@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 +1,513 @@
1
+ /**
2
+ * Line of sight, ported from reference/src/cave-view.c (Angband 4.2.6).
3
+ *
4
+ * los() is the integer fixed-point algorithm by Joseph Hall: true when a
5
+ * line can be traced between grid centers with every intermediate grid
6
+ * projectable. Reflexive except for the "chess knight move" special
7
+ * cases, exactly as upstream.
8
+ *
9
+ * updateView() is the player FOV: wall-face lighting, light propagation
10
+ * (player + other sources), and the VIEW/SEEN/CLOSE_PLAYER square flags.
11
+ * The player and monster couplings are injected: a ViewerState carries
12
+ * exactly the fields the C reads from struct player, and light sources
13
+ * arrive as a list instead of scanning the monster array. The knowledge
14
+ * side effects of update_one (trap reveal, square_note_spot/light_spot,
15
+ * feeling display) and the blind forget of the current non-passable
16
+ * remembered square (cave-view.c:894-897) run from game/known.ts noteSpots
17
+ * after every updateView; the flag bookkeeping they sit beside is ported.
18
+ */
19
+
20
+ import type { GameEvents } from "../events.js";
21
+ import { SQUARE } from "../generated/index.js";
22
+ import { DDGRID, DDGRID_DDD, distance, loc, locEq, locSum } from "../loc.js";
23
+ import type { Loc } from "../loc.js";
24
+ import { featIsBright } from "./chunk.js";
25
+ import type { Chunk } from "./chunk.js";
26
+
27
+ /** los(c, grid1, grid2). */
28
+ export function los(c: Chunk, grid1: Loc, grid2: Loc): boolean {
29
+ const dy = grid2.y - grid1.y;
30
+ const dx = grid2.x - grid1.x;
31
+ const ay = Math.abs(dy);
32
+ const ax = Math.abs(dx);
33
+
34
+ /* Handle adjacent (or identical) grids */
35
+ if (ax < 2 && ay < 2) return true;
36
+
37
+ /* Directly South/North */
38
+ if (!dx) {
39
+ if (dy > 0) {
40
+ for (let ty = grid1.y + 1; ty < grid2.y; ty++) {
41
+ if (!c.isProjectable(loc(grid1.x, ty))) return false;
42
+ }
43
+ } else {
44
+ for (let ty = grid1.y - 1; ty > grid2.y; ty--) {
45
+ if (!c.isProjectable(loc(grid1.x, ty))) return false;
46
+ }
47
+ }
48
+ return true;
49
+ }
50
+
51
+ /* Directly East/West */
52
+ if (!dy) {
53
+ if (dx > 0) {
54
+ for (let tx = grid1.x + 1; tx < grid2.x; tx++) {
55
+ if (!c.isProjectable(loc(tx, grid1.y))) return false;
56
+ }
57
+ } else {
58
+ for (let tx = grid1.x - 1; tx > grid2.x; tx--) {
59
+ if (!c.isProjectable(loc(tx, grid1.y))) return false;
60
+ }
61
+ }
62
+ return true;
63
+ }
64
+
65
+ const sx = dx < 0 ? -1 : 1;
66
+ const sy = dy < 0 ? -1 : 1;
67
+
68
+ /* Vertical and horizontal "knights" */
69
+ if (ax === 1 && ay === 2 && c.isProjectable(loc(grid1.x, grid1.y + sy))) {
70
+ return true;
71
+ } else if (
72
+ ay === 1 &&
73
+ ax === 2 &&
74
+ c.isProjectable(loc(grid1.x + sx, grid1.y))
75
+ ) {
76
+ return true;
77
+ }
78
+
79
+ /* Scale factors */
80
+ const f2 = ax * ay;
81
+ const f1 = f2 << 1;
82
+
83
+ if (ax >= ay) {
84
+ /* Travel horizontally */
85
+ let qy = ay * ay;
86
+ const m = qy << 1;
87
+ let tx = grid1.x + sx;
88
+ let ty: number;
89
+
90
+ if (qy === f2) {
91
+ ty = grid1.y + sy;
92
+ qy -= f1;
93
+ } else {
94
+ ty = grid1.y;
95
+ }
96
+
97
+ while (grid2.x - tx) {
98
+ if (!c.isProjectable(loc(tx, ty))) return false;
99
+ qy += m;
100
+ if (qy < f2) {
101
+ tx += sx;
102
+ } else if (qy > f2) {
103
+ ty += sy;
104
+ if (!c.isProjectable(loc(tx, ty))) return false;
105
+ qy -= f1;
106
+ tx += sx;
107
+ } else {
108
+ ty += sy;
109
+ qy -= f1;
110
+ tx += sx;
111
+ }
112
+ }
113
+ } else {
114
+ /* Travel vertically */
115
+ let qx = ax * ax;
116
+ const m = qx << 1;
117
+ let ty = grid1.y + sy;
118
+ let tx: number;
119
+
120
+ if (qx === f2) {
121
+ tx = grid1.x + sx;
122
+ qx -= f1;
123
+ } else {
124
+ tx = grid1.x;
125
+ }
126
+
127
+ while (grid2.y - ty) {
128
+ if (!c.isProjectable(loc(tx, ty))) return false;
129
+ qx += m;
130
+ if (qx < f2) {
131
+ ty += sy;
132
+ } else if (qx > f2) {
133
+ tx += sx;
134
+ if (!c.isProjectable(loc(tx, ty))) return false;
135
+ qx -= f1;
136
+ ty += sy;
137
+ } else {
138
+ tx += sx;
139
+ qx -= f1;
140
+ ty += sy;
141
+ }
142
+ }
143
+ }
144
+
145
+ return true;
146
+ }
147
+
148
+ /* ------------------------------------------------------------------ *
149
+ * update_view and its helpers.
150
+ * ------------------------------------------------------------------ */
151
+
152
+ /** The player fields update_view reads (injected instead of coupled). */
153
+ export interface ViewerState {
154
+ grid: Loc;
155
+ /** p->state.cur_light: light radius (negative = darkness source). */
156
+ curLight: number;
157
+ /** p->timed[TMD_BLIND] truthiness. */
158
+ blind: boolean;
159
+ /** player_has(p, PF_UNLIGHT). */
160
+ hasUnlight: boolean;
161
+ /** p->lev, for the UNLIGHT view radius. */
162
+ level: number;
163
+ }
164
+
165
+ /** A non-player light source (upstream scans monsters for these). */
166
+ export interface LightSource {
167
+ grid: Loc;
168
+ /** mon->race->light: positive light, negative darkness. */
169
+ light: number;
170
+ }
171
+
172
+ /** z_info fields the view code needs. */
173
+ export interface ViewConstants {
174
+ maxSight: number;
175
+ feelingNeed: number;
176
+ }
177
+
178
+ /** motion_dir: keypad direction from start toward finish (5 = none). */
179
+ export function motionDir(start: Loc, finish: Loc): number {
180
+ const sx = Math.sign(finish.x - start.x);
181
+ const sy = Math.sign(finish.y - start.y);
182
+ for (let d = 1; d <= 9; d++) {
183
+ const g = DDGRID[d] as Loc;
184
+ if (g.x === sx && g.y === sy) return d;
185
+ }
186
+ return 5;
187
+ }
188
+
189
+ /** next_grid: the grid one step in a keypad direction. */
190
+ export function nextGrid(grid: Loc, dir: number): Loc {
191
+ return locSum(grid, DDGRID[dir] as Loc);
192
+ }
193
+
194
+ function isGlow(c: Chunk, grid: Loc): boolean {
195
+ return c.sqinfoHas(grid, SQUARE["GLOW"]);
196
+ }
197
+
198
+ function isBrightSquare(c: Chunk, grid: Loc): boolean {
199
+ return featIsBright(c.features, c.feat(grid));
200
+ }
201
+
202
+ /** square_islit: positive light level. */
203
+ export function squareIsLit(c: Chunk, grid: Loc): boolean {
204
+ return c.light(grid) > 0;
205
+ }
206
+
207
+ /** square_isview / square_isseen. */
208
+ export function squareIsView(c: Chunk, grid: Loc): boolean {
209
+ return c.sqinfoHas(grid, SQUARE["VIEW"]);
210
+ }
211
+
212
+ export function squareIsSeen(c: Chunk, grid: Loc): boolean {
213
+ return c.sqinfoHas(grid, SQUARE["SEEN"]);
214
+ }
215
+
216
+ /** square_isno_esp: telepathy does not work on this square. */
217
+ export function squareIsNoEsp(c: Chunk, grid: Loc): boolean {
218
+ return c.sqinfoHas(grid, SQUARE["NO_ESP"]);
219
+ }
220
+
221
+ /** mark_wasseen. */
222
+ function markWasseen(c: Chunk): void {
223
+ for (let y = 0; y < c.height; y++) {
224
+ for (let x = 0; x < c.width; x++) {
225
+ const grid = loc(x, y);
226
+ if (squareIsSeen(c, grid)) c.sqinfoOn(grid, SQUARE["WASSEEN"]);
227
+ c.sqinfoOff(grid, SQUARE["VIEW"]);
228
+ c.sqinfoOff(grid, SQUARE["SEEN"]);
229
+ c.sqinfoOff(grid, SQUARE["CLOSE_PLAYER"]);
230
+ }
231
+ }
232
+ }
233
+
234
+ /** source_can_light_wall. */
235
+ function sourceCanLightWall(
236
+ c: Chunk,
237
+ p: ViewerState,
238
+ sgrid: Loc,
239
+ wgrid: Loc,
240
+ ): boolean {
241
+ const sn = nextGrid(wgrid, motionDir(wgrid, sgrid));
242
+ if (locEq(sn, wgrid)) return true;
243
+
244
+ const pn = nextGrid(wgrid, motionDir(wgrid, p.grid));
245
+ if (locEq(pn, wgrid)) return true;
246
+
247
+ let cn: Loc;
248
+ if (sn.x === pn.x) {
249
+ if (sn.y === pn.y) return true;
250
+ cn = loc(sn.x, wgrid.y);
251
+ } else if (sn.y === pn.y) {
252
+ cn = loc(wgrid.x, sn.y);
253
+ } else {
254
+ return false;
255
+ }
256
+ return c.allowsLos(cn);
257
+ }
258
+
259
+ /** glow_can_light_wall. */
260
+ function glowCanLightWall(c: Chunk, p: ViewerState, wgrid: Loc): boolean {
261
+ const pn = nextGrid(wgrid, motionDir(wgrid, p.grid));
262
+ if (locEq(pn, wgrid)) return true;
263
+ if (c.allowsLos(pn) && isGlow(c, pn)) return true;
264
+
265
+ const tryGrid = (chk: Loc): boolean =>
266
+ c.inBounds(chk) &&
267
+ c.allowsLos(chk) &&
268
+ isGlow(c, chk) &&
269
+ sourceCanLightWall(c, p, chk, wgrid);
270
+
271
+ if (pn.x !== wgrid.x) {
272
+ if (pn.y !== wgrid.y) {
273
+ if (tryGrid(loc(pn.x, wgrid.y))) return true;
274
+ if (tryGrid(loc(wgrid.x, pn.y))) return true;
275
+ } else {
276
+ if (tryGrid(loc(pn.x, wgrid.y - 1))) return true;
277
+ if (tryGrid(loc(pn.x, wgrid.y + 1))) return true;
278
+ }
279
+ } else {
280
+ if (tryGrid(loc(wgrid.x - 1, pn.y))) return true;
281
+ if (tryGrid(loc(wgrid.x + 1, pn.y))) return true;
282
+ }
283
+ return false;
284
+ }
285
+
286
+ /** add_light: brute-force light source propagation. */
287
+ function addLight(
288
+ c: Chunk,
289
+ p: ViewerState,
290
+ sgrid: Loc,
291
+ radius: number,
292
+ inten: number,
293
+ ): void {
294
+ for (let y = -radius; y <= radius; y++) {
295
+ for (let x = -radius; x <= radius; x++) {
296
+ const grid = locSum(sgrid, loc(x, y));
297
+ const dist = distance(sgrid, grid);
298
+ if (!c.inBounds(grid)) continue;
299
+ if (dist > radius) continue;
300
+ if (!los(c, sgrid, grid)) continue;
301
+ if (!c.allowsLos(grid) && !sourceCanLightWall(c, p, sgrid, grid)) {
302
+ continue;
303
+ }
304
+ if (inten > 0) {
305
+ c.setLight(grid, c.light(grid) + inten - dist);
306
+ } else {
307
+ c.setLight(grid, c.light(grid) + inten + dist);
308
+ }
309
+ }
310
+ }
311
+ }
312
+
313
+ /** calc_lighting (monster scan replaced by the injected source list). */
314
+ function calcLighting(
315
+ c: Chunk,
316
+ p: ViewerState,
317
+ sources: readonly LightSource[],
318
+ z: ViewConstants,
319
+ ): void {
320
+ const light = p.curLight;
321
+ const radius = Math.abs(light) - 1;
322
+
323
+ for (let y = 0; y < c.height; y++) {
324
+ for (let x = 0; x < c.width; x++) {
325
+ const grid = loc(x, y);
326
+ if (
327
+ isGlow(c, grid) &&
328
+ (c.allowsLos(grid) || glowCanLightWall(c, p, grid))
329
+ ) {
330
+ c.setLight(grid, 1);
331
+ } else {
332
+ c.setLight(grid, 0);
333
+ }
334
+ if (isBrightSquare(c, grid)) {
335
+ c.setLight(grid, c.light(grid) + 2);
336
+ for (let dir = 0; dir < 8; dir++) {
337
+ const adj = locSum(grid, DDGRID_DDD[dir] as Loc);
338
+ if (!c.inBounds(adj)) continue;
339
+ if (!c.allowsLos(adj) && !sourceCanLightWall(c, p, grid, adj)) {
340
+ continue;
341
+ }
342
+ c.setLight(adj, c.light(adj) + 1);
343
+ }
344
+ }
345
+ }
346
+ }
347
+
348
+ addLight(c, p, p.grid, radius, light);
349
+
350
+ for (const src of sources) {
351
+ if (!src.light) continue;
352
+ const srcRadius = Math.abs(src.light) - 1;
353
+ if (distance(p.grid, src.grid) - srcRadius > z.maxSight) continue;
354
+ addLight(c, p, src.grid, srcRadius, src.light);
355
+ }
356
+ }
357
+
358
+ /** become_viewable. */
359
+ function becomeViewable(
360
+ c: Chunk,
361
+ grid: Loc,
362
+ p: ViewerState,
363
+ close: boolean,
364
+ ): void {
365
+ if (squareIsView(c, grid)) return;
366
+ c.sqinfoOn(grid, SQUARE["VIEW"]);
367
+ if (close) {
368
+ c.sqinfoOn(grid, SQUARE["SEEN"]);
369
+ c.sqinfoOn(grid, SQUARE["CLOSE_PLAYER"]);
370
+ }
371
+ if (squareIsLit(c, grid)) {
372
+ if (!c.allowsLos(grid)) {
373
+ const x = grid.x;
374
+ const y = grid.y;
375
+ const xc = x < p.grid.x ? x + 1 : x > p.grid.x ? x - 1 : x;
376
+ const yc = y < p.grid.y ? y + 1 : y > p.grid.y ? y - 1 : y;
377
+ if (squareIsLit(c, loc(xc, yc))) {
378
+ c.sqinfoOn(grid, SQUARE["SEEN"]);
379
+ }
380
+ } else {
381
+ c.sqinfoOn(grid, SQUARE["SEEN"]);
382
+ }
383
+ }
384
+ }
385
+
386
+ /** update_view_one. */
387
+ function updateViewOne(
388
+ c: Chunk,
389
+ grid: Loc,
390
+ p: ViewerState,
391
+ z: ViewConstants,
392
+ ): void {
393
+ const x = grid.x;
394
+ const y = grid.y;
395
+ let xc = x;
396
+ let yc = y;
397
+
398
+ const d = distance(grid, p.grid);
399
+ let close = d < p.curLight;
400
+
401
+ if (d > z.maxSight) return;
402
+
403
+ if (p.hasUnlight && p.curLight <= 1) {
404
+ close = d < 2 + Math.trunc(p.level / 6) - p.curLight;
405
+ }
406
+
407
+ if (!c.allowsLos(grid)) {
408
+ const dx = x - p.grid.x;
409
+ const dy = y - p.grid.y;
410
+ const ax = Math.abs(dx);
411
+ const ay = Math.abs(dy);
412
+ const sx = dx > 0 ? 1 : -1;
413
+ const sy = dy > 0 ? 1 : -1;
414
+
415
+ xc = x < p.grid.x ? x + 1 : x > p.grid.x ? x - 1 : x;
416
+ yc = y < p.grid.y ? y + 1 : y > p.grid.y ? y - 1 : y;
417
+
418
+ if (!c.allowsLos(loc(xc, yc))) {
419
+ xc = x;
420
+ yc = y;
421
+ }
422
+
423
+ if (ax === 2 && ay === 1) {
424
+ if (c.allowsLos(loc(x - sx, y)) && !c.allowsLos(loc(x - sx, y - sy))) {
425
+ xc = x;
426
+ yc = y;
427
+ }
428
+ } else if (ax === 1 && ay === 2) {
429
+ if (c.allowsLos(loc(x, y - sy)) && !c.allowsLos(loc(x - sx, y - sy))) {
430
+ xc = x;
431
+ yc = y;
432
+ }
433
+ }
434
+ }
435
+
436
+ if (los(c, p.grid, loc(xc, yc))) {
437
+ becomeViewable(c, grid, p, close);
438
+ }
439
+ }
440
+
441
+ /**
442
+ * update_one: per-grid post pass. The knowledge side effects (note/light
443
+ * spot) live in the knowledge pass instead: the passive trap reveal that
444
+ * upstream runs here (cave-view.c L840-842 square_reveal_trap on a newly seen
445
+ * grid, gap 10.4) needs the trap subsystem on GameState, which this pure
446
+ * geometry module cannot reach, so it runs from game/known.ts noteSpots
447
+ * (noteSpotRevealTrap) immediately after updateView - same net timing, traps
448
+ * spotted before being stepped on. The flag, feeling-count
449
+ * bookkeeping, and the feeling_need reveal signal are ported (cave-view.c
450
+ * L844-855): a FEEL grid newly seen increments feeling_squares, clears the
451
+ * flag, and at the feeling_need crossing fires the reveal (upstream's
452
+ * display_feeling(true) message is a UI concern - only the "reveal now"
453
+ * signal, GameEvents' `feeling` event, is emitted here). Upstream also
454
+ * guards this on `!p->upkeep->only_partial` (cave-view.c:849-851); the
455
+ * port models that as `c.onlyPartial` so level-entry FOV can suppress the
456
+ * redundant reveal.
457
+ */
458
+ function updateOne(
459
+ c: Chunk,
460
+ grid: Loc,
461
+ p: ViewerState,
462
+ z: ViewConstants,
463
+ events?: GameEvents,
464
+ ): void {
465
+ if (p.blind) {
466
+ c.sqinfoOff(grid, SQUARE["SEEN"]);
467
+ c.sqinfoOff(grid, SQUARE["CLOSE_PLAYER"]);
468
+ }
469
+
470
+ /* square_wasseen (cave-square.c:474) and square_isfeel (cave-square.c:482)
471
+ * are these two sqinfo reads; cave-view.c:845 / :862 are the only callers. */
472
+ if (squareIsSeen(c, grid) && !c.sqinfoHas(grid, SQUARE["WASSEEN"])) {
473
+ if (c.sqinfoHas(grid, SQUARE["FEEL"])) {
474
+ c.feelingSquares++;
475
+ c.sqinfoOff(grid, SQUARE["FEEL"]);
476
+ /* cave-view.c:849-851: skip display_feeling when only_partial. */
477
+ if (c.feelingSquares === z.feelingNeed && !c.onlyPartial) {
478
+ events?.signal("feeling");
479
+ }
480
+ }
481
+ }
482
+
483
+ c.sqinfoOff(grid, SQUARE["WASSEEN"]);
484
+ }
485
+
486
+ /** update_view. */
487
+ export function updateView(
488
+ c: Chunk,
489
+ p: ViewerState,
490
+ z: ViewConstants,
491
+ sources: readonly LightSource[] = [],
492
+ events?: GameEvents,
493
+ ): void {
494
+ markWasseen(c);
495
+ calcLighting(c, p, sources, z);
496
+
497
+ c.sqinfoOn(p.grid, SQUARE["VIEW"]);
498
+ if (p.curLight > 0 || squareIsLit(c, p.grid) || p.hasUnlight) {
499
+ c.sqinfoOn(p.grid, SQUARE["SEEN"]);
500
+ c.sqinfoOn(p.grid, SQUARE["CLOSE_PLAYER"]);
501
+ }
502
+
503
+ for (let y = 0; y < c.height; y++) {
504
+ for (let x = 0; x < c.width; x++) {
505
+ updateViewOne(c, loc(x, y), p, z);
506
+ }
507
+ }
508
+ for (let y = 0; y < c.height; y++) {
509
+ for (let x = 0; x < c.width; x++) {
510
+ updateOne(c, loc(x, y), p, z, events);
511
+ }
512
+ }
513
+ }