@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 +1,496 @@
1
+ /**
2
+ * The projection-casting spine, the game-layer glue that makes the projection
3
+ * stack usable. It wires the two projection drivers - game/project-monster.ts
4
+ * (projectMonster) and game/project-player.ts (projectPlayer) - to the generic
5
+ * beam/bolt/ball/arc driver project() (world/project.ts) using the live
6
+ * GameState.
7
+ *
8
+ * castProjection is the core: it assembles project()'s ProjectHooks from the
9
+ * two drivers plus GameState (and the injected hooks for the genuinely
10
+ * downstream consequences those drivers defer - kills/drops/exp, polymorph,
11
+ * teleport, inventory damage, stat/exp drain, messages) and runs one
12
+ * projection. This is the single entry point the attack effect handlers (#18),
13
+ * monster spells (#19) and player spellcasting (#22) all dispatch a projection
14
+ * through. The flag-shape helpers (castBolt / castBeam / castBall) preset
15
+ * project()'s flags and radius exactly as the matching effect_handler_* in
16
+ * effect-handler-attack.c and delegate to it: castBolt / castBeam / castBall /
17
+ * castArc / castBreath / castShortBeam / castLine / castAlter / castSpot /
18
+ * castSphere / castStrike / castStar / castStarBall / castTouch / castSwarm /
19
+ * castProjectLos.
20
+ *
21
+ * The target grid is resolved by the caller. resolveAimedTarget ports the
22
+ * portable branches of get_target (effect-handler-attack.c L38): the player
23
+ * and no-source cases fully, and the monster case to the player's grid. The
24
+ * monster confused-direction / target-monster / decoy branches need the
25
+ * monster-spell targeting and decoys (both #19+), so #19 resolves those and
26
+ * passes the grid in.
27
+ *
28
+ * The player-projection actor (PlayerProjActor: resist levels, damage
29
+ * reduction, minus_ac) is supplied by the caller, exactly as PlayerActor's
30
+ * combat / defense views are, because calc_bonuses (which derives them) is
31
+ * deferred. basicPlayerActor builds the no-resist, no-reduction view over the
32
+ * live Player for callers and tests until calc_bonuses lands; take_hit's
33
+ * mutations (chp, is_dead) write back through it to the live player/state.
34
+ */
35
+ import { PF, TMD } from "../generated/index.js";
36
+ import { DIR_TARGET } from "../effects/interpreter.js";
37
+ import { DDGRID, DDGRID_DDD, loc, locEq, locSum } from "../loc.js";
38
+ import { monsterIsVisible } from "../mon/predicate.js";
39
+ import { PROJECT, project } from "../world/project.js";
40
+ import { los, squareIsView } from "../world/view.js";
41
+ import { monsterMax } from "./context.js";
42
+ import { destroyDecoy, monsterGetTarget } from "./effect-mon-origin.js";
43
+ import { projectMonster } from "./project-monster.js";
44
+ import { updateSmartLearn } from "../mon/spell.js";
45
+ import { buildSmartLearnEnv } from "./mon-cast.js";
46
+ import { projectPlayer } from "./project-player.js";
47
+ import { projectObject } from "./project-obj.js";
48
+ import { projectFeature } from "./project-feat.js";
49
+ import { squareIsBelievedWall } from "./known.js";
50
+ /** option.c: op_ptr->hitpoint_warn default (0..9). Canonical in player/options. */
51
+ import { DEFAULT_HITPOINT_WARN } from "../player/options.js";
52
+ export { DEFAULT_HITPOINT_WARN };
53
+ /** source_player(): a player-origin cast from the live player grid. */
54
+ export function playerCastSource(state, opts = {}) {
55
+ return {
56
+ isPlayer: true,
57
+ isMonster: false,
58
+ monster: 0,
59
+ grid: state.actor.grid,
60
+ /* project-mon.c L1346: player_has(PF_CHARM), not a caller default. */
61
+ charm: opts.charm ??
62
+ (state.playerState?.pflags.has(PF.CHARM) ??
63
+ (state.actor.player.race.pflags.has(PF.CHARM) ||
64
+ state.actor.player.cls.pflags.has(PF.CHARM))),
65
+ killer: opts.killer ?? "yourself",
66
+ };
67
+ }
68
+ /** source_monster(midx): a monster-origin cast from that monster's grid. */
69
+ export function monsterCastSource(state, midx, opts = {}) {
70
+ const mon = state.monsters[midx] ?? null;
71
+ return {
72
+ isPlayer: false,
73
+ isMonster: true,
74
+ monster: midx,
75
+ grid: mon ? mon.grid : loc(-1, -1),
76
+ monsterVisible: mon ? monsterIsVisible(mon) : false,
77
+ killer: opts.killer ?? "a monster",
78
+ power: opts.power ?? 0,
79
+ };
80
+ }
81
+ /**
82
+ * basicPlayerActor: the no-resist, no-reduction player-projection view over the
83
+ * live Player, for callers and tests until calc_bonuses (el_info, dam_red,
84
+ * perc_dam_red, minus_ac) lands. chp and is_dead are live so take_hit's
85
+ * mutations write back to the player and the game state.
86
+ */
87
+ export function basicPlayerActor(state, opts = {}) {
88
+ const p = state.actor.player;
89
+ return {
90
+ get chp() {
91
+ return p.chp;
92
+ },
93
+ set chp(v) {
94
+ p.chp = v;
95
+ },
96
+ get mhp() {
97
+ return p.mhp;
98
+ },
99
+ get lev() {
100
+ return p.lev;
101
+ },
102
+ get isDead() {
103
+ return state.isDead;
104
+ },
105
+ set isDead(v) {
106
+ state.isDead = v;
107
+ },
108
+ timed: p.timed,
109
+ hitpointWarn: DEFAULT_HITPOINT_WARN,
110
+ resistLevel: opts.resistLevel ?? (() => 0),
111
+ get reduction() {
112
+ return opts.reduction ? opts.reduction() : { damRed: 0, percDamRed: 0 };
113
+ },
114
+ minusAc: opts.minusAc ?? (() => false),
115
+ };
116
+ }
117
+ /**
118
+ * get_target (effect-handler-attack.c L38) for the aimed bolt/beam family.
119
+ * Returns the target grid and whether PROJECT_PLAY should be set (get_target
120
+ * sets it for monster and no-source projections so they can hit the player).
121
+ *
122
+ * - SRC_PLAYER: DIR_TARGET with an acquired target aims at it; otherwise the
123
+ * adjacent grid in `dir`. The target system (target_okay / target_get) is
124
+ * deferred (#24), so the acquired grid is passed in as `aimed`.
125
+ * - SRC_MONSTER: monsterGetTarget resolves confusion's random direction (one
126
+ * randint1(100) draw always made, matching the upstream RNG stream), then a
127
+ * targeted monster, the decoy, or the player.
128
+ * - default (SRC_NONE / trap / object): aims at the player, sets PROJECT_PLAY.
129
+ */
130
+ export function resolveAimedTarget(state, source, dir, aimed) {
131
+ if (source.isPlayer) {
132
+ if (dir === DIR_TARGET && aimed)
133
+ return { grid: aimed, play: false };
134
+ return { grid: locSum(state.actor.grid, DDGRID[dir] ?? loc(0, 0)), play: false };
135
+ }
136
+ if (source.isMonster) {
137
+ return { grid: monsterGetTarget(state, state.rng, source.monster), play: true };
138
+ }
139
+ /* No-source projections target the player and may hit them. */
140
+ return { grid: state.actor.grid, play: true };
141
+ }
142
+ /**
143
+ * castProjection: assemble project()'s hooks from the two drivers plus the live
144
+ * GameState and fire one projection at `target`. `flg` is the fully-resolved
145
+ * PROJECT_* flag set; `rad` is 0 for a bolt/beam or the ball/arc radius. Returns
146
+ * project()'s notice value (the player observed some effect). This is the seam
147
+ * every attack effect, monster spell and player spell dispatches through.
148
+ */
149
+ export function castProjection(state, cctx, source, target, dam, typ, flg, rad, degreesOfArc = 0, diameterOfSource = 0) {
150
+ const hooks = cctx.hooks ?? {};
151
+ const monCtx = {
152
+ state,
153
+ projections: cctx.projections,
154
+ origin: {
155
+ isPlayer: source.isPlayer,
156
+ monster: source.monster,
157
+ grid: source.grid,
158
+ charm: source.charm ?? false,
159
+ },
160
+ hooks: hooks.monster ?? {},
161
+ };
162
+ const plCtx = {
163
+ rng: state.rng,
164
+ actor: cctx.playerActor,
165
+ playerGrid: state.actor.grid,
166
+ projections: cctx.projections,
167
+ origin: {
168
+ isPlayer: source.isPlayer,
169
+ isMonster: source.isMonster,
170
+ ...(source.monsterVisible !== undefined
171
+ ? { monsterVisible: source.monsterVisible }
172
+ : {}),
173
+ killer: source.killer ?? "a bug",
174
+ /* origin_get_loc + SRC_TRAP, for the FORCE thrust centre. */
175
+ grid: source.grid,
176
+ ...(source.isTrap !== undefined ? { isTrap: source.isTrap } : {}),
177
+ },
178
+ power: source.power ?? 0,
179
+ /* update_smart_learn (mon-util.c L788): a monster-source projection that
180
+ * hits the player lets the monster learn the player's resist/flag for that
181
+ * GF type. Merge the per-cast smartLearn hook onto the player hooks for
182
+ * monster sources only. With birth_ai_learn off, updateSmartLearn returns
183
+ * before drawing RNG (equipLearn* aside), so default play is unchanged. */
184
+ hooks: {
185
+ ...(hooks.player ?? {}),
186
+ ...(source.isMonster && source.monster > 0
187
+ ? {
188
+ smartLearn: (typ) => {
189
+ const mon = state.monsters[source.monster];
190
+ if (mon) {
191
+ updateSmartLearn(state.rng, mon, buildSmartLearnEnv(state), 0, 0, typ);
192
+ }
193
+ },
194
+ }
195
+ : {}),
196
+ },
197
+ };
198
+ const projectHooks = {
199
+ onMonster: (dist, g, d, t, f) => projectMonster(monCtx, dist, g, d, t, f),
200
+ onPlayer: (dist, g, d, t, self) => {
201
+ /* project_p (project-player.c L822): a damaging projection that reaches
202
+ * the player's decoy grid destroys it, whether or not the player is
203
+ * there. */
204
+ if (d && state.decoy && locEq(g, state.decoy)) {
205
+ destroyDecoy(state, cctx.worldEnv?.trapDeps, (text) => cctx.worldEnv?.msg?.(text));
206
+ }
207
+ return projectPlayer(plCtx, dist, g, d, t, self);
208
+ },
209
+ playerIsDead: () => cctx.playerActor.isDead,
210
+ ...(hooks.onTrackMonster ? { onTrackMonster: hooks.onTrackMonster } : {}),
211
+ ...(hooks.onBolt ? { onBolt: hooks.onBolt } : {}),
212
+ ...(hooks.onBlast ? { onBlast: hooks.onBlast } : {}),
213
+ /* project_o / project_f over the live floor piles and terrain. */
214
+ ...(cctx.worldEnv
215
+ ? {
216
+ onObject: (dist, g, d, t) => projectObject(state, dist, g, d, t, cctx.worldEnv),
217
+ onFeature: (dist, g, d, t) => projectFeature(state, dist, g, d, t, cctx.worldEnv),
218
+ }
219
+ : {}),
220
+ };
221
+ const params = {
222
+ origin: source.grid,
223
+ finish: target,
224
+ rad,
225
+ typ,
226
+ flg,
227
+ dam,
228
+ maxRange: cctx.maxRange,
229
+ sourceIsPlayer: source.isPlayer,
230
+ blind: cctx.playerActor.timed[TMD.BLIND] > 0,
231
+ degreesOfArc,
232
+ diameterOfSource,
233
+ believedWall: (grid) => squareIsBelievedWall(state, grid),
234
+ };
235
+ return project(state.chunk, params, projectHooks);
236
+ }
237
+ /**
238
+ * effect_handler_BOLT: a bolt that stops at the first monster. project_aimed
239
+ * adds PROJECT_THRU; get_target adds PROJECT_PLAY for a non-player source.
240
+ */
241
+ export function castBolt(state, cctx, source, target, dam, typ, extraFlg = 0) {
242
+ let flg = PROJECT.STOP | PROJECT.KILL | PROJECT.THRU;
243
+ if (!source.isPlayer)
244
+ flg |= PROJECT.PLAY;
245
+ /* BOLT_AWARE adds PROJECT_AWARE when the caster is aware of the effect
246
+ (effect-handler-attack.c:402), so the hit is "obvious" and does not try to
247
+ ID its source. */
248
+ flg |= extraFlg;
249
+ return castProjection(state, cctx, source, target, dam, typ, flg, 0);
250
+ }
251
+ /**
252
+ * effect_handler_BEAM: a beam that passes through monsters. As castBolt but
253
+ * PROJECT_BEAM instead of PROJECT_STOP.
254
+ */
255
+ export function castBeam(state, cctx, source, target, dam, typ) {
256
+ let flg = PROJECT.BEAM | PROJECT.KILL | PROJECT.THRU;
257
+ if (!source.isPlayer)
258
+ flg |= PROJECT.PLAY;
259
+ return castProjection(state, cctx, source, target, dam, typ, flg, 0);
260
+ }
261
+ /**
262
+ * effect_handler_BALL: an exploding ball. A monster source adds PROJECT_PLAY
263
+ * and drops STOP/THRU so it detonates on the player; a player source drops
264
+ * STOP/THRU only when a specific target was acquired (aimedAtTarget), so a
265
+ * bare-direction ball still stops at the first obstacle. `rad` defaults to 2
266
+ * upstream; the caller applies any powerful-monster or player-level radius
267
+ * bonus before calling.
268
+ */
269
+ export function castBall(state, cctx, source, target, dam, typ, rad = 2, opts = {}) {
270
+ let flg = PROJECT.THRU | PROJECT.STOP | PROJECT.GRID | PROJECT.ITEM | PROJECT.KILL;
271
+ if (source.isMonster) {
272
+ flg |= PROJECT.PLAY;
273
+ flg &= ~(PROJECT.STOP | PROJECT.THRU);
274
+ }
275
+ else if (source.isPlayer && opts.aimedAtTarget) {
276
+ flg &= ~(PROJECT.STOP | PROJECT.THRU);
277
+ }
278
+ return castProjection(state, cctx, source, target, dam, typ, flg, rad);
279
+ }
280
+ /**
281
+ * effect_handler_LINE (L173): a beam that also affects grids (e.g. light).
282
+ * As castBeam but with PROJECT_GRID.
283
+ */
284
+ export function castLine(state, cctx, source, target, dam, typ) {
285
+ let flg = PROJECT.BEAM | PROJECT.GRID | PROJECT.KILL | PROJECT.THRU;
286
+ if (!source.isPlayer)
287
+ flg |= PROJECT.PLAY;
288
+ return castProjection(state, cctx, source, target, dam, typ, flg, 0);
289
+ }
290
+ /**
291
+ * effect_handler_ALTER (L186): affect grids and objects, not monsters, with no
292
+ * damage (door/wall alteration). PROJECT_BEAM | GRID | ITEM (+THRU from
293
+ * project_aimed).
294
+ */
295
+ export function castAlter(state, cctx, source, target, typ) {
296
+ let flg = PROJECT.BEAM | PROJECT.GRID | PROJECT.ITEM | PROJECT.THRU;
297
+ if (!source.isPlayer)
298
+ flg |= PROJECT.PLAY;
299
+ return castProjection(state, cctx, source, target, 0, typ, flg, 0);
300
+ }
301
+ /** diameter_of_source for an arc/breath of the given width (arc.c geometry). */
302
+ function arcDiameter(baseDiameter, degreesOfArc) {
303
+ let d = baseDiameter;
304
+ if (degreesOfArc < 60)
305
+ d = Math.trunc((d * 60) / degreesOfArc);
306
+ return d > 25 ? 25 : d;
307
+ }
308
+ /**
309
+ * effect_handler_ARC (L789): a cone from the caster. PROJECT_ARC | GRID | ITEM |
310
+ * KILL (+PLAY for a monster source). A radius of 0 means no fixed limit
311
+ * (z_info->max_range). The arc's energy source diameter starts at 4 and widens
312
+ * as the cone narrows, so a tight arc dissipates more slowly. degrees_of_arc is
313
+ * clamped to a minimum of 20.
314
+ */
315
+ export function castArc(state, cctx, source, target, dam, typ, rad, degreesOfArc) {
316
+ let flg = PROJECT.ARC | PROJECT.GRID | PROJECT.ITEM | PROJECT.KILL;
317
+ if (source.isMonster)
318
+ flg |= PROJECT.PLAY;
319
+ const degrees = Math.max(degreesOfArc, 20);
320
+ const r = rad === 0 ? cctx.maxRange : rad;
321
+ const diameter = arcDiameter(4, degrees);
322
+ return castProjection(state, cctx, source, target, dam, typ, flg, r, degrees, diameter);
323
+ }
324
+ /**
325
+ * effect_handler_BREATH (L681): breathe an element in a cone. Like castArc, but
326
+ * a powerful monster breathes at full strength further out (source diameter
327
+ * 4 -> 6 before the arc-width widening). The damage (breath_dam) and the
328
+ * "You breathe X" message are the caller's (#19); a radius of 0 means
329
+ * z_info->max_range.
330
+ */
331
+ export function castBreath(state, cctx, source, target, dam, typ, degreesOfArc, opts = {}) {
332
+ let flg = PROJECT.ARC | PROJECT.GRID | PROJECT.ITEM | PROJECT.KILL;
333
+ if (source.isMonster)
334
+ flg |= PROJECT.PLAY;
335
+ const degrees = Math.max(degreesOfArc, 20);
336
+ const rad = opts.radius && opts.radius > 0 ? opts.radius : cctx.maxRange;
337
+ /* Powerful monsters breathe at full strength further out. */
338
+ const baseDiameter = opts.powerful ? Math.trunc((4 * 3) / 2) : 4;
339
+ const diameter = arcDiameter(baseDiameter, degrees);
340
+ return castProjection(state, cctx, source, target, dam, typ, flg, rad, degrees, diameter);
341
+ }
342
+ /**
343
+ * effect_handler_SHORT_BEAM (L852): a fixed-length beam. PROJECT_ARC with
344
+ * degrees 0 and a positive radius is normalised to a beam by project(); the
345
+ * source diameter equals the radius so it is full strength for its whole
346
+ * length. The caller applies any player-level radius bonus (rad += lev / other).
347
+ */
348
+ export function castShortBeam(state, cctx, source, target, dam, typ, rad) {
349
+ let flg = PROJECT.ARC | PROJECT.GRID | PROJECT.ITEM | PROJECT.KILL;
350
+ if (source.isMonster)
351
+ flg |= PROJECT.PLAY;
352
+ const diameter = rad > 25 ? 25 : rad;
353
+ return castProjection(state, cctx, source, target, dam, typ, flg, rad, 0, diameter);
354
+ }
355
+ /**
356
+ * effect_handler_LASH (L899): a whip crack or spit - a finite-length beam at
357
+ * full strength for its whole length (source diameter = radius), affecting
358
+ * grids, objects, monsters AND the player (monsters lash the player).
359
+ * The caller computes the blow-derived damage and lash element.
360
+ */
361
+ export function castLash(state, cctx, source, target, dam, typ, rad) {
362
+ const flg = PROJECT.ARC |
363
+ PROJECT.GRID |
364
+ PROJECT.ITEM |
365
+ PROJECT.KILL |
366
+ PROJECT.PLAY;
367
+ const diameter = rad > 25 ? 25 : rad;
368
+ return castProjection(state, cctx, source, target, dam, typ, flg, rad, 0, diameter);
369
+ }
370
+ /**
371
+ * effect_handler_SPOT (L545): explode on the player's own grid, hitting the
372
+ * player (PROJECT_PLAY | SELF), grids, objects and monsters. The source
373
+ * diameter equals the radius. The caller applies any player-level radius bonus.
374
+ */
375
+ export function castSpot(state, cctx, source, dam, typ, rad) {
376
+ const flg = PROJECT.STOP |
377
+ PROJECT.PLAY |
378
+ PROJECT.GRID |
379
+ PROJECT.ITEM |
380
+ PROJECT.KILL |
381
+ PROJECT.SELF;
382
+ return castProjection(state, cctx, source, state.actor.grid, dam, typ, flg, rad, 0, rad);
383
+ }
384
+ /**
385
+ * effect_handler_SPHERE (L571): a ball from the player's grid with an explicit
386
+ * source diameter (full strength out to that diameter). Affects grids, objects
387
+ * and monsters, but not the player.
388
+ */
389
+ export function castSphere(state, cctx, source, dam, typ, rad, diameterOfSource) {
390
+ const flg = PROJECT.STOP | PROJECT.GRID | PROJECT.ITEM | PROJECT.KILL;
391
+ return castProjection(state, cctx, source, state.actor.grid, dam, typ, flg, rad, 0, diameterOfSource);
392
+ }
393
+ /**
394
+ * effect_handler_STRIKE (L1001): drop a ball on the target from above
395
+ * (PROJECT_JUMP, no travel path). Affects grids, objects and monsters.
396
+ */
397
+ export function castStrike(state, cctx, source, target, dam, typ, rad) {
398
+ const flg = PROJECT.JUMP | PROJECT.GRID | PROJECT.ITEM | PROJECT.KILL;
399
+ return castProjection(state, cctx, source, target, dam, typ, flg, rad);
400
+ }
401
+ /**
402
+ * effect_handler_STAR (L1032): a beam in each of the eight compass directions
403
+ * from the player. Affects grids and monsters. Returns whether any beam was
404
+ * noticed.
405
+ */
406
+ export function castStar(state, cctx, source, dam, typ) {
407
+ const flg = PROJECT.THRU | PROJECT.BEAM | PROJECT.GRID | PROJECT.KILL;
408
+ /* Describe unless blind (effect-handler-attack.c:1041). */
409
+ if (!(cctx.playerActor.timed[TMD.BLIND] > 0)) {
410
+ cctx.worldEnv?.msg?.("Light shoots in all directions!");
411
+ }
412
+ let notice = false;
413
+ for (const off of DDGRID_DDD) {
414
+ const target = locSum(state.actor.grid, off);
415
+ if (castProjection(state, cctx, source, target, dam, typ, flg, 0))
416
+ notice = true;
417
+ }
418
+ return notice;
419
+ }
420
+ /**
421
+ * effect_handler_STAR_BALL (L1062): a ball in each of the eight compass
422
+ * directions from the player. Affects grids, objects and monsters.
423
+ */
424
+ export function castStarBall(state, cctx, source, dam, typ, rad) {
425
+ const flg = PROJECT.STOP | PROJECT.THRU | PROJECT.GRID | PROJECT.ITEM | PROJECT.KILL;
426
+ let notice = false;
427
+ for (const off of DDGRID_DDD) {
428
+ const target = locSum(state.actor.grid, off);
429
+ if (castProjection(state, cctx, source, target, dam, typ, flg, rad))
430
+ notice = true;
431
+ }
432
+ return notice;
433
+ }
434
+ /**
435
+ * project_touch (L112): a radius-1 (or given) ball centred on the player,
436
+ * affecting grids, objects and monsters but hidden from bolt visuals
437
+ * (PROJECT_HIDE). PROJECT_AWARE is set when the player is aware of the effect.
438
+ * The monster-source decoy / target-monster branches of effect_handler_TOUCH
439
+ * are deferred (#19); this is the base player-centred touch.
440
+ */
441
+ export function castTouch(state, cctx, source, dam, typ, rad, aware) {
442
+ let flg = PROJECT.GRID | PROJECT.KILL | PROJECT.HIDE | PROJECT.ITEM | PROJECT.THRU;
443
+ if (aware)
444
+ flg |= PROJECT.AWARE;
445
+ const r = rad > 0 ? rad : 1;
446
+ return castProjection(state, cctx, source, state.actor.grid, dam, typ, flg, r);
447
+ }
448
+ /**
449
+ * effect_handler_SWARM (L974): fire `num` non-jumping balls at the same target
450
+ * (targeting an absolute grid so a monster's death does not move the aim).
451
+ * Always player-sourced. Returns whether any shot was noticed.
452
+ */
453
+ export function castSwarm(state, cctx, source, target, dam, typ, rad, num) {
454
+ const flg = PROJECT.THRU | PROJECT.STOP | PROJECT.GRID | PROJECT.ITEM | PROJECT.KILL;
455
+ let notice = false;
456
+ for (let n = num; n > 0; n--) {
457
+ if (castProjection(state, cctx, source, target, dam, typ, flg, rad))
458
+ notice = true;
459
+ }
460
+ return notice;
461
+ }
462
+ /**
463
+ * effect_handler_PROJECT_LOS (L1088): apply a jump projection to every monster
464
+ * in line of sight of the origin. The projection source is always the player
465
+ * (damage is attributed to them), exactly as upstream. `excludeMonster` is the
466
+ * currently-acting monster (cave->mon_current), skipped so a monster casting
467
+ * this does not hit itself; `originGrid` defaults to the player's grid.
468
+ */
469
+ export function castProjectLos(state, cctx, source, dam, typ, opts = {}) {
470
+ /* PROJECT_LOS_AWARE (effect-handler-attack.c:1125-1159) adds PROJECT_AWARE
471
+ when the caster is aware and gates on square_isview (the player's field of
472
+ view) instead of los() from the origin. */
473
+ let flg = PROJECT.JUMP | PROJECT.KILL | PROJECT.HIDE;
474
+ if (opts.aware)
475
+ flg |= PROJECT.AWARE;
476
+ const originGrid = opts.originGrid ?? state.actor.grid;
477
+ const exclude = opts.excludeMonster ?? 0;
478
+ let notice = false;
479
+ const max = monsterMax(state);
480
+ for (let i = 1; i < max; i++) {
481
+ const mon = state.monsters[i];
482
+ if (!mon)
483
+ continue;
484
+ if (i === exclude)
485
+ continue;
486
+ const visible = opts.useView
487
+ ? squareIsView(state.chunk, mon.grid)
488
+ : los(state.chunk, originGrid, mon.grid);
489
+ if (!visible)
490
+ continue;
491
+ if (castProjection(state, cctx, source, mon.grid, dam, typ, flg, 0))
492
+ notice = true;
493
+ }
494
+ return notice;
495
+ }
496
+ //# sourceMappingURL=project-cast.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,47 @@
1
+ /**
2
+ * Projection effects on terrain, ported from reference/src/project-feat.c
3
+ * (Angband 4.2.6): the project_f driver and the feature handlers - grid
4
+ * lighting (LIGHT/LIGHT_WEAK, DARK/DARK_WEAK), stone-to-mud (KILL_WALL with
5
+ * rubble finds and gold-vein payouts), door destruction (KILL_DOOR), trap
6
+ * disabling / door unlocking / secret-door reveal (KILL_TRAP), door and trap
7
+ * creation (MAKE_DOOR, MAKE_TRAP), fire clearing webs and very hot or cold
8
+ * projections converting floor to lava and lava to floor/rubble, plus the
9
+ * observe-only elemental handlers.
10
+ *
11
+ * expose_to_sun / is_daytime are ported (exposeToSun below): the KILL_WALL,
12
+ * KILL_DOOR, FIRE and COLD/ICE handlers re-expose freshly changed surface
13
+ * terrain to the sun, guarded on cave->depth == 0. That guard never fires yet
14
+ * (the port has no surface/town), so the branch is dormant but faithful.
15
+ *
16
+ * DEFERRED (ledgered in parity/ledger/game-project-feat.yaml):
17
+ * - square_forget / square_unmark and the PU_UPDATE_VIEW | PU_MONSTERS
18
+ * redraw requests: the core keeps no player square-memory yet (the web
19
+ * renderer holds its own explored set); FOV refresh rides the state
20
+ * updateFov hook the loop already runs after player actions.
21
+ * - The decoy branch of trap handling (decoys ride mon-desire, #24).
22
+ */
23
+ import type { Loc } from "../loc.js";
24
+ import type { GameState } from "./context.js";
25
+ import type { MakeDeps } from "../obj/make.js";
26
+ import type { TrapDeps } from "./trap.js";
27
+ import type { ProjectWorldEnv } from "./project-obj.js";
28
+ /** The seams the terrain handlers need beyond the GameState. */
29
+ export interface ProjectFeatEnv extends ProjectWorldEnv {
30
+ /** Object generation for rubble finds and gold-vein payouts. */
31
+ makeDeps?: MakeDeps;
32
+ /** Trap system access for MAKE_TRAP / KILL_TRAP / webs / door locks. */
33
+ trapDeps?: TrapDeps;
34
+ }
35
+ /**
36
+ * push_object (obj-pile.c): move the pile off a grid that stopped holding
37
+ * objects. As upstream, the grid temporarily becomes an open door so
38
+ * drop_near cannot land anything back on it; the caller's feature change
39
+ * happens after.
40
+ */
41
+ export declare function pushObject(state: GameState, grid: Loc): void;
42
+ /**
43
+ * project_f: affect the terrain at `grid` (PROJECT_GRID). Returns whether
44
+ * anything the player can see happened.
45
+ */
46
+ export declare function projectFeature(state: GameState, _r: number, grid: Loc, dam: number, typ: number, env?: ProjectFeatEnv): boolean;
47
+ //# sourceMappingURL=project-feat.d.ts.map
@@ -0,0 +1 @@
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