (v >= 0) return v < Math.trunc(INT_MAX / num) ? v * num : INT_MAX;
528
+ return v > Math.trunc(INT_MIN / num) ? v * num : INT_MIN;
529
+ }
530
+
531
+ function cursePower(reg: ObjRegistry, obj: PowerObject, p: number): number {
532
+ let q = 0;
533
+
534
+ if (obj.curses) {
535
+ let weightAffecting = false;
536
+
537
+ /* Pass 1: curses that do not affect weight, valued directly. */
538
+ for (let i = 1; i < reg.curses.length; i++) {
539
+ const power = obj.curses[i]?.power ?? 0;
540
+ if (!power) continue;
541
+ const cobj = reg.curses[i]!.obj;
542
+ if (cobj.flags.has(OF.MULTIPLY_WEIGHT)) {
543
+ if (cobj.weight !== 100) {
544
+ weightAffecting = true;
545
+ continue;
546
+ }
547
+ } else if (cobj.weight !== 0) {
548
+ weightAffecting = true;
549
+ continue;
550
+ }
551
+
552
+ let cp = objectPower(reg, cursePowerObject(cobj));
553
+ cp -= Math.trunc(power / 10);
554
+ q += cp;
555
+ }
556
+
557
+ /* Pass 2: weight-affecting curses, valued by difference of merged power. */
558
+ if (weightAffecting) {
559
+ let objLocal = powerClone(obj);
560
+ applyCurseAttributes(reg.curses, -1, objLocal);
561
+ objLocal.curses = null;
562
+ const pAllCurse = objectPower(reg, objLocal);
563
+
564
+ for (let i = 1; i < reg.curses.length; i++) {
565
+ const power = obj.curses[i]?.power ?? 0;
566
+ if (!power) continue;
567
+ const cobj = reg.curses[i]!.obj;
568
+ if (cobj.flags.has(OF.MULTIPLY_WEIGHT)) {
569
+ if (cobj.weight === 100) continue;
570
+ } else if (cobj.weight === 0) {
571
+ continue;
572
+ }
573
+
574
+ objLocal = powerClone(obj);
575
+ applyCurseAttributes(reg.curses, i, objLocal);
576
+ objLocal.curses = null;
577
+ const pAllButI = objectPower(reg, objLocal);
578
+
579
+ let pCurse = subGuardi(pAllCurse, pAllButI);
580
+ if (pCurse < 0) {
581
+ const resistance = Math.max(20, Math.min(100, power));
582
+ pCurse = scaleGuarded(pCurse, resistance);
583
+ pCurse = Math.trunc(pCurse / 100);
584
+ }
585
+ q = addGuardi(q, pCurse);
586
+ }
587
+ }
588
+ }
589
+
590
+ if (q !== 0) p += q;
591
+ return p;
592
+ }
593
+
594
+ function nonstandardWeightPower(
595
+ reg: ObjRegistry,
596
+ obj: PowerObject,
597
+ p: number,
598
+ ): number {
599
+ const stdWeight = Math.max(obj.weight, 0);
600
+ const nonstdWeight = objectWeightOne(obj, reg.curses);
601
+ if (stdWeight === nonstdWeight) return p;
602
+
603
+ let adj = 0;
604
+
605
+ /* Merge flags from the base object and any curses (for THROWING below). */
606
+ const flags = obj.flags.clone();
607
+ if (obj.curses) {
608
+ for (let i = 1; i < reg.curses.length; i++) {
609
+ if (obj.curses[i]?.power) flags.union(reg.curses[i]!.obj.flags);
610
+ }
611
+ }
612
+
613
+ /* ac_power already accounted for weight when the object provides base AC. */
614
+ if (!obj.ac) {
615
+ const adjWc = Math.trunc(
616
+ (stdWeight - nonstdWeight) / WGT_POWER_DEN_NOBASEAC,
617
+ );
618
+ adj = addGuardi(adj, scaleGuarded(adjWc, WGT_POWER_NUM_NOBASEAC));
619
+ }
620
+
621
+ /* THROWING items can gain damage with weight. */
622
+ if (flags.has(OF.THROWING)) {
623
+ const adjTh =
624
+ Math.trunc(nonstdWeight / WGT_POWER_DEN_THROW) -
625
+ Math.trunc(stdWeight / WGT_POWER_DEN_THROW);
626
+ adj = addGuardi(adj, scaleGuarded(adjTh, WGT_POWER_NUM_THROW));
627
+ }
628
+
629
+ if (adj) p = addGuardi(p, adj);
630
+ return p;
631
+ }
632
+
633
+ /* ------------------------------------------------------------------ */
634
+ /* object_power (obj-power.c L1005) */
635
+ /* ------------------------------------------------------------------ */
636
+
637
+ /**
638
+ * object_power: the object's overall power level. `reg` supplies the brand,
639
+ * slay, curse and property tables the ratings read.
640
+ */
641
+ export function objectPower(reg: ObjRegistry, obj: PowerObject): number {
642
+ let p = toDamagePower(obj);
643
+ const dicePwr = damageDicePower(obj);
644
+ p += dicePwr;
645
+ p += ammoDamagePower(obj);
646
+ const mult = bowMultiplier(obj);
647
+ p = launcherAmmoDamagePower(obj, p);
648
+ p = extraBlowsPower(obj, p);
649
+ if (p > INHIBIT_POWER) return p;
650
+ p = extraShotsPower(obj, p);
651
+ if (p > INHIBIT_POWER) return p;
652
+ p = extraMightPower(obj, p, mult);
653
+ if (p > INHIBIT_POWER) return p;
654
+ p = slayPower(reg, obj, p, dicePwr);
655
+ p = rescaleBowPower(obj, p);
656
+ p = toHitPower(obj, p);
657
+
658
+ /* Armour class power. */
659
+ p = acPower(reg, obj, p);
660
+ p = toAcPower(obj, p);
661
+
662
+ /* Bonus for jewelry. */
663
+ p = jewelryPower(obj, p);
664
+
665
+ /* Other object properties. */
666
+ p = modifierPower(reg, obj, p);
667
+ p = flagsPower(reg, obj, p);
668
+ p = elementPower(obj, p);
669
+ p = effectsPower(obj, p);
670
+ p = cursePower(reg, obj, p);
671
+ p = nonstandardWeightPower(reg, obj, p);
672
+
673
+ return p;
674
+ }