@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 +1,115 @@
1
+ /**
2
+ * Monster shapechanging, ported from reference/src/mon-util.c (Angband
3
+ * 4.2.6): monster_change_shape (L1590) and monster_revert_shape (L1686).
4
+ * The MON_TMD_CHANGED timer drives them (mon-timed.c L195): raising the
5
+ * timer changes shape (a failure restores the old timer), and the timer
6
+ * running out reverts - the game-layer timed calls pass these as the
7
+ * MonShapeHooks seam so mon/timed.ts stays below game/.
8
+ *
9
+ * A monster with preferred shapes (race shape: lines) picks one - a
10
+ * direct race, or a random race of the given base at depth + 5
11
+ * (monster_base_shape_okay). Otherwise it becomes something it could
12
+ * summon (the RST_SUMMON spell mask -> selectShape). Names in messages
13
+ * are the race name until MDESC (#25).
14
+ */
15
+ import { FLAG_START, NO_FLAG } from "../bitflag.js";
16
+ import { monsterIsObvious, monsterPassesWalls } from "../mon/predicate.js";
17
+ import { RST, createMonSpellMask } from "../mon/spell.js";
18
+ import { selectShape } from "./mon-place.js";
19
+ import { teleportMonster } from "./effect-teleport.js";
20
+ /** The "shimmers and changes!" announcement for an obvious monster. */
21
+ function shimmerMessage(state, mon) {
22
+ if (monsterIsObvious(mon)) {
23
+ state.msg?.(`${mon.race.name} shimmers and changes!`);
24
+ }
25
+ }
26
+ /** Emergency teleport if the new form cannot stand where it is. */
27
+ function unstick(state, mon, deps) {
28
+ if (!monsterPassesWalls(mon) &&
29
+ !state.chunk.isMonsterWalkable(mon.grid)) {
30
+ teleportMonster(state, mon.midx, 1, deps.teleport ?? {});
31
+ }
32
+ }
33
+ /**
34
+ * monster_change_shape (L1590): pick the new race - a preferred shape
35
+ * (race or random-of-base at depth + 5), or something the monster could
36
+ * summon - swap it in (keeping original_race and adjusting speed by the
37
+ * race difference), and teleport out of any newly-illegal grid. Returns
38
+ * whether the monster is now shapechanged.
39
+ */
40
+ export function monsterChangeShape(state, mon, deps = {}) {
41
+ let race = null;
42
+ const shapes = mon.race.shapes;
43
+ const table = deps.summon?.place.table;
44
+ if (shapes.length > 0) {
45
+ /* Use the monster's preferred shapes if any. */
46
+ const shape = shapes[state.rng.randint0(shapes.length)];
47
+ if (shape.race) {
48
+ /* Simple. */
49
+ race = shape.race;
50
+ }
51
+ else if (shape.base && table) {
52
+ /* Choose a race of the given base (monster_base_shape_okay). */
53
+ table.prep((r) => r.base === shape.base);
54
+ race = table.getMonNum(state.rng, state.chunk.depth + 5, state.chunk.depth);
55
+ table.prep(null);
56
+ }
57
+ }
58
+ else if (deps.summon && deps.spells) {
59
+ /* Choose something the monster can summon. */
60
+ const summonSpells = createMonSpellMask(RST.SUMMON);
61
+ summonSpells.inter(mon.race.spellFlags);
62
+ /* Count possibilities. */
63
+ const poss = [];
64
+ for (let i = summonSpells.next(FLAG_START); i !== NO_FLAG; i = summonSpells.next(i + 1)) {
65
+ poss.push(i);
66
+ }
67
+ if (poss.length > 0) {
68
+ /* Pick one and read its summon subtype. */
69
+ const index = poss[state.rng.randint0(poss.length)];
70
+ const spell = deps.spells.get(index);
71
+ const typeName = spell?.effects[0]?.type ?? null;
72
+ const summonType = typeName
73
+ ? deps.summon.summons.nameToIdx(typeName)
74
+ : -1;
75
+ if (summonType >= 0) {
76
+ const summonDeps = {
77
+ ...deps.summon.place,
78
+ summons: deps.summon.summons,
79
+ ...(summonType === deps.summon.summons.nameToIdx("KIN")
80
+ ? { kinBase: mon.race.base }
81
+ : {}),
82
+ };
83
+ race = selectShape(state, summonType, summonDeps);
84
+ }
85
+ }
86
+ }
87
+ /* Print a message immediately, update visuals. */
88
+ shimmerMessage(state, mon);
89
+ /* Set the race. */
90
+ if (race) {
91
+ if (!mon.originalRace)
92
+ mon.originalRace = mon.race;
93
+ mon.race = race;
94
+ mon.mspeed += mon.race.speed - mon.originalRace.speed;
95
+ }
96
+ /* Emergency teleport if needed. */
97
+ unstick(state, mon, deps);
98
+ return mon.originalRace !== null;
99
+ }
100
+ /**
101
+ * monster_revert_shape (L1686): back to the original race, adjusting
102
+ * speed and teleporting out of any newly-illegal grid. Returns whether a
103
+ * reversion happened.
104
+ */
105
+ export function monsterRevertShape(state, mon, deps = {}) {
106
+ if (!mon.originalRace)
107
+ return false;
108
+ shimmerMessage(state, mon);
109
+ mon.mspeed += mon.originalRace.speed - mon.race.speed;
110
+ mon.race = mon.originalRace;
111
+ mon.originalRace = null;
112
+ unstick(state, mon, deps);
113
+ return true;
114
+ }
115
+ //# sourceMappingURL=mon-shape.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,63 @@
1
+ /**
2
+ * The world-touching side of monster melee blows, ported from the
3
+ * melee_effect_handler_* consequences in reference/src/mon-blows.c (Angband
4
+ * 4.2.6). This is the monster-melee analog of game/player-side.ts: combat/
5
+ * mon-melee.ts is worldless and computes only the blow loop and RNG order, so
6
+ * makeMonBlowEnv closes over the live GameState and returns a per-monster
7
+ * MonBlowEnv that performs the inventory / resist / timed / stat / exp / theft /
8
+ * terrain work the handlers need.
9
+ *
10
+ * Every method reuses the port's existing implementations so their internal RNG
11
+ * draw counts already match the rest of the port: adjust_dam (world/projection),
12
+ * inven_damage (game/project-obj), disenchant_equipment (game/effect-general),
13
+ * player_stat_dec / player_exp_lose (player/exp), player_inc_timed (player/timed),
14
+ * player_apply_damage_reduction / take_hit (player/take-hit), thrust_away
15
+ * (game/thrust) and EF_EARTHQUAKE (routed through the injected earthquake dep,
16
+ * which runs the terrain effect via the interpreter so its draws are shared).
17
+ *
18
+ * Stolen gold / items are attached to the monster's held-object pile
19
+ * (monster_carry, mon/make.ts) so they drop on death via monster_death
20
+ * (game/mon-death.ts). react_to_slay blocking a theft stays DEFERRED (no RNG
21
+ * impact); ledgered in parity/ledger/combat-melee.yaml.
22
+ */
23
+ import type { Monster } from "../mon/monster.js";
24
+ import type { TimedEffect } from "../player/types.js";
25
+ import type { ProjectionInfo } from "../world/projection.js";
26
+ import type { ExpDeps } from "../player/exp.js";
27
+ import type { MakeDeps } from "../obj/make.js";
28
+ import type { MonBlowEnv } from "../combat/mon-melee.js";
29
+ import type { GameState } from "./context.js";
30
+ import type { PlayerProjActor } from "./project-player.js";
31
+ import type { TeleportEnv } from "./effect-teleport.js";
32
+ /** Everything the monster-blow handlers need beyond the GameState. */
33
+ export interface MonBlowDeps {
34
+ /** The bound timed-effect registry (players.timed), TMD-indexed. */
35
+ timed: readonly TimedEffect[];
36
+ /** The projection view of the player (resists / immunities / reduction). */
37
+ actor: PlayerProjActor;
38
+ /** The bound projection table (adjust_dam numerator/denominator). */
39
+ projections: readonly ProjectionInfo[];
40
+ /** Experience drains ripple levels through this. */
41
+ expDeps: ExpDeps;
42
+ /** z_info->life_drain_percent. */
43
+ lifeDrainPercent: number;
44
+ /** adj_dex_safe[] (player/calcs.ts), for the theft saving throws. */
45
+ adjDexSafe: readonly number[];
46
+ /** z_info->pack_size, for the random-inventory-slot theft picks. */
47
+ packSize: number;
48
+ /** Object generation deps: stolen gold is prepped into money objects. */
49
+ makeDeps: MakeDeps;
50
+ /** The teleport seam (blink-away and thrust post-move). */
51
+ teleport?: TeleportEnv;
52
+ /** EF_EARTHQUAKE routed through the effect interpreter (SHATTER). */
53
+ earthquake?: (mon: Monster, radius: number) => void;
54
+ /** msg(): route blow messages to the game's sink. */
55
+ msg?: (text: string, msgt?: string) => void;
56
+ }
57
+ /**
58
+ * makeMonBlowEnv: the analog of makePlayerSideEffects. Returns a factory that
59
+ * binds a MonBlowEnv to the attacking monster (so drainCharges can heal it and
60
+ * blinkAway can teleport it). Installed on state.monBlowEnv by wireGame.
61
+ */
62
+ export declare function makeMonBlowEnv(state: GameState, deps: MonBlowDeps): (mon: Monster) => MonBlowEnv;
63
+ //# sourceMappingURL=mon-side.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mon-side.d.ts","sourceRoot":"","sources":["../../src/game/mon-side.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAKH,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,mBAAmB,CAAC;AAQjD,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,wBAAwB,CAAC;AAI7D,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,kBAAkB,CAAC;AAShD,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,gBAAgB,CAAC;AAG/C,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,wBAAwB,CAAC;AACzD,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAC9C,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,qBAAqB,CAAC;AAO3D,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,sBAAsB,CAAC;AAMxD,sEAAsE;AACtE,MAAM,WAAW,WAAW;IAC1B,oEAAoE;IACpE,KAAK,EAAE,SAAS,WAAW,EAAE,CAAC;IAC9B,4EAA4E;IAC5E,KAAK,EAAE,eAAe,CAAC;IACvB,qEAAqE;IACrE,WAAW,EAAE,SAAS,cAAc,EAAE,CAAC;IACvC,oDAAoD;IACpD,OAAO,EAAE,OAAO,CAAC;IACjB,kCAAkC;IAClC,gBAAgB,EAAE,MAAM,CAAC;IACzB,qEAAqE;IACrE,UAAU,EAAE,SAAS,MAAM,EAAE,CAAC;IAC9B,oEAAoE;IACpE,QAAQ,EAAE,MAAM,CAAC;IACjB,yEAAyE;IACzE,QAAQ,EAAE,QAAQ,CAAC;IACnB,2DAA2D;IAC3D,QAAQ,CAAC,EAAE,WAAW,CAAC;IACvB,qEAAqE;IACrE,UAAU,CAAC,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,KAAK,IAAI,CAAC;IACpD,qDAAqD;IACrD,GAAG,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,CAAC,EAAE,MAAM,KAAK,IAAI,CAAC;CAC7C;AA0BD;;;;GAIG;AACH,wBAAgB,cAAc,CAC5B,KAAK,EAAE,SAAS,EAChB,IAAI,EAAE,WAAW,GAChB,CAAC,GAAG,EAAE,OAAO,KAAK,UAAU,CAkY9B"}
@@ -0,0 +1,403 @@
1
+ /**
2
+ * The world-touching side of monster melee blows, ported from the
3
+ * melee_effect_handler_* consequences in reference/src/mon-blows.c (Angband
4
+ * 4.2.6). This is the monster-melee analog of game/player-side.ts: combat/
5
+ * mon-melee.ts is worldless and computes only the blow loop and RNG order, so
6
+ * makeMonBlowEnv closes over the live GameState and returns a per-monster
7
+ * MonBlowEnv that performs the inventory / resist / timed / stat / exp / theft /
8
+ * terrain work the handlers need.
9
+ *
10
+ * Every method reuses the port's existing implementations so their internal RNG
11
+ * draw counts already match the rest of the port: adjust_dam (world/projection),
12
+ * inven_damage (game/project-obj), disenchant_equipment (game/effect-general),
13
+ * player_stat_dec / player_exp_lose (player/exp), player_inc_timed (player/timed),
14
+ * player_apply_damage_reduction / take_hit (player/take-hit), thrust_away
15
+ * (game/thrust) and EF_EARTHQUAKE (routed through the injected earthquake dep,
16
+ * which runs the terrain effect via the interpreter so its draws are shared).
17
+ *
18
+ * Stolen gold / items are attached to the monster's held-object pile
19
+ * (monster_carry, mon/make.ts) so they drop on death via monster_death
20
+ * (game/mon-death.ts). react_to_slay blocking a theft stays DEFERRED (no RNG
21
+ * impact); ledgered in parity/ledger/combat-melee.yaml.
22
+ */
23
+ import { ELEM, MSG, ORIGIN, OF, PROJ, STAT, TMD } from "../generated/index.js";
24
+ import { SKILL } from "../player/types.js";
25
+ import { monsterCarry } from "../mon/make.js";
26
+ import { MDESC_STANDARD, monsterDesc } from "../mon/desc.js";
27
+ import { monsterIsVisible } from "../mon/predicate.js";
28
+ import { reactToSlay } from "../combat/brand-slay.js";
29
+ import { gearToLabel } from "./project-obj.js";
30
+ import { squareIsSeen } from "../world/view.js";
31
+ import { adjustDam } from "../world/projection.js";
32
+ import { playerIncCheck, playerIncTimed } from "../player/timed.js";
33
+ import { playerExpLose, playerStatDec } from "../player/exp.js";
34
+ import { playerApplyDamageReduction, takeHit, } from "../player/take-hit.js";
35
+ import { equipLearnElement, equipLearnFlag } from "../obj/knowledge.js";
36
+ import { MAX_PVAL } from "../obj/types.js";
37
+ import { tvalCanHaveCharges, tvalIsEdible } from "../obj/object.js";
38
+ import { objectPrep } from "../obj/make.js";
39
+ import { ODESC } from "../obj/desc.js";
40
+ import { invenDamage } from "./project-obj.js";
41
+ import { disenchantEquipment } from "./effect-general.js";
42
+ import { describeObject } from "./describe.js";
43
+ import { gearObjectForUse } from "./gear.js";
44
+ import { thrustAway } from "./thrust.js";
45
+ import { teleportMonster } from "./effect-teleport.js";
46
+ import { makeTakeHitHooks } from "./take-hit-hooks.js";
47
+ import { makeIncCheckQueries } from "./player-side.js";
48
+ import { buildMonsterIncHooks, buildSmartLearnEnv } from "./mon-cast.js";
49
+ import { updateSmartLearn } from "../mon/spell.js";
50
+ /** The stat adjectives desc_stat uses for the drain message. */
51
+ const STAT_ADJECTIVE = [
52
+ "strong",
53
+ "bright",
54
+ "wise",
55
+ "agile",
56
+ "hale",
57
+ ];
58
+ /** player_of_has: the racial flags plus every equipped item's. */
59
+ function playerOfHas(state, flag) {
60
+ const p = state.actor.player;
61
+ if (p.race.flags.has(flag))
62
+ return true;
63
+ for (let i = 0; i < p.body.count; i++) {
64
+ if (state.runeEnv.slotObject(i)?.flags.has(flag))
65
+ return true;
66
+ }
67
+ return false;
68
+ }
69
+ /** sustain_flag(stat) over the OF_SUST_ block. */
70
+ function sustained(state, stat) {
71
+ return playerOfHas(state, OF.SUST_STR + stat);
72
+ }
73
+ /**
74
+ * makeMonBlowEnv: the analog of makePlayerSideEffects. Returns a factory that
75
+ * binds a MonBlowEnv to the attacking monster (so drainCharges can heal it and
76
+ * blinkAway can teleport it). Installed on state.monBlowEnv by wireGame.
77
+ */
78
+ export function makeMonBlowEnv(state, deps) {
79
+ const msg = (t, msgt) => deps.msg?.(t, msgt);
80
+ const p = () => state.actor.player;
81
+ /* The one shared take_hit consequences (message chain + died_from on death),
82
+ * identical to the projection and effect paths. */
83
+ const takeHitHooks = makeTakeHitHooks(state);
84
+ /* player_inc_check fail table (player-timed.c:923-956): Free Action, PROT_*,
85
+ * poison resist, hallu chaos resist - shared with world clock / effects. */
86
+ const incQueries = makeIncCheckQueries(state);
87
+ /* The pack object at inven[index] (null when the slot is empty). */
88
+ const packItem = (idx) => {
89
+ const handle = state.gear.pack[idx];
90
+ if (handle === undefined)
91
+ return null;
92
+ const obj = state.gear.store.get(handle);
93
+ if (!obj)
94
+ return null;
95
+ return { handle, obj };
96
+ };
97
+ return (mon) => {
98
+ /* C's melee_effect_elemental learns pure elements after the complete
99
+ * elemental sequence (mon-blows.c L485-487). elementalDam runs before
100
+ * inven_damage and take_hit, so hold the learn until finishElemental even
101
+ * when elemental damage is zero but physical damage still hits. */
102
+ let pendingPureElement = null;
103
+ const learn = (ofFlag, element) => {
104
+ /* mon-blows.c L486-689 / L1167: melee blow handlers teach the
105
+ * attacking monster through update_smart_learn after the side effect. */
106
+ updateSmartLearn(state.rng, mon, buildSmartLearnEnv(state), ofFlag, 0, element);
107
+ };
108
+ return {
109
+ playerGrid() {
110
+ return state.actor.grid;
111
+ },
112
+ applyReduction(dam) {
113
+ return playerApplyDamageReduction(deps.actor, deps.actor.reduction, dam);
114
+ },
115
+ takeHit(reducedDam) {
116
+ /* The one shared take_hit consequences object, so a melee blow that kills
117
+ * records died_from + total_winner and shows the death / low-hp chain the
118
+ * same way projections and effects do (audit 01 P1 CRITICAL). Previously
119
+ * this site wired only onMessage + onDisturb, so a melee death was scored
120
+ * with an unknown killer. */
121
+ takeHit(deps.actor, reducedDam, mon.race.name, takeHitHooks);
122
+ },
123
+ finishElemental() {
124
+ if (pendingPureElement === null)
125
+ return;
126
+ learn(0, pendingPureElement);
127
+ pendingPureElement = null;
128
+ },
129
+ get playerDied() {
130
+ return deps.actor.isDead;
131
+ },
132
+ msg(text, msgt) {
133
+ msg(text, msgt);
134
+ /* msgt(method->msgt, ...) sound channel (mon-blows.c L206). */
135
+ if (msgt)
136
+ state.sound?.(MSG[msgt] ?? 0);
137
+ },
138
+ /* monster_desc(mon, MDESC_STANDARD) (mon-attack.c L561): computed once for
139
+ * the attack's blow messages ("The kobold hits you."). No RNG. */
140
+ monName: monsterDesc(mon, MDESC_STANDARD),
141
+ /* OPT(p, show_damage): the " (N)" suffix on each blow message. */
142
+ showDamage: state.options?.get("show_damage") ?? false,
143
+ /* monster_is_visible(mon): gates the "%s misses you." line. */
144
+ monVisible: monsterIsVisible(mon),
145
+ elementalDam(proj, dam) {
146
+ /* minus_ac(p) is consulted only for ACID after the immune short-circuit
147
+ * (adjust_dam / project-player.c L65-70), so a monster's acid blow damages
148
+ * a worn armour piece exactly once. resLevel 3 is immune (RESIST_IMMUNE). */
149
+ const resLevel = deps.actor.resistLevel(proj);
150
+ const acidMinusAc = proj === PROJ.ACID && resLevel !== 3 ? deps.actor.minusAc() : false;
151
+ const result = adjustDam(state.rng, deps.projections, proj, dam, "randomise", resLevel, acidMinusAc);
152
+ if (proj !== PROJ.POIS) {
153
+ pendingPureElement = proj;
154
+ }
155
+ return result;
156
+ },
157
+ invenDamage(elem, cperc) {
158
+ invenDamage(state, elem, cperc, { msg });
159
+ },
160
+ resists(elem) {
161
+ return deps.actor.resistLevel(elem) > 0;
162
+ },
163
+ incTimed(tmd, amount, check) {
164
+ const effect = deps.timed[tmd];
165
+ if (!effect)
166
+ return false;
167
+ /* mon-blows.c melee_effect_timed uses check=true so player_inc_check
168
+ * (FREE_ACT / PROT_BLIND/CONF/FEAR / ELEM_POIS / HALLU chaos) runs with
169
+ * equip_learn + update_smart_learn side effects (player-timed.c:945-953). */
170
+ const monIncHooks = buildMonsterIncHooks(state, mon);
171
+ const result = playerIncTimed(p(), effect, amount, true, true, check, {
172
+ onMessage: (text, msgt) => msg(text, msgt),
173
+ incCheck: (idx) => {
174
+ const eff = deps.timed[idx];
175
+ if (!eff)
176
+ return true;
177
+ return playerIncCheck(eff, incQueries, {
178
+ ...monIncHooks,
179
+ equipLearnFlag: (name) => {
180
+ const of = OF[name];
181
+ if (of !== undefined)
182
+ equipLearnFlag(p(), state.runeEnv, of);
183
+ },
184
+ equipLearnElement: (name) => {
185
+ const elem = ELEM[name];
186
+ if (elem !== undefined)
187
+ equipLearnElement(p(), state.runeEnv, elem);
188
+ },
189
+ resistMessage: () => msg("You resist the effect!"),
190
+ });
191
+ },
192
+ });
193
+ const learnedFlag = {
194
+ [TMD.BLIND]: OF.PROT_BLIND,
195
+ [TMD.CONFUSED]: OF.PROT_CONF,
196
+ [TMD.AFRAID]: OF.PROT_FEAR,
197
+ [TMD.PARALYZED]: OF.FREE_ACT,
198
+ };
199
+ if (learnedFlag[tmd] !== undefined)
200
+ learn(learnedFlag[tmd], -1);
201
+ else if (tmd === TMD.POISONED)
202
+ learn(0, ELEM.POIS);
203
+ else if (tmd === TMD.IMAGE)
204
+ learn(0, ELEM.CHAOS);
205
+ return result;
206
+ },
207
+ saveVsSkill() {
208
+ return (state.rng.randint0(100) < (state.actor.combat.skills[SKILL.SAVE] ?? 0));
209
+ },
210
+ drainStat(stat) {
211
+ if (sustained(state, stat)) {
212
+ equipLearnFlag(p(), state.runeEnv, OF.SUST_STR + stat);
213
+ return;
214
+ }
215
+ if (playerStatDec(p(), stat, false)) {
216
+ msg(`You're not as ${STAT_ADJECTIVE[stat] ?? "good"} as you used to be...`);
217
+ }
218
+ },
219
+ hasHoldLife() {
220
+ return playerOfHas(state, OF.HOLD_LIFE);
221
+ },
222
+ drainExp(chance, drainAmount) {
223
+ learn(OF.HOLD_LIFE, -1);
224
+ const holdLife = playerOfHas(state, OF.HOLD_LIFE);
225
+ /* randint0(100) is drawn only when HOLD_LIFE is present (short-circuit). */
226
+ if (holdLife && state.rng.randint0(100) < chance) {
227
+ msg("You keep hold of your life force!");
228
+ return;
229
+ }
230
+ const d = drainAmount + Math.trunc(p().exp / 100) * deps.lifeDrainPercent;
231
+ if (holdLife) {
232
+ msg("You feel your life slipping away!");
233
+ playerExpLose(p(), Math.trunc(d / 10), false, deps.expDeps);
234
+ }
235
+ else {
236
+ msg("You feel your life draining away!");
237
+ playerExpLose(p(), d, false, deps.expDeps);
238
+ }
239
+ },
240
+ drainCharges(rlev) {
241
+ let unpower = 0;
242
+ for (let tries = 0; tries < 10; tries++) {
243
+ const idx = state.rng.randint0(deps.packSize);
244
+ const item = packItem(idx);
245
+ if (!item)
246
+ continue;
247
+ const obj = item.obj;
248
+ /* Drain charged wands/staves. */
249
+ if (tvalCanHaveCharges(obj.tval) && obj.pval) {
250
+ unpower = Math.trunc(rlev / (obj.kind.level + 2)) + 1;
251
+ obj.pval = Math.max(obj.pval - unpower, 0);
252
+ }
253
+ if (unpower) {
254
+ msg("Energy drains from your pack!");
255
+ /* Don't heal more than max hp (PR_HEALTH redraw rides #25). */
256
+ const heal = Math.min(rlev * unpower, mon.maxhp - mon.hp);
257
+ mon.hp += heal;
258
+ break;
259
+ }
260
+ }
261
+ },
262
+ eatGold() {
263
+ const current = p();
264
+ const dexInd = state.statInd?.[STAT.DEX] ?? 0;
265
+ /* Saving throw (unless paralyzed) based on dex and level. */
266
+ if ((current.timed[TMD.PARALYZED] ?? 0) === 0 &&
267
+ state.rng.randint0(100) < (deps.adjDexSafe[dexInd] ?? 0) + current.lev) {
268
+ msg("You quickly protect your money pouch!");
269
+ /* Occasional blink anyway. */
270
+ return state.rng.randint0(3) !== 0;
271
+ }
272
+ let gold = Math.trunc(current.au / 10) + state.rng.randint1(25);
273
+ if (gold < 2)
274
+ gold = 2;
275
+ if (gold > 5000)
276
+ gold = Math.trunc(current.au / 20) + state.rng.randint1(3000);
277
+ if (gold > current.au)
278
+ gold = current.au;
279
+ current.au -= gold;
280
+ if (gold <= 0) {
281
+ msg("Nothing was stolen.");
282
+ return false;
283
+ }
284
+ msg("Your purse feels lighter.");
285
+ if (current.au)
286
+ msg(`${gold} coins were stolen!`);
287
+ else
288
+ msg("All of your coins were stolen!");
289
+ /* While we have gold, put it in objects and give it to the monster
290
+ * (mon-blows.c L814-834). Prepped MINIMISE at level 0 (no RNG), with
291
+ * ORIGIN.STOLEN so monster_death does not count it as dropped treasure. */
292
+ const { makeDeps } = deps;
293
+ while (gold > 0) {
294
+ const kind = makeDeps.alloc.moneyKind(makeDeps.constants, "gold", gold);
295
+ const obj = objectPrep(state.rng, makeDeps.reg, makeDeps.constants, kind, 0, "minimise");
296
+ const amt = gold > MAX_PVAL ? MAX_PVAL : gold;
297
+ obj.pval = amt;
298
+ gold -= amt;
299
+ obj.origin = ORIGIN.STOLEN;
300
+ obj.originDepth = state.chunk.depth;
301
+ monsterCarry(mon.heldObj, obj, mon.midx);
302
+ }
303
+ return true;
304
+ },
305
+ eatItem() {
306
+ const current = p();
307
+ const dexInd = state.statInd?.[STAT.DEX] ?? 0;
308
+ const chance = (deps.adjDexSafe[dexInd] ?? 0) + current.lev;
309
+ /* Saving throw (unless paralyzed) based on dex and level. */
310
+ if ((current.timed[TMD.PARALYZED] ?? 0) === 0 &&
311
+ state.rng.randint0(100) < chance) {
312
+ msg("You grab hold of your backpack!");
313
+ return { blinked: true, obvious: true };
314
+ }
315
+ /* steal_player_item: break on the first non-null non-artifact item. */
316
+ for (let tries = 0; tries < 10; tries++) {
317
+ const idx = state.rng.randint0(deps.packSize);
318
+ const item = packItem(idx);
319
+ if (!item)
320
+ continue;
321
+ if (item.obj.artifact)
322
+ continue;
323
+ const name = describeObject(state, item.obj, ODESC.BASE);
324
+ const split = item.obj.number > 1;
325
+ /* gear_to_label read before the steal mutates the pack (mon-blows.c L287). */
326
+ const label = gearToLabel(state.gear, item.handle);
327
+ /* An item carrying a slay that hurts the thief resists the theft
328
+ * (react_to_slay, mon-blows.c L275). Either way the monster blinks away
329
+ * (context->blinked = true is set outside the if/else). No RNG. */
330
+ if (reactToSlay(item.obj, mon, state.slays)) {
331
+ msg(`${monsterDesc(mon, MDESC_STANDARD)} tries to steal ${split ? "one of your" : "your"} ${name}, but fails.`);
332
+ return { blinked: true, obvious: true };
333
+ }
334
+ msg(`${split ? "One of your" : "Your"} ${name} (${label}) was stolen!`);
335
+ /* Steal one and carry it (mon-blows.c L292-294); the stolen object
336
+ * keeps its own origin, so monster_death does not count it as a drop. */
337
+ const { obj: stolen } = gearObjectForUse(state.gear, current, item.handle, 1);
338
+ monsterCarry(mon.heldObj, stolen, mon.midx);
339
+ return { blinked: true, obvious: true };
340
+ }
341
+ return { blinked: false, obvious: true };
342
+ },
343
+ eatFood() {
344
+ const current = p();
345
+ for (let tries = 0; tries < 10; tries++) {
346
+ const idx = state.rng.randint0(deps.packSize);
347
+ const item = packItem(idx);
348
+ if (!item)
349
+ continue;
350
+ if (!tvalIsEdible(item.obj.tval))
351
+ continue;
352
+ const name = describeObject(state, item.obj, ODESC.BASE);
353
+ const one = item.obj.number === 1;
354
+ const label = gearToLabel(state.gear, item.handle);
355
+ msg(`${one ? "Your" : "One of your"} ${name} (${label}) was eaten!`);
356
+ gearObjectForUse(state.gear, current, item.handle, 1);
357
+ break;
358
+ }
359
+ },
360
+ eatLight() {
361
+ const current = p();
362
+ /* EF_DRAIN_LIGHT "250+1d250". */
363
+ const drain = 250 + state.rng.randint1(250);
364
+ const lightSlot = current.body.slots.findIndex((s) => s.type === "LIGHT");
365
+ const obj = lightSlot >= 0 ? state.runeEnv.slotObject(lightSlot) : null;
366
+ if (obj && !obj.flags.has(OF.NO_FUEL) && obj.timeout > 0) {
367
+ obj.timeout -= drain;
368
+ if (obj.timeout < 1)
369
+ obj.timeout = 1;
370
+ if (!((current.timed[TMD.BLIND] ?? 0) > 0))
371
+ msg("Your light dims.");
372
+ }
373
+ },
374
+ disenchant() {
375
+ disenchantEquipment(state, { msg });
376
+ learn(0, ELEM.DISEN);
377
+ },
378
+ earthquake(radius) {
379
+ deps.earthquake?.(mon, radius);
380
+ },
381
+ thrust(dist) {
382
+ thrustAway(state, mon.grid, state.actor.grid, dist, {
383
+ msg,
384
+ ...(deps.teleport?.onPlayerPostMove
385
+ ? {
386
+ onPlayerPostMove: () => deps.teleport.onPlayerPostMove(true),
387
+ }
388
+ : {}),
389
+ });
390
+ },
391
+ blinkAway() {
392
+ /* "There is a puff of smoke!" when a seen thief teleports off with its
393
+ * loot and the player still lives (mon-attack.c L744). The teleport
394
+ * itself happens regardless of visibility / death. No RNG for the msg. */
395
+ if (!deps.actor.isDead && squareIsSeen(state.chunk, mon.grid)) {
396
+ msg("There is a puff of smoke!");
397
+ }
398
+ teleportMonster(state, mon.midx, state.z.maxSight * 2 + 5, deps.teleport ?? {});
399
+ },
400
+ };
401
+ };
402
+ }
403
+ //# sourceMappingURL=mon-side.js.map
@@ -0,0 +1 @@
1
+ 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