@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 +1,654 @@
1
+ /**
2
+ * The WIZARD / DEBUG command surface, ported from Angband 4.2.6:
3
+ * - reference/src/cmd-wizard.c (the do_cmd_wiz_* command actions)
4
+ * - reference/src/wiz-debug.c (wiz_cheat_death)
5
+ *
6
+ * UPSTREAM HAS TWO SEPARATE CONCEPTS HERE, and this module gates on the second.
7
+ * The port originally collapsed them into one `wizard` boolean, which silently
8
+ * made every debug command unreachable unless wizard mode was also on - a gate
9
+ * upstream does not have:
10
+ *
11
+ * - DEBUG consent (player_can_debug_prereq, reference/src/player-util.c
12
+ * L1296-1307) gates all 41 debug-menu commands. It consults ONLY
13
+ * `player->noscore & NOSCORE_DEBUG`; on the first use it asks confirm_debug()
14
+ * and, if accepted, ORs the bit in permanently. It never reads
15
+ * player->wizard. Every row of every cmd_debug_* table in
16
+ * reference/src/ui-game.c L247-322 uses this prereq and nothing else.
17
+ * - WIZARD mode (player->wizard, toggled by ^W / do_cmd_wizard,
18
+ * reference/src/cmd-misc.c L40-67) is a separate, much smaller thing: it
19
+ * changes six display / knowledge behaviours and nothing in this module.
20
+ * Its 15 upstream call sites are the toggle itself, cheat death
21
+ * (player-util.c L246), the "[=-WIZARD-=]" title (ui-display.c L178,
22
+ * ui-player.c L628), all-artifacts-known (ui-knowledge.c L1695), the seven
23
+ * look/target coordinate+noise+scent lines (ui-target.c), the headless
24
+ * stats build (main-stats.c L435) and the borg's cheat-death check.
25
+ *
26
+ * So WizardDeps carries BOTH flags: `debug` (the player_can_debug_prereq result)
27
+ * gates the commands here, and `wizard` gates only wizCheatDeath, whose upstream
28
+ * path is `player->wizard || OPT(player, cheat_live)`. A normal, faithful game
29
+ * (design decision 16: no save-scumming, faithful play) reaches neither without
30
+ * the player accepting an explicit, savefile-marking warning first.
31
+ *
32
+ * MOST of these commands are thin wrappers that drive already-ported engine
33
+ * systems with debug parameters, so this module wires to the existing port and
34
+ * does not re-implement the engine:
35
+ * - object / gold / artifact creation -> obj/make.ts (objectPrep, applyMagic,
36
+ * makeGold, copyArtifactData) through the shared MakeDeps bundle;
37
+ * - detection / mapping / teleport / summon-random / project-los / restore
38
+ * stat+exp -> the effect interpreter's effect_simple (effects/interpreter.ts
39
+ * effectSimple) over a game effect context (game/effect-env.ts +
40
+ * game/effect-game-env.ts), the same stack items and spells run through;
41
+ * - banish -> deleteMonster (game/context.ts);
42
+ * - create_trap -> placeTrap (game/trap.ts);
43
+ * - summon_named -> scatterExt + placeNewMonster (world/scatter.ts,
44
+ * game/mon-place.ts);
45
+ * - curse_item -> appendObjectCurse / removeObjectCurse (obj/object.ts);
46
+ * - exp / level / stat edits -> player/exp.ts (playerExpGain / playerExpLose);
47
+ * - learn_object_kinds -> the per-game FlavorKnowledge (obj/knowledge.ts);
48
+ * - recall / wipe monster -> cheatMonsterLore / wipeMonsterLore (mon/lore.ts);
49
+ * - wizard_light -> wizLightLevel (game/effect-terrain.ts);
50
+ * - push_object -> pushObject (game/project-feat.ts).
51
+ *
52
+ * The Term / prompt UI halves stay with the shell (the "which item / which
53
+ * monster / how many" menus and the map-highlight redraws): where a command
54
+ * needs a selection or count, this module takes it as a parameter. The map
55
+ * QUERY commands (query_feature / query_square_flag / peek_noise_scent) and
56
+ * dump_level_map port their DATA half only - they return the grids or map the
57
+ * shell would highlight or write, not the drawing.
58
+ *
59
+ * The item / player debug shells whose non-UI halves are engine data or state
60
+ * changes are ported here too (their Term rendering and menu loops stay with the
61
+ * shell, WP-14): wizDisplayItem (wiz_display_item DATA), wizPlayItemBegin /
62
+ * wizPlayItemReject / wizPlayItemAccept (the do_cmd_wiz_play_item session
63
+ * snapshot / restore / commit), wizStatItem (do_cmd_wiz_stat_item's make_object
64
+ * rarity sampler) and wizEditPlayerStart (do_cmd_wiz_edit_player_start's batch
65
+ * stat/gold/exp apply). The NOSCORE_* cheat-flag model and the markNoscore seam
66
+ * (15.3) live here as well.
67
+ *
68
+ * DEFERRED (see parity/ledger/wizard-debug.yaml): the wiz-spoil.c spoiler
69
+ * generators and the three Monte-Carlo collectors (do_cmd_wiz_collect_*) are
70
+ * dev-tooling ports that live in packages/cli (spoilers.ts, stats.ts,
71
+ * wiz-stats.ts) alongside the other headless generation harnesses, not in this
72
+ * engine module.
73
+ */
74
+ import type { Loc } from "../loc.js";
75
+ import type { ExpDeps } from "../player/exp.js";
76
+ import type { MakeDeps } from "../obj/make.js";
77
+ import type { GameObject } from "../obj/object.js";
78
+ import type { FlagSet } from "../bitflag.js";
79
+ import type { Artifact, Curse, EgoItem, ObjectKind } from "../obj/types.js";
80
+ import type { FlavorKnowledge } from "../obj/knowledge.js";
81
+ import type { MonsterRace } from "../mon/types.js";
82
+ import type { GameState } from "./context.js";
83
+ import type { MonPlaceDeps } from "./mon-place.js";
84
+ import type { TrapDeps } from "./trap.js";
85
+ import type { ObjCmdDeps } from "./obj-cmd.js";
86
+ /**
87
+ * The effect-interpreter bundle needed to run effect_simple from a wizard
88
+ * command (identical to SpellCmdDeps.effects): the registry with the game
89
+ * handlers plus everything attachGameEnv wires onto the context.
90
+ */
91
+ export type WizEffectDeps = Pick<ObjCmdDeps, "registry" | "cast" | "envDeps" | "inject" | "teleport" | "general" | "item" | "summon">;
92
+ /**
93
+ * WizardDeps: the wizard/debug gate plus the already-ported engine bundles the
94
+ * commands wire to. Every bundle is optional so a caller can expose only the
95
+ * subset of wizard commands it needs; an action whose bundle is absent is a
96
+ * no-op (it behaves as gated).
97
+ */
98
+ export interface WizardDeps {
99
+ /**
100
+ * player_can_debug_prereq's result (player-util.c L1296-1307): has this
101
+ * character already consented to debug commands, i.e. is NOSCORE_DEBUG set?
102
+ * This is the gate on all 41 debug commands in this module. It is NOT wizard
103
+ * mode: upstream's prereq never reads player->wizard, so a non-wizard player
104
+ * who accepts the debug warning gets the whole debug surface.
105
+ *
106
+ * The consent itself lives on player->noscore, so a caller computes this as
107
+ * `(player.noscore & NOSCORE.DEBUG) !== 0` and asks the player via the shell's
108
+ * confirm_debug equivalent before setting the bit through markNoscore.
109
+ */
110
+ debug: boolean;
111
+ /**
112
+ * player->wizard (cmd-misc.c L40-67). Gates ONLY wizCheatDeath here, whose
113
+ * upstream condition is `player->wizard || OPT(player, cheat_live)`
114
+ * (player-util.c L246). The other five wizard-mode behaviours are display and
115
+ * knowledge concerns and live with their own modules (game/display.ts,
116
+ * game/char-sheet.ts, obj/artifact-known.ts, game/target-loop.ts), each with
117
+ * its own `wizard` flag - none of them route through this seam.
118
+ */
119
+ wizard: boolean;
120
+ /** obj/make.ts bundle (reg / alloc / constants) for object creation. */
121
+ makeDeps?: MakeDeps;
122
+ /** player/exp.ts hooks (rng + level-change ripple) for exp / stat edits. */
123
+ expDeps?: ExpDeps;
124
+ /** The effect_simple bundle for detection / teleport / summon / restore. */
125
+ effect?: WizEffectDeps;
126
+ /** game/trap.ts deps for create_trap. */
127
+ trapDeps?: TrapDeps;
128
+ /** game/mon-place.ts deps for summon_named. */
129
+ monPlace?: MonPlaceDeps;
130
+ /** Per-game flavor knowledge for learn_object_kinds. */
131
+ flavor?: FlavorKnowledge;
132
+ /** The full monster race list, for the "all monsters" recall / wipe. */
133
+ races?: readonly MonsterRace[];
134
+ /** The full artifact list (reg.artifacts), for create_all_artifact. */
135
+ artifacts?: readonly (Artifact | null)[];
136
+ /** The full ego list (reg.egos), for wiz_tweak_item. */
137
+ egos?: readonly EgoItem[];
138
+ /** The full curse list (reg.curses), for curse_item. */
139
+ curses?: readonly (Curse | null)[];
140
+ /**
141
+ * Mark the character's savefile-invalidating cheat flags (player->noscore).
142
+ * Optional seam: player.ts does not yet carry a noscore field (owned by the
143
+ * gear/player work package) and save.ts persists it (owned by the save/load
144
+ * work package), so this module cannot write the flag directly. When a caller
145
+ * supplies the hook, the noscore actions here call it with the NOSCORE_* bits
146
+ * upstream would OR in; when it is absent the marking is a no-op (see the
147
+ * WIRING-NEEDED items in the ledger). Bits come from the NOSCORE constants.
148
+ */
149
+ markNoscore?: (bits: number) => void;
150
+ /** msg(): command feedback. */
151
+ msg?: (text: string) => void;
152
+ }
153
+ /**
154
+ * player_can_debug_prereq (player-util.c L1296-1307): the gate on every debug
155
+ * command. Returns false (and the command no-ops) until the character has
156
+ * consented to debug mode. Deliberately independent of wizard mode.
157
+ */
158
+ export declare function debugEnabled(deps: WizardDeps): boolean;
159
+ /**
160
+ * player->wizard (cmd-misc.c L40-67). Only wizCheatDeath gates on this here; see
161
+ * WizardDeps.wizard for where the other wizard-mode behaviours live.
162
+ */
163
+ export declare function wizardEnabled(deps: WizardDeps): boolean;
164
+ /**
165
+ * NOSCORE_*: the "ways in which players can be marked as cheaters" bit model
166
+ * (player.h L92-100). Stored on player->noscore (a uint16), persisted in the
167
+ * savefile (save.c L622 wr_u16b / load.c L965 rd_u16b) and re-asserted from the
168
+ * savefile's own wizard flag on load (savefile.c L650). A set cheat bit
169
+ * invalidates the high-score entry (score.c L289). The bit values match
170
+ * upstream exactly so a loaded uint16 is interpreted identically.
171
+ */
172
+ export declare const NOSCORE: {
173
+ /** Character used wizard mode (wiz-debug.c L32, cmd-misc.c L51). */
174
+ readonly WIZARD: 2;
175
+ /** Character used a debug command / debug options (player-util.c L1303). */
176
+ readonly DEBUG: 8;
177
+ /** Character jumped levels (cmd-wizard.c L1366); transient, cleared after
178
+ * the jump completes (generate.c L824-828). Does NOT invalidate the score. */
179
+ readonly JUMPING: 16;
180
+ /** Character was played by the Borg (cmd-misc.c L140, main-win.c L3396). */
181
+ readonly BORG: 32;
182
+ };
183
+ /**
184
+ * The two upstream build switches that decide whether NOSCORE_BORG exists and
185
+ * whether it disqualifies a score. Upstream expresses these as #ifdefs
186
+ * (player.h L97-99 wraps the bit in ALLOW_BORG; score.c L292-297 skips the borg
187
+ * branch when SCORE_BORGS is defined), so the port records the configuration it
188
+ * builds under as named constants instead of leaving the choice implicit.
189
+ *
190
+ * ALLOW_BORG: true. The Borg ships as a bundled mod (decision 31), so the bit
191
+ * exists and can be set.
192
+ * SCORE_BORGS: false, matching upstream's default - a borg-played character is
193
+ * not eligible for the high-score table.
194
+ */
195
+ export declare const ALLOW_BORG = true;
196
+ export declare const SCORE_BORGS = false;
197
+ /**
198
+ * The cheat bits that invalidate a high-score entry (score.c L289-298).
199
+ * NOSCORE_WIZARD | NOSCORE_DEBUG always disqualify; NOSCORE_BORG additionally
200
+ * does so only under ALLOW_BORG && !SCORE_BORGS, which is this port's
201
+ * configuration. NOSCORE_JUMPING is deliberately absent: it is a transient
202
+ * generation marker, not a scoring disqualifier.
203
+ */
204
+ export declare const NOSCORE_SCORE_INVALIDATING: number;
205
+ /** markNoscore (obj-mark analogue): OR cheat bits into a noscore value. Pure. */
206
+ export declare function markNoscore(current: number, bits: number): number;
207
+ /**
208
+ * noscoreInvalidatesScore (score.c L289): true when the character's cheat flags
209
+ * disqualify it from the high-score table.
210
+ */
211
+ export declare function noscoreInvalidatesScore(noscore: number): boolean;
212
+ /**
213
+ * wiz_create_object_from_kind (cmd-wizard.c L169): a fresh instance of a kind,
214
+ * money made as gold, everything else prepped and given plain magic (no
215
+ * messages, no artifacts).
216
+ */
217
+ export declare function wizCreateObjectFromKind(state: GameState, kind: ObjectKind, makeDeps: MakeDeps): GameObject;
218
+ /**
219
+ * wiz_create_object_from_artifact (cmd-wizard.c L139): instantiate an artifact
220
+ * on its base kind and mark it created in the shared registry (L157), so the
221
+ * normal generation paths will not spawn it again.
222
+ */
223
+ export declare function wizCreateObjectFromArtifact(state: GameState, art: Artifact, makeDeps: MakeDeps): GameObject | null;
224
+ /**
225
+ * wiz_drop_object (cmd-wizard.c L292): mark the object as a cheat and drop it
226
+ * from heaven near the player.
227
+ */
228
+ export declare function wizDropObject(state: GameState, obj: GameObject | null): void;
229
+ /**
230
+ * do_cmd_wiz_acquire (L389): acquire `quantity` good (or great) objects and
231
+ * drop them near the player. Wires to make_object (the acquirement() loop).
232
+ */
233
+ export declare function wizAcquire(state: GameState, params: {
234
+ quantity: number;
235
+ great?: boolean;
236
+ }, deps: WizardDeps): boolean;
237
+ /**
238
+ * do_cmd_wiz_advance (L414): max stats, a heap of gold, level 50, full HP/SP.
239
+ */
240
+ export declare function wizAdvance(state: GameState, deps: WizardDeps): boolean;
241
+ /**
242
+ * do_cmd_wiz_banish (L449): delete every monster within `range` grids
243
+ * (measured by mon->cdis, as upstream).
244
+ */
245
+ export declare function wizBanish(state: GameState, params: {
246
+ range: number;
247
+ }, deps: WizardDeps): boolean;
248
+ /**
249
+ * do_cmd_wiz_create_all_artifact (L728): create every artifact and drop them.
250
+ */
251
+ export declare function wizCreateAllArtifact(state: GameState, deps: WizardDeps): boolean;
252
+ /**
253
+ * do_cmd_wiz_create_all_artifact_from_tval (L746): create every artifact of a
254
+ * given tval.
255
+ */
256
+ export declare function wizCreateAllArtifactFromTval(state: GameState, params: {
257
+ tval: number;
258
+ }, deps: WizardDeps): boolean;
259
+ /**
260
+ * do_cmd_wiz_create_all_obj (L780): create one of every ordinary kind (skip
261
+ * instant-artifact kinds) and drop them.
262
+ */
263
+ export declare function wizCreateAllObj(state: GameState, deps: WizardDeps): boolean;
264
+ /**
265
+ * do_cmd_wiz_create_all_obj_from_tval (L803): create one of every kind with a
266
+ * given tval; `art` selects whether instant-artifact kinds are included.
267
+ */
268
+ export declare function wizCreateAllObjFromTval(state: GameState, params: {
269
+ tval: number;
270
+ art?: boolean;
271
+ }, deps: WizardDeps): boolean;
272
+ /**
273
+ * do_cmd_wiz_create_artifact (L842): create one artifact by index.
274
+ */
275
+ export declare function wizCreateArtifact(state: GameState, params: {
276
+ index: number;
277
+ }, deps: WizardDeps): boolean;
278
+ /**
279
+ * do_cmd_wiz_create_obj (L873): create one object of a kind by index.
280
+ */
281
+ export declare function wizCreateObj(state: GameState, params: {
282
+ index: number;
283
+ }, deps: WizardDeps): boolean;
284
+ /**
285
+ * do_cmd_wiz_create_trap (L904): place a trap of type `index` under the player
286
+ * when the grid permits it.
287
+ */
288
+ export declare function wizCreateTrap(state: GameState, params: {
289
+ index: number;
290
+ }, deps: WizardDeps): boolean;
291
+ /**
292
+ * do_cmd_wiz_cure_all (L941): remove equipment curses, restore every stat and
293
+ * lost experience, top HP/SP, clear the affliction timers and feed the player.
294
+ */
295
+ export declare function wizCureAll(state: GameState, deps: WizardDeps): boolean;
296
+ /**
297
+ * do_cmd_wiz_curse_item (L1004): add a curse (power > 0) or remove one
298
+ * (power == 0) on an item. The "which item / which curse" prompts are the
299
+ * shell's; the object, curse index and power arrive as parameters.
300
+ */
301
+ export declare function wizCurseItem(state: GameState, params: {
302
+ obj: GameObject;
303
+ index: number;
304
+ power: number;
305
+ }, deps: WizardDeps): boolean;
306
+ /**
307
+ * do_cmd_wiz_detect_all_local (L1068): detect traps / doors / stairs / gold /
308
+ * objects / visible + invisible monsters in a 22x40 rectangle.
309
+ */
310
+ export declare function wizDetectAllLocal(state: GameState, deps: WizardDeps): boolean;
311
+ /**
312
+ * do_cmd_wiz_detect_all_monsters (L1091): detect all monsters in a 500x500
313
+ * rectangle (i.e. the whole level).
314
+ */
315
+ export declare function wizDetectAllMonsters(state: GameState, deps: WizardDeps): boolean;
316
+ /**
317
+ * do_cmd_wiz_magic_map (L1418): map the area around the player (22x40).
318
+ */
319
+ export declare function wizMagicMap(state: GameState, deps: WizardDeps): boolean;
320
+ /**
321
+ * do_cmd_wiz_hit_all_los (L1303): PROJECT_LOS 10000 damage as PROJ_DISP_ALL
322
+ * (dispel every monster in line of sight).
323
+ */
324
+ export declare function wizHitAllLos(state: GameState, deps: WizardDeps): boolean;
325
+ /**
326
+ * do_cmd_wiz_edit_player_exp (L1137): set the player's experience to `value`,
327
+ * clamped to [0, PY_MAX_EXP], gaining or losing to reach it.
328
+ */
329
+ export declare function wizEditPlayerExp(state: GameState, params: {
330
+ value: number;
331
+ }, deps: WizardDeps): boolean;
332
+ /**
333
+ * do_cmd_wiz_edit_player_gold (L1169): set the player's gold to `value`,
334
+ * clamped to [0, INT32_MAX].
335
+ */
336
+ export declare function wizEditPlayerGold(state: GameState, params: {
337
+ value: number;
338
+ }, deps: WizardDeps): boolean;
339
+ /**
340
+ * do_cmd_wiz_edit_player_stat (L1247): set one stat to `value`, clamped to
341
+ * [3, 118].
342
+ */
343
+ export declare function wizEditPlayerStat(state: GameState, params: {
344
+ stat: number;
345
+ value: number;
346
+ }, deps: WizardDeps): boolean;
347
+ /**
348
+ * do_cmd_wiz_increase_exp (L1314): gain `quantity` (>= 1) experience.
349
+ */
350
+ export declare function wizIncreaseExp(state: GameState, params: {
351
+ quantity: number;
352
+ }, deps: WizardDeps): boolean;
353
+ /**
354
+ * do_cmd_wiz_jump_level (L1339): jump to dungeon level `level` (dungeon_change_
355
+ * level - the port signals a pending level change). Out-of-range is a no-op.
356
+ *
357
+ * `chooseGen` is the answer to "Choose cave profile? " (L1360-1363). It is the
358
+ * ONLY thing that sets NOSCORE_JUMPING (L1365-1367), and that bit is not really
359
+ * a cheat marker: choose_profile consumes it as the one-shot signal to ask which
360
+ * profile to build (generate.c:824). Marking it unconditionally - which this
361
+ * function used to do - both mis-flags the savefile and would make every jump
362
+ * ask for a profile name.
363
+ */
364
+ export declare function wizJumpLevel(state: GameState, params: {
365
+ level: number;
366
+ chooseGen?: boolean;
367
+ }, deps: WizardDeps): boolean;
368
+ /**
369
+ * do_cmd_wiz_learn_object_kinds (L1386): make the player aware of every kind up
370
+ * to `level`. Awareness lives in the per-game FlavorKnowledge in the port.
371
+ */
372
+ export declare function wizLearnObjectKinds(state: GameState, params: {
373
+ level: number;
374
+ }, deps: WizardDeps): boolean;
375
+ /**
376
+ * do_cmd_wiz_recall_monster (L2161): fully learn a monster race's lore, or all
377
+ * races when `all` is set.
378
+ */
379
+ export declare function wizRecallMonster(state: GameState, params: {
380
+ race?: MonsterRace;
381
+ all?: boolean;
382
+ }, deps: WizardDeps): boolean;
383
+ /**
384
+ * do_cmd_wiz_wipe_recall (L2860): forget a monster race's lore, or all races.
385
+ */
386
+ export declare function wizWipeRecall(state: GameState, params: {
387
+ race?: MonsterRace;
388
+ all?: boolean;
389
+ }, deps: WizardDeps): boolean;
390
+ /**
391
+ * do_cmd_wiz_rerate (L2209): reroll the player's per-level hitpoint table until
392
+ * it lands in the legal band, and report the life rating. Returns the rating.
393
+ */
394
+ export declare function wizRerate(state: GameState, deps: WizardDeps): number | null;
395
+ /**
396
+ * do_cmd_wiz_reroll_item (L2254): reroll a non-artifact item on its kind at the
397
+ * player's depth. `roll` is 0 normal, 1 good, 2 excellent (good + great). The
398
+ * rerolled properties are written back onto the object in place.
399
+ */
400
+ export declare function wizRerollItem(state: GameState, params: {
401
+ obj: GameObject;
402
+ roll: number;
403
+ }, deps: WizardDeps): boolean;
404
+ /**
405
+ * do_cmd_wiz_tweak_item (L2698): apply the complete DATA command. The shell
406
+ * owns the prompts; the values arrive as parameters. Every field is optional;
407
+ * only supplied fields are changed. Selecting an ego or artifact follows C's
408
+ * object_prep + ego_apply_magic / copy_artifact_data sequence, including its
409
+ * RNG draws, before the scalar modifier prompts are applied.
410
+ */
411
+ export declare function wizTweakItem(state: GameState, params: {
412
+ obj: GameObject;
413
+ ego?: EgoItem | null;
414
+ artifact?: Artifact | null;
415
+ modifiers?: readonly number[];
416
+ toA?: number;
417
+ toH?: number;
418
+ toD?: number;
419
+ }, deps: WizardDeps): boolean;
420
+ /**
421
+ * do_cmd_wiz_summon_named (L2569): summon a specific monster near the player.
422
+ * Wires to scatter_ext + place_new_monster, trying up to 10 empty grids.
423
+ */
424
+ export declare function wizSummonNamed(state: GameState, params: {
425
+ race: MonsterRace;
426
+ }, deps: WizardDeps): boolean;
427
+ /**
428
+ * do_cmd_wiz_summon_random (L2629): summon `quantity` random monsters near the
429
+ * player (one EF_SUMMON per monster, value 1).
430
+ */
431
+ export declare function wizSummonRandom(state: GameState, params: {
432
+ quantity: number;
433
+ }, deps: WizardDeps): boolean;
434
+ /**
435
+ * do_cmd_wiz_teleport_random (L2651): teleport the player a given range.
436
+ */
437
+ export declare function wizTeleportRandom(state: GameState, params: {
438
+ range: number;
439
+ }, deps: WizardDeps): boolean;
440
+ /**
441
+ * do_cmd_wiz_teleport_to (L2673): teleport the player onto a target grid, if it
442
+ * is passable.
443
+ */
444
+ export declare function wizTeleportTo(state: GameState, params: {
445
+ grid: Loc;
446
+ }, deps: WizardDeps): boolean;
447
+ /**
448
+ * do_cmd_wiz_push_object (L1871): push the pile off a chosen grid.
449
+ */
450
+ export declare function wizPushObject(state: GameState, params: {
451
+ grid: Loc;
452
+ }, deps: WizardDeps): boolean;
453
+ /**
454
+ * do_cmd_wiz_wizard_light (L2907): permanently light and know the whole level.
455
+ */
456
+ export declare function wizWizardLight(state: GameState, deps: WizardDeps): boolean;
457
+ /**
458
+ * wiz_cheat_death (wiz-debug.c L28): survive a lethal blow - reset age, refill
459
+ * HP/SP, cure the afflictions, feed, cancel recall / deep descent and return to
460
+ * town. The recall / deep-descent counters are player upkeep the port carries
461
+ * on the player; word_recall / deep_descent live there.
462
+ */
463
+ export declare function wizCheatDeath(state: GameState, deps: WizardDeps): boolean;
464
+ /**
465
+ * The DATA half of wiz_display_item (cmd-wizard.c L190-283): the scalar item
466
+ * facts the debug panel prints. The Term_clear / prt line layout and the
467
+ * vertical prt_binary flag grid are the shell's; this returns the values.
468
+ *
469
+ * `all` chooses whether the combat-plus fields (to-hit / to-dam / to-ac) and
470
+ * the flag set come from the fully-real object or from what is known: upstream
471
+ * reads object_to_hit(all ? obj : obj->known) and object_flags[_known](obj).
472
+ * The port's known twin is a GameObject, supplied as `known`; when `all` is
473
+ * false and `known` is given, the "+" fields and flagsKnown read from it.
474
+ * object_flags(obj) is just a copy of obj.flags (obj-util.c L353); the "known"
475
+ * flag set is the twin's flags (obj.flags when no twin is threaded).
476
+ */
477
+ export interface WizItemDisplay {
478
+ /** obj->dd (always from the real object). */
479
+ dd: number;
480
+ /** obj->ds. */
481
+ ds: number;
482
+ /** object_to_hit(all ? obj : obj->known). */
483
+ toH: number;
484
+ /** object_to_dam(all ? obj : obj->known). */
485
+ toD: number;
486
+ /** obj->ac. */
487
+ ac: number;
488
+ /** object_to_ac(all ? obj : obj->known). */
489
+ toA: number;
490
+ /** obj->kind->kidx. */
491
+ kidx: number;
492
+ tval: number;
493
+ sval: number;
494
+ /** object_weight_one(obj). */
495
+ weight: number;
496
+ /** obj->timeout. */
497
+ timeout: number;
498
+ /** obj->number. */
499
+ number: number;
500
+ /** obj->pval. */
501
+ pval: number;
502
+ /** obj->artifact ? aidx : 0 (upstream "name1"). */
503
+ name1: number;
504
+ /** obj->ego ? eidx : -1 (upstream "egoidx"). */
505
+ egoidx: number;
506
+ /** object_value(obj, 1). */
507
+ cost: number;
508
+ /** object_flags(obj): the full flag set (== obj.flags). */
509
+ flags: FlagSet;
510
+ /** object_flags_known(obj): the known flag set (the twin's, or obj's). */
511
+ flagsKnown: FlagSet;
512
+ }
513
+ export declare function wizDisplayItem(obj: GameObject, deps: WizardDeps, opts?: {
514
+ all?: boolean;
515
+ known?: GameObject | null;
516
+ }): WizItemDisplay | null;
517
+ /** The outcome of wizChangeItemQuantity, for the shell's feedback. */
518
+ export interface WizQuantityResult {
519
+ /** The number the stack ended up at (unchanged when the edit was refused). */
520
+ number: number;
521
+ /** The ceiling MIN(max_stack, charge limit, quiver limit) that was applied. */
522
+ max: number;
523
+ /** Whether obj.number actually changed. */
524
+ changed: boolean;
525
+ }
526
+ /**
527
+ * do_cmd_wiz_change_item_quantity (CMD_WIZ_CHANGE_ITEM_QUANTITY, cmd-wizard.c
528
+ * L484-575), the [q] entry of the do_cmd_wiz_play_item session (L1771-1789).
529
+ *
530
+ * Refuses an equipped item ("Can not change the quantity of an equipped item.",
531
+ * L495) and any artifact ("Can not modify the quantity of an artifact.", L501),
532
+ * then computes the ceiling nmax the same three ways upstream does (L505-517):
533
+ * - obj->kind->base->max_stack, always;
534
+ * - for a charge-carrying device with pval > 0, (MAX_PVAL * number) / pval, so
535
+ * the scaled-up charges cannot overflow MAX_PVAL;
536
+ * - for a quiver item, quiver_slot_size / (ammo ? 1 : thrown_quiver_mult).
537
+ * The requested count is then clamped to [1, nmax] (L520 MAX(1, MIN(nmax, n))).
538
+ *
539
+ * Upstream warts preserved: charges and timeouts are rescaled by INTEGER
540
+ * division `(pval * n) / number` BEFORE obj->number is assigned (L524-530), so
541
+ * both reads use the OLD number; and the whole body is skipped when n equals the
542
+ * current number, leaving charges untouched. `update` false suppresses only the
543
+ * weight/upkeep refresh (L551-570), never the number change itself.
544
+ *
545
+ * The PU_BONUS / PU_INVEN / PN_COMBINE / PR_* upkeep bits are UI (the shell's);
546
+ * the carried-weight arithmetic upstream does alongside them IS state and is
547
+ * applied here.
548
+ */
549
+ export declare function wizChangeItemQuantity(state: GameState, params: {
550
+ obj: GameObject;
551
+ /** The gear handle, when the item is carried (absent for a floor item). */
552
+ handle?: number;
553
+ /** cmd_get_arg_number "quantity". */
554
+ quantity: number;
555
+ /** cmd_get_arg_choice "update"; absent behaves as upstream's !CMD_OK. */
556
+ update?: boolean;
557
+ }, deps: WizardDeps): WizQuantityResult | null;
558
+ /**
559
+ * wizPlayItemBegin (do_cmd_wiz_play_item, cmd-wizard.c L1642-1645): snapshot the
560
+ * object so the [t]weak / [r]eroll / [c]urse edits can be rejected. Upstream
561
+ * allocates a fresh object and object_copy()s the working item into it; the port
562
+ * uses objectCopy (obj/object.ts) which produces the same value snapshot.
563
+ * Returns the preserved copy the shell hands back to Accept / Reject.
564
+ */
565
+ export declare function wizPlayItemBegin(obj: GameObject, deps: WizardDeps): GameObject | null;
566
+ /**
567
+ * wizPlayItemReject (do_cmd_wiz_play_item, cmd-wizard.c L1822-1843): the play
568
+ * session was abandoned with changes; copy the preserved original back onto the
569
+ * working object in place. Upstream restores the pile links after object_copy;
570
+ * the port mutates the existing object (its pile membership is by array position
571
+ * in floor/gear, not per-object links), so no link fix-up is needed.
572
+ */
573
+ export declare function wizPlayItemReject(obj: GameObject, original: GameObject, deps: WizardDeps): boolean;
574
+ /**
575
+ * wizPlayItemAccept (do_cmd_wiz_play_item, cmd-wizard.c L1679-1718): commit the
576
+ * changes. When the item actually changed and is equipped, upstream clears the
577
+ * known WORN notice and re-runs object_learn_on_wield so the panel reflects the
578
+ * edited properties. The total_weight / redraw upkeep is UI (the shell's). The
579
+ * caller supplies whether the item is worn (the slot it was picked from).
580
+ */
581
+ export declare function wizPlayItemAccept(state: GameState, obj: GameObject, params: {
582
+ changed: boolean;
583
+ equipped: boolean;
584
+ }, deps: WizardDeps): boolean;
585
+ /** The classification of one make_object roll against the target (stat_item). */
586
+ export interface WizStatItemResult {
587
+ /** Rolls actually performed. */
588
+ rolls: number;
589
+ /** Same tval/sval, all modifiers and to_a/to_h/to_d equal. */
590
+ matches: number;
591
+ /** Same or better across every tested property, and strictly better once. */
592
+ better: number;
593
+ /** Same or worse across every tested property, and strictly worse once. */
594
+ worse: number;
595
+ /** Same tval/sval but neither strictly better nor worse (a mix). */
596
+ other: number;
597
+ }
598
+ /**
599
+ * do_cmd_wiz_stat_item (cmd-wizard.c L2386-2562): roll `nRolls` items with
600
+ * make_object at `level` and classify each as match / better / worse / other
601
+ * against the target object. `roll` is 0 normal, 1 good, 2 excellent (good +
602
+ * great). The interrupt polling and the running Term readout are UI and are
603
+ * omitted; the classification math, RNG draw order and the artifact-preserve
604
+ * quirk are faithful.
605
+ *
606
+ * Upstream quirk preserved (L2504-2506, L2559-2561): it marks the TARGET
607
+ * object's artifact uncreated before each roll (so make_object may regenerate
608
+ * it) and re-marks it created at the end - note it tests obj->artifact, the
609
+ * target's, not the rolled test object's, exactly as upstream does.
610
+ */
611
+ export declare function wizStatItem(state: GameState, params: {
612
+ obj: GameObject;
613
+ roll: number;
614
+ level: number;
615
+ nRolls?: number;
616
+ }, deps: WizardDeps): WizStatItemResult | null;
617
+ /**
618
+ * do_cmd_wiz_edit_player_start (cmd-wizard.c L1202-1239): the batch player
619
+ * editor. Upstream chains a queued CMD_WIZ_EDIT_PLAYER_STAT per stat plus a
620
+ * gold and an exp edit through the edit_player_state machine; the queue
621
+ * plumbing is UI. The engine effect is: apply the six stat edits, the gold
622
+ * edit, and the exp edit. Each field is optional; a supplied value is applied
623
+ * through the already-ported per-field editor (same clamps), so an absent field
624
+ * is left unchanged (the shell's "cancel this stage" path).
625
+ */
626
+ export declare function wizEditPlayerStart(state: GameState, params: {
627
+ stats?: readonly (number | undefined)[];
628
+ gold?: number;
629
+ exp?: number;
630
+ }, deps: WizardDeps): boolean;
631
+ /**
632
+ * do_cmd_wiz_query_feature (L1930, DATA half): the fully-in-bounds grids whose
633
+ * feature is one of `features`. The shell highlights them.
634
+ */
635
+ export declare function wizQueryFeature(state: GameState, params: {
636
+ features: readonly number[];
637
+ }, deps: WizardDeps): Loc[];
638
+ /**
639
+ * do_cmd_wiz_query_square_flag (L2105, DATA half): the fully-in-bounds grids
640
+ * carrying a SQUARE_* flag; flag 0 selects the known grids (as upstream).
641
+ */
642
+ export declare function wizQuerySquareFlag(state: GameState, params: {
643
+ flag: number;
644
+ }, deps: WizardDeps): Loc[];
645
+ /**
646
+ * do_cmd_wiz_peek_noise_scent (L1477, DATA half): the fully-in-bounds grids at
647
+ * exactly `depth` on the chosen flow heatmap ("noise" or "scent"). The shell
648
+ * steps depth from 0 upward and highlights each returned set.
649
+ */
650
+ export declare function wizPeekFlow(state: GameState, params: {
651
+ depth: number;
652
+ which: "noise" | "scent";
653
+ }, deps: WizardDeps): Loc[];
654
+ //# sourceMappingURL=wizard.d.ts.map
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1
+ 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