@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.
- package/LICENSE.md +43 -0
- package/README.md +80 -0
- package/dist/agent/act.d.ts +22 -0
- package/dist/agent/act.d.ts.map +1 -0
- package/dist/agent/act.js +88 -0
- package/dist/agent/act.js.map +1 -0
- package/dist/agent/controller.d.ts +34 -0
- package/dist/agent/controller.d.ts.map +1 -0
- package/dist/agent/controller.js +90 -0
- package/dist/agent/controller.js.map +1 -0
- package/dist/agent/events.d.ts +27 -0
- package/dist/agent/events.d.ts.map +1 -0
- package/dist/agent/events.js +31 -0
- package/dist/agent/events.js.map +1 -0
- package/dist/agent/index.d.ts +17 -0
- package/dist/agent/index.d.ts.map +1 -0
- package/dist/agent/index.js +15 -0
- package/dist/agent/index.js.map +1 -0
- package/dist/agent/perceive.d.ts +21 -0
- package/dist/agent/perceive.d.ts.map +1 -0
- package/dist/agent/perceive.js +386 -0
- package/dist/agent/perceive.js.map +1 -0
- package/dist/agent/types.d.ts +436 -0
- package/dist/agent/types.d.ts.map +1 -0
- package/dist/agent/types.js +63 -0
- package/dist/agent/types.js.map +1 -0
- package/dist/bitflag.d.ts +199 -0
- package/dist/bitflag.d.ts.map +1 -0
- package/dist/bitflag.js +478 -0
- package/dist/bitflag.js.map +1 -0
- package/dist/cmd.d.ts +164 -0
- package/dist/cmd.d.ts.map +1 -0
- package/dist/cmd.js +350 -0
- package/dist/cmd.js.map +1 -0
- package/dist/color.d.ts +104 -0
- package/dist/color.d.ts.map +1 -0
- package/dist/color.js +240 -0
- package/dist/color.js.map +1 -0
- package/dist/combat/brand-slay.d.ts +119 -0
- package/dist/combat/brand-slay.d.ts.map +1 -0
- package/dist/combat/brand-slay.js +264 -0
- package/dist/combat/brand-slay.js.map +1 -0
- package/dist/combat/hit.d.ts +198 -0
- package/dist/combat/hit.d.ts.map +1 -0
- package/dist/combat/hit.js +310 -0
- package/dist/combat/hit.js.map +1 -0
- package/dist/combat/index.d.ts +15 -0
- package/dist/combat/index.d.ts.map +1 -0
- package/dist/combat/index.js +15 -0
- package/dist/combat/index.js.map +1 -0
- package/dist/combat/melee.d.ts +261 -0
- package/dist/combat/melee.d.ts.map +1 -0
- package/dist/combat/melee.js +402 -0
- package/dist/combat/melee.js.map +1 -0
- package/dist/combat/mon-melee.d.ts +233 -0
- package/dist/combat/mon-melee.d.ts.map +1 -0
- package/dist/combat/mon-melee.js +883 -0
- package/dist/combat/mon-melee.js.map +1 -0
- package/dist/combat/ranged.d.ts +89 -0
- package/dist/combat/ranged.d.ts.map +1 -0
- package/dist/combat/ranged.js +253 -0
- package/dist/combat/ranged.js.map +1 -0
- package/dist/constants.d.ts +134 -0
- package/dist/constants.d.ts.map +1 -0
- package/dist/constants.js +171 -0
- package/dist/constants.js.map +1 -0
- package/dist/dice.d.ts +91 -0
- package/dist/dice.d.ts.map +1 -0
- package/dist/dice.js +424 -0
- package/dist/dice.js.map +1 -0
- package/dist/effects/effect-choice.d.ts +15 -0
- package/dist/effects/effect-choice.d.ts.map +1 -0
- package/dist/effects/effect-choice.js +18 -0
- package/dist/effects/effect-choice.js.map +1 -0
- package/dist/effects/effect-info.d.ts +124 -0
- package/dist/effects/effect-info.d.ts.map +1 -0
- package/dist/effects/effect-info.js +706 -0
- package/dist/effects/effect-info.js.map +1 -0
- package/dist/effects/effect.d.ts +165 -0
- package/dist/effects/effect.d.ts.map +1 -0
- package/dist/effects/effect.js +452 -0
- package/dist/effects/effect.js.map +1 -0
- package/dist/effects/handlers.d.ts +70 -0
- package/dist/effects/handlers.d.ts.map +1 -0
- package/dist/effects/handlers.js +394 -0
- package/dist/effects/handlers.js.map +1 -0
- package/dist/effects/interpreter.d.ts +291 -0
- package/dist/effects/interpreter.d.ts.map +1 -0
- package/dist/effects/interpreter.js +325 -0
- package/dist/effects/interpreter.js.map +1 -0
- package/dist/events.d.ts +188 -0
- package/dist/events.d.ts.map +1 -0
- package/dist/events.js +138 -0
- package/dist/events.js.map +1 -0
- package/dist/expression.d.ts +83 -0
- package/dist/expression.d.ts.map +1 -0
- package/dist/expression.js +333 -0
- package/dist/expression.js.map +1 -0
- package/dist/game/cave-cmd.d.ts +195 -0
- package/dist/game/cave-cmd.d.ts.map +1 -0
- package/dist/game/cave-cmd.js +968 -0
- package/dist/game/cave-cmd.js.map +1 -0
- package/dist/game/char-sheet.d.ts +189 -0
- package/dist/game/char-sheet.d.ts.map +1 -0
- package/dist/game/char-sheet.js +381 -0
- package/dist/game/char-sheet.js.map +1 -0
- package/dist/game/chest.d.ts +94 -0
- package/dist/game/chest.d.ts.map +1 -0
- package/dist/game/chest.js +267 -0
- package/dist/game/chest.js.map +1 -0
- package/dist/game/context.d.ts +970 -0
- package/dist/game/context.d.ts.map +1 -0
- package/dist/game/context.js +353 -0
- package/dist/game/context.js.map +1 -0
- package/dist/game/curse-tick.d.ts +35 -0
- package/dist/game/curse-tick.d.ts.map +1 -0
- package/dist/game/curse-tick.js +100 -0
- package/dist/game/curse-tick.js.map +1 -0
- package/dist/game/describe.d.ts +20 -0
- package/dist/game/describe.d.ts.map +1 -0
- package/dist/game/describe.js +45 -0
- package/dist/game/describe.js.map +1 -0
- package/dist/game/display.d.ts +196 -0
- package/dist/game/display.d.ts.map +1 -0
- package/dist/game/display.js +684 -0
- package/dist/game/display.js.map +1 -0
- package/dist/game/dump-level.d.ts +37 -0
- package/dist/game/dump-level.d.ts.map +1 -0
- package/dist/game/dump-level.js +110 -0
- package/dist/game/dump-level.js.map +1 -0
- package/dist/game/effect-attack.d.ts +36 -0
- package/dist/game/effect-attack.d.ts.map +1 -0
- package/dist/game/effect-attack.js +694 -0
- package/dist/game/effect-attack.js.map +1 -0
- package/dist/game/effect-detect.d.ts +34 -0
- package/dist/game/effect-detect.d.ts.map +1 -0
- package/dist/game/effect-detect.js +456 -0
- package/dist/game/effect-detect.js.map +1 -0
- package/dist/game/effect-env.d.ts +77 -0
- package/dist/game/effect-env.d.ts.map +1 -0
- package/dist/game/effect-env.js +166 -0
- package/dist/game/effect-env.js.map +1 -0
- package/dist/game/effect-game-env.d.ts +76 -0
- package/dist/game/effect-game-env.d.ts.map +1 -0
- package/dist/game/effect-game-env.js +23 -0
- package/dist/game/effect-game-env.js.map +1 -0
- package/dist/game/effect-general.d.ts +98 -0
- package/dist/game/effect-general.d.ts.map +1 -0
- package/dist/game/effect-general.js +914 -0
- package/dist/game/effect-general.js.map +1 -0
- package/dist/game/effect-item.d.ts +124 -0
- package/dist/game/effect-item.d.ts.map +1 -0
- package/dist/game/effect-item.js +789 -0
- package/dist/game/effect-item.js.map +1 -0
- package/dist/game/effect-melee.d.ts +43 -0
- package/dist/game/effect-melee.d.ts.map +1 -0
- package/dist/game/effect-melee.js +477 -0
- package/dist/game/effect-melee.js.map +1 -0
- package/dist/game/effect-mon-origin.d.ts +67 -0
- package/dist/game/effect-mon-origin.d.ts.map +1 -0
- package/dist/game/effect-mon-origin.js +164 -0
- package/dist/game/effect-mon-origin.js.map +1 -0
- package/dist/game/effect-monster.d.ts +29 -0
- package/dist/game/effect-monster.d.ts.map +1 -0
- package/dist/game/effect-monster.js +281 -0
- package/dist/game/effect-monster.js.map +1 -0
- package/dist/game/effect-summon.d.ts +37 -0
- package/dist/game/effect-summon.d.ts.map +1 -0
- package/dist/game/effect-summon.js +113 -0
- package/dist/game/effect-summon.js.map +1 -0
- package/dist/game/effect-teleport.d.ts +130 -0
- package/dist/game/effect-teleport.d.ts.map +1 -0
- package/dist/game/effect-teleport.js +529 -0
- package/dist/game/effect-teleport.js.map +1 -0
- package/dist/game/effect-terrain.d.ts +91 -0
- package/dist/game/effect-terrain.d.ts.map +1 -0
- package/dist/game/effect-terrain.js +812 -0
- package/dist/game/effect-terrain.js.map +1 -0
- package/dist/game/energy.d.ts +45 -0
- package/dist/game/energy.d.ts.map +1 -0
- package/dist/game/energy.js +51 -0
- package/dist/game/energy.js.map +1 -0
- package/dist/game/equip-cmp.d.ts +138 -0
- package/dist/game/equip-cmp.d.ts.map +1 -0
- package/dist/game/equip-cmp.js +363 -0
- package/dist/game/equip-cmp.js.map +1 -0
- package/dist/game/floor.d.ts +182 -0
- package/dist/game/floor.d.ts.map +1 -0
- package/dist/game/floor.js +435 -0
- package/dist/game/floor.js.map +1 -0
- package/dist/game/gear.d.ts +408 -0
- package/dist/game/gear.d.ts.map +1 -0
- package/dist/game/gear.js +1037 -0
- package/dist/game/gear.js.map +1 -0
- package/dist/game/harness.d.ts +61 -0
- package/dist/game/harness.d.ts.map +1 -0
- package/dist/game/harness.js +198 -0
- package/dist/game/harness.js.map +1 -0
- package/dist/game/history.d.ts +49 -0
- package/dist/game/history.d.ts.map +1 -0
- package/dist/game/history.js +55 -0
- package/dist/game/history.js.map +1 -0
- package/dist/game/ignore-cmd.d.ts +42 -0
- package/dist/game/ignore-cmd.d.ts.map +1 -0
- package/dist/game/ignore-cmd.js +59 -0
- package/dist/game/ignore-cmd.js.map +1 -0
- package/dist/game/inscription-confirm.d.ts +80 -0
- package/dist/game/inscription-confirm.d.ts.map +1 -0
- package/dist/game/inscription-confirm.js +95 -0
- package/dist/game/inscription-confirm.js.map +1 -0
- package/dist/game/known.d.ts +297 -0
- package/dist/game/known.d.ts.map +1 -0
- package/dist/game/known.js +849 -0
- package/dist/game/known.js.map +1 -0
- package/dist/game/loop.d.ts +139 -0
- package/dist/game/loop.d.ts.map +1 -0
- package/dist/game/loop.js +631 -0
- package/dist/game/loop.js.map +1 -0
- package/dist/game/lore-color.d.ts +25 -0
- package/dist/game/lore-color.d.ts.map +1 -0
- package/dist/game/lore-color.js +95 -0
- package/dist/game/lore-color.js.map +1 -0
- package/dist/game/mon-cast.d.ts +150 -0
- package/dist/game/mon-cast.d.ts.map +1 -0
- package/dist/game/mon-cast.js +301 -0
- package/dist/game/mon-cast.js.map +1 -0
- package/dist/game/mon-cmd.d.ts +51 -0
- package/dist/game/mon-cmd.d.ts.map +1 -0
- package/dist/game/mon-cmd.js +670 -0
- package/dist/game/mon-cmd.js.map +1 -0
- package/dist/game/mon-death.d.ts +143 -0
- package/dist/game/mon-death.d.ts.map +1 -0
- package/dist/game/mon-death.js +328 -0
- package/dist/game/mon-death.js.map +1 -0
- package/dist/game/mon-group.d.ts +81 -0
- package/dist/game/mon-group.d.ts.map +1 -0
- package/dist/game/mon-group.js +323 -0
- package/dist/game/mon-group.js.map +1 -0
- package/dist/game/mon-list.d.ts +85 -0
- package/dist/game/mon-list.d.ts.map +1 -0
- package/dist/game/mon-list.js +154 -0
- package/dist/game/mon-list.js.map +1 -0
- package/dist/game/mon-message.d.ts +100 -0
- package/dist/game/mon-message.d.ts.map +1 -0
- package/dist/game/mon-message.js +336 -0
- package/dist/game/mon-message.js.map +1 -0
- package/dist/game/mon-place.d.ts +226 -0
- package/dist/game/mon-place.d.ts.map +1 -0
- package/dist/game/mon-place.js +642 -0
- package/dist/game/mon-place.js.map +1 -0
- package/dist/game/mon-ranged.d.ts +87 -0
- package/dist/game/mon-ranged.d.ts.map +1 -0
- package/dist/game/mon-ranged.js +353 -0
- package/dist/game/mon-ranged.js.map +1 -0
- package/dist/game/mon-shape.d.ts +43 -0
- package/dist/game/mon-shape.d.ts.map +1 -0
- package/dist/game/mon-shape.js +115 -0
- package/dist/game/mon-shape.js.map +1 -0
- package/dist/game/mon-side.d.ts +63 -0
- package/dist/game/mon-side.d.ts.map +1 -0
- package/dist/game/mon-side.js +403 -0
- package/dist/game/mon-side.js.map +1 -0
- package/dist/game/monster-turn.d.ts +195 -0
- package/dist/game/monster-turn.d.ts.map +1 -0
- package/dist/game/monster-turn.js +1560 -0
- package/dist/game/monster-turn.js.map +1 -0
- package/dist/game/obj-cmd.d.ts +453 -0
- package/dist/game/obj-cmd.d.ts.map +1 -0
- package/dist/game/obj-cmd.js +1530 -0
- package/dist/game/obj-cmd.js.map +1 -0
- package/dist/game/obj-list.d.ts +92 -0
- package/dist/game/obj-list.d.ts.map +1 -0
- package/dist/game/obj-list.js +251 -0
- package/dist/game/obj-list.js.map +1 -0
- package/dist/game/object-inspect.d.ts +37 -0
- package/dist/game/object-inspect.d.ts.map +1 -0
- package/dist/game/object-inspect.js +106 -0
- package/dist/game/object-inspect.js.map +1 -0
- package/dist/game/pickup.d.ts +126 -0
- package/dist/game/pickup.d.ts.map +1 -0
- package/dist/game/pickup.js +367 -0
- package/dist/game/pickup.js.map +1 -0
- package/dist/game/player-path.d.ts +133 -0
- package/dist/game/player-path.d.ts.map +1 -0
- package/dist/game/player-path.js +1268 -0
- package/dist/game/player-path.js.map +1 -0
- package/dist/game/player-side.d.ts +59 -0
- package/dist/game/player-side.d.ts.map +1 -0
- package/dist/game/player-side.js +506 -0
- package/dist/game/player-side.js.map +1 -0
- package/dist/game/player-turn.d.ts +161 -0
- package/dist/game/player-turn.d.ts.map +1 -0
- package/dist/game/player-turn.js +739 -0
- package/dist/game/player-turn.js.map +1 -0
- package/dist/game/project-cast.d.ts +268 -0
- package/dist/game/project-cast.d.ts.map +1 -0
- package/dist/game/project-cast.js +496 -0
- package/dist/game/project-cast.js.map +1 -0
- package/dist/game/project-feat.d.ts +47 -0
- package/dist/game/project-feat.d.ts.map +1 -0
- package/dist/game/project-feat.js +350 -0
- package/dist/game/project-feat.js.map +1 -0
- package/dist/game/project-monster.d.ts +106 -0
- package/dist/game/project-monster.d.ts.map +1 -0
- package/dist/game/project-monster.js +272 -0
- package/dist/game/project-monster.js.map +1 -0
- package/dist/game/project-obj.d.ts +60 -0
- package/dist/game/project-obj.d.ts.map +1 -0
- package/dist/game/project-obj.js +245 -0
- package/dist/game/project-obj.js.map +1 -0
- package/dist/game/project-player.d.ts +120 -0
- package/dist/game/project-player.d.ts.map +1 -0
- package/dist/game/project-player.js +108 -0
- package/dist/game/project-player.js.map +1 -0
- package/dist/game/quest.d.ts +101 -0
- package/dist/game/quest.d.ts.map +1 -0
- package/dist/game/quest.js +192 -0
- package/dist/game/quest.js.map +1 -0
- package/dist/game/ranged-cmd.d.ts +32 -0
- package/dist/game/ranged-cmd.d.ts.map +1 -0
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- package/dist/game/ranged-cmd.js.map +1 -0
- package/dist/game/scheduler.d.ts +47 -0
- package/dist/game/scheduler.d.ts.map +1 -0
- package/dist/game/scheduler.js +141 -0
- package/dist/game/scheduler.js.map +1 -0
- package/dist/game/spell-cmd.d.ts +104 -0
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- package/dist/game/spell-cmd.js +320 -0
- package/dist/game/spell-cmd.js.map +1 -0
- package/dist/game/spoil.d.ts +28 -0
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- package/dist/game/steal.d.ts +35 -0
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- package/dist/game/take-hit-hooks.d.ts +52 -0
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- package/dist/game/target-loop.d.ts +119 -0
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- package/dist/game/thrust.d.ts +37 -0
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- package/dist/gen/room.d.ts +160 -0
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- package/dist/gen/util.d.ts +466 -0
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- package/dist/generated/dun-profiles.d.ts +44 -0
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- package/dist/generated/elements.d.ts +83 -0
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- package/dist/generated/history-types.d.ts +52 -0
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/**
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* The `!` / `^` inscription safety net - Angband's oldest and most-used way of
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* protecting yourself from your own fingers. Inscribe `!q` on a Potion of Death
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* and quaffing it asks first; `^t` on your body armour and every Take off asks;
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* `^*` and `^<key>` and asks "Are you sure? " once per occurrence found, before
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* the command key is turned into a command at all (ui-game.c:565; also
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* ui-context.c:155, :349, :353, :585 for the context menus).
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* - `get_item_allow` (ui-object.c:634-679) scans the SELECTED OBJECT for
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* `!<key>` - plus `!*` unless the command is harmless - and asks
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* verify_object's "Really <verb> <the object>? " once per occurrence, from the
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*
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* The census found only "Are you sure? " here, because get_item_allow's prompt
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* Both are pure counts and strings: core decides how many confirmations are owed
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* and what to say, and the shell awaits them, the same division walkTerrainPrompt
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*/
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import type { Player } from "../player/player.js";
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/** get_check's prompt in key_confirm_command (ui-input.c:2014), verbatim. */
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export declare const KEY_CONFIRM_PROMPT = "Are you sure? ";
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/** cmd_verb's fallback when a command has no verb (ui-object.c:664-665). */
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export declare const ITEM_ALLOW_FALLBACK_VERB = "do that with";
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/**
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* UN_KTRL_CAP (ui-event.h:135): a control code becomes its CAPITAL letter, not
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* the lower-case one UN_KTRL would give. The comment there explains why - the
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* roguelike ignore command is Ctrl-D, and UN_KTRL would turn that into 'd', the
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*/
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export declare function unKtrlCap(key: string): string;
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/**
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* key_confirm_command (ui-input.c:1995-2020): how many times "Are you sure? "
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* must be answered before command key `key` may run. Zero almost always.
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* is equivalent - every prompt must be accepted for the command to proceed.
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*
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* inscription. Kept because core keeps upstream's warts.
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* `key` is used RAW - no unKtrlCap. get_item_allow shifts a control code to its
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* capital and this function pointedly does not, so a roguelike Ctrl-chord looks
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* for a `^` plus a control byte, which no inscription can hold, and asks nothing.
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*/
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export declare function keyConfirmCount(player: Player, gear: Gear, key: string): number;
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/** What get_item_allow owes: a prompt and how many times to ask it. */
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export interface ItemAllowPrompt {
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/** verify_object's finished question (obj-util.c:1085), trailing space and all. */
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readonly prompt: string;
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/** How many matching inscriptions were found; each one asks again. */
|
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+
readonly count: number;
|
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|
+
}
|
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|
+
/**
|
|
69
|
+
* get_item_allow (ui-object.c:634-679): the confirmations `obj` demands before
|
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|
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* command key `key` may act on it, or null when it demands none.
|
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*
|
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|
+
* `isHarmless` is upstream's IS_HARMLESS flag - a harmless command (inspecting,
|
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|
+
* for instance) ignores a blanket `!*` but still honours its own `!<key>`.
|
|
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*
|
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75
|
+
* `describe` is object_desc(ODESC_PREFIX | ODESC_FULL) (obj-util.c:1082); the
|
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76
|
+
* shell passes its own namer so the format string stays here, next to the C
|
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|
+
* line it copies.
|
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|
+
*/
|
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|
+
export declare function itemAllowPrompt(obj: GameObject, key: string, cmd: CommandCode | null, isHarmless: boolean, describe: (obj: GameObject) => string): ItemAllowPrompt | null;
|
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//# sourceMappingURL=inscription-confirm.d.ts.map
|
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@@ -0,0 +1 @@
|
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1
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{"version":3,"file":"inscription-confirm.d.ts","sourceRoot":"","sources":["../../src/game/inscription-confirm.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AAEH,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAClD,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AACnD,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,WAAW,CAAC;AACtC,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAC;AAI7C,6EAA6E;AAC7E,eAAO,MAAM,kBAAkB,mBAAmB,CAAC;AAEnD,4EAA4E;AAC5E,eAAO,MAAM,wBAAwB,iBAAiB,CAAC;AAEvD;;;;;GAKG;AACH,wBAAgB,SAAS,CAAC,GAAG,EAAE,MAAM,GAAG,MAAM,CAG7C;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,eAAe,CAAC,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,IAAI,EAAE,GAAG,EAAE,MAAM,GAAG,MAAM,CAS/E;AAED,uEAAuE;AACvE,MAAM,WAAW,eAAe;IAC9B,mFAAmF;IACnF,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,sEAAsE;IACtE,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;CACxB;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,eAAe,CAC7B,GAAG,EAAE,UAAU,EACf,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,WAAW,GAAG,IAAI,EACvB,UAAU,EAAE,OAAO,EACnB,QAAQ,EAAE,CAAC,GAAG,EAAE,UAAU,KAAK,MAAM,GACpC,eAAe,GAAG,IAAI,CASxB"}
|
|
@@ -0,0 +1,95 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The `!` / `^` inscription safety net - Angband's oldest and most-used way of
|
|
3
|
+
* protecting yourself from your own fingers. Inscribe `!q` on a Potion of Death
|
|
4
|
+
* and quaffing it asks first; `^t` on your body armour and every Take off asks;
|
|
5
|
+
* `!*` or `^*` covers every command at once.
|
|
6
|
+
*
|
|
7
|
+
* Two upstream functions, both of which the port was missing entirely:
|
|
8
|
+
*
|
|
9
|
+
* - `key_confirm_command` (ui-input.c:1995-2020) scans the WORN EQUIPMENT for
|
|
10
|
+
* `^*` and `^<key>` and asks "Are you sure? " once per occurrence found, before
|
|
11
|
+
* the command key is turned into a command at all (ui-game.c:565; also
|
|
12
|
+
* ui-context.c:155, :349, :353, :585 for the context menus).
|
|
13
|
+
* - `get_item_allow` (ui-object.c:634-679) scans the SELECTED OBJECT for
|
|
14
|
+
* `!<key>` - plus `!*` unless the command is harmless - and asks
|
|
15
|
+
* verify_object's "Really <verb> <the object>? " once per occurrence, from the
|
|
16
|
+
* item menu as a row is chosen (ui-object.c:958) and from the context menu's
|
|
17
|
+
* object actions (ui-context.c:855).
|
|
18
|
+
*
|
|
19
|
+
* The census found only "Are you sure? " here, because get_item_allow's prompt
|
|
20
|
+
* is assembled by strnfmt and its literal fragments ("Really ", " %s? ") are
|
|
21
|
+
* shorter than the anchor floor. The behaviour behind the one string it did find
|
|
22
|
+
* is the whole feature.
|
|
23
|
+
*
|
|
24
|
+
* Both are pure counts and strings: core decides how many confirmations are owed
|
|
25
|
+
* and what to say, and the shell awaits them, the same division walkTerrainPrompt
|
|
26
|
+
* uses (game/player-turn.ts) because the core command path cannot block on UI.
|
|
27
|
+
*/
|
|
28
|
+
import { cmdVerb } from "../cmd.js";
|
|
29
|
+
import { checkForInscrip } from "./pickup.js";
|
|
30
|
+
/** get_check's prompt in key_confirm_command (ui-input.c:2014), verbatim. */
|
|
31
|
+
export const KEY_CONFIRM_PROMPT = "Are you sure? ";
|
|
32
|
+
/** cmd_verb's fallback when a command has no verb (ui-object.c:664-665). */
|
|
33
|
+
export const ITEM_ALLOW_FALLBACK_VERB = "do that with";
|
|
34
|
+
/**
|
|
35
|
+
* UN_KTRL_CAP (ui-event.h:135): a control code becomes its CAPITAL letter, not
|
|
36
|
+
* the lower-case one UN_KTRL would give. The comment there explains why - the
|
|
37
|
+
* roguelike ignore command is Ctrl-D, and UN_KTRL would turn that into 'd', the
|
|
38
|
+
* drop command in both keysets, so `!d` would fire on an ignore.
|
|
39
|
+
*/
|
|
40
|
+
export function unKtrlCap(key) {
|
|
41
|
+
const code = key.charCodeAt(0);
|
|
42
|
+
return code < 0x20 ? String.fromCharCode(code + 64) : key;
|
|
43
|
+
}
|
|
44
|
+
/**
|
|
45
|
+
* key_confirm_command (ui-input.c:1995-2020): how many times "Are you sure? "
|
|
46
|
+
* must be answered before command key `key` may run. Zero almost always.
|
|
47
|
+
*
|
|
48
|
+
* Upstream asks per equipment slot and aborts on the first refusal, so a total
|
|
49
|
+
* is equivalent - every prompt must be accepted for the command to proceed.
|
|
50
|
+
*
|
|
51
|
+
* The `key === "*"` case counts DOUBLE, and that is upstream's arithmetic, not a
|
|
52
|
+
* slip here: verify_inscrip starts life as the string "^*" and only its second
|
|
53
|
+
* byte is overwritten, so for '*' both terms of the sum count the same
|
|
54
|
+
* inscription. Kept because core keeps upstream's warts.
|
|
55
|
+
*
|
|
56
|
+
* `key` is used RAW - no unKtrlCap. get_item_allow shifts a control code to its
|
|
57
|
+
* capital and this function pointedly does not, so a roguelike Ctrl-chord looks
|
|
58
|
+
* for a `^` plus a control byte, which no inscription can hold, and asks nothing.
|
|
59
|
+
* That asymmetry is upstream's; do not tidy it.
|
|
60
|
+
*/
|
|
61
|
+
export function keyConfirmCount(player, gear, key) {
|
|
62
|
+
let n = 0;
|
|
63
|
+
for (let i = 0; i < player.body.count; i++) {
|
|
64
|
+
const handle = player.equipment[i] ?? 0;
|
|
65
|
+
const obj = handle ? gear.store.get(handle) : undefined;
|
|
66
|
+
if (!obj)
|
|
67
|
+
continue;
|
|
68
|
+
n += checkForInscrip(obj, "^*") + checkForInscrip(obj, `^${key}`);
|
|
69
|
+
}
|
|
70
|
+
return n;
|
|
71
|
+
}
|
|
72
|
+
/**
|
|
73
|
+
* get_item_allow (ui-object.c:634-679): the confirmations `obj` demands before
|
|
74
|
+
* command key `key` may act on it, or null when it demands none.
|
|
75
|
+
*
|
|
76
|
+
* `isHarmless` is upstream's IS_HARMLESS flag - a harmless command (inspecting,
|
|
77
|
+
* for instance) ignores a blanket `!*` but still honours its own `!<key>`.
|
|
78
|
+
*
|
|
79
|
+
* `describe` is object_desc(ODESC_PREFIX | ODESC_FULL) (obj-util.c:1082); the
|
|
80
|
+
* shell passes its own namer so the format string stays here, next to the C
|
|
81
|
+
* line it copies.
|
|
82
|
+
*/
|
|
83
|
+
export function itemAllowPrompt(obj, key, cmd, isHarmless, describe) {
|
|
84
|
+
const ch = unKtrlCap(key);
|
|
85
|
+
let count = checkForInscrip(obj, `!${ch}`);
|
|
86
|
+
if (!isHarmless)
|
|
87
|
+
count += checkForInscrip(obj, "!*");
|
|
88
|
+
if (!count)
|
|
89
|
+
return null;
|
|
90
|
+
const verb = (cmd ? cmdVerb(cmd) : null) ?? ITEM_ALLOW_FALLBACK_VERB;
|
|
91
|
+
/* strnfmt "Really %s" (ui-object.c:667) then verify_object's "%s %s? "
|
|
92
|
+
* (obj-util.c:1085) - one prompt built in two steps upstream. */
|
|
93
|
+
return { prompt: `Really ${verb} ${describe(obj)}? `, count };
|
|
94
|
+
}
|
|
95
|
+
//# sourceMappingURL=inscription-confirm.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"inscription-confirm.js","sourceRoot":"","sources":["../../src/game/inscription-confirm.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AAMH,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,eAAe,EAAE,MAAM,aAAa,CAAC;AAE9C,6EAA6E;AAC7E,MAAM,CAAC,MAAM,kBAAkB,GAAG,gBAAgB,CAAC;AAEnD,4EAA4E;AAC5E,MAAM,CAAC,MAAM,wBAAwB,GAAG,cAAc,CAAC;AAEvD;;;;;GAKG;AACH,MAAM,UAAU,SAAS,CAAC,GAAW;IACnC,MAAM,IAAI,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;IAC/B,OAAO,IAAI,GAAG,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC;AAC5D,CAAC;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,eAAe,CAAC,MAAc,EAAE,IAAU,EAAE,GAAW;IACrE,IAAI,CAAC,GAAG,CAAC,CAAC;IACV,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;QAC3C,MAAM,MAAM,GAAG,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QACxC,MAAM,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QACxD,IAAI,CAAC,GAAG;YAAE,SAAS;QACnB,CAAC,IAAI,eAAe,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,eAAe,CAAC,GAAG,EAAE,IAAI,GAAG,EAAE,CAAC,CAAC;IACpE,CAAC;IACD,OAAO,CAAC,CAAC;AACX,CAAC;AAUD;;;;;;;;;;GAUG;AACH,MAAM,UAAU,eAAe,CAC7B,GAAe,EACf,GAAW,EACX,GAAuB,EACvB,UAAmB,EACnB,QAAqC;IAErC,MAAM,EAAE,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC;IAC1B,IAAI,KAAK,GAAG,eAAe,CAAC,GAAG,EAAE,IAAI,EAAE,EAAE,CAAC,CAAC;IAC3C,IAAI,CAAC,UAAU;QAAE,KAAK,IAAI,eAAe,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC;IACrD,IAAI,CAAC,KAAK;QAAE,OAAO,IAAI,CAAC;IACxB,MAAM,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,wBAAwB,CAAC;IACrE;qEACiE;IACjE,OAAO,EAAE,MAAM,EAAE,UAAU,IAAI,IAAI,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AAChE,CAAC"}
|
|
@@ -0,0 +1,297 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The player's map knowledge, a reduction of the upstream player->cave twin
|
|
3
|
+
* chunk (cave.c cave_know_*, cave-square.c square_memorize / square_forget /
|
|
4
|
+
* square_know_pile / square_sense_pile, and cave-view.c note_spot).
|
|
5
|
+
*
|
|
6
|
+
* Upstream duplicates the whole chunk for the player's knowledge so memory
|
|
7
|
+
* can go stale (you remember the door you saw, not the open floor it has
|
|
8
|
+
* since become). This port keeps the same staleness property with a flat
|
|
9
|
+
* remembered-feat array plus a remembered-floor-object marker per grid;
|
|
10
|
+
* that is exactly what detection, magic mapping and the renderer's
|
|
11
|
+
* remembered-terrain display need. The full twin (known traps as objects,
|
|
12
|
+
* per-object known twins) rides later batches and is ledgered.
|
|
13
|
+
*
|
|
14
|
+
* noteSpots() is the note_spot pass over the current field of view: every
|
|
15
|
+
* SEEN grid is memorized with its floor pile. It then runs updateMonsters()
|
|
16
|
+
* - the faithful port of update_mon (mon-util.c) - to refresh every live
|
|
17
|
+
* monster's visibility flags from telepathy, infravision, see-invisible and
|
|
18
|
+
* illumination. The session and front end call it after every updateView.
|
|
19
|
+
*
|
|
20
|
+
* update_mon only READS MFLAG_MARK; the detection-fade lifecycle
|
|
21
|
+
* (MFLAG_MARK / MFLAG_SHOW clearing, game-world.c process_world) lives in
|
|
22
|
+
* tickMonsterMarks() until the world-clock port absorbs it.
|
|
23
|
+
*/
|
|
24
|
+
import type { Loc } from "../loc.js";
|
|
25
|
+
import { type ViewerState } from "../world/view.js";
|
|
26
|
+
import type { Monster } from "../mon/monster.js";
|
|
27
|
+
import type { GameObject } from "../obj/object.js";
|
|
28
|
+
import type { GameState } from "./context.js";
|
|
29
|
+
/**
|
|
30
|
+
* A remembered floor object: the pile head's display glyph, or a null
|
|
31
|
+
* glyph for a sensed-but-unidentified something (upstream's
|
|
32
|
+
* unknown_item_kind / unknown_gold_kind markers).
|
|
33
|
+
*/
|
|
34
|
+
export interface KnownObjectMemory {
|
|
35
|
+
/** Display char of the remembered pile head; null = sensed-unknown. */
|
|
36
|
+
ch: string | null;
|
|
37
|
+
/** Display color char of the remembered pile head. */
|
|
38
|
+
attr: string;
|
|
39
|
+
}
|
|
40
|
+
/** The player's knowledge of the current level. */
|
|
41
|
+
export interface KnownMap {
|
|
42
|
+
width: number;
|
|
43
|
+
height: number;
|
|
44
|
+
/** Remembered feat per grid; -1 = unknown. May be stale, as upstream. */
|
|
45
|
+
feat: Int16Array;
|
|
46
|
+
/** Remembered floor objects by grid index (y * width + x). */
|
|
47
|
+
objects: Map<number, KnownObjectMemory>;
|
|
48
|
+
}
|
|
49
|
+
/** A blank (all-unknown) knowledge map for a fresh level. */
|
|
50
|
+
export declare function newKnownMap(width: number, height: number): KnownMap;
|
|
51
|
+
/** square_memorize: remember the grid's current terrain. */
|
|
52
|
+
export declare function squareMemorize(state: GameState, grid: Loc): void;
|
|
53
|
+
/**
|
|
54
|
+
* square_forget (cave-square.c:1580-1583): forget the grid's TERRAIN only.
|
|
55
|
+
* Upstream is `square_set_known_feat(c, grid, FEAT_NONE)` and nothing else -
|
|
56
|
+
* it does not touch the remembered object pile, and map_info's object loop
|
|
57
|
+
* (cave-map.c:155-169) is NOT gated on square_isknown, so an object remembered
|
|
58
|
+
* on a grid whose terrain has been forgotten stays on the player's map. The
|
|
59
|
+
* remembered pile is dropped only by forget_remembered_objects, i.e. through
|
|
60
|
+
* squareKnowPile / squareSensePile.
|
|
61
|
+
*/
|
|
62
|
+
export declare function squareForget(state: GameState, grid: Loc): void;
|
|
63
|
+
/**
|
|
64
|
+
* cave_illuminate (cave-map.c L555), the runtime version: the generation-time
|
|
65
|
+
* flag subset (gen/cave.ts caveIlluminate) plus the player-knowledge half
|
|
66
|
+
* (square_memorize / square_forget), gated per grid on the same "light" test
|
|
67
|
+
* upstream computes over the 9-entry ddgrid_ddd (the 8 neighbors plus self,
|
|
68
|
+
* cave.c L72-73): a floor or stairs grid nearby makes the boundary worth
|
|
69
|
+
* remembering. RNG-free.
|
|
70
|
+
*
|
|
71
|
+
* DEFERRED: PU_UPDATE_VIEW | PU_MONSTERS and the PR_MAP / PR_MONLIST /
|
|
72
|
+
* PR_ITEMLIST redraws (cave-map.c L608-612) - the front end's updateView +
|
|
73
|
+
* noteSpots pass already runs unconditionally after every state-changing
|
|
74
|
+
* action (packages/web/src/main.ts), so there is no separate dirty-flag
|
|
75
|
+
* mechanism to set here, matching the other knowledge-writing effect handlers
|
|
76
|
+
* (game/effect-detect.ts) which don't re-trigger it either.
|
|
77
|
+
*/
|
|
78
|
+
export declare function caveIlluminateKnown(state: GameState, daytime: boolean): void;
|
|
79
|
+
/**
|
|
80
|
+
* cave_known (cave-map.c:633-660): memorize town terrain except interior
|
|
81
|
+
* wall/lava regions.
|
|
82
|
+
*
|
|
83
|
+
* MUST run BEFORE caveIlluminateKnown, as generate.c:1547-1550 does. The order
|
|
84
|
+
* is load-bearing and not interchangeable: cave_illuminate writes player memory
|
|
85
|
+
* too -- square_memorize at cave-map.c:582 and, at night, square_forget on
|
|
86
|
+
* boring floor grids at :586-587. So upstream deliberately memorizes the whole
|
|
87
|
+
* town here and then lets night-time illumination FORGET the boring floors
|
|
88
|
+
* again. Running this second would leave a night town fully mapped, which is the
|
|
89
|
+
* opposite of upstream.
|
|
90
|
+
*/
|
|
91
|
+
export declare function caveKnown(state: GameState): void;
|
|
92
|
+
/** square_isknown: the player remembers some terrain here. */
|
|
93
|
+
export declare function squareIsKnown(state: GameState, grid: Loc): boolean;
|
|
94
|
+
/** The remembered feat at a grid (-1 = unknown). */
|
|
95
|
+
export declare function knownFeat(state: GameState, grid: Loc): number;
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96
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/**
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97
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* square_isbelievedwall (cave-square.c L901-912): out-of-bounds is a wall,
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98
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* unknown terrain is not believed to be a wall, and known terrain is tested
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99
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* against the remembered feature rather than the live map.
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100
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*/
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export declare function squareIsBelievedWall(state: GameState, grid: Loc): boolean;
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102
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/**
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103
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* square_isrubble(player->cave, grid): is the terrain the player REMEMBERS here
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104
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* rubble? Upstream freely runs the square predicates against player->cave to
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105
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* ask "what does the player think is there", which is how the bump-into-terrain
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106
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* paths decide whether their message contradicts the player's memory
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107
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* (cmd-cave.c:1112, :1243). Unknown terrain is not remembered as anything.
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108
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*/
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109
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export declare function knownIsRubble(state: GameState, grid: Loc): boolean;
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110
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/**
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111
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* square_isperm(player->cave, grid): PERMANENT and ROCK, remembered.
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112
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* do_cmd_tunnel_test MEMORIZES rather than forgets on this one - hitting
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113
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* permanent rock the player did not know about teaches them it is there
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114
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* (cmd-cave.c:462-468).
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115
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*/
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116
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export declare function knownIsPerm(state: GameState, grid: Loc): boolean;
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117
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/** square_isopendoor(player->cave, grid): a remembered closable door. */
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118
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export declare function knownIsOpenDoor(state: GameState, grid: Loc): boolean;
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119
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/** square_isbrokendoor(player->cave, grid): remembered, passable, unclosable. */
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120
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export declare function knownIsBrokenDoor(state: GameState, grid: Loc): boolean;
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121
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/**
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122
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* square_isdiggable(player->cave, grid): remembered mineral wall, secret door
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123
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* or rubble - square_ismineral || square_issecretdoor || square_isrubble
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124
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* (cave-square.c), evaluated on the remembered feature index.
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125
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*/
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126
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export declare function knownIsDiggable(state: GameState, grid: Loc): boolean;
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127
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/**
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128
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* square_iscloseddoor(player->cave, grid): does the player REMEMBER a closed
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129
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* door here? The open / close / disarm tests use it to spot a stale memory - a
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130
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* remembered door where the real grid has none is forgotten rather than left to
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131
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* mislead the map (cmd-cave.c:160-163, :243-246).
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132
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*/
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133
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export declare function knownIsClosedDoor(state: GameState, grid: Loc): boolean;
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134
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/**
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135
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* square_ispassable || square_isrubble || square_iscloseddoor on player->cave
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136
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* (cmd-cave.c:1126-1128, :1253-1255): the player remembers something they could
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137
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* have walked into here. Discovering a wall instead means the memory was wrong
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138
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* and upstream forgets the grid.
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139
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+
*/
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140
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+
export declare function knownIsEnterable(state: GameState, grid: Loc): boolean;
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141
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+
/**
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142
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* square_ismemorybad: the player remembers terrain here that no longer
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143
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* matches the live cave.
|
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144
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+
*/
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145
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+
export declare function squareMemoryBad(state: GameState, grid: Loc): boolean;
|
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146
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+
/**
|
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147
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+
* square_apparent_name (cave-square.c): the mimic-resolved name of the
|
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148
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+
* grid's remembered terrain (the look/target UI's "You see <name>").
|
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149
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+
*/
|
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150
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+
export declare function squareApparentName(state: GameState, grid: Loc): string;
|
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151
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+
/**
|
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152
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+
* square_apparent_look_prefix (cave-square.c): the indefinite article (or a
|
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153
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+
* feature-specific override) that precedes squareApparentName. Overrides are
|
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154
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+
* reproduced verbatim from terrain.txt, trailing space and all - stores'
|
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155
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+
* "the entrance to the " carries one, LAVA's "some" does not (upstream data,
|
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156
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+
* not a port bug).
|
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157
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+
*/
|
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158
|
+
export declare function squareApparentLookPrefix(state: GameState, grid: Loc): string;
|
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159
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+
/**
|
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160
|
+
* square_apparent_look_in_preposition (cave-square.c): the preposition (or a
|
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161
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+
* feature-specific override) used for the player's own grid ("You are
|
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162
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+
* <preposition><name>."). Overrides are reproduced verbatim from terrain.txt
|
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163
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+
* (e.g. doors' "in" carries no trailing space, unlike the "on " default).
|
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164
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+
*/
|
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165
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+
export declare function squareApparentLookInPreposition(state: GameState, grid: Loc): string;
|
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166
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+
/**
|
|
167
|
+
* square_isinteresting (cave-square.c), read against the player's knowledge
|
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168
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+
* (as target_accept and the look UI's terrain handler do): a memorized grid
|
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169
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+
* whose feature carries TF_INTERESTING.
|
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170
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+
*/
|
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171
|
+
export declare function squareIsInteresting(state: GameState, grid: Loc): boolean;
|
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172
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+
/** The remembered floor object at a grid, if any. */
|
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173
|
+
export declare function knownObject(state: GameState, grid: Loc): KnownObjectMemory | null;
|
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174
|
+
/**
|
|
175
|
+
* square_know_pile (reduced): remember the (first matching) floor object
|
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176
|
+
* exactly; forget a remembered object that is no longer there. Without a
|
|
177
|
+
* predicate the whole pile is considered (the note_spot case).
|
|
178
|
+
*
|
|
179
|
+
* forget_remembered_objects (cave-square.c:1106, called at :1156 and :1186):
|
|
180
|
+
* upstream walks player->cave's shadow pile and excises/deletes any known
|
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181
|
+
* twin whose original is no longer on the grid. The port's knowledge is one
|
|
182
|
+
* glyph per grid (state.known.objects), so that whole walk collapses to the
|
|
183
|
+
* "nothing here any more -> delete the entry" branch at the end of this
|
|
184
|
+
* function and of squareSensePile.
|
|
185
|
+
*/
|
|
186
|
+
export declare function squareKnowPile(state: GameState, grid: Loc, pred?: (obj: GameObject) => boolean): void;
|
|
187
|
+
/**
|
|
188
|
+
* update_player_object_knowledge (obj-knowledge.c L1218): after any rune-learn,
|
|
189
|
+
* re-run player_know_object over every object the player can currently see or
|
|
190
|
+
* hold, so a newly-learned rune propagates awareness across ALL of them - not
|
|
191
|
+
* just the object that taught it. This is the sweep the audit's KN-03 flagged
|
|
192
|
+
* missing: e.g. wielding a Ring of Strength learns the STR modifier rune, and it
|
|
193
|
+
* is this sweep (not object_learn_on_wield itself) that then makes the ring's
|
|
194
|
+
* kind flavour-aware, so it stops reading as an unidentified "Steel Ring".
|
|
195
|
+
*
|
|
196
|
+
* The port keeps rune knowledge in typed player stores and synthesises each
|
|
197
|
+
* object's known-twin on demand for display, so the only persistent side effect
|
|
198
|
+
* that needs a home here is player_know_object's awareness half (L1163-1198): a
|
|
199
|
+
* carried/floor jewel whose non-curse runes are now all known becomes
|
|
200
|
+
* flavour-aware (L1163-1167, KN-03), a special artifact becomes aware outright
|
|
201
|
+
* (L1168-1175), and a first reveal of a name/ego prints "You have %s (%c)." /
|
|
202
|
+
* "On the ground: %s." (L1184-1198, KN-04).
|
|
203
|
+
*
|
|
204
|
+
* Scope vs upstream: flavour awareness is per-KIND and global to the game (the
|
|
205
|
+
* shared FlavorKnowledge), so making a kind aware from a carried jewel already
|
|
206
|
+
* covers every store / curse-template instance of that kind - the port need only
|
|
207
|
+
* sweep the player's gear and the floor, not the store/curse lists C also walks
|
|
208
|
+
* purely to rewrite their per-object display twins. Called at the live rune-learn
|
|
209
|
+
* sites (wield, being hit, identify), exactly where C's player_learn_rune
|
|
210
|
+
* tail-calls it (L1373).
|
|
211
|
+
*/
|
|
212
|
+
export declare function updatePlayerObjectKnowledge(state: GameState): void;
|
|
213
|
+
/**
|
|
214
|
+
* square_sense_pile (reduced): become aware that something matching is
|
|
215
|
+
* here without learning what (the null-glyph marker), keeping an exact
|
|
216
|
+
* memory if one exists; forget stale memories like squareKnowPile.
|
|
217
|
+
*/
|
|
218
|
+
export declare function squareSensePile(state: GameState, grid: Loc, pred?: (obj: GameObject) => boolean): void;
|
|
219
|
+
/**
|
|
220
|
+
* update_mon (mon-util.c): recompute a single monster's visibility. When
|
|
221
|
+
* `full`, recompute its distance to the player (mon->cdis); otherwise use the
|
|
222
|
+
* stored one. Sets MFLAG_VISIBLE / MFLAG_VIEW from telepathy, infravision,
|
|
223
|
+
* see-invisible and illumination, learns the associated lore flags, and
|
|
224
|
+
* disturbs the player on appearance / disappearance. Draws no RNG.
|
|
225
|
+
*
|
|
226
|
+
* The player's derived flags (OF_TELEPATHY / OF_SEE_INVIS) and see_infra come
|
|
227
|
+
* from the last calc_bonuses (state.playerState); the blind check reads
|
|
228
|
+
* player->timed[TMD_BLIND] directly. update_mon only READS MFLAG_MARK - the
|
|
229
|
+
* MARK / SHOW detection-fade lives in tickMonsterMarks.
|
|
230
|
+
*/
|
|
231
|
+
export declare function updateMon(state: GameState, mon: Monster, full: boolean): void;
|
|
232
|
+
/**
|
|
233
|
+
* become_aware (mon-util.c L711): reveal a camouflaged mimic. Clears
|
|
234
|
+
* MFLAG_CAMOUFLAGE and, when the race has RF_UNAWARE, learns that flag into
|
|
235
|
+
* its lore. If the monster was mimicking a floor object, names it (ODESC_BASE)
|
|
236
|
+
* in a message when its square is seen, breaks the mimicry link on both
|
|
237
|
+
* sides, removes the fake item from the floor, and refreshes the monster's
|
|
238
|
+
* own visibility now that mimicry no longer masks it (update_mon). A no-op
|
|
239
|
+
* monster that is not camouflaged. Draws no RNG.
|
|
240
|
+
*
|
|
241
|
+
* Object-mimic placement is wired for live-placed (summoned / bred) mimics
|
|
242
|
+
* via game/mon-place.ts monCreateMimickedObject, which links mon.mimickedObj
|
|
243
|
+
* and the object's mimickingMIdx back-reference at the monster's grid; the
|
|
244
|
+
* object branch below fires for those and for any hand-built Monster/
|
|
245
|
+
* GameObject pair in tests. (SEAM: generation-spawned mimics still need the
|
|
246
|
+
* handoff to call monCreateMimickedObject - see that function's docstring.)
|
|
247
|
+
*
|
|
248
|
+
* RF_MIMIC_INV's "give the monster a copy of the object before deleting it"
|
|
249
|
+
* (mon-util.c L740-758) is now ported via obj/object.ts objectCopy (memcpy, no
|
|
250
|
+
* RNG); only the known twin is DEFERRED with the knowledge subsystem. The
|
|
251
|
+
* upkeep/redraw bits (PU_UPDATE_VIEW | PU_MONSTERS, PR_MONLIST | PR_ITEMLIST,
|
|
252
|
+
* square_note_spot, square_light_spot) are presentation (#25), matching the
|
|
253
|
+
* redraw deferral already noted for updateMon above.
|
|
254
|
+
*/
|
|
255
|
+
export declare function becomeAware(state: GameState, mon: Monster): void;
|
|
256
|
+
/**
|
|
257
|
+
* move_mimicked_object (mon-util.c L620-650): move the fake floor object with
|
|
258
|
+
* a camouflaged monster swap. The copied object keeps its mimic back-link;
|
|
259
|
+
* if the destination cannot carry it, RF_MIMIC_INV gives it to the monster.
|
|
260
|
+
* This operation is presentation/RNG-free.
|
|
261
|
+
*/
|
|
262
|
+
export declare function moveMimickedObject(state: GameState, mon: Monster, from: Loc, to: Loc): void;
|
|
263
|
+
/** update_monsters (mon-util.c): update every live (non-dead) monster. */
|
|
264
|
+
export declare function updateMonsters(state: GameState, full: boolean): void;
|
|
265
|
+
/**
|
|
266
|
+
* The five player fields updateView reads, taken off a live GameState.
|
|
267
|
+
*
|
|
268
|
+
* One definition because there were two, and they agreed on the wrong thing.
|
|
269
|
+
* `level` is `p->lev` (cave-view.c:778, the UNLIGHT view radius
|
|
270
|
+
* `2 + p->lev / 6 - cur_light`), and both the web shell and the MCP session were
|
|
271
|
+
* passing `chunk.depth` - the dungeon depth. Only an UNLIGHT player carrying no
|
|
272
|
+
* light can see the difference, which is exactly the kind of field that stays
|
|
273
|
+
* wrong for a year in two copies and is right once in one.
|
|
274
|
+
*/
|
|
275
|
+
export declare function viewerStateOf(state: GameState): ViewerState;
|
|
276
|
+
/**
|
|
277
|
+
* note_spot pass: memorize every currently seen grid with its floor pile,
|
|
278
|
+
* then refresh all monster visibility via update_mon.
|
|
279
|
+
*
|
|
280
|
+
* Called after every updateView. Upstream, movement sets PU_DISTANCE and
|
|
281
|
+
* update() runs update_monsters(TRUE) - cdis and visibility recompute in one
|
|
282
|
+
* pass - while a view-only change runs update_monsters(FALSE). Since cdis is
|
|
283
|
+
* purely geometric (idempotent when nothing moved, correct when the player
|
|
284
|
+
* did), noteSpots recomputes it here (full=true) so the d <= max_sight and
|
|
285
|
+
* d <= see_infra gates never read a stale distance after a step.
|
|
286
|
+
*/
|
|
287
|
+
export declare function noteSpots(state: GameState): void;
|
|
288
|
+
/**
|
|
289
|
+
* The MFLAG_NICE / MFLAG_MARK / MFLAG_SHOW housekeeping process_world runs at
|
|
290
|
+
* the end of a player turn (game-world.c:882-908): clear NICE; where a monster
|
|
291
|
+
* is MARKed but no longer SHOWn, drop the mark and re-run update_mon; then
|
|
292
|
+
* clear every SHOW. This keeps a freshly detected monster displayed for one
|
|
293
|
+
* more refresh before fading. Interim home until the world-clock / process_world
|
|
294
|
+
* port absorbs it (the NICE clear must be preserved when it does).
|
|
295
|
+
*/
|
|
296
|
+
export declare function tickMonsterMarks(state: GameState): void;
|
|
297
|
+
//# sourceMappingURL=known.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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