@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
package/src/rng.ts ADDED
@@ -0,0 +1,476 @@
1
+ /**
2
+ * Random number generation, ported from reference/src/z-rand.c (Angband
3
+ * 4.2.6).
4
+ *
5
+ * The upstream implementation is a single global WELL1024a stream with a
6
+ * "quick" LCRNG mode and a seed-swap trick for stable seeds (flavors,
7
+ * randarts). This port makes the generator instantiable so the engine can
8
+ * run named, independently seeded streams instead of swapping seeds on one
9
+ * global; each individual stream is bit-for-bit faithful to upstream.
10
+ *
11
+ * All arithmetic reproduces C uint32 semantics exactly (Math.imul for
12
+ * wrapping multiplication, >>> 0 for unsigned truncation, Math.trunc for
13
+ * C integer division). Golden vectors generated by an independent Python
14
+ * oracle (scripts/gen-rng-vectors.py) pin the outputs.
15
+ */
16
+
17
+ /**
18
+ * Assumed maximum dungeon level, used for object/monster creation math.
19
+ */
20
+ export const MAX_RAND_DEPTH = 128;
21
+
22
+ /**
23
+ * The number of 32-bit integers worth of WELL seed state.
24
+ */
25
+ export const RAND_DEG = 32;
26
+
27
+ /**
28
+ * Random aspects used by damcalc, mBonusCalc, and randcalc.
29
+ * Order mirrors the upstream enum: MINIMISE, AVERAGE, MAXIMISE, EXTREMIFY,
30
+ * RANDOMISE.
31
+ */
32
+ export type Aspect =
33
+ | "minimise"
34
+ | "average"
35
+ | "maximise"
36
+ | "extremify"
37
+ | "randomise";
38
+
39
+ /**
40
+ * A strategy for making a dice roll: base + XdY + BONUS, where mBonus is
41
+ * used in a tricky way to determine BONUS.
42
+ */
43
+ export interface RandomValue {
44
+ base: number;
45
+ dice: number;
46
+ sides: number;
47
+ mBonus: number;
48
+ }
49
+
50
+ /**
51
+ * A random chance of success, such as 8 in 125 (6.4 percent).
52
+ */
53
+ export interface RandomChance {
54
+ numerator: number;
55
+ denominator: number;
56
+ }
57
+
58
+ /**
59
+ * Serializable snapshot of a generator, for savefiles.
60
+ */
61
+ export interface RngState {
62
+ quick: boolean;
63
+ value: number;
64
+ state: number[];
65
+ stateI: number;
66
+ fixed: boolean;
67
+ fixval: number;
68
+ }
69
+
70
+ /** LCRNG(X) = X * 1103515245 + 12345, in uint32. */
71
+ function lcrng(x: number): number {
72
+ return (Math.imul(x, 1103515245) + 12345) >>> 0;
73
+ }
74
+
75
+ /**
76
+ * The normal distribution table for randNormal(); entry 64*N is the number
77
+ * of times out of 32767 that a normally distributed variable falls within N
78
+ * standard deviations of the mean. Copied verbatim from z-rand.c.
79
+ */
80
+ const RAND_NORMAL_TABLE: readonly number[] = [
81
+ 206, 613, 1022, 1430, 1838, 2245, 2652, 3058,
82
+ 3463, 3867, 4271, 4673, 5075, 5475, 5874, 6271,
83
+ 6667, 7061, 7454, 7845, 8234, 8621, 9006, 9389,
84
+ 9770, 10148, 10524, 10898, 11269, 11638, 12004, 12367,
85
+ 12727, 13085, 13440, 13792, 14140, 14486, 14828, 15168,
86
+ 15504, 15836, 16166, 16492, 16814, 17133, 17449, 17761,
87
+ 18069, 18374, 18675, 18972, 19266, 19556, 19842, 20124,
88
+ 20403, 20678, 20949, 21216, 21479, 21738, 21994, 22245,
89
+ 22493, 22737, 22977, 23213, 23446, 23674, 23899, 24120,
90
+ 24336, 24550, 24759, 24965, 25166, 25365, 25559, 25750,
91
+ 25937, 26120, 26300, 26476, 26649, 26818, 26983, 27146,
92
+ 27304, 27460, 27612, 27760, 27906, 28048, 28187, 28323,
93
+ 28455, 28585, 28711, 28835, 28955, 29073, 29188, 29299,
94
+ 29409, 29515, 29619, 29720, 29818, 29914, 30007, 30098,
95
+ 30186, 30272, 30356, 30437, 30516, 30593, 30668, 30740,
96
+ 30810, 30879, 30945, 31010, 31072, 31133, 31192, 31249,
97
+ 31304, 31358, 31410, 31460, 31509, 31556, 31601, 31646,
98
+ 31688, 31730, 31770, 31808, 31846, 31882, 31917, 31950,
99
+ 31983, 32014, 32044, 32074, 32102, 32129, 32155, 32180,
100
+ 32205, 32228, 32251, 32273, 32294, 32314, 32333, 32352,
101
+ 32370, 32387, 32404, 32420, 32435, 32450, 32464, 32477,
102
+ 32490, 32503, 32515, 32526, 32537, 32548, 32558, 32568,
103
+ 32577, 32586, 32595, 32603, 32611, 32618, 32625, 32632,
104
+ 32639, 32645, 32651, 32657, 32662, 32667, 32672, 32677,
105
+ 32682, 32686, 32690, 32694, 32698, 32702, 32705, 32708,
106
+ 32711, 32714, 32717, 32720, 32722, 32725, 32727, 32729,
107
+ 32731, 32733, 32735, 32737, 32739, 32740, 32742, 32743,
108
+ 32745, 32746, 32747, 32748, 32749, 32750, 32751, 32752,
109
+ 32753, 32754, 32755, 32756, 32757, 32757, 32758, 32758,
110
+ 32759, 32760, 32760, 32761, 32761, 32761, 32762, 32762,
111
+ 32763, 32763, 32763, 32764, 32764, 32764, 32764, 32765,
112
+ 32765, 32765, 32765, 32766, 32766, 32766, 32766, 32767,
113
+ ];
114
+
115
+ /**
116
+ * A single RNG stream: WELL1024a (the upstream "complex" RNG) with an
117
+ * optional LCRNG "quick" mode, faithful to z-rand.c.
118
+ */
119
+ export class Rng {
120
+ private state = new Uint32Array(RAND_DEG);
121
+ private stateI = 0;
122
+ private quick: boolean;
123
+ /** Rand_value: the quick-mode LCRNG state. */
124
+ private value: number;
125
+ private fixed = false;
126
+ private fixval = 0;
127
+
128
+ constructor(seed: number, opts?: { quick?: boolean }) {
129
+ this.quick = opts?.quick ?? false;
130
+ this.value = seed >>> 0;
131
+ if (!this.quick) {
132
+ this.stateInit(seed);
133
+ }
134
+ }
135
+
136
+ /**
137
+ * Rand_state_init: seed the WELL table via LCRNG propagation, then cycle
138
+ * the table ten times per degree.
139
+ */
140
+ stateInit(seed: number): void {
141
+ this.state.fill(0);
142
+ this.stateI = 0;
143
+ this.state[0] = seed >>> 0;
144
+ for (let i = 1; i < RAND_DEG; i++) {
145
+ this.state[i] = lcrng(this.state[i - 1] as number);
146
+ }
147
+ for (let i = 0; i < RAND_DEG * 10; i++) {
148
+ const j = (this.stateI + 1) % RAND_DEG;
149
+ this.state[j] =
150
+ (((this.state[j] as number) + (this.state[this.stateI] as number)) >>>
151
+ 0);
152
+ this.stateI = j;
153
+ }
154
+ }
155
+
156
+ /** WELLRNG1024a step. */
157
+ private well(): number {
158
+ const s = this.state;
159
+ const i = this.stateI;
160
+ const v0 = s[i] as number;
161
+ const vm1 = s[(i + 3) & 31] as number;
162
+ const vm2 = s[(i + 24) & 31] as number;
163
+ const vm3 = s[(i + 10) & 31] as number;
164
+ const vrm1 = s[(i + 31) & 31] as number;
165
+ const z0 = vrm1;
166
+ const z1 = (v0 ^ (vm1 ^ (vm1 >>> 8))) >>> 0;
167
+ const z2 = ((vm2 ^ ((vm2 << 19) >>> 0)) ^ (vm3 ^ ((vm3 << 14) >>> 0))) >>> 0;
168
+ s[i] = (z1 ^ z2) >>> 0;
169
+ const newV0 =
170
+ ((z0 ^ ((z0 << 11) >>> 0)) ^
171
+ (z1 ^ ((z1 << 7) >>> 0)) ^
172
+ (z2 ^ ((z2 << 13) >>> 0))) >>>
173
+ 0;
174
+ s[(i + 31) & 31] = newV0;
175
+ this.stateI = (i + 31) & 31;
176
+ return this.state[this.stateI] as number;
177
+ }
178
+
179
+ /**
180
+ * Rand_div: extract a random number from 0 to m - 1 via unbiased
181
+ * partitioned division of 28-bit values.
182
+ */
183
+ randDiv(m: number): number {
184
+ if (m > 0x10000000) {
185
+ throw new RangeError(`Rand_div: m must be <= 0x10000000, got ${m}`);
186
+ }
187
+ if (m <= 1) return 0;
188
+ if (this.fixed) {
189
+ // C evaluates rand_fixval * 1000 * (m - 1) in uint32 with wrap.
190
+ let t = Math.imul(this.fixval, 1000) >>> 0;
191
+ t = Math.imul(t, m - 1) >>> 0;
192
+ return Math.trunc(t / (100 * 1000));
193
+ }
194
+ const n = Math.trunc(0x10000000 / m);
195
+ for (;;) {
196
+ let r: number;
197
+ if (this.quick) {
198
+ this.value = lcrng(this.value);
199
+ r = Math.trunc(((this.value >>> 4) & 0x0fffffff) / n);
200
+ } else {
201
+ r = Math.trunc(((this.well() >>> 4) & 0x0fffffff) / n);
202
+ }
203
+ if (r < m) return r;
204
+ }
205
+ }
206
+
207
+ /** randint0(M): 0 <= X < M, uniform. */
208
+ randint0(m: number): number {
209
+ return this.randDiv(m);
210
+ }
211
+
212
+ /** randint1(M): 1 <= X <= M, uniform. */
213
+ randint1(m: number): number {
214
+ return this.randDiv(m) + 1;
215
+ }
216
+
217
+ /** one_in_(x): true one time in x. */
218
+ oneIn(x: number): boolean {
219
+ return this.randint0(x) === 0;
220
+ }
221
+
222
+ /** rand_range: A <= X <= B, uniform. */
223
+ randRange(a: number, b: number): number {
224
+ if (a === b) return a;
225
+ if (a > b) {
226
+ throw new RangeError(`rand_range: A (${a}) must be <= B (${b})`);
227
+ }
228
+ return a + this.randDiv(1 + b - a);
229
+ }
230
+
231
+ /** rand_spread(A, D): A - D <= X <= A + D, uniform. */
232
+ randSpread(a: number, d: number): number {
233
+ return a + this.randint0(1 + d + d) - d;
234
+ }
235
+
236
+ /**
237
+ * Rand_normal: a random integer from a (table-driven pseudo-)normal
238
+ * distribution with the given mean and standard deviation.
239
+ */
240
+ randNormal(mean: number, stand: number): number {
241
+ if (stand < 1) return mean;
242
+ const tmp = this.randint0(32768);
243
+ let low = 0;
244
+ let high = 256;
245
+ while (low < high) {
246
+ const mid = (low + high) >> 1;
247
+ if ((RAND_NORMAL_TABLE[mid] as number) < tmp) {
248
+ low = mid + 1;
249
+ } else {
250
+ high = mid;
251
+ }
252
+ }
253
+ const offset = Math.trunc((stand * low) / 64);
254
+ if (this.oneIn(2)) return mean - offset;
255
+ return mean + offset;
256
+ }
257
+
258
+ /**
259
+ * Rand_sample: an integer from a distribution with known mean and
260
+ * approximate bounds; standU/standL are 10x the assumed standard
261
+ * deviations to each bound.
262
+ */
263
+ randSample(
264
+ mean: number,
265
+ upper: number,
266
+ lower: number,
267
+ standU: number,
268
+ standL: number,
269
+ ): number {
270
+ let pick = this.randNormal(0, 1000);
271
+ if (pick > 0) {
272
+ pick *= upper - mean;
273
+ pick = Math.trunc(pick / (100 * standU));
274
+ } else if (pick < 0) {
275
+ pick *= mean - lower;
276
+ pick = Math.trunc(pick / (100 * standL));
277
+ }
278
+ return mean + pick;
279
+ }
280
+
281
+ /** damroll: sum of `num` rolls of a `sides`-sided die. */
282
+ damroll(num: number, sides: number): number {
283
+ if (sides <= 0) return 0;
284
+ let sum = 0;
285
+ for (let i = 0; i < num; i++) sum += this.randint1(sides);
286
+ return sum;
287
+ }
288
+
289
+ /** Division that rounds up or down randomly, weighted by the remainder. */
290
+ private simulateDivision(dividend: number, divisor: number): number {
291
+ let quotient = Math.trunc(dividend / divisor);
292
+ const remainder = dividend % divisor;
293
+ if (this.randint0(divisor) < remainder) quotient++;
294
+ return quotient;
295
+ }
296
+
297
+ /**
298
+ * m_bonus: an enchantment bonus from a normal distribution whose mean
299
+ * approaches max as level approaches MAX_RAND_DEPTH.
300
+ */
301
+ mBonus(max: number, level: number): number {
302
+ if (level >= MAX_RAND_DEPTH) level = MAX_RAND_DEPTH - 1;
303
+ const bonus = this.simulateDivision(max * level, MAX_RAND_DEPTH);
304
+ const stand = this.simulateDivision(max, 4);
305
+ const value = this.randNormal(bonus, stand);
306
+ if (value < 0) return 0;
307
+ if (value > max) return max;
308
+ return value;
309
+ }
310
+
311
+ /** m_bonus_calc: aspect-parameterized companion of mBonus. */
312
+ mBonusCalc(max: number, level: number, aspect: Aspect): number {
313
+ switch (aspect) {
314
+ case "extremify":
315
+ case "maximise":
316
+ return max;
317
+ case "randomise":
318
+ return this.mBonus(max, level);
319
+ case "minimise":
320
+ return 0;
321
+ case "average":
322
+ return Math.trunc((max * level) / MAX_RAND_DEPTH);
323
+ }
324
+ }
325
+
326
+ /** damcalc: aspect-parameterized companion of damroll. */
327
+ damcalc(num: number, sides: number, aspect: Aspect): number {
328
+ switch (aspect) {
329
+ case "maximise":
330
+ case "extremify":
331
+ return num * sides;
332
+ case "randomise":
333
+ return this.damroll(num, sides);
334
+ case "minimise":
335
+ return num;
336
+ case "average":
337
+ return Math.trunc((num * (sides + 1)) / 2);
338
+ }
339
+ }
340
+
341
+ /** randcalc: evaluate a RandomValue under an aspect. */
342
+ randcalc(v: RandomValue, level: number, aspect: Aspect): number {
343
+ if (aspect === "extremify") {
344
+ const min = this.randcalc(v, level, "minimise");
345
+ const max = this.randcalc(v, level, "maximise");
346
+ return Math.abs(min) > Math.abs(max) ? min : max;
347
+ }
348
+ const dmg = this.damcalc(v.dice, v.sides, aspect);
349
+ const bonus = this.mBonusCalc(v.mBonus, level, aspect);
350
+ return v.base + dmg + bonus;
351
+ }
352
+
353
+ /** Whether `test` lies within the RandomValue's possible range. */
354
+ randcalcValid(v: RandomValue, test: number): boolean {
355
+ if (test < this.randcalc(v, 0, "minimise")) return false;
356
+ if (test > this.randcalc(v, 0, "maximise")) return false;
357
+ return true;
358
+ }
359
+
360
+ /** Whether the RandomValue actually varies. */
361
+ randcalcVaries(v: RandomValue): boolean {
362
+ return (
363
+ this.randcalc(v, 0, "minimise") !== this.randcalc(v, 0, "maximise")
364
+ );
365
+ }
366
+
367
+ /** random_chance_check: roll a numerator-in-denominator chance. */
368
+ randomChanceCheck(c: RandomChance): boolean {
369
+ return this.randint0(c.denominator) >= c.denominator - c.numerator;
370
+ }
371
+
372
+ /**
373
+ * rand_fix: make randDiv return a fixed percentage of its maximum rather
374
+ * than a random value (upstream test hook).
375
+ */
376
+ randFix(val: number): void {
377
+ this.fixed = true;
378
+ this.fixval = val >>> 0;
379
+ }
380
+
381
+ /** Undo randFix (upstream never needs this; tests do). */
382
+ randUnfix(): void {
383
+ this.fixed = false;
384
+ this.fixval = 0;
385
+ }
386
+
387
+ /** Snapshot the full generator state for savefiles. */
388
+ getState(): RngState {
389
+ return {
390
+ quick: this.quick,
391
+ value: this.value,
392
+ state: Array.from(this.state),
393
+ stateI: this.stateI,
394
+ fixed: this.fixed,
395
+ fixval: this.fixval,
396
+ };
397
+ }
398
+
399
+ /**
400
+ * Restore a snapshot taken with getState() (or a savefile rd_randomizer).
401
+ * Matches load.c L388-415: state_i is reduced modulo RAND_DEG and
402
+ * Rand_quick is forced false so the WELL stream continues (never the
403
+ * simple LCRNG). Fixed/fixval are not part of the C save block; they
404
+ * remain as restored for the port's test/debug seams only when present.
405
+ */
406
+ setState(s: RngState): void {
407
+ if (s.state.length !== RAND_DEG) {
408
+ throw new RangeError(
409
+ `RngState.state must have ${RAND_DEG} entries, got ${s.state.length}`,
410
+ );
411
+ }
412
+ this.value = s.value >>> 0;
413
+ this.state = Uint32Array.from(s.state);
414
+ /* for safety, make sure state_i < RAND_DEG (load.c L399-400) */
415
+ this.stateI = ((s.stateI % RAND_DEG) + RAND_DEG) % RAND_DEG;
416
+ this.quick = false;
417
+ this.fixed = s.fixed;
418
+ this.fixval = s.fixval;
419
+ }
420
+ }
421
+
422
+ /**
423
+ * random_chance_scaled: rescale a chance ratio to a new denominator
424
+ * (pure arithmetic; no RNG state involved).
425
+ */
426
+ export function randomChanceScaled(c: RandomChance, scale: number): number {
427
+ return Math.trunc((scale * c.numerator) / c.denominator);
428
+ }
429
+
430
+ /**
431
+ * A set of named, independently seeded RNG streams. This replaces the
432
+ * upstream seed-swap trick (seed_flavor, seed_randart) with first-class
433
+ * streams; each stream is a faithful WELL1024a generator.
434
+ */
435
+ export class RngStreams {
436
+ private streams = new Map<string, Rng>();
437
+
438
+ /** Create (or re-seed) the named stream. */
439
+ create(name: string, seed: number): Rng {
440
+ const rng = new Rng(seed);
441
+ this.streams.set(name, rng);
442
+ return rng;
443
+ }
444
+
445
+ /** Get a stream; throws if it was never created. */
446
+ get(name: string): Rng {
447
+ const rng = this.streams.get(name);
448
+ if (!rng) throw new Error(`RNG stream not created: ${name}`);
449
+ return rng;
450
+ }
451
+
452
+ has(name: string): boolean {
453
+ return this.streams.has(name);
454
+ }
455
+
456
+ names(): string[] {
457
+ return Array.from(this.streams.keys());
458
+ }
459
+
460
+ /** Snapshot every stream, for savefiles. */
461
+ getState(): Record<string, RngState> {
462
+ const out: Record<string, RngState> = {};
463
+ for (const [name, rng] of this.streams) out[name] = rng.getState();
464
+ return out;
465
+ }
466
+
467
+ /** Restore a snapshot taken with getState(). */
468
+ setState(states: Record<string, RngState>): void {
469
+ this.streams.clear();
470
+ for (const [name, s] of Object.entries(states)) {
471
+ const rng = new Rng(0);
472
+ rng.setState(s);
473
+ this.streams.set(name, rng);
474
+ }
475
+ }
476
+ }