@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 +1,195 @@
1
+ /**
2
+ * process_monster and the mon-move.c monster AI, ported from
3
+ * reference/src/mon-move.c (Angband 4.2.6) as faithfully as the ported
4
+ * subset of the world allows.
5
+ *
6
+ * PORTED:
7
+ * - get_move_find_range: min_range / best_range (fear flight distance, the
8
+ * level/health comparison that scares weak monsters, the never-move /
9
+ * never-blow stand-off bonus, turn_range "nearby monsters won't run").
10
+ * - get_move_advance: pass-wall beeline, line-of-sight beeline, then sound
11
+ * (the cave->noise flow heatmap from world/flow) with the cardinal-first
12
+ * 8-direction scan, then scent. This is the flow-following core.
13
+ * - get_move: advance vs. the tracking fallback / random step, the afraid
14
+ * flee branch, get_move_choose_direction (the vertical/horizontal/diagonal
15
+ * preference with the turn-parity tie-break), MFLAG_TRACKING.
16
+ * - monster_turn_should_stagger: RAND_25 / RAND_50 erratic movement and the
17
+ * confusion staggers (CONF_ERRATIC_CHANCE per confusion grade).
18
+ * - monster_turn: the 5-step side_dirs movement loop, the tracking early-out,
19
+ * NEVER_MOVE, attack the player via combat.monMeleeAttack, push past / kill
20
+ * a blocking monster, and the "paralysed by fear" fallback.
21
+ * - process_monster_timed (sleep/wake, timer decrement, hold/stun miss) and
22
+ * monster_check_active.
23
+ *
24
+ * NOW WIRED (was deferred): make_ranged_attack via the state.monsterCast
25
+ * hook, monster_group_rouse before it, and group_monster_tracking in
26
+ * get_move's fallback branch.
27
+ *
28
+ * NOW PORTED (this pass, one coherent RNG-order-preserving change):
29
+ * - Fleeing geometry: get_move_find_safety (the dist_offsets ring scan for a
30
+ * reachable out-of-view grid) and the swerving get_move_flee, wired into the
31
+ * afraid branch of get_move exactly as upstream (find_safety -> flee for a
32
+ * course, else leg it away). Both draw no RNG.
33
+ * - Terrain manipulation in monster_turn_can_move: OPEN_DOOR / BASH_DOOR
34
+ * (with the confused one_in_(3) bash chance, the one_in_(2) open-vs-bash
35
+ * choice, and the locked-door randint0(hp/10) strength test seamed to the
36
+ * trap system) and KILL_WALL / SMASH_WALL (square_smash_wall's per-adjacent
37
+ * granite/quartz/magma survival rolls) / PASS_WALL, plus the confused-move
38
+ * self-stun. The "can move here" predicate stays distinct from "did the
39
+ * terrain action" (the did-something flag that spends the turn).
40
+ * - Reproduction: monster_turn_multiply (the num_repro cap, arena block, the
41
+ * 3x3 neighbour count and the one_in_(k * repro_monster_rate) chance) calling
42
+ * multiply_monster through the state.monsterMultiply hook. Runs before the
43
+ * ranged attack, matching upstream's process_monster order.
44
+ * - Item pickup/crush: monster_turn_grab_objects (TAKE_ITEM copies the floor
45
+ * object into the monster's held pile, KILL_ITEM crushes it; gold, mimics and
46
+ * artifacts are left; draws no RNG).
47
+ * - Aggravation: monster_reduce_sleep consults player OF_AGGRAVATE first and
48
+ * wakes the monster (drawing monster_wake's randint0(100) instead of the
49
+ * notice roll), matching the upstream if/else.
50
+ * - Camouflage/mimic reveal: monster_turn_try_push reveals a camouflaged
51
+ * blocker before it is trampled (mon-move.c L1352), and monster_turn itself
52
+ * reveals a camouflaged mon that did_something on its turn (L1680), both via
53
+ * the injected state.becomeAware hook (game/known.ts becomeAware, installed
54
+ * by session/game.ts). monster_turn_multiply's "reveal a camouflaged child
55
+ * of an already-revealed breeder" (L1002-1011) is ported alongside it in
56
+ * game/mon-place.ts multiplyMonster. Draws no RNG.
57
+ *
58
+ * NOW PORTED (this pass):
59
+ * - Group AI: get_move_bodyguard (a bodyguard stays adjacent to its group
60
+ * leader, wired into the top of get_move_advance) and the RF_GROUP_AI pack
61
+ * ambush branch of get_move (the open-grid count around the player, then
62
+ * get_move_find_hiding - the flow/projectable ring scan that finds a hidden
63
+ * grid to lie in wait). Both draw no RNG.
64
+ * - Damaging terrain (square_isdamaging is feat_is_fiery / lava in 4.2.6, and
65
+ * lava with resist-flag IM_FIRE IS modelled): monster_hates_grid (avoid it in
66
+ * advance/random/find_safety/bodyguard/can_move) and monster_taking_terrain_
67
+ * damage (the get_move terrain-flight branch, the get_move_flee early-out, and
68
+ * the monster_check_active activation). All draw no RNG.
69
+ * - Glyph: monster_turn_attack_glyph (a monster on a warded grid rolls
70
+ * randint1(glyph_hardness) < level to break the ward). Decoy: monster is
71
+ * decoyed -> target the decoy (get_move_advance / get_move), attack-allowed in
72
+ * can_move, and square_destroy_decoy when stepped on (draws no RNG; the decoy
73
+ * is disambiguated from a glyph of warding by cave->decoy since both traps
74
+ * share the GLYPH flag). Web: a webbed monster passes / clears / is stuck by
75
+ * RF_PASS_WEB / RF_CLEAR_WEB / pass-walls (draws no RNG).
76
+ *
77
+ * DEFERRED (ledgered in parity/ledger/game-monster-ai.yaml):
78
+ * - monster_take_terrain_damage (the actual lava damage after the turn, called
79
+ * from process_monster, not monster_turn): needs mon_take_nonplayer_hit
80
+ * (monster_death / delete_monster_idx), which is not ported; only the
81
+ * movement-driving predicate is ported here.
82
+ * - react_to_slay pickup safety, the confused-move / door-burst / glyph-break /
83
+ * decoy-destroy UI messages and disturb, and the remaining monster-lore
84
+ * updates. None of these draw RNG until taken, so the RNG order for the ported
85
+ * paths is unaffected.
86
+ */
87
+ import type { Loc } from "../loc.js";
88
+ import type { Monster } from "../mon/monster.js";
89
+ import type { GameState } from "./context.js";
90
+ /** enum monster_stagger. */
91
+ export declare const STAGGER: {
92
+ readonly NO: 0;
93
+ readonly CONFUSED: 1;
94
+ readonly INNATE: 2;
95
+ };
96
+ export type Stagger = (typeof STAGGER)[keyof typeof STAGGER];
97
+ /**
98
+ * The PROJECT_SHORT projection range (project.c L370-373): max_range, quartered
99
+ * while the player covers tracks (TMD_COVERTRACKS). The port's projectable takes
100
+ * the range from the caller, so PROJECT.SHORT callers pass this.
101
+ */
102
+ export declare function shortRange(state: GameState): number;
103
+ /**
104
+ * monster_near_permwall (mon-move.c L65): whether a PASS_WALL / KILL_WALL
105
+ * monster should use the flow code instead of beelining - the player is out of
106
+ * (short) projection range and the direct PROJECT_ROCK path hits a permanent
107
+ * wall before reaching the player. Draws randint0(99) for the "occasionally
108
+ * flow for a turn anyway" 5% branch, exactly at the upstream stream position.
109
+ */
110
+ export declare function monsterNearPermwall(mon: Monster, state: GameState): boolean;
111
+ /**
112
+ * monster_is_decoyed (mon-predicate.c L308): a live decoy exists and the monster
113
+ * has line of sight to it. Draws no RNG.
114
+ */
115
+ export declare function monsterIsDecoyed(mon: Monster, state: GameState): boolean;
116
+ /**
117
+ * get_move_find_range (mon-move.c L207): set mon.minRange (flee distance) and
118
+ * mon.bestRange (preferred combat distance) - archers sit back +3, breathers
119
+ * with high innate frequency like point blank, other frequent casters sit back
120
+ * +3 (mon-move.c L287-300).
121
+ */
122
+ export declare function getMoveFindRange(mon: Monster, state: GameState): void;
123
+ /**
124
+ * get_move_bodyguard (mon-move.c L309): a bodyguard stays close to its group
125
+ * leader, but takes a step that is also closer to the player when it can. Sets
126
+ * mon.target.grid and returns true on success. Draws no RNG - the scan order is
127
+ * ddgrid_ddd and the tie-break is upstream's (first closer-to-leader grid, and a
128
+ * grid that is also closer to the player short-circuits the scan).
129
+ */
130
+ export declare function getMoveBodyguard(mon: Monster, state: GameState): boolean;
131
+ /**
132
+ * get_move_choose_direction: keypad direction (as a side_dirs row index)
133
+ * from an offset, with the turn-parity tie-break exactly as upstream.
134
+ */
135
+ export declare function getMoveChooseDirection(offset: Loc, turn: number): number;
136
+ /**
137
+ * get_move_find_hiding (mon-move.c L613): a pack monster looks for a hidden grid
138
+ * (out of the player's view but projectable from the monster) to lie in wait and
139
+ * lure the player into the open. Prefers the closest such grid that is still at
140
+ * least `min` away from the player, spreading outward a distance ring at a time.
141
+ * Sets mon.target.grid and returns true on success. Pure scan - draws no RNG.
142
+ * `gdis` persists across rings (as upstream) but the per-ring success return
143
+ * makes that moot; the dist_offsets ring order fixes the tie-break.
144
+ */
145
+ export declare function getMoveFindHiding(mon: Monster, state: GameState): boolean;
146
+ /** The outcome of get_move. */
147
+ interface MoveDecision {
148
+ move: boolean;
149
+ /** side_dirs row index (0 when !move). */
150
+ dir: number;
151
+ /** *good / tracking: the move came from sound/scent tracking. */
152
+ tracking: boolean;
153
+ }
154
+ /**
155
+ * get_move: decide whether and where the monster wants to step. Returns the
156
+ * side_dirs row index for the movement loop. The RF_GROUP_AI pack-ambush branch
157
+ * (get_move_find_hiding) and the group-surround branch (mon-move.c L932, which
158
+ * draws randint0(8)) are both ported, so the RNG draw order matches upstream.
159
+ */
160
+ export declare function getMove(mon: Monster, state: GameState): MoveDecision;
161
+ /**
162
+ * monster_turn_should_stagger: whether the monster steps at random this turn
163
+ * (confusion staggers, then the cumulative RAND_25 / RAND_50 chances).
164
+ */
165
+ export declare function monsterTurnShouldStagger(mon: Monster, state: GameState): Stagger;
166
+ /**
167
+ * monster_turn_multiply (mon-move.c L1025): every monster is checked here so
168
+ * the RF_MULTIPLY lore is learnt when the crowd roll passes; only breeders that
169
+ * find room actually reproduce. Returns true if reproduction spent the turn.
170
+ *
171
+ * RNG order is exact: the level cap and arena gate draw nothing, then the 3x3
172
+ * neighbour count (k, which always includes the monster itself so k >= 1), then
173
+ * one_in_(k * repro_monster_rate) - and only on a passing roll does the breeder
174
+ * gate and multiply_monster (via the state.monsterMultiply hook) run.
175
+ */
176
+ export declare function monsterTurnMultiply(mon: Monster, state: GameState): boolean;
177
+ /**
178
+ * monster_turn: the monster acts. A ranged attack (spell / breath) is attempted
179
+ * first through the injected state.monsterCast hook (make_ranged_attack, wired by
180
+ * game/mon-ranged.ts installMonsterCasting); when it spends the turn we stop
181
+ * here, exactly as upstream's `if (make_ranged_attack(mon)) return;`.
182
+ * Item pickup, group behaviour and lore are partially DEFERRED (see the module
183
+ * header); this ports the movement/attack core plus web/glyph/decoy handling.
184
+ */
185
+ export declare function monsterTurn(mon: Monster, state: GameState): void;
186
+ /**
187
+ * process_monster_timed: decrement timed effects, wake sleepers. Returns
188
+ * true if the monster skips its turn (asleep, held, commanded, or a stunned
189
+ * miss). Message plumbing and lore are DEFERRED.
190
+ */
191
+ export declare function processMonsterTimed(mon: Monster, state: GameState): boolean;
192
+ /** monster_check_active: set/clear MFLAG_ACTIVE, return whether active. */
193
+ export declare function monsterCheckActive(mon: Monster, state: GameState): boolean;
194
+ export {};
195
+ //# sourceMappingURL=monster-turn.d.ts.map
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