@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 +1,552 @@
1
+ /**
2
+ * Random artifact generation: the top-level design loop and entry point,
3
+ * ported from reference/src/obj-randart.c (Angband 4.2.6) lines 2672-3219.
4
+ * This module ports copy_artifact (L2676), artifact_gen_name (L2713),
5
+ * design_artifact (L2751), create_artifact_set (L2954), artifact_set_data_new
6
+ * (via artifactSetDataNew in randart-data.ts) and do_randart (L3154). It drives
7
+ * the measurement half (collectArtifactData, artifactPower in randart-data.ts)
8
+ * and the building primitives (getBaseItem, artifactPrep, buildFreqTable,
9
+ * trySupercharge, addAbility, removeContradictory, makeBad in randart-build.ts).
10
+ *
11
+ * do_randart is pure with respect to its seed: the same seed always yields the
12
+ * same (Artifact|null)[] set. It measures the registry's standard artifact set
13
+ * to build the generation frequencies, then designs a fresh copy of every
14
+ * artifact into a new array, leaving ObjRegistry.artifacts untouched.
15
+ *
16
+ * Faithful notes / deferrals / approximations:
17
+ * - RNG mode: upstream do_randart sets Rand_quick = true and seeds Rand_value
18
+ * with randart_seed, i.e. it draws from the "quick" LCRNG, not the WELL
19
+ * stream. This port creates its Rng in quick mode to match the draw stream
20
+ * (new Rng(seed, { quick: true })).
21
+ * - artifact_gen_name / wordlist (FAITHFUL when the TOLKIEN corpus is supplied):
22
+ * upstream builds a Markov-chain name from the RANDNAME_TOLKIEN word list in
23
+ * the names datafile (randname.c randname_make + name_sections). randname_make
24
+ * and build_prob are ported faithfully in randname.ts, and the corpus ships in
25
+ * the content pack as names.json section 1 (loaded into
26
+ * CoreRegistries.nameSections at boot). doRandart now accepts that word list
27
+ * (tolkienWords); artifactGenName then calls randnameMake(RANDNAME_TOLKIEN,
28
+ * MIN_NAME_LEN, MAX_NAME_LEN) exactly like upstream artifact_gen_name
29
+ * (obj-randart.c L2713), so the name draws consume the same RNG values in the
30
+ * same order and the generated names match upstream. This is verified against
31
+ * an independent Python oracle in randart.test.ts.
32
+ *
33
+ * Game path: session/game.ts swapRandartSet() threads the corpus -
34
+ * doRandart(reg.objects, seed, reg.nameSections.get(RANDNAME_TOLKIEN))
35
+ * (game.ts:2511-2514) - so the in-game randart names draw faithfully too.
36
+ * randNameFallback (a local syllable table) is retained only as a defensive
37
+ * guard for callers that pass no corpus (it never runs on the wired paths).
38
+ * - Spoiler file (DEFERRED): upstream do_randart optionally writes randart.txt
39
+ * (create_file / write_randart_entry, obj-randart.c L3057-L3215) and always
40
+ * writes randart.log. Both are spoiler/log dumps that never affect any
41
+ * artifact field or RNG draw; they are dropped. do_randart therefore takes
42
+ * no create_file argument and returns the artifact array directly. Noted as
43
+ * a deferral. The second measurement pass upstream runs after generation
44
+ * (store_base_power/parse_frequencies on the finished set, L3184-L3187) exists
45
+ * only to populate the log and consumes no RNG, so it is dropped too.
46
+ * - copy_artifact activation/alt_msg quirk (FAITHFUL): upstream copy_artifact
47
+ * memcpy's the whole struct and then explicitly nulls a_dst->activation and
48
+ * a_dst->alt_msg (obj-randart.c L2689-L2690). copyArtifact reproduces this:
49
+ * the destination always loses its activation (set null) and alt_msg (set "")
50
+ * even though every other field is copied. This means a rollback in the
51
+ * design loop can drop an activation that add_activation had added. Faithful.
52
+ * - design_artifact stale-kind quirk (FAITHFUL): upstream looks up `kind` once
53
+ * before the fixed-artifact skip loop and never refreshes it inside the loop
54
+ * (obj-randart.c L2754, L2778). The QUEST_ART test therefore keeps reading
55
+ * the initial artifact's kind while the name test tracks the advancing
56
+ * artifact. In the standard set the quest artifacts are last and contiguous,
57
+ * so this is unobservable, but it is reproduced exactly. Noted.
58
+ */
59
+
60
+ import { KF, TV } from "../generated/index.js";
61
+ import { Rng } from "../rng.js";
62
+ import type { ObjRegistry } from "./bind.js";
63
+ import { tvalFindName } from "./bind.js";
64
+ import { buildProb, randnameMake, type NameProbs } from "./randname.js";
65
+ import {
66
+ addAbility,
67
+ getBaseItem,
68
+ artifactPrep,
69
+ buildFreqTable,
70
+ makeBad,
71
+ removeContradictory,
72
+ trySupercharge,
73
+ } from "./randart-build.js";
74
+ import type { ArtifactSetData } from "./randart-data.js";
75
+ import {
76
+ artifactPower,
77
+ collectArtifactData,
78
+ getBaseItemTval,
79
+ } from "./randart-data.js";
80
+ import type { Artifact } from "./types.js";
81
+ import { TV_MAX } from "./types.js";
82
+
83
+ /* Re-export makeBad so consumers can reach it from the top-level module. */
84
+ export { makeBad };
85
+
86
+ /* ------------------------------------------------------------------ */
87
+ /* Constants (obj-randart.h) */
88
+ /* ------------------------------------------------------------------ */
89
+
90
+ /** MAX_TRIES (obj-randart.h L28). */
91
+ const MAX_TRIES = 200;
92
+
93
+ /** MIN_NAME_LEN / MAX_NAME_LEN (obj-randart.h L31-L32). */
94
+ const MIN_NAME_LEN = 5;
95
+ const MAX_NAME_LEN = 9;
96
+
97
+ /**
98
+ * RANDNAME_TOLKIEN (randname.h L26): the names.txt section index whose word list
99
+ * feeds artifact_gen_name (obj-randart.c L2717). Section 1 in names.json.
100
+ */
101
+ export const RANDNAME_TOLKIEN = 1;
102
+
103
+ /* ------------------------------------------------------------------ */
104
+ /* copy_artifact (obj-randart.c L2676) */
105
+ /* ------------------------------------------------------------------ */
106
+
107
+ /**
108
+ * copy_artifact (obj-randart.c L2676): copy every artifact field from src to
109
+ * dst in place. Faithful to the upstream memcpy-then-null: the destination's
110
+ * activation is always cleared to null and its alt_msg to "" (obj-randart.c
111
+ * L2689-L2690), even though all other fields (name, text, combat, flags,
112
+ * modifiers, element info, deep copies of slays/brands/curses, time) are
113
+ * copied. dst keeps its own identity so array references stay valid.
114
+ */
115
+ export function copyArtifact(src: Artifact, dst: Artifact): void {
116
+ dst.name = src.name;
117
+ dst.text = src.text;
118
+ dst.aidx = src.aidx;
119
+ dst.tval = src.tval;
120
+ dst.sval = src.sval;
121
+ dst.toH = src.toH;
122
+ dst.toD = src.toD;
123
+ dst.toA = src.toA;
124
+ dst.ac = src.ac;
125
+ dst.dd = src.dd;
126
+ dst.ds = src.ds;
127
+ dst.weight = src.weight;
128
+ dst.cost = src.cost;
129
+ dst.flags = src.flags.clone();
130
+ dst.modifiers = src.modifiers.slice();
131
+ dst.elInfo = src.elInfo.map((e) => ({ resLevel: e.resLevel, flags: e.flags }));
132
+ dst.brands = src.brands ? src.brands.slice() : null;
133
+ dst.slays = src.slays ? src.slays.slice() : null;
134
+ dst.curses = src.curses ? src.curses.slice() : null;
135
+ dst.level = src.level;
136
+ dst.allocProb = src.allocProb;
137
+ dst.allocMin = src.allocMin;
138
+ dst.allocMax = src.allocMax;
139
+ dst.time = { ...src.time };
140
+
141
+ /* Upstream nulls these after the memcpy (obj-randart.c L2689-L2690). */
142
+ dst.activation = null;
143
+ dst.altMsg = "";
144
+ }
145
+
146
+ /**
147
+ * A full deep copy of an artifact, preserving activation and alt_msg. Used to
148
+ * snapshot the registry's standard artifacts into a mutable working set so
149
+ * do_randart never mutates ObjRegistry.artifacts. This is NOT copy_artifact
150
+ * (which deliberately drops activation/alt_msg); it is the honest clone the
151
+ * working array needs.
152
+ */
153
+ function cloneArtifact(src: Artifact): Artifact {
154
+ return {
155
+ name: src.name,
156
+ text: src.text,
157
+ aidx: src.aidx,
158
+ tval: src.tval,
159
+ sval: src.sval,
160
+ toH: src.toH,
161
+ toD: src.toD,
162
+ toA: src.toA,
163
+ ac: src.ac,
164
+ dd: src.dd,
165
+ ds: src.ds,
166
+ weight: src.weight,
167
+ cost: src.cost,
168
+ flags: src.flags.clone(),
169
+ modifiers: src.modifiers.slice(),
170
+ elInfo: src.elInfo.map((e) => ({ resLevel: e.resLevel, flags: e.flags })),
171
+ brands: src.brands ? src.brands.slice() : null,
172
+ slays: src.slays ? src.slays.slice() : null,
173
+ curses: src.curses ? src.curses.slice() : null,
174
+ level: src.level,
175
+ allocProb: src.allocProb,
176
+ allocMin: src.allocMin,
177
+ allocMax: src.allocMax,
178
+ activation: src.activation,
179
+ altMsg: src.altMsg,
180
+ time: { ...src.time },
181
+ };
182
+ }
183
+
184
+ /* ------------------------------------------------------------------ */
185
+ /* artifact_gen_name (obj-randart.c L2713) */
186
+ /* ------------------------------------------------------------------ */
187
+
188
+ /**
189
+ * my_strcap (z-util.c L529): capitalize only the first character, leaving the
190
+ * rest untouched. randnameMake returns an all-lowercase word, so this matches
191
+ * upstream exactly.
192
+ */
193
+ function myStrcap(word: string): string {
194
+ if (word.length === 0) return word;
195
+ return word.charAt(0).toUpperCase() + word.slice(1);
196
+ }
197
+
198
+ /**
199
+ * Tolkien-flavoured syllable fragments used ONLY as the seam fallback when no
200
+ * RANDNAME_TOLKIEN corpus is supplied to doRandart (see module SEAM note). This
201
+ * is NOT the upstream algorithm; it keeps the game path deterministic and
202
+ * crash-free until game.ts threads the real corpus.
203
+ */
204
+ const NAME_SYLLABLES: readonly string[] = [
205
+ "an", "ar", "el", "en", "or", "ith", "gal", "dor", "mir", "las",
206
+ "thal", "rond", "wen", "dil", "beth", "ath", "ien", "ael", "uin", "gorn",
207
+ "iel", "und", "ost", "loth", "mor", "fin", "hir", "eth", "ond", "aur",
208
+ ];
209
+
210
+ /**
211
+ * Seam fallback (non-faithful): assemble a plausible name from the syllable
212
+ * table. Fragments are drawn until the length reaches MIN_NAME_LEN, then clamped
213
+ * to MAX_NAME_LEN. Deterministic and bounded; used only when doRandart has no
214
+ * corpus.
215
+ */
216
+ function randNameFallback(rng: Rng): string {
217
+ let word = "";
218
+ while (word.length < MIN_NAME_LEN) {
219
+ word += NAME_SYLLABLES[rng.randint0(NAME_SYLLABLES.length)]!;
220
+ }
221
+ if (word.length > MAX_NAME_LEN) word = word.slice(0, MAX_NAME_LEN);
222
+ return word;
223
+ }
224
+
225
+ /**
226
+ * artifact_gen_name (obj-randart.c L2713): generate a random artifact name.
227
+ * Faithful to upstream: draw a Markov word from the RANDNAME_TOLKIEN corpus via
228
+ * randnameMake(MIN_NAME_LEN, MAX_NAME_LEN) (obj-randart.c L2717), my_strcap the
229
+ * first letter (L2719), then one_in_(3) selects the "'Name'" form over
230
+ * "of Name" (L2721-L2724). The upstream `struct artifact *a` argument is unused.
231
+ *
232
+ * `probs` is the precomputed transition table (build_prob over the corpus). When
233
+ * null (seam fallback, no corpus), the syllable table is used instead - this is
234
+ * NOT upstream-faithful and consumes a different number of RNG draws.
235
+ */
236
+ export function artifactGenName(rng: Rng, probs: NameProbs | null): string {
237
+ const word =
238
+ probs !== null
239
+ ? randnameMake(rng, MIN_NAME_LEN, MAX_NAME_LEN, probs)
240
+ : randNameFallback(rng);
241
+ const capped = myStrcap(word);
242
+ if (rng.oneIn(3)) return `'${capped}'`;
243
+ return `of ${capped}`;
244
+ }
245
+
246
+ /* ------------------------------------------------------------------ */
247
+ /* describe_artifact (obj-randart.c L2731) */
248
+ /* ------------------------------------------------------------------ */
249
+
250
+ /**
251
+ * describe_artifact (obj-randart.c L2731): give the artifact a boring
252
+ * "Random <type> of power <n>" description. Consumes no RNG.
253
+ */
254
+ function describeArtifact(art: Artifact, power: number): void {
255
+ art.text = `Random ${tvalFindName(art.tval)} of power ${power}`;
256
+ }
257
+
258
+ /* ------------------------------------------------------------------ */
259
+ /* design_artifact (obj-randart.c L2751) */
260
+ /* ------------------------------------------------------------------ */
261
+
262
+ /**
263
+ * design_artifact (obj-randart.c L2751): design a random artifact into
264
+ * arts[aidx], possibly skipping forward past fixed artifacts. Returns the
265
+ * (possibly advanced) working index, matching upstream's *aidx after return;
266
+ * the caller then increments it. `tv` is TV_NULL to pick a tval from the
267
+ * learned frequencies, or a specific tval to force.
268
+ *
269
+ * The artifact is assigned a target power from the range of powers for its
270
+ * tval, given a suitable base item, optionally supercharged, then has abilities
271
+ * (or, for a cursed artifact, curses) added until its power lands between 19/20
272
+ * and 23/20 of the target.
273
+ */
274
+ export function designArtifact(
275
+ reg: ObjRegistry,
276
+ arts: (Artifact | null)[],
277
+ data: ArtifactSetData,
278
+ tv: number,
279
+ aidx: number,
280
+ rng: Rng,
281
+ nameProbs: NameProbs | null,
282
+ ): number {
283
+ /* Defensive guard (upstream relies on aidx staying in range). */
284
+ if (aidx < 1 || aidx >= arts.length) return aidx;
285
+
286
+ let art = arts[aidx] as Artifact;
287
+ /* Upstream captures kind once and never refreshes it in the skip loop. */
288
+ let kind = reg.lookupKind(art.tval, art.sval);
289
+ const kindAtEntry = kind;
290
+ let artLevel = art.level;
291
+
292
+ /* Set tval if necessary. */
293
+ let tval = tv === TV.NULL ? getBaseItemTval(data, rng) : tv;
294
+
295
+ /* Choose a power for the artifact. */
296
+ let power = rng.randSample(
297
+ data.avgTvPower[tval]!,
298
+ data.maxTvPower[tval]!,
299
+ data.minTvPower[tval]!,
300
+ 20,
301
+ 20,
302
+ );
303
+
304
+ /* Choose a name. */
305
+ const newName = artifactGenName(rng, nameProbs);
306
+
307
+ /* Skip fixed artifacts (stale-kind quirk preserved: kindAtEntry). */
308
+ while (
309
+ art.name.includes("The One Ring") ||
310
+ (kindAtEntry !== null && kindAtEntry.kindFlags.has(KF.QUEST_ART))
311
+ ) {
312
+ aidx++;
313
+ if (aidx >= arts.length) return aidx;
314
+ art = arts[aidx] as Artifact;
315
+ artLevel = art.level;
316
+ }
317
+
318
+ /* Apply the new name. */
319
+ art.name = newName;
320
+
321
+ /* Flip the sign on power if it's negative (unlikely) and damage. */
322
+ let hurtMe = false;
323
+ if (power < 0) {
324
+ hurtMe = true;
325
+ power = -power;
326
+ }
327
+
328
+ /* Structure to hold the old artifact for rollbacks. */
329
+ const aOld = cloneArtifact(art);
330
+
331
+ let tries: number;
332
+ let ap = 0;
333
+
334
+ /* Choose a base item not too powerful, so we'll have to add to it. */
335
+ for (tries = 0; tries < MAX_TRIES; tries++) {
336
+ if (tval === TV.NULL) tval = getBaseItemTval(data, rng);
337
+ kind = getBaseItem(reg, tval, rng);
338
+ artifactPrep(reg, art, kind, data, rng);
339
+
340
+ /* Get the kind again in case it's changed. */
341
+ kind = reg.lookupKind(art.tval, art.sval);
342
+
343
+ const basePower = artifactPower(reg, art);
344
+
345
+ /* New base item power too close to target artifact power. */
346
+ if (basePower > Math.trunc((power * 6) / 10) + 1 && power - basePower < 20) {
347
+ continue;
348
+ }
349
+
350
+ /* Acceptable. */
351
+ break;
352
+ }
353
+
354
+ /* Generate the cumulative frequency table for this base item type. */
355
+ const artFreq = buildFreqTable(art, data);
356
+
357
+ /* Copy artifact info temporarily. */
358
+ copyArtifact(art, aOld);
359
+
360
+ /* Give this artifact a shot at being supercharged. */
361
+ trySupercharge(reg, art, power, data, rng);
362
+ ap = artifactPower(reg, art);
363
+ if (ap > Math.trunc((power * 23) / 20) + 1) {
364
+ /* Too powerful -- put it back. */
365
+ copyArtifact(aOld, art);
366
+ }
367
+
368
+ /* Give this artifact a chance to be cursed - note it retains its power. */
369
+ if (rng.oneIn(Math.trunc(arts.length / Math.max(2, data.negPowerTotal)))) {
370
+ hurtMe = true;
371
+ }
372
+
373
+ /* Do the actual artifact design. */
374
+ for (tries = 0; tries < MAX_TRIES; tries++) {
375
+ /* Copy artifact info temporarily. */
376
+ copyArtifact(art, aOld);
377
+
378
+ /* Add an ability. */
379
+ addAbility(reg, art, power, artFreq, data, rng);
380
+ removeContradictory(reg, art, data.timedFoil, data.activationSummarize);
381
+
382
+ /* Check the power, handle negative power. */
383
+ ap = artifactPower(reg, art);
384
+ if (ap < 0) {
385
+ ap = -ap;
386
+ break;
387
+ }
388
+
389
+ /* Curse the designated artifacts. */
390
+ if (hurtMe) {
391
+ makeBad(reg, art, artLevel, rng, data.timedFoil);
392
+ if (rng.oneIn(3)) {
393
+ hurtMe = false;
394
+ }
395
+ }
396
+
397
+ /* Check power. */
398
+ if (ap > Math.trunc((power * 23) / 20) + 1) {
399
+ /* Too powerful -- put it back. */
400
+ copyArtifact(aOld, art);
401
+ continue;
402
+ } else if (ap >= Math.trunc((power * 19) / 20)) {
403
+ /* Just right. */
404
+ break;
405
+ }
406
+ }
407
+
408
+ /* Set rarity based on power. kind is the final base item kind. */
409
+ const baseKind = kind as NonNullable<typeof kind>;
410
+ let allocNew = Math.trunc(4000000 / (ap * ap));
411
+ allocNew = Math.trunc(allocNew / (baseKind.allocProb ? baseKind.allocProb : 20));
412
+ if (allocNew > 99) allocNew = 99;
413
+ if (allocNew < 1) allocNew = 1;
414
+ art.allocProb = allocNew;
415
+
416
+ /* Set depth according to power. */
417
+ art.allocMax = Math.min(127, Math.trunc((ap * 3) / 5));
418
+ art.allocMin = Math.min(100, Math.trunc(((ap + 100) * 100) / data.maxPower));
419
+
420
+ /* Have a chance to be less rare or deep, more likely the less power. */
421
+ if (rng.oneIn(5 + Math.trunc(power / 20))) {
422
+ art.allocProb += rng.randint1(20);
423
+ if (art.allocProb > 99) art.allocProb = 99;
424
+ } else if (rng.oneIn(5 + Math.trunc(power / 20))) {
425
+ art.allocMin = Math.trunc(art.allocMin / 2);
426
+ if (art.allocMin < 1) art.allocMin = 1;
427
+ }
428
+
429
+ /* Sanity check. */
430
+ art.allocMax = Math.max(art.allocMax, Math.min(art.allocMin * 2, 127));
431
+
432
+ /*
433
+ * If there is no activation or effect from the kind, level currently does
434
+ * nothing. Set it to alloc_min in case changes elsewhere start using level.
435
+ */
436
+ if (!art.activation && !baseKind.activation && !baseKind.effect) {
437
+ art.level = art.allocMin;
438
+ }
439
+
440
+ /* Describe it. */
441
+ describeArtifact(art, ap);
442
+
443
+ return aidx;
444
+ }
445
+
446
+ /* ------------------------------------------------------------------ */
447
+ /* create_artifact_set (obj-randart.c L2954) */
448
+ /* ------------------------------------------------------------------ */
449
+
450
+ /**
451
+ * create_artifact_set (obj-randart.c L2954): design a full set of random
452
+ * artifacts into `arts`. The resulting set has at least 80% as many artifacts
453
+ * of any given tval as the original set (tvals with fewer than 5 original
454
+ * artifacts get equal or more). Remaining slots are filled with random-tval
455
+ * artifacts. The final slot (index arts.length - 1) is left as the original,
456
+ * matching the upstream `aidx < z_info->a_max - 1` bound.
457
+ */
458
+ export function createArtifactSet(
459
+ reg: ObjRegistry,
460
+ arts: (Artifact | null)[],
461
+ data: ArtifactSetData,
462
+ rng: Rng,
463
+ nameProbs: NameProbs | null,
464
+ ): void {
465
+ let aidx = 1;
466
+ const tvalTotal = new Array<number>(TV_MAX).fill(0);
467
+ let notDone = true;
468
+
469
+ /* Get min tval frequencies for the new artifacts (at least 80% each). */
470
+ for (let i = 0; i < TV_MAX; i++) {
471
+ tvalTotal[i] = Math.trunc((4 * (data.tvNum[i]! + 1)) / 5);
472
+ }
473
+
474
+ /* Allocate a minimal set of artifacts to the tvals. */
475
+ while (notDone) {
476
+ notDone = false;
477
+
478
+ /* Multiple passes through tvals until all have enough artifacts. */
479
+ for (let i = 0; i < TV_MAX; i++) {
480
+ if (tvalTotal[i]! > 0) {
481
+ aidx = designArtifact(reg, arts, data, i, aidx, rng, nameProbs);
482
+ tvalTotal[i]!--;
483
+ aidx++;
484
+ notDone = true;
485
+ }
486
+ }
487
+ }
488
+
489
+ /* Allocate remaining artifacts at random. */
490
+ while (aidx < arts.length - 1) {
491
+ aidx = designArtifact(reg, arts, data, TV.NULL, aidx, rng, nameProbs);
492
+ aidx++;
493
+ }
494
+ }
495
+
496
+ /* ------------------------------------------------------------------ */
497
+ /* do_randart (obj-randart.c L3154) */
498
+ /* ------------------------------------------------------------------ */
499
+
500
+ /**
501
+ * do_randart (obj-randart.c L3154): generate a full random artifact set from a
502
+ * seed and return it as a fresh (Artifact|null)[] array (index 0 null),
503
+ * leaving ObjRegistry.artifacts untouched. Pure with respect to the seed.
504
+ *
505
+ * Upstream seeds the "quick" LCRNG (Rand_value = seed, Rand_quick = true), so
506
+ * this port creates its Rng in quick mode and draws in upstream order:
507
+ * measure the standard set (store_base_power + parse_frequencies via
508
+ * collectArtifactData), then design every artifact (create_artifact_set). The
509
+ * upstream log file, the post-generation measurement pass, and the optional
510
+ * spoiler file (create_file / write_randart_entry) are all dropped as they
511
+ * never affect an artifact field or an RNG draw (see module note).
512
+ */
513
+ export function doRandart(
514
+ reg: ObjRegistry,
515
+ randartSeed: number,
516
+ tolkienWords?: readonly string[],
517
+ extras?: Pick<ArtifactSetData, "timedFoil" | "activationSummarize">,
518
+ ): (Artifact | null)[] {
519
+ /* Prepare to use the Angband "simple" (quick LCRNG) RNG. */
520
+ const rng = new Rng(randartSeed, { quick: true });
521
+
522
+ /*
523
+ * Build the RANDNAME_TOLKIEN transition table once (build_prob is cached
524
+ * per-type upstream, randname.c L94-L103; here we build it once per run).
525
+ * When no corpus is supplied (the current game-path seam), fall back to the
526
+ * non-faithful syllable generator (see module SEAM note). An empty word list
527
+ * is treated as "no corpus" because build_prob/randname_make would otherwise
528
+ * loop forever on an empty table.
529
+ */
530
+ const nameProbs: NameProbs | null =
531
+ tolkienWords && tolkienWords.length > 0 ? buildProb(tolkienWords) : null;
532
+
533
+ /* Store the original power ratings and determine generation probabilities.
534
+ * `extras` threads the curse TIMED_INC foil tables (gap 3.3) and the
535
+ * activation redundancy summarizer (gap 3.8); absent, both checks are
536
+ * skipped as before. */
537
+ const data = collectArtifactData(reg, rng);
538
+ if (extras?.timedFoil) data.timedFoil = extras.timedFoil;
539
+ if (extras?.activationSummarize) {
540
+ data.activationSummarize = extras.activationSummarize;
541
+ }
542
+
543
+ /* Work on a fresh copy so the registry's standard artifacts are preserved. */
544
+ const arts: (Artifact | null)[] = reg.artifacts.map((a) =>
545
+ a ? cloneArtifact(a) : null,
546
+ );
547
+
548
+ /* Generate the random artifacts. */
549
+ createArtifactSet(reg, arts, data, rng, nameProbs);
550
+
551
+ return arts;
552
+ }
@@ -0,0 +1,128 @@
1
+ /**
2
+ * Random name generation, ported from reference/src/randname.c (Angband
3
+ * 4.2.6): W. Sheldon Simms' Markov-chain word generator. build_prob learns a
4
+ * letter-transition frequency table from a corpus of lowercase words;
5
+ * randnameMake walks that table to emit a fresh word of a bounded length.
6
+ *
7
+ * Used by flavor_init for scroll titles (RANDNAME_SCROLL). The generator is a
8
+ * pure function of the supplied Rng, so it is deterministic given a seed - the
9
+ * flavour system re-derives identical scroll titles across a save/reload from
10
+ * the persisted seed_flavor (session/game.ts).
11
+ *
12
+ * Faithful details kept: the S_WORD/E_WORD/TOTAL markers, the "10 tries" and
13
+ * "min length + must-contain-a-vowel" acceptance conditions, and the exact
14
+ * weighted-pick loop (so the RNG draw sequence matches upstream for a corpus).
15
+ */
16
+
17
+ import type { Rng } from "../rng.js";
18
+
19
+ /* Markers for the start and end of words (randname.c L23-25). E_WORD aliases
20
+ * S_WORD; TOTAL is the running-sum slot appended after the 27 letter/end
21
+ * columns. */
22
+ const S_WORD = 26;
23
+ const E_WORD = S_WORD;
24
+ const TOTAL = 27;
25
+
26
+ /* Table dimensions: probs[c_prev][c_cur][c_next] with c_prev,c_cur in
27
+ * 0..S_WORD (27 rows) and c_next in 0..TOTAL (28 columns). */
28
+ const DIM1 = S_WORD + 1; // 27
29
+ const DIM2 = TOTAL + 1; // 28
30
+
31
+ /** A built probability table (name_probs), flattened row-major. */
32
+ export type NameProbs = Uint16Array;
33
+
34
+ function idx(cPrev: number, cCur: number, cNext: number): number {
35
+ return (cPrev * DIM1 + cCur) * DIM2 + cNext;
36
+ }
37
+
38
+ /** is_a_vowel (z-util.c): the five basic English vowels. */
39
+ function isAVowel(ch: string): boolean {
40
+ return (
41
+ ch === "a" || ch === "e" || ch === "i" || ch === "o" || ch === "u"
42
+ );
43
+ }
44
+
45
+ /**
46
+ * build_prob (randname.c L41): accumulate the raw letter-transition
47
+ * frequencies from a list of purely alphabetical lowercase words. Any
48
+ * non a-z character is skipped defensively (the corpus is clean a-z, so this
49
+ * never triggers on the shipped names data).
50
+ */
51
+ export function buildProb(words: readonly string[]): NameProbs {
52
+ const probs = new Uint16Array(DIM1 * DIM1 * DIM2);
53
+ const bump = (i: number): void => {
54
+ probs[i] = (probs[i] ?? 0) + 1;
55
+ };
56
+ for (const raw of words) {
57
+ let cPrev = S_WORD;
58
+ let cCur = S_WORD;
59
+ const word = raw.toLowerCase();
60
+ for (let k = 0; k < word.length; k++) {
61
+ const cNext = word.charCodeAt(k) - 97; // A2I
62
+ if (cNext < 0 || cNext >= S_WORD) continue;
63
+ bump(idx(cPrev, cCur, cNext));
64
+ bump(idx(cPrev, cCur, TOTAL));
65
+ cPrev = cCur;
66
+ cCur = cNext;
67
+ }
68
+ bump(idx(cPrev, cCur, E_WORD));
69
+ bump(idx(cPrev, cCur, TOTAL));
70
+ }
71
+ return probs;
72
+ }
73
+
74
+ /**
75
+ * randname_make (randname.c L77): generate one word of length in [min, max]
76
+ * that contains at least one vowel, using the probability table. Faithful to
77
+ * the upstream loop, including the "start over after 10 failed tries or on
78
+ * overflow" behaviour, so the RNG draws line up with the C generator.
79
+ */
80
+ export function randnameMake(
81
+ rng: Rng,
82
+ min: number,
83
+ max: number,
84
+ probs: NameProbs,
85
+ ): string {
86
+ let out = "";
87
+ let foundWord = false;
88
+ while (!foundWord) {
89
+ out = "";
90
+ let cPrev = S_WORD;
91
+ let cCur = S_WORD;
92
+ let tries = 0;
93
+ let containsVowel = false;
94
+ let lnum = 0;
95
+ while (tries < 10 && lnum <= max && !foundWord) {
96
+ const total = probs[idx(cPrev, cCur, TOTAL)] as number;
97
+ let cNext = 0;
98
+ if (total === 0) {
99
+ /* Defensive: a state with no learned transitions cannot occur with
100
+ * the shipped a-z corpus; treat it as a word end rather than run
101
+ * off the table. */
102
+ cNext = E_WORD;
103
+ } else {
104
+ let r = rng.randint0(total);
105
+ while (r >= (probs[idx(cPrev, cCur, cNext)] as number)) {
106
+ r -= probs[idx(cPrev, cCur, cNext)] as number;
107
+ cNext++;
108
+ }
109
+ }
110
+ if (cNext === E_WORD) {
111
+ /* At a word end: accept if long enough and voweled, else retry. */
112
+ if (lnum >= min && containsVowel) {
113
+ foundWord = true;
114
+ } else {
115
+ tries++;
116
+ }
117
+ } else {
118
+ const ch = String.fromCharCode(97 + cNext); // I2A
119
+ out += ch;
120
+ if (isAVowel(ch)) containsVowel = true;
121
+ lnum++;
122
+ cPrev = cCur;
123
+ cCur = cNext;
124
+ }
125
+ }
126
+ }
127
+ return out;
128
+ }