@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 +1,687 @@
1
+ /**
2
+ * Projection path geometry, ported from reference/src/project.c (Angband
3
+ * 4.2.6): project_path (the grid-by-grid path a bolt/beam/ball travels) and
4
+ * projectable (can a bolt from grid1 reach grid2). These are the pure-geometry
5
+ * foundation of the projection engine; the project() driver that turns a path
6
+ * into a blast area and the per-target GF_ handlers (project_f/o/m/p) build on
7
+ * this in later increments.
8
+ *
9
+ * Distance here is the game's octagonal metric MAX(dy,dx) + MIN(dy,dx)/2, via
10
+ * the Bresenham-like slope walk. The array-out-parameter of the C signature is
11
+ * returned as a Loc[]; its length is upstream's return value n. The initial
12
+ * grid (grid1) is never included, exactly as upstream.
13
+ *
14
+ * Two upstream couplings are approximated, both faithful in reachable states:
15
+ * - Decoys (cave_find_decoy) are not modelled, so the PROJECT_STOP decoy check
16
+ * uses a sentinel (-1,-1) that never matches; a decoy only exists once the
17
+ * create-decoy effect is ported.
18
+ * - PROJECT_INFO uses square_isbelievedwall (the player's remembered map),
19
+ * supplied by the caller because this world module does not own knowledge.
20
+ */
21
+
22
+ import { SQUARE } from "../generated/index.js";
23
+ import type { Loc } from "../loc.js";
24
+ import { distance, loc } from "../loc.js";
25
+ import type { Chunk } from "./chunk.js";
26
+ import { los } from "./view.js";
27
+
28
+ /** project.h projection-behaviour flags. */
29
+ export const PROJECT = {
30
+ NONE: 0x0000,
31
+ JUMP: 0x0001,
32
+ BEAM: 0x0002,
33
+ THRU: 0x0004,
34
+ STOP: 0x0008,
35
+ GRID: 0x0010,
36
+ ITEM: 0x0020,
37
+ KILL: 0x0040,
38
+ HIDE: 0x0080,
39
+ AWARE: 0x0100,
40
+ SAFE: 0x0200,
41
+ ARC: 0x0400,
42
+ PLAY: 0x0800,
43
+ INFO: 0x1000,
44
+ SHORT: 0x2000,
45
+ SELF: 0x4000,
46
+ ROCK: 0x8000,
47
+ } as const;
48
+
49
+ /** A grid that never matches a real one (no decoy modelled yet). */
50
+ const NO_DECOY: Loc = loc(-1, -1);
51
+
52
+ /**
53
+ * project_path (project.c L123): the ordered grids a projection from grid1
54
+ * toward grid2 passes through, up to `range`, stopping per the flags (finish
55
+ * grid unless THRU, walls unless ROCK, monsters/decoy if STOP). Returns the
56
+ * path grids (length = upstream n); empty when grid1 == grid2.
57
+ */
58
+ export function projectPath(
59
+ c: Chunk,
60
+ range: number,
61
+ grid1: Loc,
62
+ grid2: Loc,
63
+ flg: number,
64
+ believedWall: (grid: Loc) => boolean = (grid) => !c.isProjectable(grid),
65
+ ): Loc[] {
66
+ const gp: Loc[] = [];
67
+
68
+ /* No path necessary (or allowed). */
69
+ if (grid1.x === grid2.x && grid1.y === grid2.y) return gp;
70
+
71
+ /* Analyze dy, dx into absolute magnitudes and step directions. */
72
+ let ay: number;
73
+ let sy: number;
74
+ if (grid2.y < grid1.y) {
75
+ ay = grid1.y - grid2.y;
76
+ sy = -1;
77
+ } else {
78
+ ay = grid2.y - grid1.y;
79
+ sy = 1;
80
+ }
81
+ let ax: number;
82
+ let sx: number;
83
+ if (grid2.x < grid1.x) {
84
+ ax = grid1.x - grid2.x;
85
+ sx = -1;
86
+ } else {
87
+ ax = grid2.x - grid1.x;
88
+ sx = 1;
89
+ }
90
+
91
+ const half = ay * ax;
92
+ const full = half << 1;
93
+
94
+ /* The shared stop test (finish / wall / monster-decoy). n is gp.length. */
95
+ const shouldStop = (x: number, y: number, n: number): boolean => {
96
+ const here = loc(x, y);
97
+ /* Sometimes stop at the finish grid. */
98
+ if (!(flg & PROJECT.THRU) && x === grid2.x && y === grid2.y) return true;
99
+ /* Stop at non-initial wall grids (n is always >= 1 here, as upstream). */
100
+ if (!(flg & PROJECT.ROCK)) {
101
+ if (n > 0 && ((flg & PROJECT.INFO) ? believedWall(here) : !c.isProjectable(here))) {
102
+ return true;
103
+ }
104
+ }
105
+ /* Sometimes stop at non-initial monsters / the decoy. */
106
+ if (flg & PROJECT.STOP) {
107
+ if (n > 0 && c.mon(here) !== 0) return true;
108
+ if (x === NO_DECOY.x && y === NO_DECOY.y) return true;
109
+ }
110
+ return false;
111
+ };
112
+
113
+ if (ay > ax) {
114
+ /* Mostly vertical. */
115
+ let frac = ax * ax;
116
+ const m = frac << 1;
117
+ let y = grid1.y + sy;
118
+ let x = grid1.x;
119
+ let k = 0;
120
+ for (;;) {
121
+ gp.push(loc(x, y));
122
+ const n = gp.length;
123
+ if (n + (k >> 1) >= range) break;
124
+ if (shouldStop(x, y, n)) break;
125
+ if (m) {
126
+ frac += m;
127
+ if (frac >= half) {
128
+ x += sx;
129
+ frac -= full;
130
+ k++;
131
+ }
132
+ }
133
+ y += sy;
134
+ }
135
+ } else if (ax > ay) {
136
+ /* Mostly horizontal. */
137
+ let frac = ay * ay;
138
+ const m = frac << 1;
139
+ let y = grid1.y;
140
+ let x = grid1.x + sx;
141
+ let k = 0;
142
+ for (;;) {
143
+ gp.push(loc(x, y));
144
+ const n = gp.length;
145
+ if (n + (k >> 1) >= range) break;
146
+ if (shouldStop(x, y, n)) break;
147
+ if (m) {
148
+ frac += m;
149
+ if (frac >= half) {
150
+ y += sy;
151
+ frac -= full;
152
+ k++;
153
+ }
154
+ }
155
+ x += sx;
156
+ }
157
+ } else {
158
+ /* Diagonal. */
159
+ let y = grid1.y + sy;
160
+ let x = grid1.x + sx;
161
+ for (;;) {
162
+ gp.push(loc(x, y));
163
+ const n = gp.length;
164
+ if (n + (n >> 1) >= range) break;
165
+ if (shouldStop(x, y, n)) break;
166
+ y += sy;
167
+ x += sx;
168
+ }
169
+ }
170
+
171
+ return gp;
172
+ }
173
+
174
+ /**
175
+ * projectable (project.c L366): true when a bolt from grid1 reaches grid2 with
176
+ * nothing in the way. `maxRange` is z_info->max_range; callers apply the
177
+ * PROJECT_SHORT quartering (a player's COVERTRACKS state) by passing a reduced
178
+ * value. No grid is ever projectable from itself.
179
+ */
180
+ export function projectable(
181
+ c: Chunk,
182
+ grid1: Loc,
183
+ grid2: Loc,
184
+ flg: number,
185
+ maxRange: number,
186
+ believedWall?: (grid: Loc) => boolean,
187
+ ): boolean {
188
+ const gridG = projectPath(c, maxRange, grid1, grid2, flg, believedWall);
189
+
190
+ /* No grid is ever projectable from itself. */
191
+ if (gridG.length === 0) return false;
192
+
193
+ const last = gridG[gridG.length - 1]!;
194
+ /* May not end in a wall grid (guard bounds; the path can end OOB only if the
195
+ * very first step left the map, which square_ispassable would reject). */
196
+ if (!c.inBounds(last)) return false;
197
+ if (!c.isPassable(last)) return false;
198
+
199
+ /* May not end in an unrequested grid. */
200
+ if (!(last.x === grid2.x && last.y === grid2.y)) return false;
201
+
202
+ return true;
203
+ }
204
+
205
+ /**
206
+ * get_angle_to_grid[41][41] (gen-util.c L63): for a grid offset (dx, dy) from a
207
+ * centre, indexed [dy + 20][dx + 20], the angle in degrees to that grid. Used by
208
+ * arc projections (and starburst rooms) to reject grids outside the arc's cone.
209
+ * [20][20] is the centre itself (255, an undefined-angle sentinel). Copied
210
+ * verbatim from upstream; indexing is [y][x] exactly as the C table.
211
+ */
212
+ export const GET_ANGLE_TO_GRID: readonly (readonly number[])[] = [
213
+ [68,67,66,65,64,63,62,62,60,59,58,57,56,55,53,52,51,49,48,46,45,44,42,41,39,38,37,35,34,33,32,31,30,28,28,27,26,25,24,24,23],
214
+ [69,68,67,66,65,64,63,62,61,60,59,58,56,55,54,52,51,49,48,47,45,43,42,41,39,38,36,35,34,32,31,30,29,28,27,26,25,24,24,23,22],
215
+ [69,69,68,67,66,65,64,63,62,61,60,58,57,56,54,53,51,50,48,47,45,43,42,40,39,37,36,34,33,32,30,29,28,27,26,25,24,24,23,22,21],
216
+ [70,69,69,68,67,66,65,64,63,61,60,59,58,56,55,53,52,50,48,47,45,43,42,40,38,37,35,34,32,31,30,29,27,26,25,24,24,23,22,21,20],
217
+ [71,70,69,69,68,67,66,65,63,62,61,60,58,57,55,54,52,50,49,47,45,43,41,40,38,36,35,33,32,30,29,28,27,25,24,24,23,22,21,20,19],
218
+ [72,71,70,69,69,68,67,65,64,63,62,60,59,58,56,54,52,51,49,47,45,43,41,39,38,36,34,32,31,30,28,27,26,25,24,23,22,21,20,19,18],
219
+ [73,72,71,70,69,69,68,66,65,64,63,61,60,58,57,55,53,51,49,47,45,43,41,39,37,35,33,32,30,29,27,26,25,24,23,22,21,20,19,18,17],
220
+ [73,73,72,71,70,70,69,68,66,65,64,62,61,59,57,56,54,51,49,47,45,43,41,39,36,34,33,31,29,28,26,25,24,23,21,20,20,19,18,17,17],
221
+ [75,74,73,72,72,71,70,69,68,66,65,63,62,60,58,56,54,52,50,47,45,43,40,38,36,34,32,30,28,27,25,24,23,21,20,19,18,18,17,16,15],
222
+ [76,75,74,74,73,72,71,70,69,68,66,65,63,61,59,57,55,53,50,48,45,42,40,37,35,33,31,29,27,25,24,23,21,20,19,18,17,16,16,15,14],
223
+ [77,76,75,75,74,73,72,71,70,69,68,66,64,62,60,58,56,53,51,48,45,42,39,37,34,32,30,28,26,24,23,21,20,19,18,17,16,15,15,14,13],
224
+ [78,77,77,76,75,75,74,73,72,70,69,68,66,64,62,60,57,54,51,48,45,42,39,36,33,30,28,26,24,23,21,20,18,17,16,15,15,14,13,13,12],
225
+ [79,79,78,77,77,76,75,74,73,72,71,69,68,66,63,61,58,55,52,49,45,41,38,35,32,29,27,24,23,21,19,18,17,16,15,14,13,13,12,11,11],
226
+ [80,80,79,79,78,77,77,76,75,74,73,71,69,68,65,63,60,57,53,49,45,41,37,33,30,27,25,23,21,19,17,16,15,14,13,13,12,11,11,10,10],
227
+ [82,81,81,80,80,79,78,78,77,76,75,73,72,70,68,65,62,58,54,50,45,40,36,32,28,25,23,20,18,17,15,14,13,12,12,11,10,10,9,9,8],
228
+ [83,83,82,82,81,81,80,79,79,78,77,75,74,72,70,68,64,60,56,51,45,39,34,30,26,23,20,18,16,15,13,12,11,11,10,9,9,8,8,7,7],
229
+ [84,84,84,83,83,83,82,81,81,80,79,78,77,75,73,71,68,63,58,52,45,38,32,27,23,19,17,15,13,12,11,10,9,9,8,7,7,7,6,6,6],
230
+ [86,86,85,85,85,84,84,84,83,82,82,81,80,78,77,75,72,68,62,54,45,36,28,23,18,15,13,12,10,9,8,8,7,6,6,6,5,5,5,4,4],
231
+ [87,87,87,87,86,86,86,86,85,85,84,84,83,82,81,79,77,73,68,58,45,32,23,17,13,11,9,8,7,6,6,5,5,4,4,4,4,3,3,3,3],
232
+ [89,88,88,88,88,88,88,88,88,87,87,87,86,86,85,84,83,81,77,68,45,23,13,9,7,6,5,4,4,3,3,3,2,2,2,2,2,2,2,2,1],
233
+ [90,90,90,90,90,90,90,90,90,90,90,90,90,90,90,90,90,90,90,90,255,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
234
+ [91,92,92,92,92,92,92,92,92,93,93,93,94,94,95,96,97,99,103,113,135,158,167,171,173,174,175,176,176,177,177,177,178,178,178,178,178,178,178,178,179],
235
+ [93,93,93,93,94,94,94,94,95,95,96,96,97,98,99,101,103,107,113,122,135,148,158,163,167,169,171,172,173,174,174,175,175,176,176,176,176,177,177,177,177],
236
+ [94,94,95,95,95,96,96,96,97,98,98,99,100,102,103,105,108,113,118,126,135,144,152,158,162,165,167,168,170,171,172,172,173,174,174,174,175,175,175,176,176],
237
+ [96,96,96,97,97,97,98,99,99,100,101,102,103,105,107,109,113,117,122,128,135,142,148,153,158,161,163,165,167,168,169,170,171,171,172,173,173,173,174,174,174],
238
+ [97,97,98,98,99,99,100,101,101,102,103,105,106,108,110,113,116,120,124,129,135,141,146,150,154,158,160,162,164,165,167,168,169,169,170,171,171,172,172,173,173],
239
+ [98,99,99,100,100,101,102,102,103,104,105,107,108,110,113,115,118,122,126,130,135,140,144,148,152,155,158,160,162,163,165,166,167,168,168,169,170,170,171,171,172],
240
+ [100,100,101,101,102,103,103,104,105,106,107,109,111,113,115,117,120,123,127,131,135,139,143,147,150,153,155,158,159,161,163,164,165,166,167,167,168,169,169,170,170],
241
+ [101,101,102,103,103,104,105,106,107,108,109,111,113,114,117,119,122,125,128,131,135,139,142,145,148,151,153,156,158,159,161,162,163,164,165,166,167,167,168,169,169],
242
+ [102,103,103,104,105,105,106,107,108,110,111,113,114,116,118,120,123,126,129,132,135,138,141,144,147,150,152,154,156,158,159,160,162,163,164,165,165,166,167,167,168],
243
+ [103,104,105,105,106,107,108,109,110,111,113,114,116,118,120,122,124,127,129,132,135,138,141,143,146,148,150,152,154,156,158,159,160,161,162,163,164,165,165,166,167],
244
+ [104,105,106,106,107,108,109,110,111,113,114,115,117,119,121,123,125,127,130,132,135,138,140,143,145,147,149,151,153,155,156,158,159,160,161,162,163,164,164,165,166],
245
+ [105,106,107,108,108,109,110,111,113,114,115,117,118,120,122,124,126,128,130,133,135,137,140,142,144,146,148,150,152,153,155,156,158,159,160,161,162,162,163,164,165],
246
+ [107,107,108,109,110,110,111,113,114,115,116,118,119,121,123,124,126,129,131,133,135,137,139,141,144,146,147,149,151,152,154,155,156,158,159,160,160,161,162,163,163],
247
+ [107,108,109,110,111,112,113,114,115,116,117,119,120,122,123,125,127,129,131,133,135,137,139,141,143,145,147,148,150,151,153,154,155,156,158,159,159,160,161,162,163],
248
+ [108,109,110,111,112,113,114,115,116,117,118,120,121,122,124,126,128,129,131,133,135,137,139,141,142,144,146,148,149,150,152,153,154,155,157,158,159,159,160,161,162],
249
+ [109,110,111,112,113,114,114,115,117,118,119,120,122,123,125,126,128,130,131,133,135,137,139,140,142,144,145,147,148,150,151,152,153,155,156,157,158,159,159,160,161],
250
+ [110,111,112,113,114,114,115,116,117,119,120,121,122,124,125,127,128,130,132,133,135,137,138,140,142,143,145,146,148,149,150,151,153,154,155,156,157,158,159,159,160],
251
+ [111,112,113,114,114,115,116,117,118,119,120,122,123,124,126,127,129,130,132,133,135,137,138,140,141,143,144,146,147,148,150,151,152,153,154,155,156,157,158,159,159],
252
+ [112,113,114,114,115,116,117,118,119,120,121,122,124,125,126,128,129,131,132,133,135,137,138,139,141,142,144,145,146,148,149,150,151,152,153,154,155,156,157,158,159],
253
+ [113,114,114,115,116,117,118,118,120,121,122,123,124,125,127,128,129,131,132,134,135,136,138,139,141,142,143,145,146,147,148,149,150,152,152,153,154,155,156,157,158],
254
+ ] as const;
255
+
256
+ /** One traveled step of a bolt/beam, for projection visuals. */
257
+ export interface BoltStep {
258
+ /** Grid the step moved from. */
259
+ from: Loc;
260
+ /** Grid the step moved to. */
261
+ to: Loc;
262
+ }
263
+
264
+ /** The result of a monster GF handler, mirroring project_m's out-parameters. */
265
+ export interface MonsterHitResult {
266
+ /** did_hit: the projection struck a monster in the grid. */
267
+ didHit: boolean;
268
+ /** was_obvious: the effect was observed by the player. */
269
+ wasObvious: boolean;
270
+ /** The monster's grid AFTER the hit (project_m may teleport it). */
271
+ grid?: Loc;
272
+ }
273
+
274
+ /** Inputs to a projection, matching project()'s C signature (project.c L576). */
275
+ export interface ProjectParams {
276
+ /** Resolved source grid (caller applies origin_get_loc); (-1,-1) => none. */
277
+ origin: Loc;
278
+ /** finish: the target grid, or a grid to travel toward. */
279
+ finish: Loc;
280
+ /** rad: 0 = bolt/beam, 1..20 = ball radius, or max arc length. */
281
+ rad: number;
282
+ /** typ: GF_ projection type, opaque to the driver; passed to the hooks. */
283
+ typ: number;
284
+ /** flg: PROJECT_* behaviour flags. */
285
+ flg: number;
286
+ /** degrees_of_arc: arc width; 0 with a radius means a fixed-length beam. */
287
+ degreesOfArc?: number;
288
+ /** diameter_of_source: controls damage falloff (10 = 1/2 at range 1). */
289
+ diameterOfSource?: number;
290
+ /** z_info->max_range. */
291
+ maxRange: number;
292
+ /** dam: base damage applied to each affected grid. */
293
+ dam: number;
294
+ /** Whether the source is the player (drives single-target tracking). */
295
+ sourceIsPlayer?: boolean;
296
+ /** Whether the player is blind (suppresses bolt visuals). */
297
+ blind?: boolean;
298
+ /** square_isbelievedwall for PROJECT_INFO (cave-square.c L901-912). */
299
+ believedWall?: (grid: Loc) => boolean;
300
+ }
301
+
302
+ /** The computed blast: pure geometry + damage, no side effects. */
303
+ export interface Projection {
304
+ /** flg after JUMP/arc-to-beam normalization (what the hooks receive). */
305
+ flg: number;
306
+ /** The blast epicentre. */
307
+ centre: Loc;
308
+ /** The full projection path (beam-limited), for on-path tests and visuals. */
309
+ pathGrids: Loc[];
310
+ /** Traveled bolt/beam steps, in order, for bolt visuals. */
311
+ bolts: BoltStep[];
312
+ /** Affected grids (num_grids), sorted ascending by distance from centre. */
313
+ grids: Loc[];
314
+ /** distance_to_grid[i] for each affected grid. */
315
+ distanceToGrid: number[];
316
+ /** dam_at_dist[0..maxRange]: damage applied at each distance from centre. */
317
+ damAtDist: number[];
318
+ }
319
+
320
+ /** The 8 grid offsets around a cell (order irrelevant for existence tests). */
321
+ const NEIGHBORS8: ReadonlyArray<readonly [number, number]> = [
322
+ [-1, -1], [0, -1], [1, -1], [-1, 0], [1, 0], [-1, 1], [0, 1], [1, 1],
323
+ ];
324
+
325
+ /**
326
+ * computeProjection: the pure blast geometry and damage-falloff core of
327
+ * project() (project.c L576), with no side effects. It resolves the source,
328
+ * normalizes the flags (PROJECT_JUMP, and a zero-width arc into a beam), walks
329
+ * the path collecting beam/bolt grids, gathers the explosion's blast grids
330
+ * (with arc-angle rejection via GET_ANGLE_TO_GRID and LOS from the centre),
331
+ * precomputes damage at each distance, and sorts the grids outward from the
332
+ * centre. The per-grid GF effects and UI events are applied by project() using
333
+ * this result, so the geometry is independently testable.
334
+ */
335
+ export function computeProjection(c: Chunk, p: ProjectParams): Projection {
336
+ let flg = p.flg;
337
+ let rad = p.rad;
338
+ const { finish, maxRange, dam } = p;
339
+ const degreesOfArc = p.degreesOfArc ?? 0;
340
+ const diameterOfSource = p.diameterOfSource ?? 0;
341
+
342
+ /* No projection path - jump to target. */
343
+ let start: Loc;
344
+ if (flg & PROJECT.JUMP) {
345
+ start = finish;
346
+ flg &= ~PROJECT.JUMP;
347
+ } else {
348
+ start = p.origin.x === -1 && p.origin.y === -1 ? finish : p.origin;
349
+ }
350
+
351
+ /* Default center of explosion (if any). */
352
+ let centre = start;
353
+
354
+ /* A zero-width arc with a radius is really a fixed-length beam. */
355
+ if (flg & PROJECT.ARC && degreesOfArc === 0 && rad !== 0) {
356
+ flg &= ~PROJECT.ARC;
357
+ flg |= PROJECT.BEAM;
358
+ flg |= PROJECT.THRU;
359
+ }
360
+
361
+ const grids: Loc[] = [];
362
+ const distanceToGrid: number[] = [];
363
+ let pathGrids: Loc[] = [];
364
+ const bolts: BoltStep[] = [];
365
+
366
+ if (start.x === finish.x && start.y === finish.y) {
367
+ /* A single grid is both start and finish. */
368
+ grids.push(finish);
369
+ distanceToGrid.push(0);
370
+ centre = finish;
371
+ } else {
372
+ let y = start.y;
373
+ let x = start.x;
374
+
375
+ /* Calculate the projection path. */
376
+ pathGrids = projectPath(c, maxRange, start, finish, flg, p.believedWall);
377
+
378
+ /* Some beams have limited length. */
379
+ if (flg & PROJECT.BEAM && rad > 0 && rad < pathGrids.length) {
380
+ pathGrids = pathGrids.slice(0, rad);
381
+ }
382
+
383
+ /* Project along the path (except for arcs). */
384
+ if (!(flg & PROJECT.ARC)) {
385
+ for (let i = 0; i < pathGrids.length; i++) {
386
+ const step = pathGrids[i]!;
387
+ const oy = y;
388
+ const ox = x;
389
+
390
+ /* Balls explode before reaching walls. */
391
+ if (!c.isPassable(step) && rad > 0 && !(flg & PROJECT.BEAM)) break;
392
+
393
+ /* Advance. */
394
+ y = step.y;
395
+ x = step.x;
396
+
397
+ /* Beams collect every grid; other methods collect only the last. */
398
+ if (flg & PROJECT.BEAM) {
399
+ grids.push(loc(x, y));
400
+ distanceToGrid.push(0);
401
+ } else if (i === pathGrids.length - 1) {
402
+ grids.push(loc(x, y));
403
+ distanceToGrid.push(0);
404
+ }
405
+
406
+ bolts.push({ from: loc(ox, oy), to: loc(x, y) });
407
+ }
408
+ }
409
+
410
+ /* Save the "blast epicenter". */
411
+ centre = loc(x, y);
412
+ }
413
+
414
+ /* Now check for explosions. Non-beam projections with positive radius
415
+ * explode; beams have already collected all their grids. */
416
+ if (rad > 0 && !(flg & PROJECT.BEAM)) {
417
+ let n1y = 0;
418
+ let n1x = 0;
419
+
420
+ /* Pre-calculate some things for arcs. */
421
+ if (flg & PROJECT.ARC && pathGrids.length !== 0) {
422
+ /* Explosion centers on the caster. */
423
+ centre = start;
424
+
425
+ /* The radius of arcs cannot be more than 20. */
426
+ if (rad > 20) rad = 20;
427
+
428
+ /* Ensure legal access into the angle table. */
429
+ const i = pathGrids.length < 21 ? pathGrids.length - 1 : 20;
430
+ const end = pathGrids[i]!;
431
+
432
+ /* Reorient the grid at the end of the arc's centerline. */
433
+ n1y = end.y - centre.y + 20;
434
+ n1x = end.x - centre.x + 20;
435
+ }
436
+
437
+ /* If the explosion centre hasn't been saved already, save it now. */
438
+ if (grids.length === 0) {
439
+ grids.push(centre);
440
+ distanceToGrid.push(0);
441
+ }
442
+
443
+ /* Scan every grid that might possibly be in the blast radius. */
444
+ for (let y = centre.y - rad; y <= centre.y + rad; y++) {
445
+ for (let x = centre.x - rad; x <= centre.x + rad; x++) {
446
+ const grid = loc(x, y);
447
+
448
+ /* Center grid has already been stored. */
449
+ if (grid.x === centre.x && grid.y === centre.y) continue;
450
+
451
+ /* Precaution: stay within the area limit. */
452
+ if (grids.length >= 255) break;
453
+
454
+ /* Ignore illegal locations. */
455
+ if (!c.inBounds(grid)) continue;
456
+
457
+ /* Walls block most explosions. With PROJECT_THRU (none in 4.2.6) a
458
+ * wall can be affected if adjacent to a grid in LOS of the centre.
459
+ * All explosions can affect one passable-but-not-projectable layer. */
460
+ if (flg & PROJECT.THRU || c.isPassable(grid)) {
461
+ if (!c.isProjectable(grid)) {
462
+ let canSeeOne = false;
463
+ for (const [dx, dy] of NEIGHBORS8) {
464
+ if (los(c, centre, loc(grid.x + dx, grid.y + dy))) {
465
+ canSeeOne = true;
466
+ break;
467
+ }
468
+ }
469
+ if (!canSeeOne) continue;
470
+ }
471
+ } else if (!c.isProjectable(grid)) {
472
+ continue;
473
+ }
474
+
475
+ /* Must be within maximum distance. */
476
+ const distFromCentre = distance(centre, grid);
477
+ if (distFromCentre > rad) continue;
478
+
479
+ /* Mark grids which are on the projection path. */
480
+ let onPath = false;
481
+ for (const g of pathGrids) {
482
+ if (g.x === grid.x && g.y === grid.y) onPath = true;
483
+ }
484
+
485
+ /* Do we need to consider a restricted angle? */
486
+ if (flg & PROJECT.ARC) {
487
+ const n2y = y - start.y + 20;
488
+ const n2x = x - start.x + 20;
489
+ const rotate = 90 - GET_ANGLE_TO_GRID[n1y]![n1x]!;
490
+ const tmp = Math.abs(GET_ANGLE_TO_GRID[n2y]![n2x]! + rotate) % 180;
491
+ const diff = Math.abs(90 - tmp);
492
+
493
+ /* Skip if outside the arc, unless it's on the target path. */
494
+ if (diff >= Math.floor((degreesOfArc + 6) / 4) && !onPath) continue;
495
+ }
496
+
497
+ /* Accept remaining grids if in LOS of the centre or on the path. */
498
+ if (los(c, centre, grid) || onPath) {
499
+ grids.push(grid);
500
+ distanceToGrid.push(distFromCentre);
501
+ }
502
+ }
503
+ }
504
+ }
505
+
506
+ /* Calculate and store the actual damage at each distance. */
507
+ const damAtDist: number[] = new Array(maxRange + 1);
508
+ for (let i = 0; i <= maxRange; i++) {
509
+ let damTemp: number;
510
+ if (i > rad) {
511
+ /* No damage outside the radius. */
512
+ damTemp = 0;
513
+ } else if (!diameterOfSource || i === 0) {
514
+ /* Standard calc. for 10' source diameters, or at the origin. */
515
+ damTemp = Math.floor((dam + i) / (i + 1));
516
+ } else {
517
+ /* A given source diameter is full strength to that diameter, then
518
+ * reduces with distance. */
519
+ damTemp = Math.floor((diameterOfSource * dam) / (i + 1));
520
+ if (damTemp > dam) damTemp = dam;
521
+ }
522
+ damAtDist[i] = damTemp;
523
+ }
524
+
525
+ /* Sort the blast grids by distance from the centre (stable outward order). */
526
+ let k = 0;
527
+ for (let i = 0; i <= rad; i++) {
528
+ for (let j = k; j < grids.length; j++) {
529
+ if (distanceToGrid[j] === i) {
530
+ const tmpGrid = grids[k]!;
531
+ const tmpDist = distanceToGrid[k]!;
532
+ grids[k] = grids[j]!;
533
+ distanceToGrid[k] = distanceToGrid[j]!;
534
+ grids[j] = tmpGrid;
535
+ distanceToGrid[j] = tmpDist;
536
+ k++;
537
+ }
538
+ }
539
+ }
540
+
541
+ return { flg, centre, pathGrids, bolts, grids, distanceToGrid, damAtDist };
542
+ }
543
+
544
+ /**
545
+ * The per-grid effect and UI seams of project(). Each is optional; the port's
546
+ * GF_ handlers (project_f/o/m/p) and the web UI supply them in later
547
+ * increments. Object/feature/player handlers return true when the player
548
+ * observed an effect; the monster handler returns project_m's out-parameters.
549
+ */
550
+ export interface ProjectHooks {
551
+ /** UI: display one bolt/beam step. Fired only when not blind and not HIDE. */
552
+ onBolt?: (step: BoltStep, typ: number, beam: boolean) => void;
553
+ /** UI: display the whole blast, once, before per-grid effects. */
554
+ onBlast?: (proj: Projection, typ: number) => void;
555
+ /** project_o: affect an object on the ground. */
556
+ onObject?: (dist: number, grid: Loc, dam: number, typ: number) => boolean;
557
+ /** project_m: affect a monster in the grid. */
558
+ onMonster?: (
559
+ dist: number,
560
+ grid: Loc,
561
+ dam: number,
562
+ typ: number,
563
+ flg: number,
564
+ ) => MonsterHitResult;
565
+ /** project_p: affect the player. */
566
+ onPlayer?: (
567
+ dist: number,
568
+ grid: Loc,
569
+ dam: number,
570
+ typ: number,
571
+ projSelf: boolean,
572
+ ) => boolean;
573
+ /** project_f: affect a terrain feature. */
574
+ onFeature?: (dist: number, grid: Loc, dam: number, typ: number) => boolean;
575
+ /** Recall/health-track the single monster a player projection hit. */
576
+ onTrackMonster?: (grid: Loc) => void;
577
+ /** Whether the player has just died (checked after project_p). */
578
+ playerIsDead?: () => boolean;
579
+ }
580
+
581
+ /**
582
+ * project (project.c L576): the generic beam/bolt/ball/arc driver. Computes the
583
+ * blast via computeProjection, marks the affected grids for one-shot monster
584
+ * processing, then applies the per-grid GF handlers and UI events (supplied as
585
+ * hooks) in upstream order: bolt visuals, blast visuals, objects, monsters,
586
+ * player, features. Returns true if the player observed any effect.
587
+ *
588
+ * Faithful deviation: on the player-death early return we clear the
589
+ * SQUARE_PROJECT marks first. Upstream leaves them set (the level is torn down
590
+ * on death), so this is unobservable but avoids leaving stale marks on a Chunk
591
+ * the port may keep.
592
+ */
593
+ export function project(
594
+ c: Chunk,
595
+ params: ProjectParams,
596
+ hooks: ProjectHooks = {},
597
+ ): boolean {
598
+ const proj = computeProjection(c, params);
599
+ const { flg, grids, distanceToGrid, damAtDist } = proj;
600
+ let notice = false;
601
+
602
+ /* Mark every affected grid for projection processing. */
603
+ for (const g of grids) c.sqinfoOn(g, SQUARE.PROJECT);
604
+
605
+ const clearMarks = () => {
606
+ for (const g of grids) c.sqinfoOff(g, SQUARE.PROJECT);
607
+ };
608
+
609
+ /* Bolt visuals. */
610
+ if (!params.blind && !(flg & PROJECT.HIDE) && hooks.onBolt) {
611
+ const beam = !!(flg & PROJECT.BEAM);
612
+ for (const step of proj.bolts) hooks.onBolt(step, params.typ, beam);
613
+ }
614
+
615
+ /* Blast visuals. */
616
+ hooks.onBlast?.(proj, params.typ);
617
+
618
+ /* Affect objects on every relevant grid. */
619
+ if (flg & PROJECT.ITEM && hooks.onObject) {
620
+ for (let i = 0; i < grids.length; i++) {
621
+ const d = distanceToGrid[i]!;
622
+ if (hooks.onObject(d, grids[i]!, damAtDist[d]!, params.typ)) notice = true;
623
+ }
624
+ }
625
+
626
+ /* Check monsters. */
627
+ if (flg & PROJECT.KILL && hooks.onMonster) {
628
+ let numHit = 0;
629
+ let lastHit = loc(0, 0);
630
+
631
+ for (let i = 0; i < grids.length; i++) {
632
+ const g = grids[i]!;
633
+
634
+ /* Skip grids no longer marked, or with no monster. The flag test IS
635
+ * square_isproject (cave-square.c:562), inlined at its only upstream
636
+ * call site (project.c:940). */
637
+ if (!c.sqinfoHas(g, SQUARE.PROJECT)) continue;
638
+ if (c.mon(g) === 0) continue;
639
+
640
+ const d = distanceToGrid[i]!;
641
+ const res = hooks.onMonster(d, g, damAtDist[d]!, params.typ, flg);
642
+ if (res.wasObvious) notice = true;
643
+ if (res.didHit) {
644
+ numHit++;
645
+ /* Monster location may have been updated by the handler. */
646
+ lastHit = res.grid ?? g;
647
+ }
648
+ }
649
+
650
+ /* Player affected exactly one monster (without jumping). */
651
+ if (params.sourceIsPlayer && numHit === 1 && !(flg & PROJECT.JUMP)) {
652
+ hooks.onTrackMonster?.(lastHit);
653
+ }
654
+ }
655
+
656
+ /* Look for the player, affect them when found. */
657
+ if (flg & PROJECT.PLAY && hooks.onPlayer) {
658
+ const projSelf = !!(flg & PROJECT.SELF);
659
+ for (let i = 0; i < grids.length; i++) {
660
+ const d = distanceToGrid[i]!;
661
+ if (hooks.onPlayer(d, grids[i]!, damAtDist[d]!, params.typ, projSelf)) {
662
+ notice = true;
663
+ if (hooks.playerIsDead?.()) {
664
+ clearMarks();
665
+ return notice;
666
+ }
667
+ break;
668
+ }
669
+ }
670
+ }
671
+
672
+ /* Affect features in every relevant grid. */
673
+ if (flg & PROJECT.GRID && hooks.onFeature) {
674
+ for (let i = 0; i < grids.length; i++) {
675
+ const d = distanceToGrid[i]!;
676
+ if (hooks.onFeature(d, grids[i]!, damAtDist[d]!, params.typ)) notice = true;
677
+ }
678
+ }
679
+
680
+ /* Clear all the processing marks. */
681
+ clearMarks();
682
+
683
+ return notice;
684
+ }
685
+
686
+ /** distance re-export for callers computing octagonal blast radii. */
687
+ export { distance };