@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 +1,408 @@
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 { RF, TMD } from "../generated/index.js";
45
+ import { DDX, DDY, distance, loc } from "../loc.js";
46
+ import { monsterIsCamouflaged, monsterIsMimicking, monsterIsObvious, monsterIsVisible, } from "../mon/predicate.js";
47
+ import { COLOUR_BLUE, COLOUR_L_DARK, COLOUR_L_RED, COLOUR_WHITE, COLOUR_YELLOW, } from "../color.js";
48
+ import { describeObject } from "./describe.js";
49
+ import { ODESC } from "../obj/desc.js";
50
+ import { floorPile } from "./floor.js";
51
+ import { knownObject, squareApparentLookInPreposition, squareApparentLookPrefix, squareApparentName, squareIsKnown, } from "./known.js";
52
+ import { squareIsVisibleTrap, squareTrap } from "./trap.js";
53
+ import { squareIsSeen } from "../world/view.js";
54
+ import { squareMonster } from "./context.js";
55
+ import { pathNearestKnown } from "./player-path.js";
56
+ import { coordsDesc, lookMonDesc, targetAble, targetPick, targetSetLocation, targetSetMonster, } from "./target.js";
57
+ /** is_a_vowel (z-util.c). */
58
+ function isAVowel(c) {
59
+ return "aeiouAEIOU".includes(c);
60
+ }
61
+ function clamp(v, lo, hi) {
62
+ return Math.max(lo, Math.min(hi, v));
63
+ }
64
+ /**
65
+ * monster_desc's MDESC_IND_VIS: an indefinite-article name for a visible
66
+ * monster ("a kobold", "an ogre"), or the proper name for a unique. A
67
+ * reduction consistent with target.ts's own ledger (the race name stands in
68
+ * for the full monster_desc machinery).
69
+ */
70
+ export function monsterLookName(mon) {
71
+ const n = mon.race.name;
72
+ if (mon.race.flags.has(RF.UNIQUE))
73
+ return n;
74
+ return `${isAVowel(n.charAt(0)) ? "an" : "a"} ${n}`;
75
+ }
76
+ /** The floor-object clause of a look description, or null if the grid has
77
+ * nothing on it (aux_object, reduced per the module doc). */
78
+ function describeFloorAtGrid(state, grid) {
79
+ if (squareIsSeen(state.chunk, grid)) {
80
+ const pile = floorPile(state, grid);
81
+ if (pile.length > 1)
82
+ return `a pile of ${pile.length} objects`;
83
+ if (pile.length === 1) {
84
+ return describeObject(state, pile[0], ODESC.PREFIX | ODESC.FULL);
85
+ }
86
+ return null;
87
+ }
88
+ const mem = knownObject(state, grid);
89
+ if (!mem)
90
+ return null;
91
+ return mem.ch === null ? "something" : "an object";
92
+ }
93
+ /**
94
+ * The wizard-mode tail every aux_* description carries (ui-target.c L400-407,
95
+ * L483-487, L559-563, L717-721, L790-793, L915-918): where an ordinary look line
96
+ * ends "..., <coords>.", a wizard's ends "..., <coords> (y:x, noise=N, scent=N).".
97
+ * The same seven-site pattern in the C, so it lives in one place here.
98
+ *
99
+ * cave->noise.grids[y][x] / cave->scent.grids[y][x] are the flow maps the port
100
+ * keeps as flat y*width+x arrays (the same ones do_cmd_wiz_peek_noise_scent
101
+ * walks, see game/wizard.ts wizPeekFlow).
102
+ */
103
+ function lookTail(state, grid) {
104
+ if (state.wizard !== true)
105
+ return ".";
106
+ const c = state.chunk;
107
+ const i = grid.y * c.width + grid.x;
108
+ return ` (${grid.y}:${grid.x}, noise=${c.noise[i] ?? 0}, scent=${c.scent[i] ?? 0}).`;
109
+ }
110
+ /**
111
+ * target_set_interactive_aux (L981) plus its aux_reinit/aux_hallucinate/
112
+ * aux_monster/aux_trap/aux_object/aux_terrain handlers, folded into a single
113
+ * "one line, highest precedence content" description per the module's
114
+ * reduction note (monster > trap > object > terrain; hallucination overrides
115
+ * everything but the player's own grid phrasing). `mode` is accepted for call-
116
+ * site parity with target_set_interactive_aux (TARGET_LOOK vs TARGET_KILL)
117
+ * but does not change the precedence order in this single-line reduction -
118
+ * both modes describe the same highest-precedence content for a grid.
119
+ */
120
+ export function describeLookGrid(state, grid, _mode) {
121
+ const coords = coordsDesc(state, grid);
122
+ /* aux_reinit (L431-468): phrase1/phrase2. */
123
+ let phrase1;
124
+ let phrase2;
125
+ if (state.chunk.mon(grid) < 0) {
126
+ phrase1 = "You are ";
127
+ phrase2 = "on ";
128
+ }
129
+ else if (squareIsSeen(state.chunk, grid)) {
130
+ phrase1 = "You see ";
131
+ phrase2 = "";
132
+ }
133
+ else {
134
+ const seenMon = squareMonster(state, grid);
135
+ phrase1 = seenMon && monsterIsObvious(seenMon) ? "You sense " : "You recall ";
136
+ phrase2 = "";
137
+ }
138
+ /* aux_hallucinate (L473-508). */
139
+ if ((state.actor.player.timed[TMD.IMAGE] ?? 0) > 0) {
140
+ return {
141
+ text: `${phrase1}${phrase2}something strange, ${coords}${lookTail(state, grid)}`,
142
+ mon: null,
143
+ };
144
+ }
145
+ /* aux_monster (L516-691, reduced: no carried-object / recall sub-loop). The
146
+ * wizard-only "She is carrying <object>" walk over mon->held_obj (L622-687) is
147
+ * part of that same absent sub-loop - it is an interactive keypress loop, not a
148
+ * line, so it lands with the sub-loop port and not with the wizard tail. */
149
+ const mon = squareMonster(state, grid);
150
+ if (mon && monsterIsObvious(mon)) {
151
+ const name = monsterLookName(mon);
152
+ const health = lookMonDesc(mon);
153
+ return {
154
+ text: `${phrase1}${phrase2}${name} (${health}), ${coords}${lookTail(state, grid)}`,
155
+ mon,
156
+ };
157
+ }
158
+ /* aux_trap (L696-758). */
159
+ if (squareIsVisibleTrap(state, grid)) {
160
+ const trap = squareTrap(state, grid)[0];
161
+ if (trap) {
162
+ const art = isAVowel(trap.kind.desc.charAt(0)) ? "an " : "a ";
163
+ return {
164
+ text: `${phrase1}${phrase2}${art}${trap.kind.desc}, ${coords}${lookTail(state, grid)}`,
165
+ mon: null,
166
+ };
167
+ }
168
+ }
169
+ /* aux_object (L763-888, reduced per the module doc). */
170
+ const objDesc = describeFloorAtGrid(state, grid);
171
+ if (objDesc) {
172
+ return {
173
+ text: `${phrase1}${phrase2}${objDesc}, ${coords}${lookTail(state, grid)}`,
174
+ mon: null,
175
+ };
176
+ }
177
+ /* aux_terrain (L893-950): shown whenever nothing else claimed the grid. */
178
+ const name = squareApparentName(state, grid);
179
+ const lphrase2 = phrase2 ? squareApparentLookInPreposition(state, grid) : "";
180
+ const lphrase3 = squareApparentLookPrefix(state, grid);
181
+ return {
182
+ text: `${phrase1}${lphrase2}${lphrase3}${name}, ${coords}${lookTail(state, grid)}`,
183
+ mon: null,
184
+ };
185
+ }
186
+ /**
187
+ * draw_path (L1072-1167): the per-grid colour for the projected path
188
+ * overlay, in order (past an unknown grid, everything after reads grey;
189
+ * mimic/visible-monster/object/known-wall/unknown/plain).
190
+ */
191
+ export function computePathColours(state, path) {
192
+ let pastKnown = false;
193
+ const out = [];
194
+ for (const grid of path) {
195
+ let colour;
196
+ const mon = squareMonster(state, grid);
197
+ const hasObj = floorPile(state, grid).length > 0;
198
+ if (pastKnown) {
199
+ colour = COLOUR_L_DARK;
200
+ }
201
+ else if (mon && monsterIsVisible(mon)) {
202
+ if (monsterIsMimicking(mon)) {
203
+ colour = COLOUR_YELLOW;
204
+ }
205
+ else if (!monsterIsCamouflaged(mon)) {
206
+ colour = COLOUR_L_RED;
207
+ }
208
+ else if (hasObj) {
209
+ colour = COLOUR_YELLOW;
210
+ }
211
+ else if (squareIsKnown(state, grid) && !state.chunk.isProjectable(grid)) {
212
+ colour = COLOUR_BLUE;
213
+ }
214
+ else {
215
+ colour = COLOUR_WHITE;
216
+ }
217
+ }
218
+ else if (hasObj) {
219
+ colour = COLOUR_YELLOW;
220
+ }
221
+ else if (squareIsKnown(state, grid) && !state.chunk.isProjectable(grid)) {
222
+ colour = COLOUR_BLUE;
223
+ }
224
+ else if (!squareIsKnown(state, grid)) {
225
+ pastKnown = true;
226
+ colour = COLOUR_L_DARK;
227
+ }
228
+ else {
229
+ colour = COLOUR_WHITE;
230
+ }
231
+ out.push(colour);
232
+ }
233
+ return out;
234
+ }
235
+ /**
236
+ * target_set_interactive's init (L1282-1306), minus the panel/help-prompt
237
+ * screen writes (presentation): start on the player in interesting mode
238
+ * unless a valid starting grid is given, and cancel any existing target
239
+ * exactly as upstream's target_set_monster(0) does.
240
+ */
241
+ export function initTargetLoopUi(state, startX, startY) {
242
+ let x;
243
+ let y;
244
+ let showInteresting;
245
+ if (startX === undefined ||
246
+ startY === undefined ||
247
+ !state.chunk.inBoundsFully(loc(startX, startY))) {
248
+ x = state.actor.grid.x;
249
+ y = state.actor.grid.y;
250
+ showInteresting = true;
251
+ }
252
+ else {
253
+ x = startX;
254
+ y = startY;
255
+ showInteresting = false;
256
+ }
257
+ targetSetMonster(state, null);
258
+ return { x, y, showInteresting, targetIndex: 0, help: false };
259
+ }
260
+ /** use_interesting_mode (L1311): browsing the list, and it is non-empty. */
261
+ export function useInterestingLoopMode(ui, targets) {
262
+ return ui.showInteresting && targets.length > 0;
263
+ }
264
+ /** The grid currently under the cursor (L1316-1317). */
265
+ export function currentLoopGrid(ui, targets) {
266
+ return useInterestingLoopMode(ui, targets)
267
+ ? targets[ui.targetIndex]
268
+ : loc(ui.x, ui.y);
269
+ }
270
+ /**
271
+ * target_dir_allow (L95), reduced to the web's keyset: a digit 1-9 or an
272
+ * arrow key resolves to a keypad direction, 0 otherwise. No keymaps exist on
273
+ * the web, so the allow_5/allow_esc parameters never matter here - the loop
274
+ * handles '5' and Escape directly, at the same precedence upstream gives
275
+ * them (both are intercepted before target_dir_allow is ever called).
276
+ */
277
+ export function targetDirAllow(key) {
278
+ if (/^[1-9]$/.test(key))
279
+ return Number(key);
280
+ switch (key) {
281
+ case "ArrowDown":
282
+ return 2;
283
+ case "ArrowLeft":
284
+ return 4;
285
+ case "ArrowRight":
286
+ return 6;
287
+ case "ArrowUp":
288
+ return 8;
289
+ default:
290
+ return 0;
291
+ }
292
+ }
293
+ /**
294
+ * One keypress through target_set_interactive's key-handling chain
295
+ * (L1422-1632), minus mouse/panel/ignore branches that have no web equivalent.
296
+ * The nearest-stair '<'/'>' branches are retained as cursor-only operations;
297
+ * unlike navigate-up/down they do not spend energy or enqueue a player turn.
298
+ */
299
+ export function stepTargetLoop(state, targets, ui, key) {
300
+ const interesting = useInterestingLoopMode(ui, targets);
301
+ if (key === "Escape" || key === "q") {
302
+ return { ui, done: true, bell: false };
303
+ }
304
+ if (key === " " || key === "*" || key === "+") {
305
+ if (interesting) {
306
+ const next = (ui.targetIndex + 1) % targets.length;
307
+ return { ui: { ...ui, targetIndex: next }, done: false, bell: false };
308
+ }
309
+ return { ui, done: false, bell: false };
310
+ }
311
+ if (key === "-") {
312
+ if (interesting) {
313
+ const next = (ui.targetIndex - 1 + targets.length) % targets.length;
314
+ return { ui: { ...ui, targetIndex: next }, done: false, bell: false };
315
+ }
316
+ return { ui, done: false, bell: false };
317
+ }
318
+ if (key === "p") {
319
+ return {
320
+ ui: {
321
+ ...ui,
322
+ x: state.actor.grid.x,
323
+ y: state.actor.grid.y,
324
+ showInteresting: false,
325
+ },
326
+ done: false,
327
+ bell: false,
328
+ };
329
+ }
330
+ if (key === "o") {
331
+ return { ui: { ...ui, showInteresting: false }, done: false, bell: false };
332
+ }
333
+ if (key === "m") {
334
+ if (!interesting && targets.length > 0) {
335
+ const cur = loc(ui.x, ui.y);
336
+ let bestIndex = 0;
337
+ let bestDist = Infinity;
338
+ for (let i = 0; i < targets.length; i++) {
339
+ const d = distance(cur, targets[i]);
340
+ if (d < bestDist) {
341
+ bestDist = d;
342
+ bestIndex = i;
343
+ }
344
+ }
345
+ return {
346
+ ui: { ...ui, showInteresting: true, targetIndex: bestIndex },
347
+ done: false,
348
+ bell: false,
349
+ };
350
+ }
351
+ return { ui, done: false, bell: false };
352
+ }
353
+ /* target_set_interactive's nearest-known-stair branches (ui-target.c
354
+ * L1506-1542): search from the cursor, not from the player, and move only
355
+ * the target cursor. This is UI navigation, so it draws no RNG and spends
356
+ * no energy; the web caller repaints the target panel after this step. */
357
+ if (key === ">" || key === "<") {
358
+ const start = currentLoopGrid(ui, targets);
359
+ const found = pathNearestKnown(state, start, key === ">"
360
+ ? (s, grid) => s.chunk.isDownstairs(grid)
361
+ : (s, grid) => s.chunk.isUpstairs(grid));
362
+ if (found.length > 0) {
363
+ return {
364
+ ui: { ...ui, x: found.dest.x, y: found.dest.y, showInteresting: false },
365
+ done: false,
366
+ bell: false,
367
+ };
368
+ }
369
+ return { ui, done: false, bell: true };
370
+ }
371
+ if (key === "t" || key === "5" || key === "0" || key === ".") {
372
+ if (interesting) {
373
+ const cur = currentLoopGrid(ui, targets);
374
+ const mon = squareMonster(state, cur);
375
+ if (targetAble(state, mon)) {
376
+ /* Monster race and health are tracked by the caller's
377
+ * describeLookGrid, matching upstream's own aux_monster. */
378
+ targetSetMonster(state, mon);
379
+ return { ui, done: true, bell: false };
380
+ }
381
+ return { ui, done: false, bell: true };
382
+ }
383
+ targetSetLocation(state, loc(ui.x, ui.y));
384
+ return { ui, done: true, bell: false };
385
+ }
386
+ if (key === "?") {
387
+ return { ui: { ...ui, help: !ui.help }, done: false, bell: false };
388
+ }
389
+ const dir = targetDirAllow(key);
390
+ if (!dir) {
391
+ return { ui, done: false, bell: true };
392
+ }
393
+ if (interesting) {
394
+ const cur = currentLoopGrid(ui, targets);
395
+ const ni = targetPick(cur.y, cur.x, DDY[dir], DDX[dir], targets);
396
+ /* No panels on the web (change_panel is a no-op reduction): a miss
397
+ * here stays SILENT, exactly as upstream once the retry-in-the-next-
398
+ * panel also fails - only an unrecognized key (dir === 0) bells. */
399
+ if (ni >= 0) {
400
+ return { ui: { ...ui, targetIndex: ni }, done: false, bell: false };
401
+ }
402
+ return { ui, done: false, bell: false };
403
+ }
404
+ const nx = clamp(ui.x + DDX[dir], 1, state.chunk.width - 2);
405
+ const ny = clamp(ui.y + DDY[dir], 1, state.chunk.height - 2);
406
+ return { ui: { ...ui, x: nx, y: ny }, done: false, bell: false };
407
+ }
408
+ //# sourceMappingURL=target-loop.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,133 @@
1
+ /**
2
+ * Targeting, ported from reference/src/target.c (Angband 4.2.6): the
3
+ * player's persistent target (a monster or a location), the target-able
4
+ * test, the fix/release protocol that keeps a mid-spell target's grid
5
+ * alive after the monster dies, the interesting-grid scan the look/target
6
+ * UI walks, and target_set_closest.
7
+ *
8
+ * The upstream file-statics (target_set, target_fixed, target, old_target)
9
+ * live on GameState.target (a TargetState) so saves/tests stay explicit.
10
+ * The interactive half of targeting (ui-target.c: the * key browsing loop,
11
+ * panels, prompts) rides presentation (#25); this module is the complete
12
+ * bookkeeping half those menus drive, and effect handlers reach it through
13
+ * the aimed seam (obj-cmd / spell-cmd resolve DIR_TARGET through
14
+ * targetOkay + targetGet exactly as the upstream handlers do).
15
+ *
16
+ * Reductions, ledgered in parity/ledger/game-target.yaml: monster names use
17
+ * the full monster_desc grammar (mon/desc.ts), panel restriction is an
18
+ * injected predicate defaulting to "everything" (panels are UI state),
19
+ * ignore_known_item_ok treats no known objects as ignored (ignore is a
20
+ * later #24 slice), and monster_race_track is lore's (healthWho covers
21
+ * health_track).
22
+ */
23
+ import type { Loc } from "../loc.js";
24
+ import type { Monster } from "../mon/monster.js";
25
+ import type { GameState } from "./context.js";
26
+ /** Bit flags for target_get_monsters / target_set_closest (target.h). */
27
+ export declare const TARGET: {
28
+ readonly KILL: 1;
29
+ readonly LOOK: 2;
30
+ readonly XTRA: 4;
31
+ readonly GRID: 8;
32
+ readonly QUIET: 16;
33
+ };
34
+ /**
35
+ * The target.c file-statics: whether a target is set, whether it is fixed
36
+ * for the duration of a spell, the current target (monster index + grid)
37
+ * and the saved old target the release step inspects.
38
+ */
39
+ export interface TargetState {
40
+ /** target_set. */
41
+ set: boolean;
42
+ /** target_fixed. */
43
+ fixed: boolean;
44
+ /** target.midx (0 = a location target or none). */
45
+ midx: number;
46
+ /** target.grid. */
47
+ grid: Loc;
48
+ /** old_target, saved by targetFix. */
49
+ oldMidx: number;
50
+ oldGrid: Loc;
51
+ }
52
+ /** A fresh, unset target. */
53
+ export declare function newTargetState(): TargetState;
54
+ /**
55
+ * look_mon_desc (L56): the monster health/status description ("wounded,
56
+ * asleep, afraid"). PROBE and the look UI read it.
57
+ */
58
+ export declare function lookMonDesc(mon: Monster): string;
59
+ /**
60
+ * target_able (L110): a reasonable target is an obvious monster the player
61
+ * could hit with a projection while not hallucinating.
62
+ */
63
+ export declare function targetAble(state: GameState, mon: Monster | null): boolean;
64
+ /**
65
+ * target_okay (L124): update (a monster target's grid follows the monster)
66
+ * and verify the target.
67
+ */
68
+ export declare function targetOkay(state: GameState): boolean;
69
+ /**
70
+ * target_set_monster (L152): set the target to a monster (or nobody); if
71
+ * the target is fixed, keep the grid so further effects of a spell that
72
+ * killed the monster still have somewhere to land.
73
+ */
74
+ export declare function targetSetMonster(state: GameState, mon: Monster | null): boolean;
75
+ /** target_set_location (L180): target a legal (fully in-bounds) grid. */
76
+ export declare function targetSetLocation(state: GameState, grid: Loc): void;
77
+ /** target_is_set (L203). */
78
+ export declare function targetIsSet(state: GameState): boolean;
79
+ /** target_fix (L211): freeze the target for the duration of a spell. */
80
+ export declare function targetFix(state: GameState): void;
81
+ /**
82
+ * target_release (L220): unfreeze; if the old target is a now-dead (or no
83
+ * longer viewed) monster, cancel the grid.
84
+ */
85
+ export declare function targetRelease(state: GameState): void;
86
+ /**
87
+ * target_pick (L276): from a set of interesting points, pick the closest
88
+ * in (roughly) the given direction from (x1, y1). Returns the index into
89
+ * `targets`, or -1. The look UI's direction-key cycling drives it.
90
+ */
91
+ export declare function targetPick(y1: number, x1: number, dy: number, dx: number, targets: readonly Loc[]): number;
92
+ /**
93
+ * target_accept (L325): is a grid "interesting" (the look/target scan
94
+ * stops on it)? Player grid, obvious monsters, visible traps, remembered
95
+ * objects and remembered interesting terrain qualify; hallucination blanks
96
+ * everything but the player.
97
+ */
98
+ export declare function targetAccept(state: GameState, grid: Loc): boolean;
99
+ /**
100
+ * coords_desc (L370): a location relative to the player, e.g.
101
+ * "12 S, 35 W".
102
+ */
103
+ export declare function coordsDesc(state: GameState, grid: Loc): string;
104
+ /** target_get (L395): the currently targeted location. */
105
+ export declare function targetGet(state: GameState): Loc;
106
+ /** target_get_monster (L405): the currently targeted monster, or null. */
107
+ export declare function targetGetMonster(state: GameState): Monster | null;
108
+ /**
109
+ * target_sighted (L414): the current target is in line of sight. The panel
110
+ * test is the UI's (#25); an injected predicate stands in, defaulting to
111
+ * everything on-panel.
112
+ */
113
+ export declare function targetSighted(state: GameState, panelContains?: (grid: Loc) => boolean): boolean;
114
+ /**
115
+ * target_get_monsters (L437): the interesting locations, sorted by
116
+ * distance to the player. With TARGET.KILL only target-able monsters
117
+ * matching `pred` are included. Panel restriction is injected (upstream's
118
+ * restrict_to_panel); absent, the scan covers max_range around the player
119
+ * as the upstream else-branch does.
120
+ */
121
+ export declare function targetGetMonsters(state: GameState, mode: number, pred?: (mon: Monster) => boolean, panel?: {
122
+ minY: number;
123
+ minX: number;
124
+ maxY: number;
125
+ maxX: number;
126
+ }): Loc[];
127
+ /**
128
+ * target_set_closest (L493): target the closest (target-able, matching)
129
+ * monster, announcing it and tracking its health. Returns false (with
130
+ * "No Available Target.") when nothing qualifies.
131
+ */
132
+ export declare function targetSetClosest(state: GameState, mode: number, pred?: (mon: Monster) => boolean): boolean;
133
+ //# sourceMappingURL=target.d.ts.map
@@ -0,0 +1 @@
1
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