@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 @@
1
+ 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@@ -0,0 +1,52 @@
1
+ /**
2
+ * makeTakeHitHooks: the single, complete TakeHitHooks the live game binds to
3
+ * EVERY player take_hit site - projections (project_p), monster melee, the
4
+ * effect interpreter (traps, EF_DAMAGE, activations, monster casts) and the
5
+ * world clock's damage-over-time / terrain / over-exertion. Before this, the
6
+ * projection and effect paths passed no hooks (or only onMessage + onDisturb),
7
+ * so death by a breath, spell, trap or poison tick was SILENT - no damage line,
8
+ * no "*** LOW HITPOINT WARNING! ***" + bell, no "You die." - and p->died_from /
9
+ * p->total_winner were never recorded, so every death was scored as an unknown
10
+ * killer (audit 01 P1 CRITICAL).
11
+ *
12
+ * These are exactly the consequences take_hit itself performs inline in
13
+ * reference/src/player-util.c (Angband 4.2.6):
14
+ * - disturb(p) (L207) -> onDisturb
15
+ * - p->upkeep->redraw |= PR_HP (L225) -> see onRedrawHp note
16
+ * - the bloodlust death-save randint0(10) roll (L232) -> rng
17
+ * - bell() on the first low-hitpoint notice (L270) -> bell
18
+ * - the msgt() status / death lines (L233..L273) -> onMessage
19
+ * - my_strcpy(p->died_from, kb_str, ...) (L244) -> onDeath
20
+ * - p->total_winner = false (L255) -> onDeath
21
+ *
22
+ * The score entry and death_knowledge (player-util.c L281 enter_score) are
23
+ * deliberately NOT done here: upstream defers them to close_game, and the port
24
+ * mirrors that in the shell's LOOP_STATUS.DEAD handler (web/src/main.ts), which
25
+ * reads the died_from this hook records and calls enterScore once. Recording
26
+ * died_from here without entering the score keeps that single close-game path.
27
+ *
28
+ * onRedrawHp has no faithful analogue in the port's batch-render model: the HP
29
+ * sidebar repaints once per turn after runGameLoop returns, so a mid-turn PR_HP
30
+ * is a visual no-op. It is deliberately omitted (matching the melee reference).
31
+ */
32
+ import type { TakeHitHooks } from "../player/take-hit.js";
33
+ import type { GameState } from "./context.js";
34
+ import { type WizardDeps } from "./wizard.js";
35
+ /**
36
+ * Optional deps for the EVENT_CHEAT_DEATH path (ui-display.c:2568-2573).
37
+ * The effect bundle is assigned after makeTakeHitHooks when wireGame finishes
38
+ * building the wizard effect stack; the hook closes over a mutable holder.
39
+ */
40
+ export interface TakeHitHookOpts {
41
+ /**
42
+ * Mutable holder for WizardDeps.effect (assembled later in wireGame). The
43
+ * cheat-death hook reads `.current` at death time so it sees the live
44
+ * bundle even though makeTakeHitHooks runs before the effect stack exists.
45
+ */
46
+ wizardEffect?: {
47
+ current: WizardDeps["effect"] | undefined;
48
+ };
49
+ }
50
+ /** Build the shared, complete player take_hit consequences for `state`. */
51
+ export declare function makeTakeHitHooks(state: GameState, opts?: TakeHitHookOpts): TakeHitHooks;
52
+ //# sourceMappingURL=take-hit-hooks.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"take-hit-hooks.d.ts","sourceRoot":"","sources":["../../src/game/take-hit-hooks.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AAGH,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAC1D,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAG9C,OAAO,EAGL,KAAK,UAAU,EAChB,MAAM,aAAa,CAAC;AAErB;;;;GAIG;AACH,MAAM,WAAW,eAAe;IAC9B;;;;OAIG;IACH,YAAY,CAAC,EAAE;QAAE,OAAO,EAAE,UAAU,CAAC,QAAQ,CAAC,GAAG,SAAS,CAAA;KAAE,CAAC;CAC9D;AAED,2EAA2E;AAC3E,wBAAgB,gBAAgB,CAC9B,KAAK,EAAE,SAAS,EAChB,IAAI,GAAE,eAAoB,GACzB,YAAY,CA0Fd"}
@@ -0,0 +1,127 @@
1
+ /**
2
+ * makeTakeHitHooks: the single, complete TakeHitHooks the live game binds to
3
+ * EVERY player take_hit site - projections (project_p), monster melee, the
4
+ * effect interpreter (traps, EF_DAMAGE, activations, monster casts) and the
5
+ * world clock's damage-over-time / terrain / over-exertion. Before this, the
6
+ * projection and effect paths passed no hooks (or only onMessage + onDisturb),
7
+ * so death by a breath, spell, trap or poison tick was SILENT - no damage line,
8
+ * no "*** LOW HITPOINT WARNING! ***" + bell, no "You die." - and p->died_from /
9
+ * p->total_winner were never recorded, so every death was scored as an unknown
10
+ * killer (audit 01 P1 CRITICAL).
11
+ *
12
+ * These are exactly the consequences take_hit itself performs inline in
13
+ * reference/src/player-util.c (Angband 4.2.6):
14
+ * - disturb(p) (L207) -> onDisturb
15
+ * - p->upkeep->redraw |= PR_HP (L225) -> see onRedrawHp note
16
+ * - the bloodlust death-save randint0(10) roll (L232) -> rng
17
+ * - bell() on the first low-hitpoint notice (L270) -> bell
18
+ * - the msgt() status / death lines (L233..L273) -> onMessage
19
+ * - my_strcpy(p->died_from, kb_str, ...) (L244) -> onDeath
20
+ * - p->total_winner = false (L255) -> onDeath
21
+ *
22
+ * The score entry and death_knowledge (player-util.c L281 enter_score) are
23
+ * deliberately NOT done here: upstream defers them to close_game, and the port
24
+ * mirrors that in the shell's LOOP_STATUS.DEAD handler (web/src/main.ts), which
25
+ * reads the died_from this hook records and calls enterScore once. Recording
26
+ * died_from here without entering the score keeps that single close-game path.
27
+ *
28
+ * onRedrawHp has no faithful analogue in the port's batch-render model: the HP
29
+ * sidebar repaints once per turn after runGameLoop returns, so a mid-turn PR_HP
30
+ * is a visual no-op. It is deliberately omitted (matching the melee reference).
31
+ */
32
+ import { MSG, PF } from "../generated/index.js";
33
+ import { disturb } from "./player-path.js";
34
+ import { playerAdjustManaPrecise } from "./loop.js";
35
+ import { markNoscore, wizCheatDeath, } from "./wizard.js";
36
+ /** Build the shared, complete player take_hit consequences for `state`. */
37
+ export function makeTakeHitHooks(state, opts = {}) {
38
+ const recordDeath = (killer) => {
39
+ const p = state.actor.player;
40
+ /* my_strcpy(p->died_from, kb_str, ...) (L244) and total_winner = false
41
+ * (L255). The shell's death handler reads diedFrom for the score/tombstone
42
+ * and clears the active slot. */
43
+ p.diedFrom = killer;
44
+ p.totalWinner = false;
45
+ };
46
+ const cheatDeath = (killer) => {
47
+ const wizard = state.wizard === true;
48
+ const cheatLive = state.options?.get("cheat_live") === true;
49
+ if (!wizard && !cheatLive)
50
+ return false;
51
+ const p = state.actor.player;
52
+ /* C assigns died_from before get_check("Die? ") even when the answer is
53
+ * No and EVENT_CHEAT_DEATH follows. */
54
+ p.diedFrom = killer;
55
+ state.pendingDeath = {
56
+ killer,
57
+ resolve: (die) => {
58
+ state.pendingDeath = undefined;
59
+ if (die) {
60
+ state.msg?.("You die.", "DEATH");
61
+ state.sound?.(MSG.DEATH);
62
+ state.isDead = true;
63
+ recordDeath(killer);
64
+ return;
65
+ }
66
+ state.msg?.("You invoke wizard mode and cheat death.");
67
+ const effect = opts.wizardEffect?.current;
68
+ wizCheatDeath(state, {
69
+ wizard: true,
70
+ /* Cheat death is gated on player->wizard || OPT(cheat_live)
71
+ * (player-util.c L246), never on debug consent, and this bundle
72
+ * exists only to run wizCheatDeath - so no debug command is
73
+ * reachable through it. */
74
+ debug: false,
75
+ ...(effect ? { effect } : {}),
76
+ markNoscore: (bits) => {
77
+ p.noscore = markNoscore(p.noscore, bits);
78
+ },
79
+ msg: (t) => state.msg?.(t),
80
+ });
81
+ },
82
+ };
83
+ return "pending";
84
+ };
85
+ return {
86
+ /* The bloodlust death-save flavour roll (player-util.c L232). */
87
+ rng: state.rng,
88
+ onMessage: (text, msgt) => {
89
+ state.msg?.(text, msgt);
90
+ /* msgt() also plays the message-type sound (death, low-hp warning). Sound
91
+ * is a pure UI sink - it draws no RNG - so this restores the audible cue
92
+ * without perturbing the deterministic stream. */
93
+ if (msgt !== undefined) {
94
+ const code = MSG[msgt];
95
+ if (code !== undefined)
96
+ state.sound?.(code);
97
+ }
98
+ },
99
+ onDisturb: () => disturb(state),
100
+ /* bell() on the first low-hitpoint notice (player-util.c L270). */
101
+ bell: () => state.sound?.(MSG.BELL),
102
+ onDeath: (_target, killer) => recordDeath(killer),
103
+ /*
104
+ * Wizard / cheat_live escape (player-util.c:246-248 + ui-display.c:2568):
105
+ * when player->wizard or OPT(cheat_live), the C asks get_check("Die? ")
106
+ * and on "no" signals EVENT_CHEAT_DEATH -> wiz_cheat_death(). No RNG.
107
+ * The shell owns the asynchronous prompt through state.pendingDeath.
108
+ */
109
+ cheatDeath,
110
+ /* PF_COMBAT_REGEN mana reward (player-util.c L216-222, audit 01 C1): a
111
+ * Blackguard turns lost hitpoints into rage-mana. take_hit already excludes
112
+ * poison / fatal wound / starvation before calling this, so only the flag
113
+ * gate and the formula remain. sp_gain = (MAX(msp,10)*65536)/mhp*dam,
114
+ * left-associative integer arithmetic, through player_adjust_mana_precise
115
+ * (no RNG). Absent p->mhp is never 0 in play. */
116
+ combatRegenReward: (dam) => {
117
+ const p = state.actor.player;
118
+ const hasFlag = state.playerState?.pflags.has(PF.COMBAT_REGEN) ??
119
+ (p.race.pflags.has(PF.COMBAT_REGEN) || p.cls.pflags.has(PF.COMBAT_REGEN));
120
+ if (!hasFlag || p.mhp <= 0)
121
+ return;
122
+ const spGain = Math.trunc((Math.max(p.msp, 10) * 65536) / p.mhp) * dam;
123
+ playerAdjustManaPrecise(p, spGain);
124
+ },
125
+ };
126
+ }
127
+ //# sourceMappingURL=take-hit-hooks.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,119 @@
1
+ /**
2
+ * The interactive look/target browsing loop, ported from
3
+ * reference/src/ui-target.c: target_set_interactive's key-handling chain
4
+ * (L1309-1634), target_set_interactive_aux plus its aux_* handlers
5
+ * (L431-965), target_dir_allow (L95), and draw_path's colour rules
6
+ * (L1072-1167).
7
+ *
8
+ * This module is the non-rendering half: given the current keypress it
9
+ * decides the next cursor / interesting-grid-index / mode, and (on a
10
+ * selection) drives target.ts's targetSetMonster/targetSetLocation exactly
11
+ * as textui_target does; given a grid it builds the faithful one-line "look"
12
+ * description; given a projected path it returns the faithful per-grid
13
+ * colour. All actual screen I/O - the canvas, the camera, panels, mouse, the
14
+ * help banner, the keyboard listener itself - is presentation (#25) and
15
+ * lives in packages/web/src/main.ts's runTargetLoop, which drives this state
16
+ * machine and repaints from what it returns. Nothing here reads the game
17
+ * RNG: it only reads monster/grid/object/terrain state and calls the
18
+ * deterministic projectPath/targetPick geometry.
19
+ *
20
+ * Reductions (alongside target.ts's own ledger):
21
+ * - No panels on the web: change_panel / adjust_panel_help have no
22
+ * equivalent, so a direction key that finds no new interesting grid is
23
+ * simply silent (upstream's own behaviour once the retry-in-next-panel
24
+ * also fails) rather than bell()ing; only an unrecognized key bells.
25
+ * - The per-grid content cascade (aux_monster's recall toggle, aux_object's
26
+ * per-item OLIST browse, aux_trap/aux_terrain's "press space to continue")
27
+ * collapses into ONE description string per grid (describeLookGrid),
28
+ * showing the highest-precedence content (monster > trap > object >
29
+ * terrain) instead of a press-by-press walk through all of them. A player
30
+ * who wants full recall opens the existing lore/inventory screens.
31
+ * - Object piles: aux_object's floor_list is scanned from the player's
32
+ * remembered twin chunk (square_object(player->cave, grid)); this port has
33
+ * no per-object known twin (game/known.ts's own ledger), so a currently
34
+ * SEEN grid describes the live pile (floorPile) and a remembered-but-
35
+ * unseen grid falls back to the knownObject glyph marker ("something" /
36
+ * "an object") instead of the exact remembered name/count.
37
+ * - draw_path's object/wall colours read square_object(player->cave, ...)
38
+ * and square_isprojectable(player->cave, ...) - the player's remembered
39
+ * map. Without a remembered-object list or a "believed wall" predicate
40
+ * (project.ts's own note on PROJECT_INFO), this port uses the live floor
41
+ * pile and the live projectability, which project.ts already documents as
42
+ * the approximation for this exact, UI-only, deferred branch.
43
+ */
44
+ import type { Loc } from "../loc.js";
45
+ import type { Monster } from "../mon/monster.js";
46
+ import type { GameState } from "./context.js";
47
+ /**
48
+ * monster_desc's MDESC_IND_VIS: an indefinite-article name for a visible
49
+ * monster ("a kobold", "an ogre"), or the proper name for a unique. A
50
+ * reduction consistent with target.ts's own ledger (the race name stands in
51
+ * for the full monster_desc machinery).
52
+ */
53
+ export declare function monsterLookName(mon: Monster): string;
54
+ /** The monster this description named, if any (for healthWho / lore tracking). */
55
+ export interface LookGridResult {
56
+ text: string;
57
+ mon: Monster | null;
58
+ }
59
+ /**
60
+ * target_set_interactive_aux (L981) plus its aux_reinit/aux_hallucinate/
61
+ * aux_monster/aux_trap/aux_object/aux_terrain handlers, folded into a single
62
+ * "one line, highest precedence content" description per the module's
63
+ * reduction note (monster > trap > object > terrain; hallucination overrides
64
+ * everything but the player's own grid phrasing). `mode` is accepted for call-
65
+ * site parity with target_set_interactive_aux (TARGET_LOOK vs TARGET_KILL)
66
+ * but does not change the precedence order in this single-line reduction -
67
+ * both modes describe the same highest-precedence content for a grid.
68
+ */
69
+ export declare function describeLookGrid(state: GameState, grid: Loc, _mode: number): LookGridResult;
70
+ /**
71
+ * draw_path (L1072-1167): the per-grid colour for the projected path
72
+ * overlay, in order (past an unknown grid, everything after reads grey;
73
+ * mimic/visible-monster/object/known-wall/unknown/plain).
74
+ */
75
+ export declare function computePathColours(state: GameState, path: readonly Loc[]): number[];
76
+ /** The loop's mutable UI state: cursor grid, interesting-list index, mode. */
77
+ export interface TargetLoopUi {
78
+ x: number;
79
+ y: number;
80
+ /** show_interesting: browsing the interesting-grid list vs a free cursor. */
81
+ showInteresting: boolean;
82
+ targetIndex: number;
83
+ help: boolean;
84
+ }
85
+ /**
86
+ * target_set_interactive's init (L1282-1306), minus the panel/help-prompt
87
+ * screen writes (presentation): start on the player in interesting mode
88
+ * unless a valid starting grid is given, and cancel any existing target
89
+ * exactly as upstream's target_set_monster(0) does.
90
+ */
91
+ export declare function initTargetLoopUi(state: GameState, startX?: number, startY?: number): TargetLoopUi;
92
+ /** use_interesting_mode (L1311): browsing the list, and it is non-empty. */
93
+ export declare function useInterestingLoopMode(ui: TargetLoopUi, targets: readonly Loc[]): boolean;
94
+ /** The grid currently under the cursor (L1316-1317). */
95
+ export declare function currentLoopGrid(ui: TargetLoopUi, targets: readonly Loc[]): Loc;
96
+ /**
97
+ * target_dir_allow (L95), reduced to the web's keyset: a digit 1-9 or an
98
+ * arrow key resolves to a keypad direction, 0 otherwise. No keymaps exist on
99
+ * the web, so the allow_5/allow_esc parameters never matter here - the loop
100
+ * handles '5' and Escape directly, at the same precedence upstream gives
101
+ * them (both are intercepted before target_dir_allow is ever called).
102
+ */
103
+ export declare function targetDirAllow(key: string): number;
104
+ /** The result of one keypress through the loop. */
105
+ export interface TargetLoopStep {
106
+ ui: TargetLoopUi;
107
+ done: boolean;
108
+ /** A bell() moment (an unrecognized key, or 't' on a non-target-able
109
+ * monster) - presentation plays the sound; nothing here touches audio. */
110
+ bell: boolean;
111
+ }
112
+ /**
113
+ * One keypress through target_set_interactive's key-handling chain
114
+ * (L1422-1632), minus mouse/panel/ignore branches that have no web equivalent.
115
+ * The nearest-stair '<'/'>' branches are retained as cursor-only operations;
116
+ * unlike navigate-up/down they do not spend energy or enqueue a player turn.
117
+ */
118
+ export declare function stepTargetLoop(state: GameState, targets: readonly Loc[], ui: TargetLoopUi, key: string): TargetLoopStep;
119
+ //# sourceMappingURL=target-loop.d.ts.map
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