@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 +1,113 @@
1
+ /**
2
+ * EF_SUMMON, ported from reference/src/effect-handler-general.c
3
+ * effect_handler_SUMMON (L2241, Angband 4.2.6), over the live summoning
4
+ * engine (game/mon-place.ts summonSpecific and the mon/summon.ts table).
5
+ *
6
+ * A monster-origin summon keeps calling until the summoned levels' squares
7
+ * pass depth * rlev or the attempts run out, falling back to the type's
8
+ * fallback on total failure ("But nothing comes." when even that fails); a
9
+ * player-origin summon (scroll / staff / trap) simply rolls `value` times,
10
+ * delayed so the player acts first, each with a 1-in-4 chance of calling an
11
+ * off-screen monster instead of creating one. The blind player hears
12
+ * something (or many things) appear nearby.
13
+ *
14
+ * Like the other game-layer handlers it reads context.env.game and no-ops
15
+ * without it; it additionally needs the summon seam (GameEffectEnv.summon)
16
+ * for the bound table and allocation deps, without which it also no-ops.
17
+ * The arena-level guard is omitted (arenas are not modelled); sound(msgt)
18
+ * rides the sound system (#26).
19
+ */
20
+ import { EF, MSG, TMD } from "../generated/index.js";
21
+ import { effectCalculateValue } from "../effects/interpreter.js";
22
+ import { summonSpecific } from "./mon-place.js";
23
+ import { gameEnv } from "./effect-game-env.js";
24
+ /** EF_SUMMON: summon context->value monsters of context->subtype type. */
25
+ const handleSUMMON = (ctx) => {
26
+ const env = gameEnv(ctx);
27
+ if (!env)
28
+ return true;
29
+ const senv = env.summon;
30
+ if (!senv)
31
+ return true;
32
+ const { state } = env;
33
+ /* sound(summon_message_type(type)) (effect-handler-general.c L2246-2250):
34
+ * the summon type's sound channel plays before the arena gate, so it is
35
+ * heard even on arena levels. Draws no RNG. */
36
+ const summonMsgt = senv.summons.messageType(ctx.subtype);
37
+ if (summonMsgt)
38
+ state.sound?.(MSG[summonMsgt] ?? 0);
39
+ /* No summoning in arena levels. */
40
+ if (state.arenaLevel)
41
+ return true;
42
+ let summonMax = effectCalculateValue(ctx, false);
43
+ const type = ctx.subtype;
44
+ const levelBoost = ctx.other;
45
+ const fallbackType = senv.summons.fallbackType(type);
46
+ let count = 0;
47
+ /* Monster summon. */
48
+ if (ctx.origin.what === "monster") {
49
+ const mon = state.monsters[ctx.origin.monster];
50
+ if (!mon)
51
+ return true;
52
+ /* Set the kin_base if necessary. */
53
+ const deps = {
54
+ ...senv.place,
55
+ summons: senv.summons,
56
+ monCurrent: ctx.origin.monster,
57
+ kinBase: type === senv.summons.nameToIdx("KIN") ? mon.race.base : null,
58
+ };
59
+ /* Continue summoning until we reach the current dungeon level. */
60
+ const rlev = mon.race.level;
61
+ let val = 0;
62
+ let attempts = 0;
63
+ while (val < state.chunk.depth * rlev && attempts < summonMax) {
64
+ /* Get a monster. */
65
+ const temp = summonSpecific(state, mon.grid, rlev + levelBoost, type, false, false, deps);
66
+ val += temp * temp;
67
+ /* Increase the attempt in case no monsters were available. */
68
+ attempts++;
69
+ /* Increase count of summoned monsters. */
70
+ if (val > 0)
71
+ count++;
72
+ }
73
+ /* If the summon failed and there's a fallback type, use that. */
74
+ if (count === 0 && fallbackType >= 0) {
75
+ attempts = 0;
76
+ while (val < state.chunk.depth * rlev && attempts < summonMax) {
77
+ const temp = summonSpecific(state, mon.grid, rlev + levelBoost, fallbackType, false, false, deps);
78
+ val += temp * temp;
79
+ attempts++;
80
+ if (val > 0)
81
+ count++;
82
+ }
83
+ }
84
+ /* Summoner failed. */
85
+ if (!count)
86
+ ctx.env.messages?.msg("But nothing comes.");
87
+ }
88
+ else {
89
+ /* If not a monster summon, it's simple. */
90
+ const deps = { ...senv.place, summons: senv.summons };
91
+ while (summonMax) {
92
+ count += summonSpecific(state, state.actor.grid, state.chunk.depth + levelBoost, type, true, state.rng.oneIn(4), deps);
93
+ summonMax--;
94
+ }
95
+ }
96
+ /* Identify. */
97
+ ctx.ident = true;
98
+ /* Message for the blind. */
99
+ if (count && (env.cast.playerActor.timed[TMD.BLIND] ?? 0) > 0) {
100
+ ctx.env.messages?.msg(`You hear ${count > 1 ? "many things" : "something"} appear nearby.`);
101
+ }
102
+ return true;
103
+ };
104
+ /**
105
+ * Register the summoning handler, overriding the stub registerCoreHandlers
106
+ * installed. Call after registerCoreHandlers.
107
+ */
108
+ export function registerSummonHandlers(registry) {
109
+ registry.register(EF.SUMMON, { handler: handleSUMMON, status: "implemented" });
110
+ }
111
+ /** The EF codes this module registers. */
112
+ export const SUMMON_HANDLER_CODES = [EF.SUMMON];
113
+ //# sourceMappingURL=effect-summon.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,130 @@
1
+ /**
2
+ * The teleport-family general effect handlers, ported from
3
+ * reference/src/effect-handler-general.c (Angband 4.2.6): EF_TELEPORT (L2507),
4
+ * EF_TELEPORT_TO (L2703), EF_TELEPORT_LEVEL (L2834) and the level-regenerating
5
+ * EF_ALTER_REALITY (L1184). Like the other
6
+ * game-layer effect handlers they mutate the live GameState (moving the player
7
+ * or a monster across the level), so they live in game/ and register into the
8
+ * EffectRegistry from here (registerTeleportHandlers), reading their game
9
+ * environment from context.env.game (effect-game-env.ts) and no-opping when it
10
+ * is absent.
11
+ *
12
+ * The geometry is ported faithfully: EF_TELEPORT scores every interior grid by
13
+ * how close its distance from the start is to the desired distance (avoiding
14
+ * vault grids unless nothing else is reachable), and EF_TELEPORT_TO rejection-
15
+ * samples a nearby legal grid, widening its search when it cannot find one.
16
+ * has_teleport_destination_prereqs is the shared legality test. The distance
17
+ * jitter (one_in_(2)) and the final pick (randint0) draw from the state RNG in
18
+ * upstream order, so a seeded run reproduces the destination exactly.
19
+ *
20
+ * The subsystems these handlers touch that are not modelled yet are reached
21
+ * through the injected TeleportEnv (env.teleport) with inert defaults, so the
22
+ * ported logic is exact where the substrate exists and simply skips what does
23
+ * not: player_handle_post_move / handle_stuff (FOV refresh), the OF_NO_TELEPORT
24
+ * curse and its learning, monster_target_monster (monster-vs-monster spells,
25
+ * #19), the Dimension Door aim prompt (targeting, #24), the trap / glyph / web /
26
+ * damaging-terrain destination predicates (traps #21, terrain), and
27
+ * dungeon_get_next_level / dungeon_change_level (level change, #23). Arena,
28
+ * decoy, and target state use their live GameState counterparts. Sound and the
29
+ * monster "puzzled" message are omitted and ledgered.
30
+ *
31
+ * teleportMonster is the concrete backing for the project_m `teleport` hook
32
+ * (game/project-monster.ts) deferred there: a monster teleported a fixed number
33
+ * of grids by an area effect.
34
+ */
35
+ import type { Loc } from "../loc.js";
36
+ import type { EffectRegistry } from "../effects/interpreter.js";
37
+ import type { GameState } from "./context.js";
38
+ /**
39
+ * The teleport-family hooks and unmodelled-subsystem seams, grouped on the
40
+ * game effect environment (effect-game-env.ts GameEffectEnv.teleport). Every
41
+ * field is optional; an absent field takes the inert default noted on it.
42
+ */
43
+ export interface TeleportEnv {
44
+ /** player_of_has(OF_NO_TELEPORT): a teleport-forbidding curse. Default off. */
45
+ hasNoTeleport?: boolean;
46
+ /** equip_learn_flag(OF_NO_TELEPORT) when the curse blocks a teleport. */
47
+ onLearnNoTeleport?: () => void;
48
+ /** monster_target_monster: a monster spell aimed at another monster (#19). */
49
+ targetMonster?: number;
50
+ /** player_handle_post_move + handle_stuff after the player teleports. */
51
+ onPlayerPostMove?: (byMonster: boolean) => void;
52
+ /** handle_stuff after a monster teleports (FOV / target refresh). */
53
+ onMonsterPostMove?: (midx: number) => void;
54
+ /** get_aim_dir / target_get for EF_TELEPORT_TO's Dimension Door (#24). */
55
+ getAimTarget?: () => Loc | null;
56
+ /** square_isplayertrap (traps, #21). Default: no player trap. */
57
+ isPlayerTrap?: (grid: Loc) => boolean;
58
+ /** square_iswarded (glyph of warding, #21). Default: not warded. */
59
+ isWarded?: (grid: Loc) => boolean;
60
+ /** square_isdamaging (lava and the like). Default: not damaging. */
61
+ isDamaging?: (grid: Loc) => boolean;
62
+ /** square_iswebbed (webs). Default: not webbed. */
63
+ isWebbed?: (grid: Loc) => boolean;
64
+ /** player_resists(ELEM_NEXUS): resist a hostile teleport-level. Default off. */
65
+ resistsNexus?: boolean;
66
+ /** is_quest(depth): the depth holds a quest the player cannot leave. */
67
+ isQuest?: (depth: number) => boolean;
68
+ /** OPT(player, birth_force_descend). Default off. */
69
+ forceDescend?: boolean;
70
+ /** dungeon_get_next_level(from, dir): the connected level. Default from+dir. */
71
+ getNextLevel?: (fromDepth: number, dir: 1 | -1) => number;
72
+ /** dungeon_change_level(target): commit a level change (#23). */
73
+ changeLevel?: (targetDepth: number) => void;
74
+ /** player->max_depth (deepest reached). Default: the current depth. */
75
+ maxPlayerDepth?: number;
76
+ /** z_info->max_depth. Default 128 (the shipped constants.txt value). */
77
+ maxDepth?: number;
78
+ }
79
+ /**
80
+ * has_teleport_destination_prereqs (effect-handler-general.c L132): whether a
81
+ * grid is a legal teleport landing spot for the player or a monster. The trap /
82
+ * glyph / web / damaging-terrain tests come from the injected env (inert until
83
+ * their subsystems land); the passability, occupancy and shop tests are exact.
84
+ */
85
+ export declare function hasTeleportDestinationPrereqs(state: GameState, grid: Loc, isPlayerMoving: boolean, tp: TeleportEnv): boolean;
86
+ /**
87
+ * The EF_TELEPORT grid search: score every interior grid by how well its
88
+ * distance from `start` approximates `dis` (after the percentage and jitter
89
+ * adjustments), preferring non-vault grids, and return a uniformly chosen best
90
+ * grid (null when none exists). RNG draws mirror upstream: the one_in_(2)
91
+ * jitter first, then a single randint0 over the winning grids.
92
+ */
93
+ export declare function chooseTeleportDestination(state: GameState, start: Loc, dis: number, perc: number, isPlayerMoving: boolean, tp: TeleportEnv): Loc | null;
94
+ /**
95
+ * teleportPlayerTo: the player slice of EF_TELEPORT_TO with supplied
96
+ * coordinates, for callers dispatching through effect_simple (the NEXUS
97
+ * "teleport to" branch of project-player.c). The forbidden-grid / curse
98
+ * checks and the landing search are the handler's.
99
+ */
100
+ export declare function teleportPlayerTo(state: GameState, aim: Loc, tp?: TeleportEnv, say?: (text: string) => void): void;
101
+ /**
102
+ * teleportPlayerLevel: the player path of EF_TELEPORT_LEVEL (the up/down
103
+ * decision and its messages), shared between the handler and the NEXUS
104
+ * "teleport level" branch. `hostile` runs the nexus-resistance check a
105
+ * monster-origin effect gets.
106
+ */
107
+ export declare function teleportPlayerLevel(state: GameState, tp: TeleportEnv, say: (text: string) => void, hostile: boolean): void;
108
+ /**
109
+ * teleportPlayer: the player self-teleport slice of EF_TELEPORT, for callers
110
+ * that dispatch it through effect_simple (project-player.c's GRAVITY blink,
111
+ * NEXUS). Runs the same forbidden-grid / curse checks and destination search
112
+ * as handleTELEPORT's player branch, for a fixed distance.
113
+ */
114
+ export declare function teleportPlayer(state: GameState, dis: number, tp?: TeleportEnv, say?: (text: string) => void): void;
115
+ /**
116
+ * teleportMonster: the concrete backing for the project_m `teleport` hook
117
+ * (game/project-monster.ts). A monster is teleported `distance` grids from its
118
+ * current location, exactly as EF_TELEPORT does for a self-teleporting monster.
119
+ */
120
+ export declare function teleportMonster(state: GameState, midx: number, dist: number, tp?: TeleportEnv): void;
121
+ /**
122
+ * Register the teleport-family handlers, overriding the stubs
123
+ * registerCoreHandlers installed. Call after registerCoreHandlers. Each handler
124
+ * reads its game environment from context.env.game (attach it with
125
+ * attachGameEnv) and no-ops when it is absent.
126
+ */
127
+ export declare function registerTeleportHandlers(registry: EffectRegistry): void;
128
+ /** The teleport-family EF codes this module registers. */
129
+ export declare const TELEPORT_HANDLER_CODES: readonly number[];
130
+ //# sourceMappingURL=effect-teleport.d.ts.map
@@ -0,0 +1 @@
1
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