@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 +1,353 @@
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 { MON_TMD, TMD } from "../generated/index.js";
24
+ import { loc } from "../loc.js";
25
+ import { MDESC, monsterDesc } from "../mon/desc.js";
26
+ import { monsterIsDestroyed, monsterIsInView, monsterIsObvious, monsterIsVisible, } from "../mon/predicate.js";
27
+ import { PROJECT, projectable } from "../world/project.js";
28
+ import { squareIsSeen } from "../world/view.js";
29
+ import { monsterAt, squareMonster } from "./context.js";
30
+ import { knownObject, squareIsInteresting } from "./known.js";
31
+ import { squareIsVisibleTrap } from "./trap.js";
32
+ /** Bit flags for target_get_monsters / target_set_closest (target.h). */
33
+ export const TARGET = {
34
+ KILL: 0x01,
35
+ LOOK: 0x02,
36
+ XTRA: 0x04,
37
+ GRID: 0x08,
38
+ QUIET: 0x10,
39
+ };
40
+ /** A fresh, unset target. */
41
+ export function newTargetState() {
42
+ return {
43
+ set: false,
44
+ fixed: false,
45
+ midx: 0,
46
+ grid: loc(0, 0),
47
+ oldMidx: 0,
48
+ oldGrid: loc(0, 0),
49
+ };
50
+ }
51
+ /**
52
+ * look_mon_desc (L56): the monster health/status description ("wounded,
53
+ * asleep, afraid"). PROBE and the look UI read it.
54
+ */
55
+ export function lookMonDesc(mon) {
56
+ const living = !monsterIsDestroyed(mon);
57
+ let buf;
58
+ if (mon.hp >= mon.maxhp) {
59
+ buf = living ? "unhurt" : "undamaged";
60
+ }
61
+ else {
62
+ const perc = Math.trunc((100 * mon.hp) / mon.maxhp);
63
+ if (perc >= 60)
64
+ buf = living ? "somewhat wounded" : "somewhat damaged";
65
+ else if (perc >= 25)
66
+ buf = living ? "wounded" : "damaged";
67
+ else if (perc >= 10)
68
+ buf = living ? "badly wounded" : "badly damaged";
69
+ else
70
+ buf = living ? "almost dead" : "almost destroyed";
71
+ }
72
+ if (mon.mTimed[MON_TMD.SLEEP])
73
+ buf += ", asleep";
74
+ if (mon.mTimed[MON_TMD.HOLD])
75
+ buf += ", held";
76
+ if (mon.mTimed[MON_TMD.DISEN])
77
+ buf += ", disenchanted";
78
+ if (mon.mTimed[MON_TMD.CONF])
79
+ buf += ", confused";
80
+ if (mon.mTimed[MON_TMD.FEAR])
81
+ buf += ", afraid";
82
+ if (mon.mTimed[MON_TMD.STUN])
83
+ buf += ", stunned";
84
+ if (mon.mTimed[MON_TMD.SLOW])
85
+ buf += ", slowed";
86
+ if (mon.mTimed[MON_TMD.FAST])
87
+ buf += ", hasted";
88
+ return buf;
89
+ }
90
+ /**
91
+ * target_able (L110): a reasonable target is an obvious monster the player
92
+ * could hit with a projection while not hallucinating.
93
+ */
94
+ export function targetAble(state, mon) {
95
+ return (!!mon &&
96
+ !!mon.race &&
97
+ monsterIsObvious(mon) &&
98
+ projectable(state.chunk, state.actor.grid, mon.grid, PROJECT.NONE, state.z.maxRange) &&
99
+ !((state.actor.player.timed[TMD.IMAGE] ?? 0) > 0));
100
+ }
101
+ /**
102
+ * target_okay (L124): update (a monster target's grid follows the monster)
103
+ * and verify the target.
104
+ */
105
+ export function targetOkay(state) {
106
+ const t = state.target;
107
+ if (!t.set)
108
+ return false;
109
+ if (t.midx > 0) {
110
+ const mon = monsterAt(state, t.midx);
111
+ if (targetAble(state, mon)) {
112
+ /* Get the monster location. */
113
+ t.grid = mon.grid;
114
+ return true;
115
+ }
116
+ }
117
+ else if (t.grid.x && t.grid.y) {
118
+ /* Allow a direction without a monster. */
119
+ return true;
120
+ }
121
+ return false;
122
+ }
123
+ /**
124
+ * target_set_monster (L152): set the target to a monster (or nobody); if
125
+ * the target is fixed, keep the grid so further effects of a spell that
126
+ * killed the monster still have somewhere to land.
127
+ */
128
+ export function targetSetMonster(state, mon) {
129
+ const t = state.target;
130
+ if (mon && targetAble(state, mon)) {
131
+ t.set = true;
132
+ t.midx = mon.midx;
133
+ t.grid = mon.grid;
134
+ return true;
135
+ }
136
+ else if (t.fixed) {
137
+ t.midx = 0;
138
+ return true;
139
+ }
140
+ t.set = false;
141
+ t.midx = 0;
142
+ t.grid = loc(0, 0);
143
+ return false;
144
+ }
145
+ /** target_set_location (L180): target a legal (fully in-bounds) grid. */
146
+ export function targetSetLocation(state, grid) {
147
+ const t = state.target;
148
+ if (state.chunk.inBoundsFully(grid)) {
149
+ t.set = true;
150
+ t.midx = 0;
151
+ t.grid = grid;
152
+ return;
153
+ }
154
+ t.set = false;
155
+ t.midx = 0;
156
+ t.grid = loc(0, 0);
157
+ }
158
+ /** target_is_set (L203). */
159
+ export function targetIsSet(state) {
160
+ return state.target.set;
161
+ }
162
+ /** target_fix (L211): freeze the target for the duration of a spell. */
163
+ export function targetFix(state) {
164
+ const t = state.target;
165
+ t.oldMidx = t.midx;
166
+ t.oldGrid = t.grid;
167
+ t.fixed = true;
168
+ }
169
+ /**
170
+ * target_release (L220): unfreeze; if the old target is a now-dead (or no
171
+ * longer viewed) monster, cancel the grid.
172
+ */
173
+ export function targetRelease(state) {
174
+ const t = state.target;
175
+ t.fixed = false;
176
+ if (t.oldMidx !== 0) {
177
+ const mon = monsterAt(state, t.oldMidx);
178
+ if (!mon || !mon.race || !monsterIsInView(mon)) {
179
+ t.grid = loc(0, 0);
180
+ }
181
+ }
182
+ }
183
+ /** The approximate double distance cmp_distance (L240) sorts by. */
184
+ function doubleDistance(from, to) {
185
+ const kx = Math.abs(to.x - from.x);
186
+ const ky = Math.abs(to.y - from.y);
187
+ return kx > ky ? kx + kx + ky : ky + ky + kx;
188
+ }
189
+ /**
190
+ * target_pick (L276): from a set of interesting points, pick the closest
191
+ * in (roughly) the given direction from (x1, y1). Returns the index into
192
+ * `targets`, or -1. The look UI's direction-key cycling drives it.
193
+ */
194
+ export function targetPick(y1, x1, dy, dx, targets) {
195
+ let bI = -1;
196
+ let bV = 9999;
197
+ for (let i = 0; i < targets.length; i++) {
198
+ const x2 = targets[i].x;
199
+ const y2 = targets[i].y;
200
+ /* Directed distance. */
201
+ const x3 = x2 - x1;
202
+ const y3 = y2 - y1;
203
+ /* Verify quadrant. */
204
+ if (dx && x3 * dx <= 0)
205
+ continue;
206
+ if (dy && y3 * dy <= 0)
207
+ continue;
208
+ const x4 = Math.abs(x3);
209
+ const y4 = Math.abs(y3);
210
+ /* Verify quadrant. */
211
+ if (dy && !dx && x4 > y4)
212
+ continue;
213
+ if (dx && !dy && y4 > x4)
214
+ continue;
215
+ /* Approximate double distance. */
216
+ const v = x4 > y4 ? x4 + x4 + y4 : y4 + y4 + x4;
217
+ if (bI >= 0 && v >= bV)
218
+ continue;
219
+ bI = i;
220
+ bV = v;
221
+ }
222
+ return bI;
223
+ }
224
+ /**
225
+ * target_accept (L325): is a grid "interesting" (the look/target scan
226
+ * stops on it)? Player grid, obvious monsters, visible traps, remembered
227
+ * objects and remembered interesting terrain qualify; hallucination blanks
228
+ * everything but the player.
229
+ */
230
+ export function targetAccept(state, grid) {
231
+ /* Player grids are always interesting. */
232
+ if (state.chunk.mon(grid) < 0)
233
+ return true;
234
+ /* Handle hallucination. */
235
+ if ((state.actor.player.timed[TMD.IMAGE] ?? 0) > 0)
236
+ return false;
237
+ /* Obvious monsters. */
238
+ const mon = squareMonster(state, grid);
239
+ if (mon && monsterIsObvious(mon))
240
+ return true;
241
+ /* Traps. */
242
+ if (squareIsVisibleTrap(state, grid))
243
+ return true;
244
+ /* Memorized objects (ignore_known_item_ok rides the ignore slice). */
245
+ if (knownObject(state, grid))
246
+ return true;
247
+ /* Interesting memorized features. */
248
+ if (squareIsInteresting(state, grid))
249
+ return true;
250
+ return false;
251
+ }
252
+ /**
253
+ * coords_desc (L370): a location relative to the player, e.g.
254
+ * "12 S, 35 W".
255
+ */
256
+ export function coordsDesc(state, grid) {
257
+ const p = state.actor.grid;
258
+ const ns = grid.y > p.y ? "S" : "N";
259
+ const ew = grid.x < p.x ? "W" : "E";
260
+ return `${Math.abs(grid.y - p.y)} ${ns}, ${Math.abs(grid.x - p.x)} ${ew}`;
261
+ }
262
+ /** target_get (L395): the currently targeted location. */
263
+ export function targetGet(state) {
264
+ return state.target.grid;
265
+ }
266
+ /** target_get_monster (L405): the currently targeted monster, or null. */
267
+ export function targetGetMonster(state) {
268
+ return monsterAt(state, state.target.midx);
269
+ }
270
+ /**
271
+ * target_sighted (L414): the current target is in line of sight. The panel
272
+ * test is the UI's (#25); an injected predicate stands in, defaulting to
273
+ * everything on-panel.
274
+ */
275
+ export function targetSighted(state, panelContains = () => true) {
276
+ if (!targetOkay(state))
277
+ return false;
278
+ const t = state.target;
279
+ if (!panelContains(t.grid))
280
+ return false;
281
+ /* Either the target is a grid and is visible, or it is a monster that
282
+ * is visible. */
283
+ if (!t.midx)
284
+ return squareIsSeen(state.chunk, t.grid);
285
+ const mon = monsterAt(state, t.midx);
286
+ return !!mon && monsterIsVisible(mon);
287
+ }
288
+ /**
289
+ * target_get_monsters (L437): the interesting locations, sorted by
290
+ * distance to the player. With TARGET.KILL only target-able monsters
291
+ * matching `pred` are included. Panel restriction is injected (upstream's
292
+ * restrict_to_panel); absent, the scan covers max_range around the player
293
+ * as the upstream else-branch does.
294
+ */
295
+ export function targetGetMonsters(state, mode, pred, panel) {
296
+ const p = state.actor.grid;
297
+ const minY = panel ? panel.minY : p.y - state.z.maxRange;
298
+ const maxY = panel ? panel.maxY : p.y + state.z.maxRange + 1;
299
+ const minX = panel ? panel.minX : p.x - state.z.maxRange;
300
+ const maxX = panel ? panel.maxX : p.x + state.z.maxRange + 1;
301
+ const targets = [];
302
+ for (let y = minY; y < maxY; y++) {
303
+ for (let x = minX; x < maxX; x++) {
304
+ const grid = loc(x, y);
305
+ if (!state.chunk.inBoundsFully(grid))
306
+ continue;
307
+ if (!targetAccept(state, grid))
308
+ continue;
309
+ if (mode & TARGET.KILL) {
310
+ const mon = squareMonster(state, grid);
311
+ if (!mon)
312
+ continue;
313
+ if (!targetAble(state, mon))
314
+ continue;
315
+ if (pred && !pred(mon))
316
+ continue;
317
+ }
318
+ targets.push(grid);
319
+ }
320
+ }
321
+ targets.sort((a, b) => doubleDistance(p, a) - doubleDistance(p, b));
322
+ return targets;
323
+ }
324
+ /**
325
+ * target_set_closest (L493): target the closest (target-able, matching)
326
+ * monster, announcing it and tracking its health. Returns false (with
327
+ * "No Available Target.") when nothing qualifies.
328
+ */
329
+ export function targetSetClosest(state, mode, pred) {
330
+ /* Cancel old target. */
331
+ targetSetMonster(state, null);
332
+ const targets = targetGetMonsters(state, mode, pred);
333
+ if (targets.length < 1) {
334
+ state.msg?.("No Available Target.");
335
+ return false;
336
+ }
337
+ /* Find the first monster in the queue. */
338
+ const mon = squareMonster(state, targets[0]);
339
+ if (!targetAble(state, mon)) {
340
+ state.msg?.("No Available Target.");
341
+ return false;
342
+ }
343
+ /* Target the monster: monster_desc(mon, MDESC_CAPITAL | MDESC_COMMA)
344
+ * (target.c L523). */
345
+ if (!(mode & TARGET.QUIET)) {
346
+ state.msg?.(`${monsterDesc(mon, MDESC.CAPITAL | MDESC.COMMA)} is targeted.`);
347
+ }
348
+ /* monster_race_track rides lore; health_track is the healthWho field. */
349
+ state.healthWho = mon;
350
+ targetSetMonster(state, mon);
351
+ return true;
352
+ }
353
+ //# sourceMappingURL=target.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,37 @@
1
+ /**
2
+ * thrust_away, ported from reference/src/project-mon.c L87 (Angband 4.2.6):
3
+ * knock the player or a monster away from the source of a projection
4
+ * (PROJ_FORCE), travelling up to gridsAway grids along the caster-to-target
5
+ * angle (rejecting directions more than 44 degrees off), passing weaker
6
+ * occupants by swapping places, entering but not leaving passable
7
+ * non-projectable grids, and stopping at walls.
8
+ *
9
+ * The angle table is world/project.ts GET_ANGLE_TO_GRID (gen-util.c); the
10
+ * direction order is DDGRID_DDD, and the RNG draw (randint0(8) per step)
11
+ * matches upstream so a seeded run reproduces the path. The occupant
12
+ * strength rules are exact: a monster cannot pass a monster with more mexp
13
+ * or a character with lev*2 > its level; the player cannot pass a monster
14
+ * with level > lev*2.
15
+ *
16
+ * player_handle_post_move (FOV refresh, traps at the landing grid) is the
17
+ * injected onPlayerPostMove hook. C project-mon.c:184-187 / 210-212 only
18
+ * checks mon(grid)<0 after the swap (player displaced onto the vacated
19
+ * side). When the player is the thrust source at grid, mon is at next after
20
+ * the swap, so the port also fires when mon(next)<0 so a force-pushed
21
+ * player gets landing post-move effects. The lava message fires from
22
+ * square_isfiery; fire damage itself is the terrain-damage pass on movement.
23
+ */
24
+ import type { Loc } from "../loc.js";
25
+ import type { GameState } from "./context.js";
26
+ /** The seams thrust_away needs beyond the GameState. */
27
+ export interface ThrustEnv {
28
+ msg?: (text: string) => void;
29
+ /** player_handle_post_move(player, true, true) after the player moves. */
30
+ onPlayerPostMove?: () => void;
31
+ }
32
+ /**
33
+ * thrust_away: force whatever occupies `target` away from `centre` for up to
34
+ * `gridsAway` grids.
35
+ */
36
+ export declare function thrustAway(state: GameState, centre: Loc, target: Loc, gridsAway: number, env?: ThrustEnv): void;
37
+ //# sourceMappingURL=thrust.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,155 @@
1
+ /**
2
+ * thrust_away, ported from reference/src/project-mon.c L87 (Angband 4.2.6):
3
+ * knock the player or a monster away from the source of a projection
4
+ * (PROJ_FORCE), travelling up to gridsAway grids along the caster-to-target
5
+ * angle (rejecting directions more than 44 degrees off), passing weaker
6
+ * occupants by swapping places, entering but not leaving passable
7
+ * non-projectable grids, and stopping at walls.
8
+ *
9
+ * The angle table is world/project.ts GET_ANGLE_TO_GRID (gen-util.c); the
10
+ * direction order is DDGRID_DDD, and the RNG draw (randint0(8) per step)
11
+ * matches upstream so a seeded run reproduces the path. The occupant
12
+ * strength rules are exact: a monster cannot pass a monster with more mexp
13
+ * or a character with lev*2 > its level; the player cannot pass a monster
14
+ * with level > lev*2.
15
+ *
16
+ * player_handle_post_move (FOV refresh, traps at the landing grid) is the
17
+ * injected onPlayerPostMove hook. C project-mon.c:184-187 / 210-212 only
18
+ * checks mon(grid)<0 after the swap (player displaced onto the vacated
19
+ * side). When the player is the thrust source at grid, mon is at next after
20
+ * the swap, so the port also fires when mon(next)<0 so a force-pushed
21
+ * player gets landing post-move effects. The lava message fires from
22
+ * square_isfiery; fire damage itself is the terrain-damage pass on movement.
23
+ */
24
+ import { SQUARE } from "../generated/index.js";
25
+ import { DDGRID_DDD, loc, locSum } from "../loc.js";
26
+ import { GET_ANGLE_TO_GRID } from "../world/project.js";
27
+ import { monsterSwap } from "./context.js";
28
+ /**
29
+ * monster_swap for thrust: player actor.grid and player_leaving (delayed
30
+ * traps) are handled inside monsterSwap (mon-util.c:609-672).
31
+ */
32
+ function swapOccupants(state, g1, g2) {
33
+ monsterSwap(state, g1, g2);
34
+ }
35
+ /**
36
+ * The per-direction angle rejection (project-mon.c L110): each of the eight
37
+ * DDD directions covers a 44-degree window of the (half-)angle table.
38
+ */
39
+ function angleRejects(k, angle) {
40
+ switch (k) {
41
+ case 0: /* 135 */
42
+ return angle > 157 || angle < 114;
43
+ case 1: /* 45 */
44
+ return angle > 66 || angle < 23;
45
+ case 2: /* 0 */
46
+ return angle > 21 && angle < 159;
47
+ case 3: /* 90 */
48
+ return angle > 112 || angle < 68;
49
+ case 4: /* 158 */
50
+ return angle > 179 || angle < 136;
51
+ case 5: /* 113 */
52
+ return angle > 134 || angle < 91;
53
+ case 6: /* 22 */
54
+ return angle > 44 || angle < 1;
55
+ case 7: /* 67 */
56
+ return angle > 89 || angle < 46;
57
+ default:
58
+ return true;
59
+ }
60
+ }
61
+ /**
62
+ * thrust_away: force whatever occupies `target` away from `centre` for up to
63
+ * `gridsAway` grids.
64
+ */
65
+ export function thrustAway(state, centre, target, gridsAway, env = {}) {
66
+ const c = state.chunk;
67
+ /* Determine where target is in relation to caster, extend. */
68
+ const rel = loc(target.x - centre.x + 20, target.y - centre.y + 20);
69
+ /* The angle (/2) of the line from caster to target. */
70
+ const angle = GET_ANGLE_TO_GRID[rel.y]?.[rel.x] ?? 0;
71
+ /* Start at the target grid. */
72
+ let grid = target;
73
+ for (let i = 0; i < gridsAway; i++) {
74
+ /* Randomize initial direction. */
75
+ const firstD = state.rng.randint0(8);
76
+ /* Look around (two possibilities for most angles). */
77
+ for (let d = firstD; d < 8 + firstD; d++) {
78
+ const k = d % 8;
79
+ /* Reject angles more than 44 degrees from desired direction. */
80
+ if (angleRejects(k, angle))
81
+ continue;
82
+ /* Extract adjacent location */
83
+ const next = locSum(grid, DDGRID_DDD[k]);
84
+ if (!c.inBounds(next))
85
+ continue;
86
+ /* There's someone there, try to switch places. */
87
+ if (c.mon(next) !== 0) {
88
+ /* A monster is trying to pass. */
89
+ if (c.mon(grid) > 0) {
90
+ const mon = state.monsters[c.mon(grid)];
91
+ if (c.mon(next) > 0) {
92
+ const mon1 = state.monsters[c.mon(next)];
93
+ /* Monsters cannot pass by stronger monsters. */
94
+ if (mon && mon1 && mon1.race.mexp > mon.race.mexp)
95
+ continue;
96
+ }
97
+ else {
98
+ /* Monsters cannot pass by stronger characters. */
99
+ if (mon && state.actor.player.lev * 2 > mon.race.level)
100
+ continue;
101
+ }
102
+ }
103
+ /* The player is trying to pass. */
104
+ if (c.mon(grid) < 0 && c.mon(next) > 0) {
105
+ const mon1 = state.monsters[c.mon(next)];
106
+ /* Players cannot pass by stronger monsters. */
107
+ if (mon1 && mon1.race.level > state.actor.player.lev * 2)
108
+ continue;
109
+ }
110
+ }
111
+ /* Check for obstruction. */
112
+ if (!c.isProjectable(next)) {
113
+ /* Some features allow entrance, but not exit. */
114
+ if (c.isPassable(next)) {
115
+ /* Travel down the path. */
116
+ swapOccupants(state, grid, next);
117
+ /*
118
+ * project-mon.c:184-187: C fires when mon(grid)<0 after swap
119
+ * (player was at next). Also fire when mon(next)<0 so a player
120
+ * thrust from grid still gets player_handle_post_move landing.
121
+ */
122
+ if (c.mon(grid) < 0 || c.mon(next) < 0)
123
+ env.onPlayerPostMove?.();
124
+ /* Jump to new location; we can't travel any more. */
125
+ grid = next;
126
+ i = gridsAway;
127
+ break;
128
+ }
129
+ else if (d === 8 + firstD - 1) {
130
+ /* If there are walls everywhere, stop here. */
131
+ if (c.mon(grid) < 0)
132
+ env.msg?.("You come to rest next to a wall.");
133
+ i = gridsAway;
134
+ }
135
+ }
136
+ else {
137
+ /* Travel down the path. */
138
+ swapOccupants(state, grid, next);
139
+ /* project-mon.c:210-212 + player-at-grid landing (see above). */
140
+ if (c.mon(grid) < 0 || c.mon(next) < 0)
141
+ env.onPlayerPostMove?.();
142
+ /* Jump to new location. */
143
+ grid = next;
144
+ break;
145
+ }
146
+ }
147
+ }
148
+ /* Some special messages or effects for player or monster. */
149
+ if (c.isFiery(grid) && c.mon(grid) < 0) {
150
+ env.msg?.("You are thrown into molten lava!");
151
+ }
152
+ /* Clear the projection mark. */
153
+ c.sqinfoOff(grid, SQUARE.PROJECT);
154
+ }
155
+ //# sourceMappingURL=thrust.js.map
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