@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 +1,33 @@
1
+ /**
2
+ * convert_mana_to_hp, ported from reference/src/player-util.c (L655, Angband
3
+ * 4.2.6). PF_COMBAT_REGEN characters trade the spell points just spent for a
4
+ * small recovery of lost hit points on a successful cast (player-spell.c
5
+ * L519-521 passes spell->smana << 16).
6
+ *
7
+ * This is entirely deterministic: the HP gain is pure fixed-point arithmetic
8
+ * routed through player_adjust_hp_precise, which draws no RNG. sp_long is the
9
+ * spell points in the 2^16 fixed-point form upstream uses.
10
+ */
11
+
12
+ import type { Player } from "./player.js";
13
+ import { playerAdjustHpPrecise } from "../game/loop.js";
14
+
15
+ /** convert_mana_to_hp (player-util.c L655). No RNG. */
16
+ export function convertManaToHp(p: Player, spLong: number): void {
17
+ if (spLong <= 0 || p.msp === 0 || p.mhp === p.chp) return;
18
+
19
+ /* Lost HP from max, in 2^16ths. */
20
+ let hpGain = (p.mhp - p.chp) * 65536;
21
+ hpGain -= p.chpFrac;
22
+
23
+ /* Spend X% of SP to recover X/2% of the lost HP (X/4% at 50% HP). sp_ratio
24
+ * is the max-to-spent SP ratio, doubled to suit the target rate; the msp<10
25
+ * floor keeps gains low where MP is already generous. */
26
+ let spRatio = Math.trunc((Math.max(10, p.msp) * 131072) / spLong);
27
+
28
+ /* Cap healing at 25% of the damage, so spending > 50% msp is inefficient. */
29
+ if (spRatio < 4) spRatio = 4;
30
+ hpGain = Math.trunc(hpGain / spRatio);
31
+
32
+ playerAdjustHpPrecise(p, hpGain);
33
+ }
@@ -0,0 +1,275 @@
1
+ /**
2
+ * Experience and level progression, ported from reference/src/player.c
3
+ * (Angband 4.2.6): the player_exp[] advancement table, player_exp_gain /
4
+ * player_exp_lose with the adjust_level engine (level loss below the
5
+ * threshold, level gain with stat restoration and highest-level tracking),
6
+ * player_stat_inc / player_stat_dec, plus roll_hp from player-birth.c (the
7
+ * per-level hitdice rolls constrained to the 3/8..5/8 band) and the
8
+ * monster-kill experience formula from mon-util.c player_kill_monster
9
+ * (mexp * rlev / plev with 16.16 fractional carry).
10
+ *
11
+ * Level changes ripple into derived state (hitpoints, spells, mana,
12
+ * bonuses); the caller supplies that recomputation through ExpDeps.
13
+ * onLevelChange, keeping this module free of the session's wiring. Each
14
+ * level gained also fires ExpDeps.onGainLevel (history_add(HIST_GAIN_LEVEL),
15
+ * player.c L246-247), which the session wires to player/history.ts.
16
+ *
17
+ * DEFERRED (ledgered in parity/ledger/player-exp.yaml): the PU_/PR_ update
18
+ * masks (display), and upstream's handle_stuff interleaving (the port
19
+ * recomputes once after the loops settle).
20
+ */
21
+
22
+ import type { Rng } from "../rng.js";
23
+ import type { MessageType } from "../msg.js";
24
+ import { PY_MAX_LEVEL, STAT_MAX } from "./types.js";
25
+ import type { Player } from "./player.js";
26
+
27
+ /** player_exp[PY_MAX_LEVEL] (player.c L48): exp needed to reach level i+2. */
28
+ export const PLAYER_EXP: readonly number[] = [
29
+ 10, 25, 45, 70, 100, 140, 200, 280, 380, 500,
30
+ 650, 850, 1100, 1400, 1800, 2300, 2900, 3600, 4400, 5400,
31
+ 6800, 8400, 10200, 12500, 17500, 25000, 35000, 50000, 75000, 100000,
32
+ 150000, 200000, 275000, 350000, 450000, 550000, 700000, 850000, 1000000,
33
+ 1250000, 1500000, 1800000, 2100000, 2400000, 2700000, 3000000, 3500000,
34
+ 4000000, 4500000, 5000000,
35
+ ];
36
+
37
+ /** PY_MAX_EXP (player.h). */
38
+ export const PY_MAX_EXP = 99999999;
39
+
40
+ /** The world hooks a level change ripples through. */
41
+ export interface ExpDeps {
42
+ /** RNG for rolling unrolled hitdice on the way up. */
43
+ rng: Rng;
44
+ /**
45
+ * "Welcome to level %d." - upstream's msgt(MSG_LEVEL, ...) (player.c L250),
46
+ * so the type rides along and the message picks up MSG_LEVEL's colour and
47
+ * sound at the presentation boundary rather than defaulting to MSG_GENERIC.
48
+ */
49
+ msg?(text: string, type?: MessageType): void;
50
+ /**
51
+ * PU_BONUS | PU_HP | PU_SPELLS: recompute mhp / spells / mana / bonuses
52
+ * from the new level. Runs once after the level loops settle.
53
+ */
54
+ onLevelChange?(p: Player): void;
55
+ /**
56
+ * history_add(HIST_GAIN_LEVEL) (player.c L246-247): fired once per level
57
+ * gained, inside the verbose block, immediately BEFORE the "Welcome to
58
+ * level %d." message. `lev` is the just-reached level (p.lev already
59
+ * incremented). Not called when verbose is false (a save-load replay of
60
+ * adjustLevel must not re-log levels already recorded).
61
+ */
62
+ onGainLevel?(p: Player, lev: number): void;
63
+ }
64
+
65
+ /** exp needed for level `lev` (adjust_level's table read with expfact). */
66
+ function expToReach(p: Player, lev: number): number {
67
+ return Math.trunc(((PLAYER_EXP[lev - 2] ?? 0) * p.expFactor) / 100);
68
+ }
69
+
70
+ /**
71
+ * roll_hp (player-birth.c): roll the cumulative per-level hitdice, rerolling
72
+ * until the final total lands within the 3/8..5/8 band. Level 1 is the full
73
+ * hitdie (birth sets it); this fills levels 2..PY_MAX_LEVEL.
74
+ */
75
+ export function rollHp(p: Player, rng: Rng): void {
76
+ const minValue =
77
+ Math.trunc((PY_MAX_LEVEL * (p.hitdie - 1) * 3) / 8) + PY_MAX_LEVEL;
78
+ const maxValue =
79
+ Math.trunc((PY_MAX_LEVEL * (p.hitdie - 1) * 5) / 8) + PY_MAX_LEVEL;
80
+ p.playerHp[0] = p.hitdie;
81
+ for (;;) {
82
+ for (let i = 1; i < PY_MAX_LEVEL; i++) {
83
+ p.playerHp[i] = (p.playerHp[i - 1] ?? 0) + rng.randint1(p.hitdie);
84
+ }
85
+ const total = p.playerHp[PY_MAX_LEVEL - 1] ?? 0;
86
+ if (total < minValue || total > maxValue) continue;
87
+ break;
88
+ }
89
+ }
90
+
91
+ /**
92
+ * adjust_level (player.c L208): clamp experience, sync max_exp, walk the
93
+ * level down while under the previous threshold and up while over the next,
94
+ * restoring drained stats and announcing each level gained, then track the
95
+ * highest level max_exp supports and recompute the derived state.
96
+ */
97
+ export function adjustLevel(p: Player, deps: ExpDeps, verbose = true): void {
98
+ if (p.exp < 0) p.exp = 0;
99
+ if (p.maxExp < 0) p.maxExp = 0;
100
+ if (p.exp > PY_MAX_EXP) p.exp = PY_MAX_EXP;
101
+ if (p.maxExp > PY_MAX_EXP) p.maxExp = PY_MAX_EXP;
102
+ if (p.exp > p.maxExp) p.maxExp = p.exp;
103
+
104
+ const levBefore = p.lev;
105
+
106
+ while (p.lev > 1 && p.exp < expToReach(p, p.lev)) {
107
+ p.lev--;
108
+ }
109
+
110
+ while (p.lev < PY_MAX_LEVEL && p.exp >= expToReach(p, p.lev + 1)) {
111
+ p.lev++;
112
+ if (p.lev > p.maxLev) p.maxLev = p.lev;
113
+ if (verbose) {
114
+ deps.onGainLevel?.(p, p.lev);
115
+ deps.msg?.(`Welcome to level ${p.lev}.`, "LEVEL");
116
+ }
117
+ /* effect_simple(EF_RESTORE_STAT) x5: drained stats come back. */
118
+ for (let i = 0; i < STAT_MAX; i++) {
119
+ if ((p.statCur[i] ?? 0) < (p.statMax[i] ?? 0)) {
120
+ p.statCur[i] = p.statMax[i] ?? 0;
121
+ }
122
+ }
123
+ }
124
+
125
+ while (p.maxLev < PY_MAX_LEVEL && p.maxExp >= expToReach(p, p.maxLev + 1)) {
126
+ p.maxLev++;
127
+ }
128
+
129
+ if (p.lev !== levBefore) {
130
+ /* Roll any hitdice the new levels need (upstream rolls all at birth;
131
+ * a pre-roll_hp save may carry zeroes). */
132
+ for (let i = 1; i < p.lev; i++) {
133
+ if (!(p.playerHp[i] ?? 0)) {
134
+ p.playerHp[i] = (p.playerHp[i - 1] ?? 0) + deps.rng.randint1(p.hitdie);
135
+ }
136
+ }
137
+ }
138
+ deps.onLevelChange?.(p);
139
+ }
140
+
141
+ /** player_exp_gain (player.c L269). */
142
+ export function playerExpGain(p: Player, amount: number, deps: ExpDeps): void {
143
+ p.exp += amount;
144
+ if (p.exp < p.maxExp) p.maxExp += Math.trunc(amount / 10);
145
+ adjustLevel(p, deps);
146
+ }
147
+
148
+ /** player_exp_lose (player.c L277). */
149
+ export function playerExpLose(
150
+ p: Player,
151
+ amount: number,
152
+ permanent: boolean,
153
+ deps: ExpDeps,
154
+ ): void {
155
+ if (p.exp < amount) amount = p.exp;
156
+ p.exp -= amount;
157
+ if (permanent) p.maxExp -= amount;
158
+ adjustLevel(p, deps);
159
+ }
160
+
161
+ /**
162
+ * The kill reward slice of player_kill_monster (mon-util.c L1067): exp is
163
+ * mexp * rlev / plev, with the remainder carried in the 16.16 exp_frac
164
+ * accumulator, then granted through player_exp_gain.
165
+ */
166
+ export function playerKillExp(
167
+ p: Player,
168
+ race: { mexp: number; level: number },
169
+ deps: ExpDeps,
170
+ ): void {
171
+ const div = p.lev;
172
+ const raw = race.mexp * race.level;
173
+ let newExp = Math.trunc(raw / div);
174
+ const newExpFrac = Math.trunc(((raw % div) * 0x10000) / div) + p.expFrac;
175
+ if (newExpFrac >= 0x10000) {
176
+ newExp++;
177
+ p.expFrac = newExpFrac - 0x10000;
178
+ } else {
179
+ p.expFrac = newExpFrac;
180
+ }
181
+ playerExpGain(p, newExp, deps);
182
+ }
183
+
184
+ /** player_stat_inc (player.c L145): raise a stat toward 18/100. */
185
+ export function playerStatInc(p: Player, rng: Rng, stat: number): boolean {
186
+ const v = p.statCur[stat] ?? 0;
187
+ if (v >= 18 + 100) return false;
188
+ if (v < 18) {
189
+ p.statCur[stat] = v + 1;
190
+ } else if (v < 18 + 90) {
191
+ let gain = Math.trunc((Math.trunc((18 + 100 - v) / 2) + 3) / 2);
192
+ if (gain < 1) gain = 1;
193
+ p.statCur[stat] = Math.min(
194
+ v + rng.randint1(gain) + Math.trunc(gain / 2),
195
+ 18 + 99,
196
+ );
197
+ } else {
198
+ p.statCur[stat] = 18 + 100;
199
+ }
200
+ if ((p.statCur[stat] ?? 0) > (p.statMax[stat] ?? 0)) {
201
+ p.statMax[stat] = p.statCur[stat] ?? 0;
202
+ }
203
+ return true;
204
+ }
205
+
206
+ /**
207
+ * player_stat_dec (player.c L171): drain a stat (a tenth over 18/10, to 18
208
+ * from the teens, one point above 3); permanent drains lower the max too.
209
+ */
210
+ export function playerStatDec(
211
+ p: Player,
212
+ stat: number,
213
+ permanent: boolean,
214
+ ): boolean {
215
+ let cur = p.statCur[stat] ?? 0;
216
+ let max = p.statMax[stat] ?? 0;
217
+ if (cur > 18 + 10) cur -= 10;
218
+ else if (cur > 18) cur = 18;
219
+ else if (cur > 3) cur -= 1;
220
+ let res = cur !== (p.statCur[stat] ?? 0);
221
+
222
+ if (permanent) {
223
+ if (max > 18 + 10) max -= 10;
224
+ else if (max > 18) max = 18;
225
+ else if (max > 3) max -= 1;
226
+ res = max !== (p.statMax[stat] ?? 0);
227
+ }
228
+
229
+ if (res) {
230
+ p.statCur[stat] = cur;
231
+ p.statMax[stat] = max;
232
+ }
233
+ return res;
234
+ }
235
+
236
+ /**
237
+ * player_scramble_stats (player-util.c L375): swap the stats at random with
238
+ * a Fisher-Yates shuffle, recording the swaps in statMap so they can be
239
+ * reverted. The caller marks PU_BONUS.
240
+ */
241
+ export function playerScrambleStats(p: Player, rng: Rng): void {
242
+ for (let i = STAT_MAX - 1; i > 0; --i) {
243
+ const j = rng.randint0(i);
244
+
245
+ const max1 = p.statMax[i]!;
246
+ const cur1 = p.statCur[i]!;
247
+ p.statMax[i] = p.statMax[j]!;
248
+ p.statCur[i] = p.statCur[j]!;
249
+ p.statMax[j] = max1;
250
+ p.statCur[j] = cur1;
251
+
252
+ /* Record what we did */
253
+ const swap = p.statMap[i]!;
254
+ p.statMap[i] = p.statMap[j]!;
255
+ p.statMap[j] = swap;
256
+ }
257
+ }
258
+
259
+ /**
260
+ * player_fix_scramble (player-util.c L409): revert all prior stat swaps.
261
+ * No effect if the stats have not been swapped. The caller marks PU_BONUS.
262
+ */
263
+ export function playerFixScramble(p: Player): void {
264
+ const newCur = new Array<number>(STAT_MAX);
265
+ const newMax = new Array<number>(STAT_MAX);
266
+ for (let i = 0; i < STAT_MAX; ++i) {
267
+ newCur[p.statMap[i]!] = p.statCur[i]!;
268
+ newMax[p.statMap[i]!] = p.statMax[i]!;
269
+ }
270
+ for (let i = 0; i < STAT_MAX; ++i) {
271
+ p.statCur[i] = newCur[i]!;
272
+ p.statMax[i] = newMax[i]!;
273
+ p.statMap[i] = i;
274
+ }
275
+ }
@@ -0,0 +1,211 @@
1
+ /**
2
+ * Character auto-history creation and management, ported from
3
+ * reference/src/player-history.c (Angband 4.2.6).
4
+ *
5
+ * struct history_info (player-history.h L47-54) becomes HistoryInfo below.
6
+ * Upstream's `type` field is a bitflag SET (bitflag type[HIST_SIZE]); the
7
+ * port models it as a single JS number bitmask, since HIST_MAX (11, see
8
+ * generated/history-types.ts) fits comfortably in bits 0..10 and at most two
9
+ * or three bits are ever combined (e.g. ARTIFACT_UNKNOWN|ARTIFACT_LOST on a
10
+ * "Missed X" entry). historyAdd sets exactly one bit (1 << typeBit),
11
+ * matching history_add's hist_wipe + hist_on(flags, type) (L127-134).
12
+ *
13
+ * Upstream's player_history struct additionally tracks `next`/`length` for
14
+ * its manually-grown C array (history_init/history_realloc); the port's
15
+ * Player.hist is a plain growable array, so array length stands in for
16
+ * `next` and there is nothing to persist beyond the entries themselves.
17
+ *
18
+ * This module is pure (player/ layer): every function takes explicit
19
+ * dlev/clev/turn stamps and a `nameFn` for artifact text, exactly like
20
+ * history_add_full's parameters, so it draws no RNG and depends on no
21
+ * GameState. The game-layer stamp (dlev/clev/turn off live state) and the
22
+ * artifact fake-name builder live in game/history.ts.
23
+ */
24
+
25
+ import { HIST } from "../generated/index.js";
26
+ import type { Player } from "./player.js";
27
+
28
+ /** struct history_info (player-history.h L47-54). */
29
+ export interface HistoryInfo {
30
+ /** bitflag type[HIST_SIZE]: bitmask of HIST_* bits (1 << HIST.X). */
31
+ type: number;
32
+ /** int16_t dlev: dungeon level (feet = dlev * 50) when recorded. */
33
+ dlev: number;
34
+ /** int16_t clev: character level when recorded. */
35
+ clev: number;
36
+ /** uint8_t a_idx: the artifact this item relates to (0 = none). */
37
+ aIdx: number;
38
+ /** int32_t turn: the turn this item was recorded on. */
39
+ turn: number;
40
+ /** char event[80]: the text of the item (truncated to 79 chars + NUL). */
41
+ event: string;
42
+ }
43
+
44
+ /** hist_has(f, flag): whether bit `flagBit` is set in the type bitmask. */
45
+ export function histHas(type: number, flagBit: number): boolean {
46
+ return (type & (1 << flagBit)) !== 0;
47
+ }
48
+
49
+ /** hist_on(f, flag): set bit `flagBit` on the entry's type bitmask. */
50
+ function histOn(entry: HistoryInfo, flagBit: number): void {
51
+ entry.type |= 1 << flagBit;
52
+ }
53
+
54
+ /** hist_off(f, flag): clear bit `flagBit` on the entry's type bitmask. */
55
+ function histOff(entry: HistoryInfo, flagBit: number): void {
56
+ entry.type &= ~(1 << flagBit);
57
+ }
58
+
59
+ /** history_clear (player-history.c L56-67): empty the log. */
60
+ export function historyClear(p: Player): void {
61
+ p.hist = [];
62
+ }
63
+
64
+ /**
65
+ * history_add_full (player-history.c L76-105): append a fully-specified
66
+ * entry. `text` is truncated to 79 characters (my_strcpy into event[80]
67
+ * leaves room for the NUL). Always succeeds (the port's array has no fixed
68
+ * capacity to fail against), matching the C's unconditional `return true`.
69
+ */
70
+ export function historyAddFull(
71
+ p: Player,
72
+ type: number,
73
+ aIdx: number,
74
+ dlev: number,
75
+ clev: number,
76
+ turn: number,
77
+ text: string,
78
+ ): boolean {
79
+ p.hist.push({ type, dlev, clev, aIdx, turn, event: text.slice(0, 79) });
80
+ return true;
81
+ }
82
+
83
+ /**
84
+ * history_add (player-history.c L127-134): add an entry with a single HIST_*
85
+ * type bit, no artifact. Mirrors history_add_with_flags's stamp (aidx 0,
86
+ * p->depth, p->lev, p->total_energy/100) via the caller-supplied dlev/clev/
87
+ * turn (the game layer reads those off live state; see game/history.ts).
88
+ */
89
+ export function historyAdd(
90
+ p: Player,
91
+ text: string,
92
+ typeBit: number,
93
+ dlev: number,
94
+ clev: number,
95
+ turn: number,
96
+ ): boolean {
97
+ return historyAddFull(p, 1 << typeBit, 0, dlev, clev, turn, text);
98
+ }
99
+
100
+ /**
101
+ * history_is_artifact_known (player-history.c L139-153): true if a KNOWN
102
+ * entry for this artifact exists. Scans newest-first, exactly as upstream.
103
+ */
104
+ export function historyIsArtifactKnown(
105
+ p: Player,
106
+ art: { aidx: number },
107
+ ): boolean {
108
+ for (let i = p.hist.length - 1; i >= 0; i--) {
109
+ const e = p.hist[i]!;
110
+ if (histHas(e.type, HIST.ARTIFACT_KNOWN) && e.aIdx === art.aidx) return true;
111
+ }
112
+ return false;
113
+ }
114
+
115
+ /**
116
+ * history_mark_artifact_known (player-history.c L158-173): flip the first
117
+ * (newest) matching-aidx entry from UNKNOWN to KNOWN. Returns whether a
118
+ * matching entry was found.
119
+ */
120
+ function historyMarkArtifactKnown(p: Player, art: { aidx: number }): boolean {
121
+ for (let i = p.hist.length - 1; i >= 0; i--) {
122
+ const e = p.hist[i]!;
123
+ if (e.aIdx === art.aidx) {
124
+ histOff(e, HIST.ARTIFACT_UNKNOWN);
125
+ histOn(e, HIST.ARTIFACT_KNOWN);
126
+ return true;
127
+ }
128
+ }
129
+ return false;
130
+ }
131
+
132
+ /**
133
+ * history_mark_artifact_lost (player-history.c L178-192): flip the LOST bit
134
+ * on the first (newest) matching-aidx entry. Returns whether found.
135
+ */
136
+ function historyMarkArtifactLost(p: Player, art: { aidx: number }): boolean {
137
+ for (let i = p.hist.length - 1; i >= 0; i--) {
138
+ const e = p.hist[i]!;
139
+ if (e.aIdx === art.aidx) {
140
+ histOn(e, HIST.ARTIFACT_LOST);
141
+ return true;
142
+ }
143
+ }
144
+ return false;
145
+ }
146
+
147
+ /** An artifact-like value: only the fields history needs. */
148
+ export interface HistoryArtifactRef {
149
+ aidx: number;
150
+ }
151
+
152
+ /**
153
+ * history_find_artifact (player-history.c L223-241): reveal an existing
154
+ * artifact entry, or log a new "Found <name>" KNOWN entry. `nameFn` builds
155
+ * the spoiled artifact name (get_artifact_name, L197-215); the game layer's
156
+ * artifactHistoryName is RNG-free (objectPrep with the "maximise" aspect).
157
+ */
158
+ export function historyFindArtifact<A extends HistoryArtifactRef>(
159
+ p: Player,
160
+ art: A,
161
+ dlev: number,
162
+ clev: number,
163
+ turn: number,
164
+ nameFn: (art: A) => string,
165
+ ): void {
166
+ if (!historyMarkArtifactKnown(p, art)) {
167
+ const text = `Found ${nameFn(art)}`;
168
+ historyAddFull(p, 1 << HIST.ARTIFACT_KNOWN, art.aidx, dlev, clev, turn, text);
169
+ }
170
+ }
171
+
172
+ /**
173
+ * history_lose_artifact (player-history.c L246-266): mark an artifact lost,
174
+ * or log a new "Missed <name>" UNKNOWN|LOST entry.
175
+ */
176
+ export function historyLoseArtifact<A extends HistoryArtifactRef>(
177
+ p: Player,
178
+ art: A,
179
+ dlev: number,
180
+ clev: number,
181
+ turn: number,
182
+ nameFn: (art: A) => string,
183
+ ): void {
184
+ if (!historyMarkArtifactLost(p, art)) {
185
+ const text = `Missed ${nameFn(art)}`;
186
+ const type = (1 << HIST.ARTIFACT_UNKNOWN) | (1 << HIST.ARTIFACT_LOST);
187
+ historyAddFull(p, type, art.aidx, dlev, clev, turn, text);
188
+ }
189
+ }
190
+
191
+ /**
192
+ * history_unmask_unknown (player-history.c L272-283): convert every
193
+ * ARTIFACT_UNKNOWN entry to ARTIFACT_KNOWN. Called once at death (matching
194
+ * player-util.c death_knowledge L309) so the memorial/char-dump shows real
195
+ * artifact names; 4.2.6 never writes a HIST_PLAYER_DEATH entry (verified:
196
+ * zero uses of that type in reference/src), so death logs nothing new here.
197
+ */
198
+ export function historyUnmaskUnknown(p: Player): void {
199
+ for (let i = p.hist.length - 1; i >= 0; i--) {
200
+ const e = p.hist[i]!;
201
+ if (histHas(e.type, HIST.ARTIFACT_UNKNOWN)) {
202
+ histOff(e, HIST.ARTIFACT_UNKNOWN);
203
+ histOn(e, HIST.ARTIFACT_KNOWN);
204
+ }
205
+ }
206
+ }
207
+
208
+ /** history_get_list (player-history.c L288-294): the entries, oldest-first. */
209
+ export function historyGetList(p: Player): readonly HistoryInfo[] {
210
+ return p.hist;
211
+ }