@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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- package/src/z-queue.ts +300 -0
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/**
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* Monster shapechanging, ported from reference/src/mon-util.c (Angband
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* 4.2.6): monster_change_shape (L1590) and monster_revert_shape (L1686).
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* The MON_TMD_CHANGED timer drives them (mon-timed.c L195): raising the
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* timer changes shape (a failure restores the old timer), and the timer
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* running out reverts - the game-layer timed calls pass these as the
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* MonShapeHooks seam so mon/timed.ts stays below game/.
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*
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* A monster with preferred shapes (race shape: lines) picks one - a
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* direct race, or a random race of the given base at depth + 5
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* (monster_base_shape_okay). Otherwise it becomes something it could
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* summon (the RST_SUMMON spell mask -> selectShape). Names in messages
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* are the race name until MDESC (#25).
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*/
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import { FLAG_START, NO_FLAG } from "../bitflag.js";
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import { monsterIsObvious, monsterPassesWalls } from "../mon/predicate.js";
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import { RST, createMonSpellMask } from "../mon/spell.js";
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import { selectShape } from "./mon-place.js";
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import { teleportMonster } from "./effect-teleport.js";
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/** The "shimmers and changes!" announcement for an obvious monster. */
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function shimmerMessage(state, mon) {
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if (monsterIsObvious(mon)) {
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state.msg?.(`${mon.race.name} shimmers and changes!`);
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}
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}
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/** Emergency teleport if the new form cannot stand where it is. */
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function unstick(state, mon, deps) {
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if (!monsterPassesWalls(mon) &&
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!state.chunk.isMonsterWalkable(mon.grid)) {
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teleportMonster(state, mon.midx, 1, deps.teleport ?? {});
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}
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}
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/**
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* monster_change_shape (L1590): pick the new race - a preferred shape
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* (race or random-of-base at depth + 5), or something the monster could
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* summon - swap it in (keeping original_race and adjusting speed by the
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* race difference), and teleport out of any newly-illegal grid. Returns
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* whether the monster is now shapechanged.
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*/
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export function monsterChangeShape(state, mon, deps = {}) {
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let race = null;
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const shapes = mon.race.shapes;
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const table = deps.summon?.place.table;
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if (shapes.length > 0) {
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/* Use the monster's preferred shapes if any. */
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const shape = shapes[state.rng.randint0(shapes.length)];
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if (shape.race) {
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/* Simple. */
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race = shape.race;
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}
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else if (shape.base && table) {
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/* Choose a race of the given base (monster_base_shape_okay). */
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table.prep((r) => r.base === shape.base);
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race = table.getMonNum(state.rng, state.chunk.depth + 5, state.chunk.depth);
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table.prep(null);
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}
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}
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else if (deps.summon && deps.spells) {
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/* Choose something the monster can summon. */
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const summonSpells = createMonSpellMask(RST.SUMMON);
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summonSpells.inter(mon.race.spellFlags);
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/* Count possibilities. */
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const poss = [];
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for (let i = summonSpells.next(FLAG_START); i !== NO_FLAG; i = summonSpells.next(i + 1)) {
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poss.push(i);
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}
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if (poss.length > 0) {
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/* Pick one and read its summon subtype. */
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const index = poss[state.rng.randint0(poss.length)];
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const spell = deps.spells.get(index);
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|
+
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 @@
|
|
|
1
|
+
{"version":3,"file":"mon-shape.js","sourceRoot":"","sources":["../../src/game/mon-shape.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,eAAe,CAAC;AAIpD,OAAO,EAAE,gBAAgB,EAAE,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AAC3E,OAAO,EAAE,GAAG,EAAE,kBAAkB,EAAE,MAAM,iBAAiB,CAAC;AAG1D,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAG7C,OAAO,EAAE,eAAe,EAAE,MAAM,sBAAsB,CAAC;AAavD,uEAAuE;AACvE,SAAS,cAAc,CAAC,KAAgB,EAAE,GAAY;IACpD,IAAI,gBAAgB,CAAC,GAAG,CAAC,EAAE,CAAC;QAC1B,KAAK,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,CAAC,IAAI,CAAC,IAAI,wBAAwB,CAAC,CAAC;IACxD,CAAC;AACH,CAAC;AAED,mEAAmE;AACnE,SAAS,OAAO,CAAC,KAAgB,EAAE,GAAY,EAAE,IAAkB;IACjE,IACE,CAAC,kBAAkB,CAAC,GAAG,CAAC;QACxB,CAAC,KAAK,CAAC,KAAK,CAAC,iBAAiB,CAAC,GAAG,CAAC,IAAW,CAAC,EAC/C,CAAC;QACD,eAAe,CAAC,KAAK,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,QAAQ,IAAI,EAAE,CAAC,CAAC;IAC3D,CAAC;AACH,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,kBAAkB,CAChC,KAAgB,EAChB,GAAY,EACZ,OAAqB,EAAE;IAEvB,IAAI,IAAI,GAAuB,IAAI,CAAC;IACpC,MAAM,MAAM,GAAG,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC;IAC/B,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,KAAK,CAAC;IAEvC,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;QACtB,gDAAgD;QAChD,MAAM,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,GAAG,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,CAAC,CAAE,CAAC;QACzD,IAAI,KAAK,CAAC,IAAI,EAAE,CAAC;YACf,aAAa;YACb,IAAI,GAAG,KAAK,CAAC,IAAI,CAAC;QACpB,CAAC;aAAM,IAAI,KAAK,CAAC,IAAI,IAAI,KAAK,EAAE,CAAC;YAC/B,gEAAgE;YAChE,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,KAAK,CAAC,IAAI,CAAC,CAAC;YACzC,IAAI,GAAG,KAAK,CAAC,SAAS,CACpB,KAAK,CAAC,GAAG,EACT,KAAK,CAAC,KAAK,CAAC,KAAK,GAAG,CAAC,EACrB,KAAK,CAAC,KAAK,CAAC,KAAK,CAClB,CAAC;YACF,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACnB,CAAC;IACH,CAAC;SAAM,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,EAAE,CAAC;QACtC,8CAA8C;QAC9C,MAAM,YAAY,GAAG,kBAAkB,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;QACpD,YAAY,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAExC,0BAA0B;QAC1B,MAAM,IAAI,GAAa,EAAE,CAAC;QAC1B,KACE,IAAI,CAAC,GAAG,YAAY,CAAC,IAAI,CAAC,UAAU,CAAC,EACrC,CAAC,KAAK,OAAO,EACb,CAAC,GAAG,YAAY,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,EAC5B,CAAC;YACD,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QACf,CAAC;QAED,IAAI,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YACpB,2CAA2C;YAC3C,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAE,CAAC;YACrD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACrC,MAAM,QAAQ,GAAG,KAAK,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,IAAI,IAAI,IAAI,CAAC;YACjD,MAAM,UAAU,GAAG,QAAQ;gBACzB,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,SAAS,CAAC,QAAQ,CAAC;gBACzC,CAAC,CAAC,CAAC,CAAC,CAAC;YAEP,IAAI,UAAU,IAAI,CAAC,EAAE,CAAC;gBACpB,MAAM,UAAU,GAAe;oBAC7B,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK;oBACpB,OAAO,EAAE,IAAI,CAAC,MAAM,CAAC,OAAO;oBAC5B,GAAG,CAAC,UAAU,KAAK,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,SAAS,CAAC,KAAK,CAAC;wBACrD,CAAC,CAAC,EAAE,OAAO,EAAE,GAAG,CAAC,IAAI,CAAC,IAAI,EAAE;wBAC5B,CAAC,CAAC,EAAE,CAAC;iBACR,CAAC;gBACF,IAAI,GAAG,WAAW,CAAC,KAAK,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;YACpD,CAAC;QACH,CAAC;IACH,CAAC;IAED,kDAAkD;IAClD,cAAc,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC;IAE3B,mBAAmB;IACnB,IAAI,IAAI,EAAE,CAAC;QACT,IAAI,CAAC,GAAG,CAAC,YAAY;YAAE,GAAG,CAAC,YAAY,GAAG,GAAG,CAAC,IAAI,CAAC;QACnD,GAAG,CAAC,IAAI,GAAG,IAAI,CAAC;QAChB,GAAG,CAAC,MAAM,IAAI,GAAG,CAAC,IAAI,CAAC,KAAK,GAAG,GAAG,CAAC,YAAY,CAAC,KAAK,CAAC;IACxD,CAAC;IAED,mCAAmC;IACnC,OAAO,CAAC,KAAK,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC;IAE1B,OAAO,GAAG,CAAC,YAAY,KAAK,IAAI,CAAC;AACnC,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,kBAAkB,CAChC,KAAgB,EAChB,GAAY,EACZ,OAAqB,EAAE;IAEvB,IAAI,CAAC,GAAG,CAAC,YAAY;QAAE,OAAO,KAAK,CAAC;IAEpC,cAAc,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC;IAC3B,GAAG,CAAC,MAAM,IAAI,GAAG,CAAC,YAAY,CAAC,KAAK,GAAG,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC;IACtD,GAAG,CAAC,IAAI,GAAG,GAAG,CAAC,YAAY,CAAC;IAC5B,GAAG,CAAC,YAAY,GAAG,IAAI,CAAC;IAExB,OAAO,CAAC,KAAK,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC;IAC1B,OAAO,IAAI,CAAC;AACd,CAAC"}
|
|
@@ -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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