@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 +1,435 @@
1
+ /**
2
+ * Spoiler generators - the port's answer to upstream's wiz-spoil.c (the
3
+ * `main-spoil` / wizard-mode "generate spoilers" surface). Four pure functions
4
+ * that dump the game's static content as text: the basic-item table, the
5
+ * artifact descriptions, the brief monster table and the full monster lore.
6
+ *
7
+ * DEV TOOLING, not gameplay: this mirrors wiz-spoil.c's OUTPUT so a human (or a
8
+ * cross-check against upstream's spoiler files) can eyeball parity. It reuses
9
+ * the port's real naming / valuing / object-info / lore code; it never
10
+ * re-derives formatting the engine already owns.
11
+ *
12
+ * Determinism: spoilers are a static-data dump. Each generator boots one game
13
+ * at a FIXED seed (startGame - the sanctioned headless context, same call
14
+ * obj/object-info.test.ts uses) purely to obtain the bound registries and a
15
+ * fully-known player shadow; the generated level is never read. Object
16
+ * construction draws from a dedicated throwaway Rng at a fixed seed and the
17
+ * "maximise" aspect (which consumes no entropy - see obj/make.ts / history.ts),
18
+ * so the shared game RNG is never touched and the text is byte-stable. NO
19
+ * wall-clock, NO Math.random.
20
+ *
21
+ * wiz-spoil.c line citations are given inline as `// wiz-spoil.c L###`.
22
+ */
23
+ import { attrToText } from "../color.js";
24
+ import { KF, RF, TV } from "../generated/index.js";
25
+ import { Rng } from "../rng.js";
26
+ import { PARITY_BASELINE } from "../version.js";
27
+ import { ODESC, objectDesc } from "../obj/desc.js";
28
+ import { OINFO, objectInfo, textblockToString } from "../obj/object-info.js";
29
+ import { OBJ_NOTICE, playerLearnAllRunes } from "../obj/knowledge.js";
30
+ import { copyArtifactData, objectPrep } from "../obj/make.js";
31
+ import { objectPower } from "../obj/power.js";
32
+ import { objectValue } from "../obj/value.js";
33
+ import { tvalIsAmmo, tvalIsArmor, tvalIsMeleeWeapon } from "../obj/object.js";
34
+ import { cheatMonsterLore, newMonsterLore } from "../mon/lore.js";
35
+ import { loreDescription } from "../mon/lore-describe.js";
36
+ import { knownDescOf } from "./describe.js";
37
+ import { makeObjectInfoDeps } from "./object-inspect.js";
38
+ import { startGame } from "../session/game.js";
39
+ /**
40
+ * The build id upstream stamps into every spoiler header (buildid, e.g.
41
+ * "Angband 4.2.6"). The port has no compiled buildid string, so the parity
42
+ * baseline stands in - honest about which upstream release this content tracks.
43
+ */
44
+ const BUILDID = `Angband ${PARITY_BASELINE}`;
45
+ /** Fixed seed for the headless boot (registries + player shadow only). */
46
+ const SPOIL_SEED = 1;
47
+ /** Fixed seed for the throwaway object-prep Rng (maximise draws nothing). */
48
+ const SPOIL_PREP_SEED = 1;
49
+ function boot(pack) {
50
+ const game = startGame(pack, { seed: SPOIL_SEED, depth: 1 });
51
+ const reg = game.booted.registries;
52
+ /* Reveal everything: know every rune, treat every flavour as aware. This is
53
+ * the OINFO_SPOIL / object_info_spoil precondition (wiz-spoil.c L454). */
54
+ playerLearnAllRunes(game.state.actor.player, game.state.runeEnv);
55
+ game.state.isAware = () => true;
56
+ const races = reg.monsters.races;
57
+ const extras = {
58
+ projections: reg.projections ?? [],
59
+ constants: reg.constants,
60
+ raceOrigin: (h) => {
61
+ const race = races[h];
62
+ if (!race)
63
+ return null;
64
+ return {
65
+ name: race.name,
66
+ unique: race.flags.has(RF.UNIQUE),
67
+ comma: race.flags.has(RF.NAME_COMMA),
68
+ };
69
+ },
70
+ /* TODO(B2): timedDesc / summonDesc are not wired, so a handful of activation
71
+ * effect strings (EFINFO_CURE / EFINFO_TIMED / EFINFO_SUMM) render their
72
+ * generic fallback rather than the timed-effect / summon name. Everything
73
+ * else in the object-info dump is fully realised. */
74
+ };
75
+ return { game, reg, extras };
76
+ }
77
+ /* ------------------------------------------------------------------ *
78
+ * Small formatting helpers (printf-column analogues).
79
+ * ------------------------------------------------------------------ */
80
+ /** Right-justify `s` in `n` columns (C "%Ns"). */
81
+ function padL(s, n) {
82
+ return s.length >= n ? s : " ".repeat(n - s.length) + s;
83
+ }
84
+ /** Left-justify `s` in `n` columns (C "%-Ns"). */
85
+ function padR(s, n) {
86
+ return s.length >= n ? s : s + " ".repeat(n - s.length);
87
+ }
88
+ /** Clip then left-pad to exactly `n` columns (C "%-N.Ns"). */
89
+ function clipPadR(s, n) {
90
+ return s.length > n ? s.slice(0, n) : padR(s, n);
91
+ }
92
+ /** Clip to at most `n` columns, right-justified (C "%N.Ns"). */
93
+ function clipPadL(s, n) {
94
+ return s.length > n ? padL(s.slice(0, n), n) : padL(s, n);
95
+ }
96
+ /** spoiler_underline (wiz-spoil.c L71): the line, then a rule of `c` under it. */
97
+ function underline(str, c) {
98
+ return `${str}\n${c.repeat(str.length)}\n`;
99
+ }
100
+ /** group_item[] (wiz-spoil.c L84): basic items categorized by type. */
101
+ const GROUP_ITEM = [
102
+ { tval: TV.SHOT, name: "Ammo" },
103
+ { tval: TV.ARROW, name: null },
104
+ { tval: TV.BOLT, name: null },
105
+ { tval: TV.BOW, name: "Bows" },
106
+ { tval: TV.SWORD, name: "Weapons" },
107
+ { tval: TV.POLEARM, name: null },
108
+ { tval: TV.HAFTED, name: null },
109
+ { tval: TV.DIGGING, name: null },
110
+ { tval: TV.SOFT_ARMOR, name: "Armour (Body)" },
111
+ { tval: TV.HARD_ARMOR, name: null },
112
+ { tval: TV.DRAG_ARMOR, name: null },
113
+ { tval: TV.CLOAK, name: "Armour (Misc)" },
114
+ { tval: TV.SHIELD, name: null },
115
+ { tval: TV.HELM, name: null },
116
+ { tval: TV.CROWN, name: null },
117
+ { tval: TV.GLOVES, name: null },
118
+ { tval: TV.BOOTS, name: null },
119
+ { tval: TV.AMULET, name: "Amulets" },
120
+ { tval: TV.RING, name: "Rings" },
121
+ { tval: TV.SCROLL, name: "Scrolls" },
122
+ { tval: TV.POTION, name: "Potions" },
123
+ { tval: TV.FOOD, name: "Food" },
124
+ { tval: TV.MUSHROOM, name: "Mushrooms" },
125
+ { tval: TV.ROD, name: "Rods" },
126
+ { tval: TV.WAND, name: "Wands" },
127
+ { tval: TV.STAFF, name: "Staffs" },
128
+ { tval: TV.MAGIC_BOOK, name: "Magic Books" },
129
+ { tval: TV.PRAYER_BOOK, name: "Holy Books" },
130
+ { tval: TV.NATURE_BOOK, name: "Nature Books" },
131
+ { tval: TV.SHADOW_BOOK, name: "Shadow Books" },
132
+ { tval: TV.OTHER_BOOK, name: "Mystery Books" },
133
+ { tval: TV.CHEST, name: "Chests" },
134
+ { tval: TV.LIGHT, name: "Lights and fuel" },
135
+ { tval: TV.FLASK, name: null },
136
+ { tval: 0, name: "" }, // sentinel (name is "" - truthy in C; tval 0 breaks)
137
+ ];
138
+ /** group_artifact[] (wiz-spoil.c L351): artifacts categorized by type. */
139
+ const GROUP_ARTIFACT = [
140
+ { tval: TV.SWORD, name: "Edged Weapons" },
141
+ { tval: TV.POLEARM, name: "Polearms" },
142
+ { tval: TV.HAFTED, name: "Hafted Weapons" },
143
+ { tval: TV.BOW, name: "Bows" },
144
+ { tval: TV.DIGGING, name: "Diggers" },
145
+ { tval: TV.SOFT_ARMOR, name: "Body Armor" },
146
+ { tval: TV.HARD_ARMOR, name: null },
147
+ { tval: TV.DRAG_ARMOR, name: null },
148
+ { tval: TV.CLOAK, name: "Cloaks" },
149
+ { tval: TV.SHIELD, name: "Shields" },
150
+ { tval: TV.HELM, name: "Helms/Crowns" },
151
+ { tval: TV.CROWN, name: null },
152
+ { tval: TV.GLOVES, name: "Gloves" },
153
+ { tval: TV.BOOTS, name: "Boots" },
154
+ { tval: TV.LIGHT, name: "Light Sources" },
155
+ { tval: TV.AMULET, name: "Amulets" },
156
+ { tval: TV.RING, name: "Rings" },
157
+ ];
158
+ /**
159
+ * kind_info (wiz-spoil.c L141): forge a fake, bonus-cancelled item of `kind`
160
+ * and read off its spoiled name, damage/AC, weight, level and cost.
161
+ */
162
+ function kindInfo(ctx, rng, kind) {
163
+ const objs = ctx.reg.objects;
164
+ /* Prepare a fake item (object_prep(kind, 0, MAXIMISE), L149). */
165
+ const obj = objectPrep(rng, objs, ctx.reg.constants, kind, 0, "maximise");
166
+ /* Cancel bonuses (L152-156). */
167
+ for (let i = 0; i < obj.modifiers.length; i++)
168
+ obj.modifiers[i] = 0;
169
+ obj.toA = 0;
170
+ obj.toH = 0;
171
+ obj.toD = 0;
172
+ const lev = kind.level; // L159
173
+ const val = objectValue(objs, obj, 1, true); // object_value(obj, 1), L166
174
+ /* Description, ODESC_BASE | ODESC_SPOIL (L170); omniscient (p == null). */
175
+ const desc = objectDesc(obj, ODESC.BASE | ODESC.SPOIL, null, ctx.game.state.runeEnv, knownDescOf(ctx.game.state));
176
+ /* Weight "%3d.%d" (L177); the column pad handles the leading spaces. */
177
+ const wgt = `${Math.trunc(obj.weight / 10)}.${obj.weight % 10}`;
178
+ /* Damage / AC (L192-195). */
179
+ let dam = "";
180
+ if (tvalIsAmmo(obj.tval) || tvalIsMeleeWeapon(obj.tval)) {
181
+ dam = `${obj.dd}d${obj.ds}`;
182
+ }
183
+ else if (tvalIsArmor(obj.tval)) {
184
+ dam = `${obj.ac}`;
185
+ }
186
+ return { desc, dam, wgt, lev, val };
187
+ }
188
+ export function spoilObjDesc(pack) {
189
+ const ctx = boot(pack);
190
+ const objs = ctx.reg.objects;
191
+ const rng = new Rng(SPOIL_PREP_SEED);
192
+ let out = "";
193
+ /* Header (L228-233). The header row's title column is "%-51s " (title padded
194
+ * to 51 then two spaces); each data row instead leads with two spaces then
195
+ * the 51-wide name - both put the tail columns at the same offset. */
196
+ out += `Spoiler File -- Basic Items (${BUILDID})\n\n\n`;
197
+ const tail = (dam, wgt, lev, cost) => padL(dam, 7) + padL(wgt, 6) + padL(lev, 4) + padL(cost, 9);
198
+ out += padR("Description", 51) + " " + tail("Dam/AC", "Wgt", "Lev", "Cost") + "\n";
199
+ out +=
200
+ padR("----------------------------------------", 51) +
201
+ " " +
202
+ tail("------", "---", "---", "----") +
203
+ "\n";
204
+ /* The grouper walk (L236-323): accumulate kinds until the next NAMED group,
205
+ * then sort that section by cost, then level, and dump it. */
206
+ let bucket = [];
207
+ const dumpBucket = () => {
208
+ /* Bubble-sort by cost then level (L240-260); a stable sort preserves the
209
+ * kidx insertion order for full ties, as the bubble sort does. */
210
+ const rows = bucket.map((k) => ({ k, info: kindInfo(ctx, rng, k) }));
211
+ rows.sort((a, b) => a.info.val - b.info.val || a.info.lev - b.info.lev);
212
+ for (const { info } of rows) {
213
+ out +=
214
+ " " +
215
+ clipPadR(info.desc, 51) +
216
+ padL(info.dam, 7) +
217
+ padL(info.wgt, 6) +
218
+ padL(String(info.lev), 4) +
219
+ padL(String(info.val), 9) +
220
+ "\n";
221
+ }
222
+ bucket = [];
223
+ };
224
+ for (const group of GROUP_ITEM) {
225
+ if (group.name !== null) {
226
+ dumpBucket();
227
+ if (!group.tval)
228
+ break; // sentinel (L304)
229
+ out += `\n\n${group.name}\n\n`; // L307
230
+ }
231
+ /* Get legal item types (L311-322): matching tval, skipping instant-arts. */
232
+ for (const kind of objs.kinds) {
233
+ if (kind.tval !== group.tval)
234
+ continue;
235
+ if (kind.kindFlags.has(KF.INSTA_ART))
236
+ continue;
237
+ bucket.push(kind);
238
+ }
239
+ }
240
+ return out;
241
+ }
242
+ /* ================================================================== *
243
+ * 2. spoil_artifact (wiz-spoil.c L381): full artifact descriptions.
244
+ * ================================================================== */
245
+ /**
246
+ * make_fake_artifact (obj-make.c L728): object_prep(kind, 0, MAXIMISE) then
247
+ * copy_artifact_data, with obj->artifact set. Returns null when the artifact
248
+ * has no base kind (make_fake_artifact would return false).
249
+ */
250
+ function makeFakeArtifact(ctx, rng, art) {
251
+ const objs = ctx.reg.objects;
252
+ const kind = objs.lookupKind(art.tval, art.sval);
253
+ if (!kind)
254
+ return null;
255
+ /* Hide the flavour text: spoilers spoil the mechanics, not the atmosphere
256
+ * (wiz-spoil.c L433-435 memcpy's the artifact and nulls artc.text). The base
257
+ * item's description still shows, exactly as upstream's object_info does. */
258
+ const artc = { ...art, text: "" };
259
+ const obj = objectPrep(rng, objs, ctx.reg.constants, kind, 0, "maximise");
260
+ copyArtifactData(rng, objs, obj, artc);
261
+ obj.artifact = artc;
262
+ obj.number = 1;
263
+ /* Mark assessed: with every rune learned (see boot), objectKnownShadow then
264
+ * reveals the full mechanics the OINFO_SPOIL dump needs (object-info.c
265
+ * gates modifiers/flags/brands/slays behind the ASSESSED notice). */
266
+ obj.notice |= OBJ_NOTICE.ASSESSED;
267
+ return obj;
268
+ }
269
+ export function spoilArtifact(pack) {
270
+ const ctx = boot(pack);
271
+ const objs = ctx.reg.objects;
272
+ const rng = new Rng(SPOIL_PREP_SEED);
273
+ let out = "";
274
+ /* Header (L401-403). */
275
+ out += underline(`Artifact Spoilers for ${BUILDID}`, "=");
276
+ /* TODO(B2): seed_randart only matters under birth_randarts; this dev tool
277
+ * dumps the standard set, so the seed is reported as 0 for format parity. */
278
+ out += `\n Randart seed is 0\n`;
279
+ for (const group of GROUP_ARTIFACT) {
280
+ if (group.name !== null) {
281
+ /* spoiler_blanklines(2); underline(name,'='); spoiler_blanklines(1). */
282
+ out += `\n\n` + underline(group.name, "=") + `\n`;
283
+ }
284
+ /* a_info is 1-based; index 0 is the null placeholder (L415). */
285
+ for (let j = 1; j < objs.artifacts.length; j++) {
286
+ const art = objs.artifacts[j];
287
+ if (!art || art.tval !== group.tval)
288
+ continue;
289
+ const obj = makeFakeArtifact(ctx, rng, art);
290
+ if (!obj)
291
+ continue; // L438-442
292
+ /* Name: ODESC_PREFIX|ODESC_COMBAT|ODESC_EXTRA|ODESC_SPOIL (L447). */
293
+ const name = objectDesc(obj, ODESC.PREFIX | ODESC.COMBAT | ODESC.EXTRA | ODESC.SPOIL, null, ctx.game.state.runeEnv, knownDescOf(ctx.game.state));
294
+ out += underline(name, "-"); // L451
295
+ /* object_info_spoil(fh, obj, 80) (L454): the full mechanics dump. */
296
+ const info = objectInfo(obj, OINFO.SPOIL, makeObjectInfoDeps(ctx.game.state, obj, ctx.extras));
297
+ out += textblockToString(info);
298
+ /* object_power(obj, false, NULL) on the fake object (L462-465), the same
299
+ * source upstream prints; GameObject satisfies PowerObject structurally. */
300
+ const power = objectPower(objs, obj);
301
+ const w = obj.weight;
302
+ out +=
303
+ `\nMin Level ${art.allocMin}, Max Level ${art.allocMax}, ` +
304
+ `Generation chance ${art.allocProb}, Power ${power}, ` +
305
+ `${Math.trunc(w / 10)}.${w % 10} lbs\n`;
306
+ /* birth_randarts off -> art->text is not appended (L467). */
307
+ out += `\n\n`; // spoiler_blanklines(2), L470
308
+ }
309
+ }
310
+ return out;
311
+ }
312
+ /* ================================================================== *
313
+ * Monster ordering (cmp_monsters, ui-knowledge.c L4351 -> cmp_level):
314
+ * by level, then experience, then race index.
315
+ * ================================================================== */
316
+ /**
317
+ * The spoilable races: every named monster except the reserved `<player>`
318
+ * template at index 0 (races[0], upstream's r_info[0]). Sorted by cmp_monsters
319
+ * (ui-knowledge.c cmp_level -> cmp_mexp: level, then experience, then index).
320
+ *
321
+ * `excludeLast` reproduces spoil_mon_desc's `i < z_info->r_max - 1` bound
322
+ * (wiz-spoil.c L535): the brief monster table drops the final race (Morgoth,
323
+ * the deepest) from the SET before sorting. spoil_mon_info uses the full
324
+ * `i < z_info->r_max` range (L672), so its caller leaves excludeLast false.
325
+ */
326
+ function spoilableRaces(reg, excludeLast = false) {
327
+ const races = reg.monsters.races;
328
+ const end = excludeLast ? races.length - 1 : races.length;
329
+ const who = [];
330
+ for (let i = 1; i < end; i++) {
331
+ const race = races[i];
332
+ if (race && race.name)
333
+ who.push(race);
334
+ }
335
+ who.sort((a, b) => a.level - b.level || a.mexp - b.mexp || a.ridx - b.ridx);
336
+ return who;
337
+ }
338
+ /** The [Q]/[U]/The name prefix used by both monster spoilers. */
339
+ function monsterName(race, prefix) {
340
+ if (race.flags.has(RF.QUESTOR))
341
+ return prefix("[Q] ");
342
+ if (race.flags.has(RF.UNIQUE))
343
+ return prefix("[U] ");
344
+ return prefix("The ");
345
+ }
346
+ /** Speed as "+N" / "-N" relative to normal (110) (L569-572). */
347
+ function speedText(speed) {
348
+ return speed >= 110 ? `+${speed - 110}` : `-${110 - speed}`;
349
+ }
350
+ /* ================================================================== *
351
+ * 3. spoil_mon_desc (wiz-spoil.c L494): the brief monster table.
352
+ * ================================================================== */
353
+ export function spoilMonDesc(pack) {
354
+ const ctx = boot(pack);
355
+ let out = "";
356
+ /* Header (L522-529). */
357
+ out += `Monster Spoilers for ${BUILDID}\n`;
358
+ out += `------------------------------------------\n\n`;
359
+ const row = (name, lev, rar, spd, hp, ac, vis) => clipPadR(name, 40) +
360
+ padL(lev, 4) +
361
+ padL(rar, 4) +
362
+ padL(spd, 6) +
363
+ padL(hp, 8) +
364
+ padL(ac, 4) +
365
+ " " +
366
+ clipPadL(vis, 11) +
367
+ "\n";
368
+ out += row("Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
369
+ out += row("----", "---", "---", "---", "--", "--", "-----------");
370
+ /* spoil_mon_desc scans i=1..r_max-2 (wiz-spoil.c L535): drop the last race. */
371
+ for (const race of spoilableRaces(ctx.reg, true)) {
372
+ const nam = monsterName(race, (p) => `${p}${race.name}`);
373
+ /* The "Visual Info" column reuses the exp buffer: colour name + symbol. */
374
+ const vis = `${attrToText(race.dAttr)} '${race.dChar}'`;
375
+ out += row(nam, String(race.level), String(race.rarity), speedText(race.speed), String(race.avgHp), String(race.ac), vis);
376
+ }
377
+ out += `\n`; // L613
378
+ return out;
379
+ }
380
+ /* ================================================================== *
381
+ * 4. spoil_mon_info (wiz-spoil.c L642): the full monster lore dump.
382
+ * ================================================================== */
383
+ export function spoilMonInfo(pack) {
384
+ const ctx = boot(pack);
385
+ const player = ctx.game.state.actor.player;
386
+ const projections = ctx.reg.projections ?? [];
387
+ let out = "";
388
+ /* Header (L662-663). */
389
+ out += `Monster Spoilers for ${BUILDID}\n`;
390
+ out += `------------------------------------------\n\n`;
391
+ /* Lore deps: a fully-known character view. effectiveSpeed is off, so
392
+ * playerSpeed is inert; playerLevel drives the exp reward and playerMaxDepth
393
+ * only colours the depth line (text is unaffected).
394
+ * TODO(B2): meleeHitPercent / monsterHitPercent are omitted (a core-level
395
+ * DEFERRED - the combat layer does not feed lore), so every "chance to hit"
396
+ * and per-blow "(NdM, X%)" renders X as 0%. Wire them when core supplies
397
+ * hit_chance to the lore layer. */
398
+ const loreDeps = {
399
+ playerLevel: player.lev,
400
+ playerMaxDepth: player.maxDepth,
401
+ playerSpeed: 110,
402
+ effectiveSpeed: false,
403
+ spells: ctx.reg.monsters.spells,
404
+ breathProjection: (subtype) => projections[subtype],
405
+ };
406
+ for (const race of spoilableRaces(ctx.reg)) {
407
+ /* Line 1: prefix, name, colour and symbol (L692-711). */
408
+ const prefix = race.flags.has(RF.QUESTOR)
409
+ ? "[Q] "
410
+ : race.flags.has(RF.UNIQUE)
411
+ ? "[U] "
412
+ : "The ";
413
+ out += `${prefix}${race.name} (${attrToText(race.dAttr)} '${race.dChar}')\n`;
414
+ /* Line 2: number, level, rarity, speed, HP, AC, exp (L713-726). */
415
+ out +=
416
+ `=== Num:${race.ridx} Lev:${race.level} Rar:${race.rarity} ` +
417
+ `Spd:${speedText(race.speed)} Hp:${race.avgHp} Ac:${race.ac} ` +
418
+ `Exp:${race.mexp}\n`;
419
+ /* Full lore (lore_description(tb, race, lore, true), L729). The port's
420
+ * loreDescription has no `spoilers` bool to suppress its own title line, so
421
+ * it always emits a leading "The X ('c')\n"; we drop that first line since
422
+ * the header block above already names the monster.
423
+ * TODO(B2): give core's loreDescription an upstream-style spoiler flag and
424
+ * remove this slice. */
425
+ const lore = newMonsterLore(race);
426
+ cheatMonsterLore(race, lore);
427
+ const loreText = loreDescription(race, lore, loreDeps)
428
+ .map((r) => r.text)
429
+ .join("");
430
+ const nl = loreText.indexOf("\n");
431
+ out += (nl >= 0 ? loreText.slice(nl + 1) : loreText) + "\n";
432
+ }
433
+ return out;
434
+ }
435
+ //# sourceMappingURL=spoil.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,35 @@
1
+ /**
2
+ * The "steal" command, ported from do_cmd_steal / do_cmd_steal_aux
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+ * (reference/src/cmd-cave.c L1016-1048, Angband 4.2.6): the rogue / PF_STEAL
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+ * ability to lift an item from an adjacent monster. The RNG core lives in
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+ * mon/steal.ts (stealMonsterItem); this module registers the command on the
6
+ * action registry and binds the worldless StealEnv over the live GameState.
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+ *
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+ * do_cmd_steal_aux flow (L1016): spend move_energy up front, apply confusion to
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+ * the direction, then - if an adjacent monster is there AND the player has
10
+ * PF_STEAL - steal_monster_item(mon, -1); otherwise "You spin around." The
11
+ * energy is spent either way, exactly as upstream (energy_use is set before the
12
+ * branch).
13
+ *
14
+ * The PF_STEAL gate reads the live derived state (player_has = pf_has(p->state.
15
+ * pflags, ...), player.h L440), so it needs calc_bonuses to have run
16
+ * (state.playerState); absent (worldless harness with no derived state), it
17
+ * reads as "no steal ability", the same spin-around a non-rogue gets.
18
+ *
19
+ * DEFERRED (no RNG impact): the PR_GOLD redraw and the object-knowledge
20
+ * bookkeeping (object_grab / object_see / delist) are UI / knowledge concerns
21
+ * (#24/#25). Monster-thief EAT_ITEM (mon-blows.c L876) is wired from
22
+ * game/mon-cmd.ts via mon/steal.ts stealMonsterItem(midx >= 0).
23
+ */
24
+ import type { Constants } from "../constants.js";
25
+ import type { ActionRegistry } from "./player-turn.js";
26
+ /** What the steal command needs beyond the state. */
27
+ export interface StealCmdDeps {
28
+ /** Bound constants (pack_size for inven_carry_okay, quiver limits). */
29
+ constants: Constants;
30
+ /** msg() sink; falls back to state.msg. */
31
+ msg?: (text: string) => void;
32
+ }
33
+ /** Register the "steal" command on the action registry. */
34
+ export declare function installSteal(registry: ActionRegistry, deps: StealCmdDeps): void;
35
+ //# sourceMappingURL=steal.d.ts.map
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1
+ /**
2
+ * The "steal" command, ported from do_cmd_steal / do_cmd_steal_aux
3
+ * (reference/src/cmd-cave.c L1016-1048, Angband 4.2.6): the rogue / PF_STEAL
4
+ * ability to lift an item from an adjacent monster. The RNG core lives in
5
+ * mon/steal.ts (stealMonsterItem); this module registers the command on the
6
+ * action registry and binds the worldless StealEnv over the live GameState.
7
+ *
8
+ * do_cmd_steal_aux flow (L1016): spend move_energy up front, apply confusion to
9
+ * the direction, then - if an adjacent monster is there AND the player has
10
+ * PF_STEAL - steal_monster_item(mon, -1); otherwise "You spin around." The
11
+ * energy is spent either way, exactly as upstream (energy_use is set before the
12
+ * branch).
13
+ *
14
+ * The PF_STEAL gate reads the live derived state (player_has = pf_has(p->state.
15
+ * pflags, ...), player.h L440), so it needs calc_bonuses to have run
16
+ * (state.playerState); absent (worldless harness with no derived state), it
17
+ * reads as "no steal ability", the same spin-around a non-rogue gets.
18
+ *
19
+ * DEFERRED (no RNG impact): the PR_GOLD redraw and the object-knowledge
20
+ * bookkeeping (object_grab / object_see / delist) are UI / knowledge concerns
21
+ * (#24/#25). Monster-thief EAT_ITEM (mon-blows.c L876) is wired from
22
+ * game/mon-cmd.ts via mon/steal.ts stealMonsterItem(midx >= 0).
23
+ */
24
+ import { PF, STAT, TMD } from "../generated/index.js";
25
+ import { DDGRID, distance, locSum } from "../loc.js";
26
+ import { SKILL } from "../player/types.js";
27
+ import { adj_dex_th } from "../player/calcs.js";
28
+ import { objectWeightOne, tvalIsMoney } from "../obj/object.js";
29
+ import { MDESC_STANDARD, MDESC_TARG, monsterDesc } from "../mon/desc.js";
30
+ import { monsterWake } from "../mon/take-hit.js";
31
+ import { stealMonsterItem } from "../mon/steal.js";
32
+ import { monsterMax, squareMonster } from "./context.js";
33
+ import { describeObject } from "./describe.js";
34
+ import { dropNear } from "./floor.js";
35
+ import { invenCarry, invenCarryNum } from "./gear.js";
36
+ import { playerHasWorld } from "./world.js";
37
+ import { teleportPlayer } from "./effect-teleport.js";
38
+ import { playerConfuseDir } from "./obj-cmd.js";
39
+ /**
40
+ * effect_simple(EF_WAKE, source_monster(mon)) (mon-util.c L1527): wake every
41
+ * sleeping monster within max_sight * 2 of the thief's victim, closer meaning
42
+ * likelier to become aware. Replicates game/effect-monster.ts handleWAKE's loop
43
+ * so the bungle path draws the same randint0(100) per sleeping monster.
44
+ */
45
+ function wakeNear(state, mon) {
46
+ const radius = state.z.maxSight * 2;
47
+ for (let i = 1; i < monsterMax(state); i++) {
48
+ const other = state.monsters[i];
49
+ if (!other)
50
+ continue;
51
+ const dist = distance(mon.grid, other.grid);
52
+ if (dist < radius && other.mTimed[0] > 0) {
53
+ /* MON_TMD.SLEEP: closer means likelier to become aware. */
54
+ monsterWake(state.rng, other, false, 100 - 2 * dist);
55
+ }
56
+ }
57
+ }
58
+ /** Build the StealEnv over the live game state for a player steal. */
59
+ function makeStealEnv(state, deps) {
60
+ const msg = (t) => (deps.msg ?? state.msg ?? (() => { }))(t);
61
+ const p = state.actor.player;
62
+ const limits = {
63
+ quiverSlotSize: deps.constants.quiverSlotSize,
64
+ thrownQuiverMult: deps.constants.thrownQuiverMult,
65
+ };
66
+ const floorEnv = {
67
+ ...(state.isIgnored ? { isIgnored: state.isIgnored } : {}),
68
+ };
69
+ return {
70
+ msg,
71
+ /* monster_desc(mon, MDESC_TARG) / MDESC_STANDARD (mon-util.c L1438/1524). */
72
+ monName: (mon) => monsterDesc(mon, MDESC_TARG),
73
+ monNameStandard: (mon) => monsterDesc(mon, MDESC_STANDARD),
74
+ stealthSkill: state.actor.combat.skills[SKILL.STEALTH] ?? 0,
75
+ dexToHit: adj_dex_th[state.statInd?.[STAT.DEX] ?? 0] ?? 0,
76
+ playerSpeed: state.actor.speed,
77
+ statusPenalty: (p.timed[TMD.BLIND] ?? 0) > 0 ||
78
+ (p.timed[TMD.CONFUSED] ?? 0) > 0 ||
79
+ (p.timed[TMD.IMAGE] ?? 0) > 0,
80
+ attRun: (p.timed[TMD.ATT_RUN] ?? 0) > 0,
81
+ objectWeight: (obj) => objectWeightOne(obj, state.runeEnv.curses),
82
+ isMoney: (obj) => tvalIsMoney(obj.tval),
83
+ objectName: (obj) => describeObject(state, obj),
84
+ isIgnored: (obj) => state.isIgnored?.(obj) ?? false,
85
+ canCarry: (obj) => invenCarryNum(state.gear, obj, deps.constants) > 0,
86
+ gainGold: (obj) => {
87
+ /* player->au += obj->pval; the PR_GOLD redraw is UI (#25). */
88
+ p.au += obj.pval;
89
+ },
90
+ carry: (obj) => {
91
+ /* object_grab is knowledge (#24); mirror pickup's artifact history log. */
92
+ if (obj.artifact)
93
+ state.onArtifactFound?.(obj.artifact);
94
+ invenCarry(state.gear, obj, limits);
95
+ },
96
+ dropStolen: (obj) => {
97
+ /* object_desc captured before the drop (upstream order); drop_near draws. */
98
+ const name = describeObject(state, obj);
99
+ dropNear(state, obj, 0, state.actor.grid, true, true, floorEnv);
100
+ msg(`You drop ${name}.`);
101
+ },
102
+ wakeAll: (mon) => wakeNear(state, mon),
103
+ hitAndRun: () => {
104
+ msg("You vanish into the shadows!");
105
+ teleportPlayer(state, 20, {});
106
+ /* player_clear_timed(player, TMD_ATT_RUN, false, false): RNG-free; the
107
+ * PU_BONUS recalc rides refreshDerived elsewhere. */
108
+ p.timed[TMD.ATT_RUN] = 0;
109
+ },
110
+ };
111
+ }
112
+ /**
113
+ * do_cmd_steal_aux (cmd-cave.c L1016): spend a turn, apply confusion, and
114
+ * steal from an adjacent monster (with PF_STEAL) or spin around. Returns the
115
+ * energy spent (always move_energy, matching upstream).
116
+ */
117
+ function doCmdStealAux(state, dir, deps) {
118
+ const msg = (t) => (deps.msg ?? state.msg ?? (() => { }))(t);
119
+ /* Take a turn (set before the branch, as upstream does). */
120
+ const energy = state.z.moveEnergy;
121
+ /* Apply confusion. */
122
+ const cdir = playerConfuseDir(state, dir);
123
+ const grid = locSum(state.actor.grid, DDGRID[cdir]);
124
+ /* Attack or steal from monsters. */
125
+ const mon = squareMonster(state, grid);
126
+ if (mon && playerHasWorld(state, PF.STEAL)) {
127
+ stealMonsterItem(state.rng, state.lore, mon, -1, makeStealEnv(state, deps));
128
+ }
129
+ else {
130
+ /* Oops. */
131
+ msg("You spin around.");
132
+ }
133
+ return energy;
134
+ }
135
+ /** Register the "steal" command on the action registry. */
136
+ export function installSteal(registry, deps) {
137
+ registry.register("steal", (state, cmd) => {
138
+ const dir = cmd.dir;
139
+ /* cmd_get_direction: a real direction is required (no self / no-op). */
140
+ if (dir === undefined || dir < 1 || dir > 9 || dir === 5)
141
+ return 0;
142
+ return doCmdStealAux(state, dir, deps);
143
+ });
144
+ }
145
+ //# sourceMappingURL=steal.js.map