@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 +1,408 @@
1
+ /**
2
+ * The player's gear store: the world/UI-owned side of carried objects.
3
+ *
4
+ * The parity Player (player/player.ts) deliberately omits struct player's
5
+ * gear list, keeping only equipment[] as per-body-slot object HANDLES
6
+ * (0 = empty). This module owns the objects those handles point at: a
7
+ * handle -> GameObject store plus an ordered pack of non-equipped handles.
8
+ * It ports the equipment/carry substrate and the birth starting-kit from
9
+ * reference/src/obj-gear.c (slot_by_type, wield_slot, inven_carry) and
10
+ * reference/src/player-birth.c (wield_all, player_outfit) (Angband 4.2.6).
11
+ *
12
+ * LIVE vs DEFERRED (ledgered in parity/ledger/game-gear.yaml):
13
+ * - LIVE: slot_by_type (empty-preferring), wield_slot (full tval switch),
14
+ * inven_carry's merge-or-add with quiver stack-mode routing, wield_all's
15
+ * split-and-wear, player_outfit's start-item roll + prep + carry + wield
16
+ * (birth_start_kit + eopts exclusion honoured), the real quiver subsystem
17
+ * (object_is_in_quiver, preferred_quiver_slot, quiver_absorb_num,
18
+ * calc_inventory's quiver assignment, pack_slots_used quiver accounting),
19
+ * combine_pack + inven_can_stack_partial, and minus_ac armour damage,
20
+ * pack_is_full / pack_is_overfull (the pack_size overflow enforcement itself,
21
+ * pack_overflow, needs drop_near and so lives in game/obj-cmd.ts next to the
22
+ * other obj-gear.c verbs that touch the floor).
23
+ * - DEFERRED: the display knowledge twin (obj->known) and equip_cnt UI
24
+ * counter. The pack-side inven[] listing is a derived view rather than the
25
+ * source of truth: gear.pack keeps master-gear insertion order while
26
+ * gear.inven reproduces calc_inventory's earlier_object ordering. Wielding DOES learn modifier runes
27
+ * (obj-knowledge.c object_learn_on_wield); see obj/knowledge.ts.
28
+ */
29
+ import type { Constants } from "../constants.js";
30
+ import type { Rng } from "../rng.js";
31
+ import type { ObjRegistry } from "../obj/bind.js";
32
+ import type { GameObject } from "../obj/object.js";
33
+ import type { PackTotalGear, StackLimits } from "../obj/object.js";
34
+ import type { ObjectKind } from "../obj/types.js";
35
+ import type { EarlierObjectOpts } from "../player/calcs.js";
36
+ import type { Player } from "../player/player.js";
37
+ import type { PlayerBody } from "../player/types.js";
38
+ /**
39
+ * The player's live gear: every carried object by numeric handle, plus the
40
+ * ordered list of pack (non-equipped) handles. Equipped objects stay in
41
+ * `store` and are referenced by player.equipment[slot]; they are not in
42
+ * `pack`. Handles start at 1 so 0 can mean "empty" in equipment[].
43
+ */
44
+ export interface Gear {
45
+ /** handle -> live object (both pack and equipped objects). */
46
+ store: Map<number, GameObject>;
47
+ /** The next handle to assign (always >= 1). */
48
+ next: number;
49
+ /**
50
+ * Ordered non-equipped handles: the port's stand-in for upstream's master
51
+ * gear list minus the equipment (upstream p->gear minus body slots). This is
52
+ * the raw storage ordering AND the pack listing; ammo/throwing handles that
53
+ * calc_inventory has routed into the quiver stay in this list (exactly as an
54
+ * upstream quiver object stays on p->gear) and are additionally referenced by
55
+ * `quiver` below - use objectIsInQuiver to tell them apart.
56
+ */
57
+ pack: number[];
58
+ /**
59
+ * upkeep->inven[]: computed, earlier_object-sorted non-quiver pack view.
60
+ * This is deliberately separate from `pack`, whose order is the master-gear
61
+ * ordering used by combine/split logic. It is rebuilt, never persisted.
62
+ */
63
+ inven?: number[];
64
+ /**
65
+ * upkeep->quiver[z_info->quiver_size]: the COMPUTED quiver view, one handle
66
+ * per slot (0 = empty), filled by calcInventory. Optional so that a Gear built
67
+ * without it (e.g. a save-load reconstruction, before calcInventory runs)
68
+ * type-checks; it is a derived view and is rebuilt by calcInventory rather
69
+ * than persisted. Empty/absent means the pre-quiver behaviour (ammo behaves
70
+ * as a plain pack stack). Kept on Gear alongside `pack` (the inven view's
71
+ * home) rather than on Player, mirroring how the port already keeps the pack
72
+ * listing here while Player holds only equipment[] handles.
73
+ */
74
+ quiver?: number[];
75
+ }
76
+ /** A fresh, empty gear store (empty quiver; calcInventory sizes it). */
77
+ export declare function newGear(): Gear;
78
+ /** Store an object under a fresh handle and return it (no pack insertion). */
79
+ export declare function gearAdd(gear: Gear, obj: GameObject): number;
80
+ /** The object for a handle, or null (0 / unknown handle -> null). */
81
+ export declare function gearGet(gear: Gear, handle: number): GameObject | null;
82
+ /**
83
+ * object_split (obj-util.c): split `amt` items off `src` into a fresh copy,
84
+ * distributing wand/staff/rod charges, and reduce src by amt. Requires
85
+ * src.number > amt (upstream assert). Exported for the floor-pile module
86
+ * (floor_object_for_use splits floor stacks the same way).
87
+ */
88
+ export declare function objectSplit(src: GameObject, amt: number): GameObject;
89
+ /**
90
+ * wield_slot (obj-gear.c L341-367): the equipment slot an object of the
91
+ * given tval likes (an open slot preferred for rings), or -1 for a
92
+ * non-wearable tval.
93
+ *
94
+ * `equipment` (optional, defaults to all-empty) lets the empty-slot
95
+ * preference work; wieldObject/wieldAll pass the player's real equipment
96
+ * so a second ring lands in the free hand, matching upstream.
97
+ */
98
+ export declare function wieldSlot(body: PlayerBody, tval: number, equipment?: readonly number[]): number;
99
+ /**
100
+ * object_is_in_quiver (obj-gear.c L163-174): is the object referenced by
101
+ * `handle` currently held in one of the computed quiver slots? A zero handle
102
+ * (empty slot / no object) is never in the quiver.
103
+ */
104
+ export declare function objectIsInQuiver(gear: Gear, handle: number): boolean;
105
+ /**
106
+ * preferred_quiver_slot (obj-gear.c L1396-1427): the quiver slot an object's
107
+ * inscription asks for, or -1 when it is not quiver-appropriate or not
108
+ * inscribed with a matching @f/@v (fire / throw) key. The fire key depends on
109
+ * the keyset: 't' under rogue-like commands, else 'f'; the throw key is always
110
+ * 'v' (upstream hardwires these because cmd_lookup_key is in the UI layer).
111
+ */
112
+ export declare function preferredQuiverSlot(obj: GameObject, rogueLike?: boolean): number;
113
+ /** Optional message / naming hooks for minusAc. */
114
+ export interface MinusAcEnv {
115
+ /** msg(): the "Your %s is damaged!" / "is unaffected!" lines. */
116
+ msg?: (text: string) => void;
117
+ /** object_desc(ODESC_BASE): the bare armour name; defaults to kind.name. */
118
+ describe?: (obj: GameObject) => string;
119
+ /** PU_BONUS trigger fired after a to_a decrement (calc_bonuses refresh). */
120
+ updateBonuses?: () => void;
121
+ }
122
+ /**
123
+ * minus_ac (obj-gear.c L376-438): acid has hit the player, so attempt to
124
+ * damage a piece of worn armour. Counts the armour slots, draws one at random
125
+ * with the exact upstream reverse one_in_(count--) scan, and (if that item can
126
+ * still lose armour) either reports it resists (EL_INFO_IGNORE on ELEM_ACID)
127
+ * or decrements its to_a and prints the damage message. Returns whether there
128
+ * was any effect (a piece was picked and had ac + to_a > 0), matching upstream
129
+ * so the caller can halve the elemental damage.
130
+ *
131
+ * The RNG draw order is preserved bit-for-bit: the forward count loop, then
132
+ * the reverse pick loop consuming one_in_(count--) per armour slot until it
133
+ * breaks. `obj->known->to_a = obj->to_a` (L425-426) is DEFERRED - the port has
134
+ * no per-object known twin (obj-knowledge #4.8); obj_k->to_a is 1 at birth so
135
+ * the real to_a is already the shown value.
136
+ */
137
+ export declare function minusAc(player: Player, gear: Gear, rng: Rng, env?: MinusAcEnv): boolean;
138
+ /**
139
+ * inven_carry (obj-gear.c L821-925): add an object to the gear. If a
140
+ * non-equipped stack is object_mergeable with the incoming object, object_absorb
141
+ * into it and return that stack's handle; otherwise store the object under a
142
+ * fresh gear handle and return it. The merge test uses OSTACK_QUIVER when the
143
+ * candidate stack is currently in the quiver (obj-gear.c L832-834) and
144
+ * OSTACK_PACK otherwise, so a quiver stack honours the stricter quiver caps.
145
+ *
146
+ * The subsequent calc_inventory (upstream's update_stuff after PU_INVEN) is a
147
+ * SEPARATE step here - callers run calcInventory when they want the quiver
148
+ * re-derived. inven_carry does not itself enforce pack_size upstream either:
149
+ * the command layer does (packOverflow, game/obj-cmd.ts).
150
+ */
151
+ export interface InvenCarryResult {
152
+ handle: number;
153
+ /** true when the incoming object was absorbed into an existing stack. */
154
+ combining: boolean;
155
+ }
156
+ /** inven_carry plus the C `combining` bit needed by pickup awareness. */
157
+ export declare function invenCarryResult(gear: Gear, obj: GameObject, limits: StackLimits): InvenCarryResult;
158
+ export declare function invenCarry(gear: Gear, obj: GameObject, limits: StackLimits): number;
159
+ /**
160
+ * pack_slots_used (obj-gear.c L257-296): the number of pack slots occupied.
161
+ * Equipped items don't count (they are absent from `pack`); ammo / throwing
162
+ * items assigned to the quiver aggregate by weighted count into quiver slots
163
+ * of quiver_slot_size, so a non-empty quiver frees up whole pack slots. When
164
+ * the quiver is empty this equals pack.length (every item is a pack slot).
165
+ */
166
+ export declare function packSlotsUsed(gear: Gear, constants: Constants): number;
167
+ /**
168
+ * pack_is_full (obj-gear.c L1328-1331): the pack holds exactly the maximum
169
+ * number of items.
170
+ */
171
+ export declare function packIsFull(gear: Gear, constants: Constants): boolean;
172
+ /**
173
+ * pack_is_overfull (obj-gear.c L1337-1340): the pack holds MORE than the
174
+ * maximum, so pack_overflow (game/obj-cmd.ts) will shed an item.
175
+ */
176
+ export declare function packIsOverfull(gear: Gear, constants: Constants): boolean;
177
+ /**
178
+ * quiver_absorb_num (obj-gear.c L649-744): how many of `obj` the quiver can
179
+ * take, and how many additional pack slots that costs. Reads the current
180
+ * computed quiver (gear.quiver) exactly as upstream reads p->upkeep->quiver.
181
+ * `nAddPack` is the number of extra pack slots the quiver may claim; the return
182
+ * carries the leftover (nAddPack minus the slots consumed) alongside nToQuiver.
183
+ */
184
+ export declare function quiverAbsorbNum(gear: Gear, obj: GameObject, constants: Constants, nAddPack: number, rogueLike?: boolean): {
185
+ nToQuiver: number;
186
+ nAddPack: number;
187
+ };
188
+ /**
189
+ * inven_carry_num (obj-gear.c L749-780): how many of `obj` the gear can accept
190
+ * across quiver and pack. The quiver absorbs what it can first; then a free
191
+ * pack slot takes the rest, or the remainder squeezes into partially-full
192
+ * stackable pack slots.
193
+ */
194
+ export declare function invenCarryNum(gear: Gear, obj: GameObject, constants: Constants): number;
195
+ /**
196
+ * Hooks calc_inventory / combine_pack need beyond the gear: the keyset (for
197
+ * preferred_quiver_slot), the earlier_object tiebreak inputs (ammo_tval /
198
+ * object_value / awareness / browsability), and the reorder messages.
199
+ */
200
+ export interface CalcInventoryOpts extends EarlierObjectOpts {
201
+ /** rogue_like_commands: the fire key preferred_quiver_slot looks for. */
202
+ rogueLike?: boolean;
203
+ /**
204
+ * character_dungeon: gates the "You re-arrange your quiver." / "You
205
+ * re-arrange your pack." notices (player-calcs.c:1174, :1224).
206
+ */
207
+ characterDungeon?: boolean;
208
+ /**
209
+ * object_is_equipped(p->body, old_pack[i]) (player-calcs.c:1227): an old pack
210
+ * entry that the player has since WORN must not count as a re-arrangement.
211
+ * calc_inventory has no player, so the caller supplies the predicate. Omit it
212
+ * and no old entry is treated as equipped, which can only over-report.
213
+ */
214
+ isEquipped?: (handle: number) => boolean;
215
+ /** msg(): the re-arrange / combine notices. */
216
+ msg?: (text: string) => void;
217
+ }
218
+ /**
219
+ * calc_inventory (player-calcs.c:1023-1238): rebuild gear.quiver and the
220
+ * separate sorted gear.inven listing. `gear.pack` remains the raw master-gear
221
+ * order, so changing this derived view cannot destabilize combine/split logic.
222
+ * from the current non-equipped gear. First place inscribed items in their
223
+ * preferred slots (splitting a stack that overflows quiver_slot_size, with the
224
+ * excess going back to the pack), then fill the remaining slots in earlier_object
225
+ * order with ammo. Then select each remaining non-quiver handle in
226
+ * earlier_object order, exactly as upstream fills upkeep->inven[].
227
+ *
228
+ * Split remainders are appended to gear.pack via object_split, exactly as
229
+ * upstream's gear_insert_end. `n_stack_split <= n_pack_remaining` guards splits
230
+ * so the pack can overflow by at most one slot, matching upstream.
231
+ */
232
+ export declare function calcInventory(gear: Gear, constants: Constants, opts?: CalcInventoryOpts): void;
233
+ /**
234
+ * combine_pack (obj-gear.c L1242-1323): sweep the gear from the back, merging
235
+ * each stack fully into an earlier compatible stack where possible, else moving
236
+ * items between stacks into two uneven stacks (inven_can_stack_partial). Runs
237
+ * calc_inventory afterward. Returns whether any full combine happened (upstream
238
+ * shows "You combine some items in your pack." and disables command repeat).
239
+ */
240
+ export declare function combinePack(gear: Gear, constants: Constants, opts?: CalcInventoryOpts): boolean;
241
+ /**
242
+ * object_copy_amt (obj-pile.c L743): a fresh copy of `src` holding `amt`
243
+ * items, with wand/staff charges and rod/activation timeouts scaled to the
244
+ * split (source unchanged). The AVERAGE charge time is deterministic.
245
+ */
246
+ export declare function objectCopyAmt(src: GameObject, amt: number): GameObject;
247
+ /**
248
+ * gear_to_label's label alphabet (obj-gear.c:446): a-z minus the roguelike
249
+ * cardinal-movement keys h/j/k/l, then A-Z. An equipment slot index and a pack
250
+ * LISTING index both index straight into it (L452, L465).
251
+ */
252
+ export declare const GEAR_LABELS = "abcdefgimnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
253
+ /**
254
+ * gear_to_label (obj-gear.c:443-469): the one-character label for a held object -
255
+ * an equipment slot letter, a quiver slot digit (I2D), or a pack listing letter.
256
+ * "" when the handle is not currently held, upstream's '\0'.
257
+ *
258
+ * THE LISTING, NOT THE STORAGE ORDER. Upstream's pack arm reads
259
+ * `p->upkeep->inven[]` (L462-466) - the earlier_object-sorted view calc_inventory
260
+ * builds and every inventory display walks - NOT the master gear list. The port
261
+ * had three copies of this function (game/project-obj.ts, game/obj-cmd.ts,
262
+ * game/known.ts) and all three read `gear.pack`, the raw storage order, because
263
+ * they were written while `gear.inven` was still an unbuilt stand-in. calcInventory
264
+ * has filled `inven` for some time, so every one of them was quoting a letter the
265
+ * pack listing disagreed with: pick up a scroll into raw slot 8 of a pack that
266
+ * sorts it fourth and the message says (i) while the item is at (e) and (i) holds
267
+ * whatever sorted eighth. Same defect class as #92, one layer further in - the
268
+ * listings were fixed and the MESSAGES about them were not.
269
+ *
270
+ * Deliberately reads `inven` with no fallback to `pack`. A wrong letter is worse
271
+ * than a missing one: it sends the player to another item, and no census can see
272
+ * it because the slot is filled (paraphrase-is-a-deviation). If `inven` is stale
273
+ * the caller has skipped upstream's PU_INVEN/update_stuff, which is a bug to fix
274
+ * at that caller - gear-label-freshness.test.ts asserts the invariant holds after
275
+ * every gear mutation the live session performs.
276
+ *
277
+ * `equipment` is optional because most callers hold a Gear and no Player; a pack
278
+ * or quiver handle is never in equipment[], so omitting it cannot mislabel one.
279
+ */
280
+ export declare function gearToLabel(gear: Gear, handle: number, equipment?: readonly number[]): string;
281
+ /**
282
+ * The p->gear view object_pack_total walks, built from the live gear.
283
+ *
284
+ * Upstream iterates all of p->gear and lets object_similar reject the equipped
285
+ * entries; the port's objectSimilar has the equipped test deferred (obj/object.ts
286
+ * module docs), so the view is built from the non-equipped handles instead. The
287
+ * resulting SET is the same, which is all object_pack_total reads.
288
+ */
289
+ export declare function packTotalView(gear: Gear): PackTotalGear;
290
+ /**
291
+ * Whether upstream suppresses the split-stack aggregate for this object.
292
+ *
293
+ * A charges count or "recharging" notice in the description belongs to ONE
294
+ * stack, so aggregating the number across stacks would contradict the notice
295
+ * printed beside it. Upstream repeats this test verbatim at every aggregate
296
+ * site - gear_object_for_use (obj-gear.c L550-556, L583-589), inven_carry
297
+ * (L899-901) and inven_drop (L1138-1140) - the last two of which also test
298
+ * object_is_equipped, which the callers here add because inven_carry does not.
299
+ */
300
+ export declare function packTotalSuppressed(obj: GameObject): boolean;
301
+ /** The detached result of gear_object_for_use. */
302
+ export interface GearForUse {
303
+ /** The removed object (a split copy, or the excised original stack). */
304
+ obj: GameObject;
305
+ /** True when the whole stack was taken and its slot is now empty. */
306
+ noneLeft: boolean;
307
+ }
308
+ /**
309
+ * gear_object_for_use (obj-gear.c L524): remove `amt` items of the gear
310
+ * object referenced by `handle`, returning a detached object to hand off.
311
+ * When part of a stack is taken, the remainder stays under `handle` and a
312
+ * fresh split is returned (noneLeft=false); when the whole stack is taken,
313
+ * the original is excised (noneLeft=true). The total_weight upkeep and the
314
+ * knowledge twin are DEFERRED (see the module ledger).
315
+ */
316
+ export declare function gearObjectForUse(gear: Gear, player: Player, handle: number, amt: number): GearForUse;
317
+ /**
318
+ * Which upstream split a wield of a multi-item stack performs. The two C
319
+ * callers do OPPOSITE things and the difference is observable in the pack
320
+ * listing, so the caller must say which one it is:
321
+ *
322
+ * - "inven_wield" (obj-gear.c L947-968): `gear_object_for_use(p, obj, 1, ...)`
323
+ * splits ONE item off; the split is linked into p->gear immediately after
324
+ * the original (L961-963) and IT is what gets equipped. The original keeps
325
+ * `number - 1` and stays in the pack AT ITS EXISTING LISTING POSITION.
326
+ * - "wield_all" (player-birth.c L484-491): `object_split(obj, number - 1)`
327
+ * sends the remainder to a new object collected in `new_pile` and appended
328
+ * to the END of the gear (pile_insert_end, L503); the ORIGINAL is equipped.
329
+ */
330
+ export type WieldSplit = "inven_wield" | "wield_all";
331
+ /**
332
+ * Wield the pack object with the given handle into its liked slot. If the
333
+ * stack has more than one item it is split, following `split` (see
334
+ * WieldSplit - the two upstream callers differ). Returns the filled slot, or
335
+ * -1 if the object cannot be wielded or the slot is already occupied. Read
336
+ * `player.equipment[slot]` for the handle that ended up worn: under
337
+ * "inven_wield" a split stack equips a FRESH handle, not `handle`.
338
+ *
339
+ * object_learn_on_wield runs the instant the item is worn (as in wield_all
340
+ * and inven_wield), so a worn item's modifier runes become known and its
341
+ * pval bonuses go live at once. The equip_cnt UI counter is DEFERRED.
342
+ *
343
+ * `intoSlot` is the slot ARGUMENT upstream's inven_wield takes
344
+ * (`void inven_wield(struct object *obj, int slot)`, obj-gear.c:931): the caller
345
+ * decides the destination and inven_wield never recomputes it. That matters for
346
+ * rings - do_cmd_wield asks "Replace which ring? " and then overwrites slot with
347
+ * `equipped_item_slot(player->body, equip_obj)` (cmd-obj.c:309), so re-deriving
348
+ * it here would silently discard the hand the player picked. Omit it to keep the
349
+ * wield_slot default (wield_all and every non-choosing caller).
350
+ */
351
+ export declare function wieldObject(gear: Gear, player: Player, handle: number, env?: import("../obj/knowledge.js").RuneEnv, split?: WieldSplit, intoSlot?: number): number;
352
+ /**
353
+ * wield_all (player-birth.c L462-507): try to wield everything wieldable in
354
+ * the pack. Scans a snapshot of the current pack handles (so the split-off
355
+ * remainders added during the pass are not re-scanned, matching upstream's
356
+ * deferred pile_insert_end), wielding each object whose liked slot is empty.
357
+ */
358
+ export declare function wieldAll(gear: Gear, player: Player): void;
359
+ /** Options for the birth starting kit. */
360
+ export interface OutfitOptions {
361
+ /**
362
+ * birth_start_kit: with the full kit every start_item is granted; without it
363
+ * only a single food and a single light source. An explicit value overrides
364
+ * the option lookup; when omitted, it is read from `opt("birth_start_kit")`
365
+ * if `opt` is supplied, else defaults to true (player-birth.c L612).
366
+ */
367
+ startKit?: boolean;
368
+ /**
369
+ * OPT(p, name): the player's birth-option accessor, used to honour
370
+ * birth_start_kit (gap 1.6) and the per-start-item eopts birth-option
371
+ * exclusion (gap 1.8, player-birth.c L619-637). Absent = no options set,
372
+ * i.e. full kit and no exclusions (equivalent to upstream's defaults).
373
+ */
374
+ opt?: (name: string) => boolean;
375
+ /**
376
+ * object_flavor_aware(p, obj) (player-birth.c:650): the player starts AWARE of
377
+ * every kind in their own starting kit - a Warrior knows their Flask of Oil by
378
+ * name, not as "a Clear Flask".
379
+ *
380
+ * It is a callback rather than a direct call because awareness lives in the
381
+ * per-game FlavorKnowledge, which the session layer does not create until
382
+ * wireGame - and player_outfit runs before that (it has to: the starting gold
383
+ * deduction feeds the birth screens). The caller collects the kinds here and
384
+ * marks them aware the moment the store exists; see startGame.
385
+ */
386
+ onStartKind?: (kind: ObjectKind) => void;
387
+ }
388
+ /**
389
+ * player_outfit (player-birth.c L584-666): give the player their class
390
+ * starting equipment and wield everything wieldable.
391
+ *
392
+ * For each class start_item: roll the count in [min, max] via the project
393
+ * Rng (rand_range), look the kind up by tval/sval name, honour birth_start_kit
394
+ * (gap 1.6) and the eopts birth-option exclusion (gap 1.8), prep it with
395
+ * MINIMISE at level 0 (object_prep), set number and ORIGIN_BIRTH, carry it
396
+ * (invenCarry), and finally wield_all.
397
+ *
398
+ * wield_all learns each worn item's modifier runes (object_learn_on_wield);
399
+ * for a default class kit those items carry no modifiers, so obj_k stays
400
+ * empty at birth exactly as upstream.
401
+ *
402
+ * Each item is marked OBJ_NOTICE_ASSESSED (L652), the per-object half of the
403
+ * knowledge block that the port models on the live object, and reported through
404
+ * opts.onStartKind for object_flavor_aware (L650) - which the caller applies
405
+ * once the per-game awareness store exists (see OutfitOptions.onStartKind).
406
+ */
407
+ export declare function outfitPlayer(gear: Gear, player: Player, reg: ObjRegistry, rng: Rng, constants: Constants, opts?: OutfitOptions): void;
408
+ //# sourceMappingURL=gear.d.ts.map
@@ -0,0 +1 @@
1
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