@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 +1,228 @@
1
+ /**
2
+ * Projection runtime data and player damage-vs-resistance scaling, ported from
3
+ * reference/src/project.h (struct projection, loaded from projection.txt) and
4
+ * reference/src/project-player.c adjust_dam (L48), Angband 4.2.6.
5
+ *
6
+ * The generated projections.ts carries only the PROJ names / enum. The
7
+ * behavioural data - the resistance numerator / denominator, the damage
8
+ * divisor and cap, and the obvious / wake flags project_m and project_p read -
9
+ * lives in projection.json and is bound here into ProjectionInfo[], indexed by
10
+ * PROJ value.
11
+ *
12
+ * adjust_dam is the player-side analog of project-mon.c's resist helpers: it
13
+ * scales incoming damage by the player's resistance level for the projection
14
+ * type. It stays pure - the caller looks up the resistance (with the ICE->COLD
15
+ * remap and equip_learn side effect) and passes it in, exactly the split the
16
+ * effect handlers and project_p need.
17
+ *
18
+ * desc / playerDesc / lashDesc are the display-only strings (struct
19
+ * projection's desc / player_desc / lash_desc) consumed by
20
+ * effects/effect-info.ts (effect_projection, effect_describe): desc is always
21
+ * present; playerDesc and lashDesc are absent (null) for projection types the
22
+ * pack never gives a "player-desc" / "lash-desc" line, exactly as upstream
23
+ * leaves those fields NULL.
24
+ */
25
+
26
+ import { Dice } from "../dice.js";
27
+ import type { Aspect, Rng } from "../rng.js";
28
+ import { ELEMENT_ENTRIES, PROJ, PROJECTION_ENTRIES } from "../generated/index.js";
29
+ import { messageLookupByName } from "../sound/engine.js";
30
+
31
+ /** struct projection: the behavioural data for one PROJ_ type. */
32
+ export interface ProjectionInfo {
33
+ /** PROJ_ value (index into the table). */
34
+ index: number;
35
+ /** Upstream code, e.g. "ACID". */
36
+ code: string;
37
+ /** In-game name, e.g. "acid". */
38
+ name: string;
39
+ /** "element" | "environs" | "monster". */
40
+ type: string;
41
+ /** Resistance numerator (0 when the type has no variable resistance). */
42
+ numerator: number;
43
+ /** Resistance denominator dice ("3", "8+1d4"), or null when absent. */
44
+ denominator: Dice | null;
45
+ /** diameter-of-source divisor (default 1). */
46
+ divisor: number;
47
+ /** Maximum damage the projection can deal (0 when uncapped/absent). */
48
+ damageCap: number;
49
+ /** Whether the effect's nature is obvious to the player. */
50
+ obvious: boolean;
51
+ /** Whether the projection forces affected monsters awake. */
52
+ wake: boolean;
53
+ /** MSG_ type name for messaging, or null. */
54
+ msgt: string | null;
55
+ /** Colour name (resolved to an attr by the render layer). */
56
+ color: string | null;
57
+ /** "hit by X" description used when the player cannot see the source. */
58
+ blindDesc: string | null;
59
+ /** Generic description ("acid", "fear", ...); always present. */
60
+ desc: string;
61
+ /** Description as experienced by the player ("acid", "frost", ...), or null. */
62
+ playerDesc: string | null;
63
+ /** Description for the LASH effect handler ("acid", "venom", ...), or null. */
64
+ lashDesc: string | null;
65
+ }
66
+
67
+ /** One projection.json record (only the fields bound here are typed). */
68
+ export interface ProjectionRecordJson {
69
+ code: string;
70
+ name?: string;
71
+ type: string;
72
+ numerator?: number;
73
+ denominator?: string;
74
+ divisor?: number;
75
+ "damage-cap"?: number;
76
+ obvious?: number;
77
+ wake?: number;
78
+ msgt?: string;
79
+ color?: string;
80
+ desc?: string;
81
+ "player-desc"?: string;
82
+ "lash-desc"?: string;
83
+ "blind-desc"?: string;
84
+ }
85
+
86
+ /**
87
+ * Bind projection.json into a ProjectionInfo table indexed by PROJ value. The
88
+ * projection.txt / .json record order does NOT match the PROJ enum (upstream
89
+ * matches records to slots by code at load), so each record is placed at its
90
+ * resolved PROJ[code] slot. An unknown code, or an unfilled or duplicated slot,
91
+ * throws so pack / codegen drift is caught at load.
92
+ */
93
+ export function bindProjections(
94
+ records: ProjectionRecordJson[],
95
+ ): ProjectionInfo[] {
96
+ /* 25 elements (list-elements.h) precede the list-projections.h entries. */
97
+ const total = PROJECTION_ENTRIES.length + ELEMENT_ENTRIES.length;
98
+ const out: Array<ProjectionInfo | null> = new Array<ProjectionInfo | null>(
99
+ total,
100
+ ).fill(null);
101
+
102
+ /*
103
+ * parse_projection_code (obj-init.c) numbers records sequentially and
104
+ * returns PARSE_ERROR_ELEMENT_NAME_MISMATCH when a record whose position is
105
+ * below ELEM_MAX does not carry element_names[position] as its code
106
+ * (proj.c test_code_mismatch0). Binding below is by code, so position would
107
+ * otherwise be free - but el_info[] is indexed by ELEM value and the
108
+ * ordering invariant is what upstream relies on to keep the two in step, so
109
+ * the port enforces it too, on the same input, before binding anything.
110
+ *
111
+ * A record that is absent entirely is NOT this error: upstream never runs
112
+ * the check for a position no record reached, and reports the short file as
113
+ * PARSE_ERROR_TOO_FEW_ENTRIES from finish_parse_projection instead. That is
114
+ * the "no record for PROJ value" throw at the bottom of this function, so
115
+ * missing positions are deliberately skipped here.
116
+ */
117
+ for (let i = 0; i < ELEMENT_ENTRIES.length && i < records.length; i++) {
118
+ const rec = records[i] as ProjectionRecordJson;
119
+ const expected = (ELEMENT_ENTRIES[i] as { name: string }).name;
120
+ if (rec.code !== expected) {
121
+ throw new Error(
122
+ `projection: record ${String(i)} is ${rec.code}, expected the ` +
123
+ `element ${expected} (PARSE_ERROR_ELEMENT_NAME_MISMATCH)`,
124
+ );
125
+ }
126
+ }
127
+
128
+ for (const rec of records) {
129
+ const index = (PROJ as Record<string, number>)[rec.code];
130
+ if (index === undefined) {
131
+ throw new Error(`projection: unknown code ${rec.code}`);
132
+ }
133
+ if (out[index]) {
134
+ throw new Error(`projection: duplicate code ${rec.code}`);
135
+ }
136
+ /* parse_projection_message_type: an unknown MSG_ name is
137
+ * PARSE_ERROR_INVALID_MESSAGE (proj.c test_msgt_bad0). */
138
+ if (rec.msgt !== undefined && messageLookupByName(rec.msgt) < 0) {
139
+ throw new Error(
140
+ `projection: ${rec.code}: invalid msgt ${rec.msgt} ` +
141
+ `(PARSE_ERROR_INVALID_MESSAGE)`,
142
+ );
143
+ }
144
+ let denominator: Dice | null = null;
145
+ if (rec.denominator !== undefined) {
146
+ denominator = new Dice();
147
+ denominator.parseString(rec.denominator);
148
+ }
149
+ out[index] = {
150
+ index,
151
+ code: rec.code,
152
+ name: rec.name ?? rec.code,
153
+ type: rec.type,
154
+ numerator: rec.numerator ?? 0,
155
+ denominator,
156
+ divisor: rec.divisor ?? 1,
157
+ damageCap: rec["damage-cap"] ?? 0,
158
+ obvious: rec.obvious === 1,
159
+ wake: rec.wake === 1,
160
+ msgt: rec.msgt ?? null,
161
+ color: rec.color ?? null,
162
+ blindDesc: rec["blind-desc"] ?? null,
163
+ desc: rec.desc ?? "",
164
+ playerDesc: rec["player-desc"] ?? null,
165
+ lashDesc: rec["lash-desc"] ?? null,
166
+ };
167
+ }
168
+
169
+ for (let i = 0; i < total; i++) {
170
+ if (!out[i]) throw new Error(`projection: no record for PROJ value ${i}`);
171
+ }
172
+ return out as ProjectionInfo[];
173
+ }
174
+
175
+ /** RES_LEVEL that means full immunity (el_info res_level 3). */
176
+ const RESIST_IMMUNE = 3;
177
+ /** RES_LEVEL that means vulnerability. */
178
+ const RESIST_VULNERABLE = -1;
179
+
180
+ /**
181
+ * adjust_dam: scale `dam` for the player's `resistLevel` against projection
182
+ * `type`. resistLevel is the caller-supplied el_info[res_type].res_level (the
183
+ * caller applies the ICE->COLD remap and any equip-learn side effect): 3 is
184
+ * immune, -1 vulnerable, positive values each divide by numerator/denominator.
185
+ *
186
+ * `minusAc` is minus_ac(p): acid damage is halved when the player has armour
187
+ * that acid can damage. Immunity and vulnerability short-circuit exactly as
188
+ * upstream; the variable-resist denominator is evaluated with the aspect
189
+ * inverted (least damage uses the largest divisor).
190
+ */
191
+ export function adjustDam(
192
+ rng: Rng,
193
+ projections: readonly ProjectionInfo[],
194
+ type: number,
195
+ dam: number,
196
+ aspect: Aspect,
197
+ resistLevel: number,
198
+ minusAc = false,
199
+ ): number {
200
+ /* Immune */
201
+ if (resistLevel === RESIST_IMMUNE) return 0;
202
+
203
+ /* Hack - acid damage is halved by armour. */
204
+ if (type === PROJ.ACID && minusAc) dam = Math.trunc((dam + 1) / 2);
205
+
206
+ /* Vulnerable */
207
+ if (resistLevel === RESIST_VULNERABLE) return Math.trunc((dam * 4) / 3);
208
+
209
+ const info = projections[type];
210
+ let denom = 0;
211
+ if (info && info.denominator) {
212
+ /*
213
+ * Variable resists vary the denominator, so invert the aspect: the
214
+ * minimum damage uses the maximum divisor and vice versa.
215
+ */
216
+ let denomAspect: Aspect = aspect;
217
+ if (aspect === "minimise") denomAspect = "maximise";
218
+ else if (aspect === "maximise") denomAspect = "minimise";
219
+ denom = info.denominator.evaluate(rng, 0, denomAspect);
220
+ }
221
+
222
+ const numerator = info ? info.numerator : 0;
223
+ for (let i = resistLevel; i > 0; i--) {
224
+ if (denom) dam = Math.trunc((dam * numerator) / denom);
225
+ }
226
+
227
+ return dam;
228
+ }
@@ -0,0 +1,72 @@
1
+ /**
2
+ * scatter / scatter_ext from cave.c: randomly selected locations near a
3
+ * grid, fully in bounds, optionally in line of sight and satisfying a
4
+ * predicate.
5
+ *
6
+ * Upstream provenance: reference/src/cave.c (scatter, scatter_ext).
7
+ */
8
+
9
+ import { distance } from "../loc.js";
10
+ import type { Loc } from "../loc.js";
11
+ import { loc } from "../loc.js";
12
+ import type { Rng } from "../rng.js";
13
+ import type { Chunk } from "./chunk.js";
14
+ import { los } from "./view.js";
15
+
16
+ export type ScatterPred = (c: Chunk, grid: Loc) => boolean;
17
+
18
+ /**
19
+ * Find up to n distinct random locations within distance d of grid.
20
+ * Mirrors scatter_ext: collect every feasible grid in the (2d+1)^2 box
21
+ * (skipping the exact-distance check when d <= 1, as upstream does),
22
+ * then draw without replacement using rng.randint0.
23
+ */
24
+ export function scatterExt(
25
+ c: Chunk,
26
+ rng: Rng,
27
+ n: number,
28
+ grid: Loc,
29
+ d: number,
30
+ needLos: boolean,
31
+ pred?: ScatterPred,
32
+ ): Loc[] {
33
+ const feas: Loc[] = [];
34
+ for (let y = grid.y - d; y <= grid.y + d; y++) {
35
+ for (let x = grid.x - d; x <= grid.x + d; x++) {
36
+ const g = loc(x, y);
37
+ if (!c.inBoundsFully(g)) continue;
38
+ if (d > 1 && distance(grid, g) > d) continue;
39
+ if (needLos && !los(c, grid, g)) continue;
40
+ if (pred && !pred(c, g)) continue;
41
+ feas.push(g);
42
+ }
43
+ }
44
+
45
+ const places: Loc[] = [];
46
+ let nfeas = feas.length;
47
+ while (places.length < n && nfeas > 0) {
48
+ const choice = rng.randint0(nfeas);
49
+ // feas entries below nfeas are always defined; the picked one is
50
+ // replaced by the last feasible entry, exactly as upstream shifts.
51
+ places.push(feas[choice] as Loc);
52
+ nfeas--;
53
+ feas[choice] = feas[nfeas] as Loc;
54
+ }
55
+ return places;
56
+ }
57
+
58
+ /**
59
+ * scatter: the single-location convenience wrapper. Returns the found
60
+ * location, or null when no feasible grid exists (upstream leaves the
61
+ * output loc untouched in that case; callers there always pre-fill it).
62
+ */
63
+ export function scatter(
64
+ c: Chunk,
65
+ rng: Rng,
66
+ grid: Loc,
67
+ d: number,
68
+ needLos: boolean,
69
+ ): Loc | null {
70
+ const found = scatterExt(c, rng, 1, grid, d, needLos);
71
+ return found.length > 0 ? (found[0] as Loc) : null;
72
+ }
@@ -0,0 +1,155 @@
1
+ /**
2
+ * Trap kinds bound from trap.json (upstream lib/gamedata/trap.txt via
3
+ * init.c parse_trap_*), ported from the data half of reference/src/trap.c
4
+ * (Angband 4.2.6). Pure data: the live trap instances and their behaviour
5
+ * live in game/trap.ts (they mutate GameState).
6
+ *
7
+ * The "visibility" line is the kind's power random-value (rolled at
8
+ * placement against trap_level and matched against the SEARCH skill when
9
+ * revealing). Effects stay raw EffectRecordJson chains, built per
10
+ * activation exactly like object effects (game/obj-cmd.ts).
11
+ */
12
+
13
+ import { FlagSet, flagSize } from "../bitflag.js";
14
+ import { Dice } from "../dice.js";
15
+ import { OF, TRAP_FLAG_ENTRIES, TRF } from "../generated/index.js";
16
+ import { myStristr } from "../guard.js";
17
+ import type { RandomValue } from "../rng.js";
18
+ import type { EffectRecordJson } from "../obj/types.js";
19
+
20
+ /** TRF_SIZE = FLAG_SIZE(TRF_MAX): byte size of a trap FlagSet. */
21
+ export const TRF_SIZE = flagSize(TRAP_FLAG_ENTRIES.length);
22
+
23
+ /** struct trap_kind. */
24
+ export interface TrapKind {
25
+ /** Index in the bound table (t_idx). */
26
+ tidx: number;
27
+ /** Short name ("pit"); lookup_trap matches on desc. */
28
+ name: string;
29
+ /** Longer description used by lookup_trap ("spiked pit"). */
30
+ desc: string;
31
+ /**
32
+ * trap->text (trap.c parse_trap_desc / init.c L1887): the long recall
33
+ * paragraph shown by trap_lore (ui-knowledge.c L2588). Compiled from the
34
+ * JSON `desc` lines; empty when the record has none.
35
+ */
36
+ text: string;
37
+ glyph: string;
38
+ color: string;
39
+ /** appear: rarity (0 = never placed randomly), min depth, max number. */
40
+ rarity: number;
41
+ minDepth: number;
42
+ maxNum: number;
43
+ /** visibility: the power random-value. */
44
+ power: RandomValue;
45
+ flags: FlagSet;
46
+ effect: EffectRecordJson[];
47
+ effectXtra: EffectRecordJson[];
48
+ /** save: OF_ flag indexes that let the player evade entirely. */
49
+ saveFlags: number[];
50
+ msg: string;
51
+ msgGood: string;
52
+ msgBad: string;
53
+ msgXtra: string;
54
+ }
55
+
56
+ /** trap.json record shape (compiled from trap.txt). */
57
+ export interface TrapRecordJson {
58
+ name: { name: string; desc: string };
59
+ graphics: { glyph: string; color: string };
60
+ appear?: { rarity: number; mindepth: number; maxnum: number };
61
+ visibility?: string;
62
+ flags?: string[];
63
+ effect?: EffectRecordJson[];
64
+ "effect-xtra"?: EffectRecordJson[];
65
+ save?: string;
66
+ desc?: string[];
67
+ msg?: string[];
68
+ "msg-good"?: string[];
69
+ "msg-bad"?: string[];
70
+ "msg-xtra"?: string[];
71
+ }
72
+
73
+ function parseTrapFlags(lines: string[] | undefined): FlagSet {
74
+ const flags = new FlagSet(TRF_SIZE);
75
+ if (!lines) return flags;
76
+ for (const line of lines) {
77
+ /* A non-string entry is the compiler's presence marker for "flags:"
78
+ * with no value: parse_trap_flags (init.c L1612-1614) returns
79
+ * PARSE_ERROR_NONE with t->flags untouched (partrap.c test_flags0). */
80
+ if (typeof line !== "string") continue;
81
+ for (const raw of line.split("|")) {
82
+ const name = raw.trim();
83
+ if (!name) continue;
84
+ const value = (TRF as Record<string, number>)[name];
85
+ if (value === undefined || value === 0) {
86
+ throw new Error(`trap: unknown flag ${name}`);
87
+ }
88
+ flags.on(value);
89
+ }
90
+ }
91
+ return flags;
92
+ }
93
+
94
+ function parsePower(expr: string | undefined): RandomValue {
95
+ if (!expr) return { base: 0, dice: 0, sides: 0, mBonus: 0 };
96
+ const d = new Dice();
97
+ if (!d.parseString(expr)) throw new Error(`trap: bad power "${expr}"`);
98
+ return d.randomValue();
99
+ }
100
+
101
+ function parseSaveFlags(save: string | undefined): number[] {
102
+ if (!save) return [];
103
+ const out: number[] = [];
104
+ for (const raw of save.split("|")) {
105
+ const name = raw.trim();
106
+ if (!name) continue;
107
+ const value = (OF as Record<string, number>)[name];
108
+ if (value === undefined) throw new Error(`trap: unknown save flag ${name}`);
109
+ out.push(value);
110
+ }
111
+ return out;
112
+ }
113
+
114
+ const joined = (lines: string[] | undefined): string =>
115
+ lines ? lines.join("") : "";
116
+
117
+ /** Bind trap.json records into the trap_kind table (index = t_idx). */
118
+ export function bindTraps(records: readonly TrapRecordJson[]): TrapKind[] {
119
+ return records.map((rec, tidx) => ({
120
+ tidx,
121
+ name: rec.name.name,
122
+ desc: rec.name.desc,
123
+ text: joined(rec.desc),
124
+ glyph: rec.graphics.glyph,
125
+ color: rec.graphics.color,
126
+ rarity: rec.appear?.rarity ?? 0,
127
+ minDepth: rec.appear?.mindepth ?? 0,
128
+ maxNum: rec.appear?.maxnum ?? 0,
129
+ power: parsePower(rec.visibility),
130
+ flags: parseTrapFlags(rec.flags),
131
+ effect: rec.effect ?? [],
132
+ effectXtra: rec["effect-xtra"] ?? [],
133
+ saveFlags: parseSaveFlags(rec.save),
134
+ msg: joined(rec.msg),
135
+ msgGood: joined(rec["msg-good"]),
136
+ msgBad: joined(rec["msg-bad"]),
137
+ msgXtra: joined(rec["msg-xtra"]),
138
+ }));
139
+ }
140
+
141
+ /**
142
+ * lookup_trap (trap.c:44-63): exact desc match wins, otherwise the FIRST close
143
+ * match. The two tests differ in case sensitivity and the port had them the same:
144
+ * equality is `streq` (:54) but the close match is `my_stristr` (:57), i.e.
145
+ * case-INsensitive. Found by W1-CITED.
146
+ */
147
+ export function lookupTrap(kinds: readonly TrapKind[], desc: string): TrapKind | null {
148
+ let closest: TrapKind | null = null;
149
+ for (const kind of kinds) {
150
+ if (!kind.name) continue;
151
+ if (kind.desc === desc) return kind;
152
+ if (!closest && myStristr(kind.desc, desc)) closest = kind;
153
+ }
154
+ return closest;
155
+ }