@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 +1,244 @@
1
+ /**
2
+ * The player option store, ported from reference/src/option.c (Angband 4.2.6).
3
+ *
4
+ * option.c owns the option table (list-options.h, codegen'd to
5
+ * generated/options.ts as OPTION_ENTRIES) plus a small amount of runtime
6
+ * behaviour: options_init_defaults (each option's `normal` value, the
7
+ * delay_factor = 40 and hitpoint_warn = 3 defaults) and the cheat/score
8
+ * coupling in option_set (turning a cheat_* option on forces its score_*
9
+ * twin, which suppresses scoring). This module is the pure data half of
10
+ * that; the option MENU (ui-options.c, the keypress screens) is DEFERRED as
11
+ * a platform-native menu concern (see parity/ledger/options.yaml).
12
+ *
13
+ * Faithful notes:
14
+ * - Defaults are read straight from OPTION_ENTRIES (do not hand-copy the
15
+ * table): each option is seeded from its `normal` field.
16
+ * - hitpoint_warn is the 0..9 integer op_ptr->hitpoint_warn (DEFAULT 3), kept
17
+ * alongside the booleans. delay_factor (default 40) and lazymove_delay
18
+ * (player->opts.lazymove_delay, default 0, uint8) are carried too.
19
+ * - Birth options (type BIRTH) are chosen at character creation and then
20
+ * locked: an immutable snapshot is captured at construction, and set()
21
+ * refuses to change a birth option afterwards (upstream shows them
22
+ * read-only in-game; only the birth process sets them).
23
+ * - The cheat/score linkage keys off the table order (each cheat_X is
24
+ * immediately followed by score_X), reproduced by name (cheat_X -> score_X).
25
+ *
26
+ * Pure: no DOM, no filesystem. The session wires an OptionState onto the
27
+ * GameState and each deferred seam reads it through state.options.
28
+ */
29
+
30
+ import { OPTION_ENTRIES } from "../generated/options.js";
31
+
32
+ /** Every option name in the table (the `name` field of OPTION_ENTRIES). */
33
+ export type OptionName = (typeof OPTION_ENTRIES)[number]["name"];
34
+
35
+ /** option.c options_init_defaults: op_ptr->hitpoint_warn default (0..9). */
36
+ export const DEFAULT_HITPOINT_WARN = 3;
37
+
38
+ /** option.c options_init_defaults: op_ptr->delay_factor default (ms). */
39
+ export const DEFAULT_DELAY_FACTOR = 40;
40
+
41
+ /**
42
+ * player->opts.lazymove_delay default. options_init_defaults does NOT set it,
43
+ * so it keeps the struct-zero value (0 = no lazy-move disturbance pause).
44
+ * ui-options.c do_cmd_lazymove_delay clamps it to a uint8 (MIN(delay, 255)).
45
+ */
46
+ export const DEFAULT_LAZYMOVE_DELAY = 0;
47
+
48
+ /** A plain map of option name -> boolean value (the serialized form). */
49
+ export type OptionValues = Record<string, boolean>;
50
+
51
+ /** The serialized OptionState (save format). */
52
+ export interface OptionStateData {
53
+ /** Every option's live boolean value. */
54
+ values: OptionValues;
55
+ /** op_ptr->hitpoint_warn (0..9). */
56
+ hitpointWarn: number;
57
+ /** op_ptr->delay_factor. */
58
+ delayFactor: number;
59
+ /** player->opts.lazymove_delay (0..255). */
60
+ lazymoveDelay: number;
61
+ /** The immutable birth-option snapshot (birth_* only). */
62
+ birth: OptionValues;
63
+ }
64
+
65
+ /** Options that can be preset at construction / character creation. */
66
+ export interface OptionInit {
67
+ /** Preset values (birth or interface). Applied over the table defaults. */
68
+ overrides?: Partial<Record<OptionName, boolean>>;
69
+ /** op_ptr->hitpoint_warn (0..9). Default 3. */
70
+ hitpointWarn?: number;
71
+ /** op_ptr->delay_factor. Default 40. */
72
+ delayFactor?: number;
73
+ /** player->opts.lazymove_delay (0..255). Default 0. */
74
+ lazymoveDelay?: number;
75
+ }
76
+
77
+ /** The set of option names, and the birth subset, derived once from the table. */
78
+ const ALL_NAMES: readonly string[] = OPTION_ENTRIES.map((e) => e.name);
79
+ const BIRTH_NAMES: ReadonlySet<string> = new Set(
80
+ OPTION_ENTRIES.filter((e) => e.type === "BIRTH").map((e) => e.name),
81
+ );
82
+ const CHEAT_NAMES: ReadonlySet<string> = new Set(
83
+ OPTION_ENTRIES.filter((e) => e.type === "CHEAT").map((e) => e.name),
84
+ );
85
+ const SCORE_NAMES: ReadonlySet<string> = new Set(
86
+ OPTION_ENTRIES.filter((e) => e.type === "SCORE").map((e) => e.name),
87
+ );
88
+ /** clamp hitpoint_warn into the legal 0..9 band. */
89
+ function clampWarn(v: number): number {
90
+ if (!Number.isFinite(v)) return DEFAULT_HITPOINT_WARN;
91
+ return Math.max(0, Math.min(9, Math.trunc(v)));
92
+ }
93
+ /** clamp a uint8 option (lazymove_delay) into 0..255, MIN(delay, 255)-style. */
94
+ function clampByte(v: number): number {
95
+ if (!Number.isFinite(v)) return 0;
96
+ return Math.max(0, Math.min(255, Math.trunc(v)));
97
+ }
98
+
99
+ /**
100
+ * The option store: a name -> boolean map seeded from OPTION_ENTRIES.normal,
101
+ * with the hitpoint_warn / delay_factor scalars and the immutable birth
102
+ * snapshot. Mutable in play through set(), except birth options.
103
+ */
104
+ export class OptionState {
105
+ private readonly values: OptionValues = {};
106
+ /** op_ptr->hitpoint_warn (0..9). */
107
+ hitpointWarn: number;
108
+ /** op_ptr->delay_factor. */
109
+ delayFactor: number;
110
+ /** player->opts.lazymove_delay (0..255). */
111
+ lazymoveDelay: number;
112
+ /** The birth_* values chosen at creation, frozen (immutable after birth). */
113
+ private readonly birth: OptionValues;
114
+
115
+ constructor(init: OptionInit = {}) {
116
+ /* options_init_defaults: seed every option from its table `normal`. */
117
+ for (const entry of OPTION_ENTRIES) {
118
+ this.values[entry.name] = entry.normal;
119
+ }
120
+ /* Apply the birth/interface presets chosen at creation. Cheat presets
121
+ * still couple to their score twins (as option_set would). */
122
+ for (const [name, value] of Object.entries(init.overrides ?? {})) {
123
+ if (value === undefined) continue;
124
+ this.applyRaw(name, value);
125
+ }
126
+ this.hitpointWarn = clampWarn(init.hitpointWarn ?? DEFAULT_HITPOINT_WARN);
127
+ this.delayFactor = init.delayFactor ?? DEFAULT_DELAY_FACTOR;
128
+ this.lazymoveDelay = clampByte(init.lazymoveDelay ?? DEFAULT_LAZYMOVE_DELAY);
129
+ /* Freeze the birth-option snapshot: the birth_* values are locked now. */
130
+ const birth: OptionValues = {};
131
+ for (const name of BIRTH_NAMES) birth[name] = this.values[name] ?? false;
132
+ this.birth = Object.freeze(birth);
133
+ }
134
+
135
+ /** Set a value with the cheat->score coupling, ignoring the birth lock. */
136
+ private applyRaw(name: string, value: boolean): void {
137
+ if (!(name in this.values)) return;
138
+ this.values[name] = value;
139
+ /* option_set: turning a cheat_* option on forces its score_* twin on. */
140
+ if (value && CHEAT_NAMES.has(name)) {
141
+ const twin = "score" + name.slice("cheat".length); // cheat_X -> score_X
142
+ if (twin in this.values) this.values[twin] = true;
143
+ }
144
+ }
145
+
146
+ /** OPT(player, name): the current value of a boolean option. */
147
+ get(name: OptionName | string): boolean {
148
+ return this.values[name] ?? false;
149
+ }
150
+
151
+ /**
152
+ * option_set (option.c L153): set a boolean option, applying the cheat->score
153
+ * coupling. Birth options are locked after creation (return false, no
154
+ * change), mirroring the in-game read-only birth options. Returns whether
155
+ * the option exists and was writable.
156
+ */
157
+ set(name: OptionName | string, value: boolean): boolean {
158
+ if (!(name in this.values)) return false;
159
+ if (BIRTH_NAMES.has(name)) return false; // locked after birth
160
+ this.applyRaw(name, value);
161
+ return true;
162
+ }
163
+
164
+ /** Whether `name` is a birth option (type BIRTH). */
165
+ isBirth(name: string): boolean {
166
+ return BIRTH_NAMES.has(name);
167
+ }
168
+
169
+ /** Whether `name` is a cheat option (type CHEAT). */
170
+ isCheat(name: string): boolean {
171
+ return CHEAT_NAMES.has(name);
172
+ }
173
+
174
+ /** Whether `name` is a score option (type SCORE). */
175
+ isScore(name: string): boolean {
176
+ return SCORE_NAMES.has(name);
177
+ }
178
+
179
+ /**
180
+ * The immutable birth-option value chosen at character creation. Unlike
181
+ * get(), this never changes after construction.
182
+ */
183
+ birthValue(name: OptionName | string): boolean {
184
+ return this.birth[name] ?? false;
185
+ }
186
+
187
+ /**
188
+ * Whether any OP_SCORE option is set (enter_score's "cheating" gate, score.c
189
+ * L277). A cheat_* option forces its score_* twin, so a cheated game trips
190
+ * this even after the cheat option itself is turned back off.
191
+ */
192
+ anyScoreSet(): boolean {
193
+ for (const name of SCORE_NAMES) {
194
+ if (this.values[name]) return true;
195
+ }
196
+ return false;
197
+ }
198
+
199
+ /** The list of option names in table order. */
200
+ names(): readonly string[] {
201
+ return ALL_NAMES;
202
+ }
203
+
204
+ /** Serialize to plain JSON (the save format). */
205
+ snapshot(): OptionStateData {
206
+ return {
207
+ values: { ...this.values },
208
+ hitpointWarn: this.hitpointWarn,
209
+ delayFactor: this.delayFactor,
210
+ lazymoveDelay: this.lazymoveDelay,
211
+ birth: { ...this.birth },
212
+ };
213
+ }
214
+
215
+ /**
216
+ * Rebuild an OptionState from serialized data. Missing options fall back to
217
+ * their table default (back-compat with saves written before a new option
218
+ * was added). The birth snapshot is restored verbatim.
219
+ */
220
+ static restore(data: OptionStateData): OptionState {
221
+ const state = new OptionState();
222
+ for (const name of ALL_NAMES) {
223
+ if (name in data.values) state.values[name] = data.values[name]!;
224
+ }
225
+ state.hitpointWarn = clampWarn(data.hitpointWarn ?? DEFAULT_HITPOINT_WARN);
226
+ state.delayFactor = data.delayFactor ?? DEFAULT_DELAY_FACTOR;
227
+ state.lazymoveDelay = clampByte(data.lazymoveDelay ?? DEFAULT_LAZYMOVE_DELAY);
228
+ /* Restore the frozen birth snapshot (default table values if absent). */
229
+ const birth = data.birth ?? {};
230
+ const restored: OptionValues = {};
231
+ for (const name of BIRTH_NAMES) {
232
+ restored[name] =
233
+ name in birth ? birth[name]! : (state.values[name] ?? false);
234
+ }
235
+ // Replace the frozen snapshot via defineProperty (birth is readonly).
236
+ Object.defineProperty(state, "birth", {
237
+ value: Object.freeze(restored),
238
+ writable: false,
239
+ configurable: false,
240
+ enumerable: false,
241
+ });
242
+ return state;
243
+ }
244
+ }
@@ -0,0 +1,356 @@
1
+ /**
2
+ * Live player instance, ported from struct player in reference/src/player.h
3
+ * (Angband 4.2.6).
4
+ *
5
+ * This is the savefile-relevant core: stats (birth/cur/max plus the swap map),
6
+ * skills, hitpoints/mana, level/experience, gold, the equipment body with
7
+ * per-slot object handles, the timed-effect array, race/class/shape references,
8
+ * and a minimal upkeep block. UI-only and world-only members of struct player
9
+ * (grid, cave, gear lists, known_state, redraw/update masks, quests) are NOT
10
+ * modelled here; they belong to the world and UI layers.
11
+ *
12
+ * Field names for hitpoints (chp / mhp / chpFrac) and the timed array match
13
+ * what the effects domain's EffectPlayer / HpHolder interfaces expect, so a
14
+ * Player can back those narrow interfaces without adaptation.
15
+ */
16
+
17
+ import { PY_MAX_LEVEL, SKILL_MAX, STAT_MAX, TMD_MAX } from "./types.js";
18
+ import type { PlayerBody, PlayerClass, PlayerRace, Shape } from "./types.js";
19
+ import { newElemInfo, newOfFlags, OBJ_MOD_MAX } from "../obj/types.js";
20
+ import type { ElementInfo } from "../obj/types.js";
21
+ import type { FlagSet } from "../bitflag.js";
22
+ import type { HistoryInfo } from "./history.js";
23
+ import { randnameMake } from "../obj/randname.js";
24
+ import type { NameProbs } from "../obj/randname.js";
25
+ import type { Rng } from "../rng.js";
26
+
27
+ /**
28
+ * Minimal struct player_upkeep: only the derived counters the headless core
29
+ * needs. The full upkeep (trackees, redraw/update/notice masks, inventory and
30
+ * quiver arrays) is DEFERRED to the world/UI integration.
31
+ */
32
+ export interface PlayerUpkeep {
33
+ playing: boolean;
34
+ /** Number of spells available to learn. */
35
+ newSpells: number;
36
+ /** Total weight of carried gear (tenths of a pound). */
37
+ totalWeight: number;
38
+ }
39
+
40
+ /**
41
+ * obj_k: the player's cumulative object-knowledge, i.e. the learned "rune"
42
+ * mask (ported from struct player's obj_k, a struct object used as a knowledge
43
+ * template). Every rune variety is modelled: the modifier runes gate real play
44
+ * (calc_bonuses multiplies equipped modifiers by them), while the element, flag,
45
+ * brand, slay and curse runes are learned by use exactly as upstream
46
+ * (obj-knowledge.c) and will additionally feed the DISPLAYED known_state when
47
+ * the display system lands. Most runes are UNKNOWN at birth; the exceptions,
48
+ * all set at birth exactly as upstream, are the racial innates
49
+ * (player_learn_innate), the dice/ac runes (obvious knowledge from
50
+ * player_outfit) and the three combat runes to_a/to_h/to_d, which
51
+ * do_cmd_accept_character marks known unconditionally ("Hack - player knows all
52
+ * combat runes", player-birth.c L1264-1267), so their learn-by-use paths are
53
+ * vestigial in real play.
54
+ */
55
+ export interface PlayerObjectKnowledge {
56
+ /**
57
+ * modifiers[OBJ_MOD_MAX]: 1 if the player has learned this modifier's rune,
58
+ * else 0. calc_bonuses multiplies each equipped item's modifier by this, so
59
+ * a pval bonus is inert until its rune is known. UNKNOWN (all 0) at birth,
60
+ * exactly as upstream (PORT_PLAN.md decision 25).
61
+ */
62
+ modifiers: number[];
63
+ /**
64
+ * obj_k->to_a / to_h / to_d: the three combat runes (0 or 1). Like dd/ds/ac
65
+ * these are NOT learned by use in real play: do_cmd_accept_character sets all
66
+ * three to 1 at birth ("Hack - player knows all combat runes", player-birth.c
67
+ * L1264-1267), so an item's +to-hit/+to-dam/+AC show even when unidentified.
68
+ */
69
+ toA: number;
70
+ toH: number;
71
+ toD: number;
72
+ /**
73
+ * obj_k->dd / ds / ac: the "know dice" / "know ac" runes (0 or 1). Unlike the
74
+ * combat runes these are NOT learned by use - player_outfit (player-birth.c
75
+ * L584-596) gives them as obvious object knowledge at birth, so they are
76
+ * ALWAYS 1. object_set_base_known / player_know_object multiply the object's
77
+ * base dd/ds/ac by them (obj-knowledge.c L830-838, L1039-1041), so base
78
+ * damage dice and armour of even an unidentified item are known from the start.
79
+ */
80
+ dd: number;
81
+ ds: number;
82
+ ac: number;
83
+ /** obj_k->el_info[ELEM_MAX]: resLevel 1 = element rune known. */
84
+ elInfo: ElementInfo[];
85
+ /** obj_k->flags: OF_* rune knowledge. */
86
+ flags: FlagSet;
87
+ /** obj_k->brands[]: known brands by brand index (0 unused). */
88
+ brands: boolean[];
89
+ /** obj_k->slays[]: known slays by slay index (0 unused). */
90
+ slays: boolean[];
91
+ /** obj_k->curses[]: power 1 = curse rune known, by curse index (0 unused). */
92
+ curses: number[];
93
+ }
94
+
95
+ /**
96
+ * One entry in the player's quest history (struct quest, player-quest.h),
97
+ * copied from the standard quest table at birth (player_quests_reset). The
98
+ * quest race is held as its ridx (a stable index into the monster registry,
99
+ * re-resolved on load) rather than a live MonsterRace reference, so the Player
100
+ * stays independent of the monster domain and serializes cleanly.
101
+ */
102
+ export interface PlayerQuest {
103
+ /** quest->name: the guardian's display name ("Sauron", "Morgoth"). */
104
+ name: string;
105
+ /** quest->level: the dungeon depth this quest is fought on; 0 once done. */
106
+ level: number;
107
+ /** quest->race->ridx: the guardian monster race index. */
108
+ race: number;
109
+ /** quest->max_num: how many of the race must die to complete the quest. */
110
+ maxNum: number;
111
+ /** quest->cur_num: how many have died so far. */
112
+ curNum: number;
113
+ }
114
+
115
+ /** A blank, nothing-learned object-knowledge block (birth state). */
116
+ export function blankObjKnowledge(): PlayerObjectKnowledge {
117
+ return {
118
+ modifiers: new Array<number>(OBJ_MOD_MAX).fill(0),
119
+ /* Combat runes: do_cmd_accept_character sets all three to 1 at birth
120
+ * ("Hack - player knows all combat runes", player-birth.c L1264-1267), so
121
+ * they are known from the start and their learn-by-use paths never fire. */
122
+ toA: 1,
123
+ toH: 1,
124
+ toD: 1,
125
+ /* Obvious knowledge from player_outfit (player-birth.c L584-596): the dice
126
+ * and ac runes are set at birth, never learned by use, so always 1. */
127
+ dd: 1,
128
+ ds: 1,
129
+ ac: 1,
130
+ elInfo: newElemInfo(),
131
+ flags: newOfFlags(),
132
+ brands: [],
133
+ slays: [],
134
+ curses: [],
135
+ };
136
+ }
137
+
138
+ /** struct player core (player.h), world/UI-only members omitted. */
139
+ export interface Player {
140
+ race: PlayerRace;
141
+ cls: PlayerClass;
142
+
143
+ /** hitdie sides = r_mhp + c_mhp. */
144
+ hitdie: number;
145
+ /** expfact = r_exp + c_exp. */
146
+ expFactor: number;
147
+
148
+ age: number;
149
+ ht: number;
150
+ wt: number;
151
+
152
+ au: number;
153
+
154
+ maxLev: number;
155
+ lev: number;
156
+
157
+ maxExp: number;
158
+ exp: number;
159
+ /** exp_frac (times 2^16). */
160
+ expFrac: number;
161
+
162
+ /** max_depth: the deepest dungeon level reached. */
163
+ maxDepth: number;
164
+ /** recall_depth: where Word of Recall returns to. */
165
+ recallDepth: number;
166
+ /** word_recall: turns until a pending recall fires (0 = inactive). */
167
+ wordRecall: number;
168
+ /** deep_descent: turns until a pending deep descent fires (0 = inactive). */
169
+ deepDescent: number;
170
+
171
+ mhp: number;
172
+ chp: number;
173
+ chpFrac: number;
174
+
175
+ msp: number;
176
+ csp: number;
177
+ cspFrac: number;
178
+
179
+ /** stat_max[STAT_MAX]: current maximal ("natural" ceiling) stats. */
180
+ statMax: number[];
181
+ /** stat_cur[STAT_MAX]: current natural stats. */
182
+ statCur: number[];
183
+ /** stat_map[STAT_MAX]: remap from temporary stat swaps (identity at birth). */
184
+ statMap: number[];
185
+ /** stat_birth[STAT_MAX]: birth natural stats. */
186
+ statBirth: number[];
187
+
188
+ /** timed[TMD_MAX]: timed effect durations. */
189
+ timed: Int16Array;
190
+
191
+ /** spell_flags[total_spells]: PY_SPELL_ bits (player_spells_init sizes). */
192
+ spellFlags: number[];
193
+ /** spell_order[total_spells]: sidx in learn order (99 = unused slot). */
194
+ spellOrder: number[];
195
+
196
+ /** player_hp[PY_MAX_LEVEL]: cumulative hitpoint rolls per level. */
197
+ playerHp: number[];
198
+
199
+ /** au_birth, ht_birth, wt_birth: quickstart saved values. */
200
+ auBirth: number;
201
+ htBirth: number;
202
+ wtBirth: number;
203
+
204
+ /**
205
+ * player->full_name (save.c:422): the character's name. Persisted and fed to
206
+ * the high-score table (buildScore's `who`). Empty until birth naming.
207
+ */
208
+ fullName: string;
209
+
210
+ /**
211
+ * player->died_from (save.c:424): the cause-of-death string ("Interrupting"
212
+ * while alive, then the killer's name / "Retiring" / etc.). Persisted and fed
213
+ * to the high-score table (buildScore's `how`) and enter_score's gating.
214
+ */
215
+ diedFrom: string;
216
+
217
+ /**
218
+ * player->noscore (player.h:92-100): the "ways a player can be marked a
219
+ * cheater" bit mask (NOSCORE_WIZARD | NOSCORE_DEBUG | ...). Persisted as u16
220
+ * (save.c:623). Any of the score-invalidating bits keeps the character off
221
+ * the high-score table (noscoreInvalidatesScore, game/wizard.ts). 0 = clean.
222
+ */
223
+ noscore: number;
224
+
225
+ /** Player history text (the birth background/bio paragraph). */
226
+ history: string;
227
+
228
+ /**
229
+ * hist (player-history.h struct player_history): the runtime auto-history
230
+ * event log (artifact finds/losses, level-ups, unique kills, birth) -
231
+ * distinct from the `history` bio string above. Oldest-first; see
232
+ * player/history.ts for the append/query API.
233
+ */
234
+ hist: HistoryInfo[];
235
+
236
+ /** Equipment slots available (copied from the race's body). */
237
+ body: PlayerBody;
238
+ /**
239
+ * Object handle per body slot (0 = empty), length body.count. Real objects
240
+ * live in the object domain; this holds only handles, filled at wield time.
241
+ */
242
+ equipment: number[];
243
+
244
+ /**
245
+ * obj_k: learned object-knowledge ("rune") mask. Gates equipment modifiers
246
+ * in calcBonuses; all runes UNKNOWN at birth (PORT_PLAN.md decision 25).
247
+ */
248
+ objKnown: PlayerObjectKnowledge;
249
+
250
+ /**
251
+ * quests (player->quests, player-quest.h): the per-character quest history,
252
+ * seeded from the standard quest table at birth (player_quests_reset). A
253
+ * quest whose level is 0 is complete; when none remain, the game is won.
254
+ */
255
+ quests: PlayerQuest[];
256
+
257
+ /**
258
+ * total_winner (player->total_winner): set once every quest is complete
259
+ * (i.e. Morgoth is slain). The victory flag, persisted across saves.
260
+ */
261
+ totalWinner: boolean;
262
+
263
+ /** Current shape (defaults to "normal"). */
264
+ shape: Shape | null;
265
+
266
+ /**
267
+ * Derived level-based skills (calc_bonuses non-equipment part). Computed by
268
+ * calcs.calcSkills; length SKILL_MAX.
269
+ */
270
+ skills: number[];
271
+
272
+ upkeep: PlayerUpkeep;
273
+ }
274
+
275
+ /**
276
+ * A zeroed player of the given race/class/body (player_init + player_embody).
277
+ * Stats/HP/level are left at zero for the birth pipeline (birth.ts) to fill;
278
+ * shape defaults to null (the "normal" shape) and every equipment slot empty.
279
+ */
280
+ export function blankPlayer(
281
+ race: PlayerRace,
282
+ cls: PlayerClass,
283
+ body: PlayerBody,
284
+ ): Player {
285
+ return {
286
+ race,
287
+ cls,
288
+ hitdie: 0,
289
+ expFactor: 0,
290
+ age: 0,
291
+ ht: 0,
292
+ wt: 0,
293
+ au: 0,
294
+ maxLev: 1,
295
+ lev: 1,
296
+ maxExp: 0,
297
+ exp: 0,
298
+ expFrac: 0,
299
+ maxDepth: 0,
300
+ recallDepth: 0,
301
+ wordRecall: 0,
302
+ deepDescent: 0,
303
+ mhp: 0,
304
+ chp: 0,
305
+ chpFrac: 0,
306
+ msp: 0,
307
+ csp: 0,
308
+ cspFrac: 0,
309
+ statMax: new Array<number>(STAT_MAX).fill(0),
310
+ statCur: new Array<number>(STAT_MAX).fill(0),
311
+ statMap: new Array<number>(STAT_MAX).fill(0),
312
+ statBirth: new Array<number>(STAT_MAX).fill(0),
313
+ timed: new Int16Array(TMD_MAX),
314
+ spellFlags: [],
315
+ spellOrder: [],
316
+ playerHp: new Array<number>(PY_MAX_LEVEL).fill(0),
317
+ auBirth: 0,
318
+ htBirth: 0,
319
+ wtBirth: 0,
320
+ fullName: "",
321
+ diedFrom: "",
322
+ noscore: 0,
323
+ history: "",
324
+ hist: [],
325
+ body: { name: body.name, count: body.count, slots: body.slots.map((s) => ({ ...s })) },
326
+ equipment: new Array<number>(body.count).fill(0),
327
+ objKnown: blankObjKnowledge(),
328
+ quests: [],
329
+ totalWinner: false,
330
+ shape: null,
331
+ skills: new Array<number>(SKILL_MAX).fill(0),
332
+ upkeep: { playing: false, newSpells: 0, totalWeight: 0 },
333
+ };
334
+ }
335
+
336
+ /**
337
+ * player_random_name (player.c L375): a Markov-chain name drawn from the
338
+ * RANDNAME_TOLKIEN corpus with length in [4, 8], my_strcap'd. Note the bounds
339
+ * differ from artifact_gen_name's MIN_NAME_LEN/MAX_NAME_LEN (5, 9).
340
+ *
341
+ * Upstream call sites are all name entry: ui-birth.c:725 (finish with random
342
+ * choices fills the name too), ui-input.c:1038 ('*' in the name field) and
343
+ * ui-input.c:1124 (the name field's context-menu "random" action). The
344
+ * savefile-name-collision retry loop at ui-birth.c:721-733 is filesystem
345
+ * plumbing this port has no counterpart for (browser save slots).
346
+ *
347
+ * `probs` is build_prob over the corpus (CoreRegistries.nameSections, section
348
+ * RANDNAME_TOLKIEN = 1). Returns "" when no corpus is available, letting the
349
+ * caller keep whatever name it had rather than invent an unfaithful one.
350
+ */
351
+ export function playerRandomName(rng: Rng, probs: NameProbs | null): string {
352
+ if (probs === null) return "";
353
+ const word = randnameMake(rng, 4, 8, probs);
354
+ /* my_strcap (z-util.c L529): first character only. */
355
+ return word.length === 0 ? word : word.charAt(0).toUpperCase() + word.slice(1);
356
+ }