@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 +1,226 @@
1
+ /**
2
+ * Live-cave monster placement, ported from the placement half of
3
+ * reference/src/mon-make.c (place_monster, place_new_monster_one,
4
+ * place_new_monster_group, place_friends, place_new_monster,
5
+ * pick_and_place_monster) and the world half of reference/src/mon-summon.c
6
+ * (summon_specific, call_monster, select_shape), Angband 4.2.6.
7
+ *
8
+ * The generation-time twin of this family lives in gen/util.ts and operates
9
+ * on the Gen context; this module operates on a running GameState, so
10
+ * summons, breeders and other mid-game arrivals join the live monster list,
11
+ * the group structures and the square occupancy exactly as the generated
12
+ * population did. Monster construction (RNG order: sleep, hp, speed
13
+ * variation, energy, random attr) is the shared mon/make.ts createMonster.
14
+ *
15
+ * Racial population counts (race->cur_num) are live here: placement
16
+ * increments them and deleteMonster (game/context.ts) decrements, so the
17
+ * "only one unique at a time" rule holds across summoning and death. The
18
+ * session layer keeps the counts consistent across level changes
19
+ * (wipe_mon_list decrements for every live monster).
20
+ *
21
+ * Placement-time monster drops (mon_create_drop) ARE wired here: placeMonsterLive
22
+ * calls the shared createDrop core (game/mon-death.ts) when origin != 0, exactly
23
+ * as place_monster does (mon-make.c L1044-1046), filling the monster's held pile
24
+ * so monster_death can spill it on death. Live callers thread the true origin
25
+ * (ORIGIN_DROP for ambient spawns and pickAndPlaceDistantMonster, DROP_SUMMON for
26
+ * summons, DROP_BREED for breeders, DROP_WIZARD for the debug spawn). Inert when
27
+ * the caller omits MonPlaceDeps.makeDeps (monster-only harnesses). The cheat_hear
28
+ * messages are UI-only; update_mon / monster-light view refresh rides the FOV
29
+ * consumers.
30
+ *
31
+ * Object-mimic placement (mon_create_mimicked_object) IS ported here and
32
+ * fires from placeMonsterLive for live-placed (summoned / bred) mimics when
33
+ * the caller supplies MonPlaceDeps.mimic. Generation-spawned mimics ARE built by
34
+ * gen/util.ts placeNewMonsterOne (createMimickedObject) and installed by
35
+ * session/game.ts populateFromLevel; the two paths draw at the same RNG-stream
36
+ * position because every vanilla mimic race carries no drops.
37
+ *
38
+ * add_to_monster_rating IS wired here (mon-make.c L1112-1126), matching
39
+ * upstream's single place_new_monster_one for both generation and live
40
+ * summons/breeders. Since chunk.feeling is computed once at gen-end
41
+ * (gen/generate.ts generateLevel) and never recomputed, these post-gen
42
+ * accumulations are harmless bookkeeping: they keep chunk.mon_rating byte-
43
+ * faithful to upstream but have no effect on an already-shown feeling.
44
+ */
45
+ import type { Rng } from "../rng.js";
46
+ import type { Loc } from "../loc.js";
47
+ import type { MonsterBase, MonsterRace } from "../mon/types.js";
48
+ import type { Monster, MonsterGroupInfo } from "../mon/monster.js";
49
+ import type { MonAllocTable } from "../mon/make.js";
50
+ import type { SummonTable } from "../mon/summon.js";
51
+ import type { MakeDeps } from "../obj/make.js";
52
+ import type { LoreStore } from "../mon/lore.js";
53
+ import type { GameObject } from "../obj/object.js";
54
+ import type { GameState } from "./context.js";
55
+ import type { FloorEnv } from "./floor.js";
56
+ /** Everything live placement needs beyond the state. */
57
+ export interface MonPlaceDeps {
58
+ /** The live race allocation table (shared across the session). */
59
+ table: MonAllocTable;
60
+ /**
61
+ * square_isplayertrap / iswebbed / iswarded (game/trap.ts trapPredicates).
62
+ * Absent (no trap system), those tests pass vacuously.
63
+ */
64
+ preds?: {
65
+ isPlayerTrap: (grid: Loc) => boolean;
66
+ isWebbed: (grid: Loc) => boolean;
67
+ isWarded: (grid: Loc) => boolean;
68
+ };
69
+ /** z_info->monster_group_max (mon-gen:group-max, 25). */
70
+ groupMax?: number;
71
+ /** z_info->monster_group_dist (mon-gen:group-dist, 5). */
72
+ groupDist?: number;
73
+ /**
74
+ * Object-make deps for mon_create_mimicked_object (mon-make.c L899). Absent
75
+ * (worldless / monster-only harnesses, and every current caller until the
76
+ * generation-handoff seam is wired), object-mimics are placed as bare
77
+ * monsters with no fake item - exactly the pre-mimic behaviour - and
78
+ * mon.mimickedObj stays 0.
79
+ */
80
+ mimic?: MimicDeps;
81
+ /**
82
+ * Object-make deps for mon_create_drop (mon-make.c L1044). When present,
83
+ * placeMonsterLive generates the monster's held-object drops at placement, as
84
+ * upstream place_monster does when origin != 0. Absent (monster-only
85
+ * harnesses / tests that do not exercise loot), no drops are drawn and no held
86
+ * pile is populated - so those contexts stay RNG-identical to the pre-wiring
87
+ * behaviour.
88
+ */
89
+ makeDeps?: MakeDeps;
90
+ /**
91
+ * Lore store for mon_create_drop's unique theft reduction (mon-make.c L778).
92
+ * Absent => thefts treated as 0 (a never-stolen-from monster).
93
+ */
94
+ lore?: LoreStore;
95
+ }
96
+ /** Everything mon_create_mimicked_object needs beyond the state and monster. */
97
+ export interface MimicDeps {
98
+ /** Object-make deps (makeGold / objectPrep / applyMagic share the RNG). */
99
+ makeDeps: MakeDeps;
100
+ /** floor_carry env (ignore / stacking hooks); defaults to inert. */
101
+ floorEnv?: FloorEnv;
102
+ }
103
+ /**
104
+ * The minimal, GameState-free surface mon_create_mimicked_object needs so BOTH
105
+ * the live cave (this module) and level generation (gen/util.ts) can build a
106
+ * mimic's fake object off the same code. The two paths differ only in how the
107
+ * object is carried: the live path calls floor_carry on the running state; the
108
+ * generation path parks it on the Gen side-table that populateFromLevel later
109
+ * re-carries. Neither carry draws RNG, so the object's draws (reservoir sample
110
+ * + make_gold / object_prep + apply_magic) land at the same stream position on
111
+ * either path.
112
+ */
113
+ export interface MimicTarget {
114
+ /** c->depth: the depth make_gold / origin_depth read. */
115
+ depth: number;
116
+ /** The stream to draw from (live state.rng or generation g.rng). */
117
+ rng: Rng;
118
+ /** make_gold / object_prep / apply_magic dependencies. */
119
+ makeDeps: MakeDeps;
120
+ /** floor_carry(c, mon->grid, obj): put obj at grid, true iff it went. */
121
+ carry: (grid: Loc, obj: GameObject) => boolean;
122
+ }
123
+ /** square_isopen on the live cave: floor with no occupant (player counts). */
124
+ export declare function squareIsOpenLive(state: GameState, grid: Loc): boolean;
125
+ /** square_isempty on the live cave: open, no objects, no player trap / web. */
126
+ export declare function squareIsEmptyLive(state: GameState, grid: Loc, preds?: MonPlaceDeps["preds"]): boolean;
127
+ /** square_allows_summon: empty and neither warded nor decoyed. */
128
+ export declare function squareAllowsSummon(state: GameState, grid: Loc, preds?: MonPlaceDeps["preds"]): boolean;
129
+ /**
130
+ * mon_create_mimicked_object (mon-make.c L899): create the fake floor item an
131
+ * object-mimic imitates and link it to the monster. Reservoir-samples one of
132
+ * the race's mimic_kinds (one_in_(i) over i = 1..n; the first draw, one_in_(1),
133
+ * draws no RNG and always selects the first kind), makes a gold object for a
134
+ * money kind or a prepped-and-magicked item otherwise (RNG order identical to
135
+ * upstream), links both sides of the mimicry, and drops it on the monster's
136
+ * grid via floor_carry. If the floor cannot hold it the mimicry is cleared and
137
+ * the item is either given to the monster (RF_MIMIC_INV) or discarded.
138
+ *
139
+ * The port has no object oidx registry, so mon.mimickedObj is a nonzero
140
+ * presence marker (1); the live mon<->obj link is carried by
141
+ * obj.mimickingMIdx === mon.midx, which is what become_aware reads and the save
142
+ * format persists. C's list_object (oidx bookkeeping) is DEFERRED with the
143
+ * floor object list (game/floor.ts module docs). convert_depth_to_origin(
144
+ * c->depth) is the port's direct state.chunk.depth (matching mon-death.ts /
145
+ * effect-item.ts). Draws RNG exactly as upstream.
146
+ */
147
+ export declare function createMimickedObject(target: MimicTarget, mon: Monster): void;
148
+ /**
149
+ * Live-cave mon_create_mimicked_object: a thin wrapper that binds the running
150
+ * GameState to the shared, GameState-free createMimickedObject core. The carry
151
+ * is the live floor_carry (no RNG), so this stays byte- and RNG-identical to
152
+ * the pre-refactor function for every live-placed mimic.
153
+ */
154
+ export declare function monCreateMimickedObject(state: GameState, mon: Monster, deps: MimicDeps): void;
155
+ /**
156
+ * place_new_monster_one on the live cave: legality checks, monster
157
+ * construction (shared RNG order) and placement.
158
+ */
159
+ export declare function placeNewMonsterOne(state: GameState, grid: Loc, race: MonsterRace, sleep: boolean, info: MonsterGroupInfo, deps: MonPlaceDeps, origin?: number): boolean;
160
+ /**
161
+ * place_new_monster: place a monster of the given race at the given
162
+ * location, with its friends and escorts when `groupOk` is set. The first
163
+ * monster of a fresh group is its leader.
164
+ */
165
+ export declare function placeNewMonster(state: GameState, grid: Loc, race: MonsterRace, sleep: boolean, groupOk: boolean, groupInfo: MonsterGroupInfo, deps: MonPlaceDeps, origin?: number): boolean;
166
+ /**
167
+ * multiply_monster (mon-make.c L983): a breeder tries to spawn a copy of
168
+ * itself in a nearby empty grid. Returns true on a successful spawn.
169
+ *
170
+ * RNG order is preserved exactly: monster_is_shape_unique short-circuits
171
+ * before any draw (uniques never multiply and never touch the stream), then
172
+ * scatter_ext draws (distance 1, needs LOS, square_isempty), then
173
+ * place_new_monster (groupOk = false, so no friends/escort table draws - only
174
+ * createMonster's sleep/hp/speed/energy/attr draws). Fixing so multiplying a
175
+ * revealed camouflaged monster creates another revealed camouflaged monster
176
+ * (mon-move.c L1002-1011) draws no RNG - it just looks up the child that was
177
+ * placed a moment ago via square_monster, exactly as upstream does.
178
+ */
179
+ export declare function multiplyMonster(state: GameState, mon: Monster, deps: MonPlaceDeps): boolean;
180
+ /** pick_and_place_monster: place an appropriate monster (and group) at grid. */
181
+ export declare function pickAndPlaceMonster(state: GameState, grid: Loc, depth: number, sleep: boolean, groupOkay: boolean, deps: MonPlaceDeps, origin?: number): boolean;
182
+ /**
183
+ * pick_and_place_distant_monster (mon-make.c L1483): pick a monster race and
184
+ * place it on a naked floor grid at least `dis` away from `toAvoid`, allowing
185
+ * groups. Up to 10000 attempts, each drawing randint0(width) THEN
186
+ * randint0(height) (x before y - a chosen canonical order; C leaves the two
187
+ * argument evaluations unspecified and the port targets its own save
188
+ * determinism, not binary C-save compatibility). In a running game
189
+ * character_dungeon is true, so the "no random monsters in marked rooms" test
190
+ * is skipped. Returns whether a monster was placed.
191
+ */
192
+ export declare function pickAndPlaceDistantMonster(state: GameState, toAvoid: Loc, dis: number, sleep: boolean, depth: number, deps: MonPlaceDeps): boolean;
193
+ /** Everything summon_specific needs beyond the placement deps. */
194
+ export interface SummonDeps extends MonPlaceDeps {
195
+ /** The bound summon table (mon/summon.ts). */
196
+ summons: SummonTable;
197
+ /** cave->mon_current: the summoner, whose group summons join (0 = none). */
198
+ monCurrent?: number;
199
+ /** The kin base for S_KIN (the summoner's race base). */
200
+ kinBase?: MonsterBase | null;
201
+ }
202
+ /**
203
+ * summon_specific: place a monster of the given summon type near the grid,
204
+ * trying progressively wider scatters (1..4). Returns the summoned
205
+ * monster's race level iff a monster was actually summoned.
206
+ */
207
+ export declare function summonSpecific(state: GameState, grid: Loc, lev: number, type: number, delay: boolean, call: boolean, deps: SummonDeps): number;
208
+ /**
209
+ * select_shape: a race for a monster shapechange, drawn from the summon
210
+ * type's eligible races at the current depth (+5).
211
+ */
212
+ export declare function selectShape(state: GameState, type: number, deps: SummonDeps): MonsterRace | null;
213
+ /**
214
+ * wipe_mon_list's racial-count half: forget every live monster's racial
215
+ * occurrence before the level's monster list is discarded. The session's
216
+ * level change calls this so cur_num stays balanced across levels.
217
+ */
218
+ export declare function wipeMonsterCounts(state: GameState): void;
219
+ /**
220
+ * Re-count racial occurrences from a freshly populated monster list, and
221
+ * rebuild cave->num_repro (mon-make.c wipe_mon_list sets it to 0 at wipe; the
222
+ * generated / loaded breeders are counted here so the reproduction cap sees
223
+ * every RF_MULTIPLY monster on the level, not only mid-game arrivals).
224
+ */
225
+ export declare function countMonsterRaces(state: GameState): void;
226
+ //# sourceMappingURL=mon-place.d.ts.map
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