@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 +1,473 @@
1
+ /**
2
+ * Themed dungeon monster generation, ported from reference/src/gen-monster.c
3
+ * (Angband 4.2.6): the monster-restriction and spread machinery shared by
4
+ * pits, nests, vaults and chambers.
5
+ *
6
+ * PORTED (faithful RNG order and count, verified line-by-line against the C):
7
+ * - mon_select (gen-monster.c L70): base-symbol + undead/invisible + unique
8
+ * filter; draws randint0(5) per candidate unique when uniques are allowed,
9
+ * exactly as upstream (this draw happens inside get_mon_num_prep's per-entry
10
+ * pass, so its count is the number of unique races reaching that branch).
11
+ * - mon_pit_hook (gen-room.c L901): the pit/nest filter over a resolved pit
12
+ * profile (unique ban, flags-req subset, flags-ban intersect, spell-req
13
+ * subset, spell-ban intersect, innate-freq floor, mon-ban list, then base
14
+ * and color match). Pure, no RNG.
15
+ * - set_pit_type (gen-room.c L968): the weighted pit selection. For each
16
+ * candidate profile draws Rand_normal(ave, 10); one_in_(rarity) is drawn
17
+ * only when the new distance beats the best so far (C && short-circuit).
18
+ * - mon_restrict (gen-monster.c L115): NULL clears; "random" runs the 2500-try
19
+ * randint1(r_max - 1) loop; a pit name sets the pit type. Preps the alloc
20
+ * table with the matching hook.
21
+ * - spread_monsters (gen-monster.c L199): the 50-try rand_spread placement
22
+ * loop with the 10-try in-bounds inner loop and the group rein.
23
+ * - get_vault_monsters (gen-monster.c L277): per racial symbol, prep
24
+ * mon_select, one gate get_mon_num draw, then a monster on every rectangle
25
+ * grid whose (linear) vault data char equals the symbol.
26
+ *
27
+ * The allocation table (get_mon_num_prep / get_mon_num) lives in mon/make.ts
28
+ * and is reused unchanged; a "hook" here is the (race) => boolean it preps.
29
+ */
30
+ import { FlagSet } from "../bitflag.js";
31
+ import { ORIGIN, RF, RSF, SQUARE } from "../generated/index.js";
32
+ import { colorCharToAttr, colorTextToAttr } from "../color.js";
33
+ import { RF_SIZE, RSF_SIZE } from "../mon/types.js";
34
+ import { generateMark, loc, pickAndPlaceMonster, squareIsEmpty } from "./util.js";
35
+ /** Split a "A | B | C" pit flag line and OR each RF_ name into `flags`. */
36
+ function orRaceFlags(flags, lines) {
37
+ for (const line of lines) {
38
+ for (const raw of line.split("|")) {
39
+ const name = raw.trim();
40
+ if (!name)
41
+ continue;
42
+ const value = RF[name];
43
+ if (value === undefined || value === 0) {
44
+ throw new Error(`gen-monster: bad pit race flag: ${name}`);
45
+ }
46
+ flags.on(value);
47
+ }
48
+ }
49
+ }
50
+ /** Split a pit spell-flag line and OR each RSF_ name into `flags`. */
51
+ function orSpellFlags(flags, lines) {
52
+ for (const line of lines) {
53
+ for (const raw of line.split("|")) {
54
+ const name = raw.trim();
55
+ if (!name)
56
+ continue;
57
+ const value = RSF[name];
58
+ if (value === undefined || value === 0) {
59
+ throw new Error(`gen-monster: bad pit spell flag: ${name}`);
60
+ }
61
+ flags.on(value);
62
+ }
63
+ }
64
+ }
65
+ /**
66
+ * Resolve the registry's bound pit profiles into ResolvedPit records for
67
+ * generation. Preserves pit.json order (set_pit_type indexes it directly).
68
+ */
69
+ export function resolvePits(reg) {
70
+ return reg.pits.map((p) => {
71
+ const flags = new FlagSet(RF_SIZE);
72
+ orRaceFlags(flags, p.flagsReq);
73
+ const forbiddenFlags = new FlagSet(RF_SIZE);
74
+ orRaceFlags(forbiddenFlags, p.flagsBan);
75
+ const spellFlags = new FlagSet(RSF_SIZE);
76
+ orSpellFlags(spellFlags, p.spellReq);
77
+ const forbiddenSpellFlags = new FlagSet(RSF_SIZE);
78
+ orSpellFlags(forbiddenSpellFlags, p.spellBan);
79
+ const bases = [];
80
+ for (const name of p.baseNames) {
81
+ const base = reg.bases.get(name);
82
+ if (!base)
83
+ throw new Error(`gen-monster: pit ${p.name}: unknown base ${name}`);
84
+ bases.push(base);
85
+ }
86
+ const colors = [];
87
+ for (const code of p.colors) {
88
+ const attr = code.length > 1 ? colorTextToAttr(code) : colorCharToAttr(code);
89
+ colors.push(attr);
90
+ }
91
+ const forbiddenMonsters = [];
92
+ for (const name of p.monBan) {
93
+ /*
94
+ * parse_pit_mon_ban (mon-init.c) does NOT reject an unknown race: it
95
+ * appends a pit_forbidden_monster whose `race` is the NULL that
96
+ * lookup_monster returned, and mon_pit_hook's `race == monster->race`
97
+ * test then never matches it (pit.c test_mon_ban_bad0 asserts exactly
98
+ * that - PARSE_ERROR_NONE with a null race). Dropping the entry here is
99
+ * that same never-matches behaviour without a null in the list; the
100
+ * port must not be stricter than the C it is porting.
101
+ */
102
+ const race = reg.raceByName(name);
103
+ if (race)
104
+ forbiddenMonsters.push(race);
105
+ }
106
+ return {
107
+ name: p.name,
108
+ roomType: p.room,
109
+ rarity: p.allocRarity,
110
+ ave: p.allocLevel,
111
+ objRarity: p.objRarity,
112
+ /* parse_pit_innate_freq stores 100/pct; the bound value is the pct. */
113
+ freqInnate: p.freqInnate > 0 ? Math.trunc(100 / p.freqInnate) : 0,
114
+ bases,
115
+ colors,
116
+ flags,
117
+ forbiddenFlags,
118
+ spellFlags,
119
+ forbiddenSpellFlags,
120
+ forbiddenMonsters,
121
+ };
122
+ });
123
+ }
124
+ /* ------------------------------------------------------------------ *
125
+ * Selection hooks (mon_select, mon_pit_hook) and set_pit_type.
126
+ * ------------------------------------------------------------------ */
127
+ /**
128
+ * mon_select (gen-monster.c L70): accept a race by base symbol. Uniques are
129
+ * usually declined; when allowed they still pass only 1 time in 5. The
130
+ * randint0(5) draw happens here, i.e. once per candidate unique when the
131
+ * table is prepped, exactly as upstream.
132
+ *
133
+ * `baseDChar` "" means "any symbol" (upstream base_d_char == 0).
134
+ */
135
+ export function monSelect(rng, baseDChar, currentLevel, allowUnique) {
136
+ return (race) => {
137
+ if (baseDChar !== "" && baseDChar !== race.base.glyph)
138
+ return false;
139
+ if (currentLevel < 40 &&
140
+ race.flags.has(RF.UNDEAD) &&
141
+ race.flags.has(RF.INVISIBLE)) {
142
+ return false;
143
+ }
144
+ if (race.flags.has(RF.UNIQUE)) {
145
+ if (!allowUnique)
146
+ return false;
147
+ if (rng.randint0(5) !== 0)
148
+ return false;
149
+ }
150
+ return true;
151
+ };
152
+ }
153
+ /**
154
+ * mon_pit_hook (gen-room.c L901): accept a race for the given resolved pit.
155
+ * Pure (no RNG). The else-if chain is order-preserved (any failing test
156
+ * rejects); base/color are matched only when every earlier test passes.
157
+ */
158
+ export function monPitHook(pit) {
159
+ return (race) => {
160
+ if (race.flags.has(RF.UNIQUE))
161
+ return false;
162
+ /* rf_is_subset(race->flags, pit->flags): every required flag present. */
163
+ if (!race.flags.isSubset(pit.flags))
164
+ return false;
165
+ if (race.flags.isInter(pit.forbiddenFlags))
166
+ return false;
167
+ if (!race.spellFlags.isSubset(pit.spellFlags))
168
+ return false;
169
+ if (race.spellFlags.isInter(pit.forbiddenSpellFlags))
170
+ return false;
171
+ if (race.freqInnate < pit.freqInnate)
172
+ return false;
173
+ for (const m of pit.forbiddenMonsters) {
174
+ if (race === m)
175
+ return false;
176
+ }
177
+ let matchBase = true;
178
+ if (pit.bases.length > 0) {
179
+ matchBase = pit.bases.some((b) => race.base === b);
180
+ }
181
+ let matchColor = true;
182
+ if (pit.colors.length > 0) {
183
+ matchColor = pit.colors.some((c) => race.dAttr === c);
184
+ }
185
+ return matchBase && matchColor;
186
+ };
187
+ }
188
+ /**
189
+ * set_pit_type (gen-room.c L968): choose a pit profile for `depth`. For each
190
+ * candidate (skipping empty pits or the wrong room type when `type` != 0),
191
+ * draw a normally-distributed depth and keep the closest that also passes its
192
+ * rarity roll. `type` is 1 for pits, 2 for nests, 0 for any.
193
+ *
194
+ * Returns the chosen ResolvedPit (pits[0] when nothing was selected, matching
195
+ * the upstream pit_idx = 0 default).
196
+ */
197
+ export function setPitType(rng, pits, depth, type) {
198
+ let pitIdx = 0;
199
+ let pitDist = 999;
200
+ for (let i = 0; i < pits.length; i++) {
201
+ const pit = pits[i];
202
+ /* Skip empty pits or pits of the wrong room type. */
203
+ if (type && (!pit.name || pit.roomType !== type))
204
+ continue;
205
+ const offset = rng.randNormal(pit.ave, 10);
206
+ const dist = Math.abs(offset - depth);
207
+ if (dist < pitDist && rng.oneIn(pit.rarity)) {
208
+ pitIdx = i;
209
+ pitDist = dist;
210
+ }
211
+ }
212
+ return pits[pitIdx];
213
+ }
214
+ /**
215
+ * mon_restrict (gen-monster.c L115): rebuild the monster allocation table for
216
+ * the given restriction against `table`. NULL clears; "random" draws a random
217
+ * base via the 2500-try loop; any other name selects that pit profile.
218
+ *
219
+ * `depth` is the native selection depth, `currentDepth` the level the monsters
220
+ * will be placed on. Returns whether the table was (re)built and the pit used.
221
+ */
222
+ export function monRestrict(rng, table, races, pits, type, depth, currentDepth, uniqueOk) {
223
+ /* No monster type specified, no restrictions. */
224
+ if (type === null) {
225
+ table.prep(null);
226
+ return { ok: true, pit: null };
227
+ }
228
+ if (type === "random") {
229
+ /* r_max = races.length (index 0 is the <player> placeholder). */
230
+ let i = 0;
231
+ let j = 0;
232
+ for (i = 0; i < 2500; i++) {
233
+ j = rng.randint1(races.length - 1);
234
+ const race = races[j];
235
+ /* Must be a real monster. */
236
+ if (!race || !race.rarity)
237
+ continue;
238
+ if (i < 200) {
239
+ if (!race.flags.has(RF.UNIQUE) &&
240
+ race.level !== 0 &&
241
+ race.level <= depth &&
242
+ Math.abs(race.level - currentDepth) < 1 + Math.trunc(currentDepth / 4)) {
243
+ break;
244
+ }
245
+ }
246
+ else if (!race.flags.has(RF.UNIQUE) &&
247
+ race.level !== 0 &&
248
+ race.level <= depth) {
249
+ break;
250
+ }
251
+ }
252
+ if (i < 2499) {
253
+ const race = races[j];
254
+ table.prep(monSelect(rng, race.base.glyph, currentDepth, uniqueOk));
255
+ return { ok: true, pit: null };
256
+ }
257
+ /* Paranoia - area stays empty if no monster is found. */
258
+ return { ok: false, pit: null };
259
+ }
260
+ /* Use a pit profile. */
261
+ const profile = pits.find((p) => p.name === type) ?? null;
262
+ if (!profile)
263
+ return { ok: false, pit: null };
264
+ table.prep(monPitHook(profile));
265
+ return { ok: true, pit: profile };
266
+ }
267
+ /**
268
+ * spread_monsters (gen-monster.c L199): place up to `num` monsters spread over
269
+ * a rectangle centred on (y0, x0) with half-dimensions (dy, dx). Restricts the
270
+ * table by `type`, draws a gate get_mon_num, then runs the 50-try placement
271
+ * loop (10-try in-bounds retries, square_isempty gate, sleeping group-ok
272
+ * placement, and the mon_max - start > num*2 group rein). Clears the
273
+ * restriction at the end.
274
+ *
275
+ * Not wired to a builder yet (room_of_chambers/cavern callers are deferred),
276
+ * but reproduced faithfully so those builders can call it unchanged.
277
+ */
278
+ export function spreadMonsters(g, races, pits, type, depth, num, y0, x0, dy, dx, origin) {
279
+ if (!g.monDeps)
280
+ return;
281
+ const table = g.monDeps.table;
282
+ const c = g.c;
283
+ const startMonNum = g.monsters.length;
284
+ /* Restrict monsters. Allow uniques. Leave area empty if none found. */
285
+ if (!monRestrict(g.rng, table, races, pits, type, depth, c.depth, true).ok) {
286
+ return;
287
+ }
288
+ /* Build the monster probability table. */
289
+ if (!table.getMonNum(g.rng, depth, c.depth, g.uniquePlaced)) {
290
+ monRestrict(g.rng, table, races, pits, null, depth, c.depth, true);
291
+ return;
292
+ }
293
+ let count = 0;
294
+ let y = y0;
295
+ let x = x0;
296
+ for (let i = 0; count < num && i < 50; i++) {
297
+ if (dy === 0 && dx === 0) {
298
+ y = y0;
299
+ x = x0;
300
+ if (!c.inBounds(loc(x, y))) {
301
+ monRestrict(g.rng, table, races, pits, null, depth, c.depth, true);
302
+ return;
303
+ }
304
+ }
305
+ else {
306
+ let broke = false;
307
+ for (let j = 0; j < 10; j++) {
308
+ y = g.rng.randSpread(y0, dy);
309
+ x = g.rng.randSpread(x0, dx);
310
+ if (!c.inBounds(loc(x, y))) {
311
+ if (j < 9)
312
+ continue;
313
+ monRestrict(g.rng, table, races, pits, null, depth, c.depth, true);
314
+ return;
315
+ }
316
+ broke = true;
317
+ break;
318
+ }
319
+ if (!broke) {
320
+ monRestrict(g.rng, table, races, pits, null, depth, c.depth, true);
321
+ return;
322
+ }
323
+ }
324
+ /* Require "empty" floor grids. */
325
+ if (!squareIsEmpty(g, loc(x, y)))
326
+ continue;
327
+ /* Place the monster (sleeping, allow groups). */
328
+ pickAndPlaceMonster(g, loc(x, y), depth, true, true, origin);
329
+ /* Rein in monster groups and escorts a little. */
330
+ if (g.monsters.length - startMonNum > num * 2)
331
+ break;
332
+ count++;
333
+ i = 0;
334
+ }
335
+ /* Remove monster restrictions. */
336
+ monRestrict(g.rng, table, races, pits, null, depth, c.depth, true);
337
+ }
338
+ /* ------------------------------------------------------------------ *
339
+ * get_vault_monsters (racial-symbol vault monsters, item #75).
340
+ * ------------------------------------------------------------------ */
341
+ /**
342
+ * get_vault_monsters (gen-monster.c L277): for each racial symbol, prep
343
+ * mon_select on that base symbol, draw a gate get_mon_num, then place a
344
+ * monster (awake, no groups) on every grid of the [y1..y2] x [x1..x2]
345
+ * rectangle whose vault data char equals the symbol.
346
+ *
347
+ * `dataCharAt(t)` returns the t-th char of the raw vault text (rows laid out
348
+ * at the vault's original width), matching the upstream linear `*t` walk over
349
+ * the rectangle, which ignores the symmetry transform exactly as upstream.
350
+ */
351
+ export function getVaultMonsters(g, racialSymbols, vaultType, dataCharAt, y1, y2, x1, x2) {
352
+ if (!g.monDeps)
353
+ return;
354
+ const table = g.monDeps.table;
355
+ const c = g.c;
356
+ for (const sym of racialSymbols) {
357
+ /* Determine level of monster from the vault tier. */
358
+ let depth;
359
+ if (vaultType.includes("Lesser vault"))
360
+ depth = c.depth + 2;
361
+ else if (vaultType.includes("Medium vault"))
362
+ depth = c.depth + 4;
363
+ else if (vaultType.includes("Greater vault"))
364
+ depth = c.depth + 6;
365
+ else
366
+ depth = c.depth;
367
+ /* Prepare allocation table. Require correct race, allow uniques. */
368
+ table.prep(monSelect(g.rng, sym, c.depth, true));
369
+ /* Build the monster probability table (gate draw). */
370
+ if (!table.getMonNum(g.rng, depth, c.depth, g.uniquePlaced))
371
+ continue;
372
+ /* Place the monsters on every matching grid (linear data walk). */
373
+ let t = 0;
374
+ for (let y = y1; y <= y2; y++) {
375
+ for (let x = x1; x <= x2; x++, t++) {
376
+ if (dataCharAt(t) === sym) {
377
+ /* get_vault_monsters (gen-monster.c L322-323): ORIGIN_DROP_SPECIAL. */
378
+ pickAndPlaceMonster(g, loc(x, y), depth, false, false, ORIGIN.DROP_SPECIAL);
379
+ }
380
+ }
381
+ }
382
+ }
383
+ /* Clear any current monster restrictions. */
384
+ table.prep(null);
385
+ }
386
+ /* ------------------------------------------------------------------ *
387
+ * get_chamber_monsters (room-of-chambers monster fill, gen-monster.c L344).
388
+ * ------------------------------------------------------------------ */
389
+ /**
390
+ * get_chamber_monsters (gen-monster.c L344): fill a room of chambers with a
391
+ * creature race or type offering a challenge at the character's depth - similar
392
+ * to a monster pit, but over a wider range of monsters.
393
+ *
394
+ * RNG order, verified line-by-line against gen-monster.c L344-418:
395
+ * 1. one_in_(20) -> `random`
396
+ * 2. randint0(11) -> legal depth (c.depth + n - 5)
397
+ * 3. if !random: set_pit_type(depth, 0) in a while-loop until the chosen pit
398
+ * has a name (each set_pit_type draws Rand_normal + one_in_ per candidate)
399
+ * 4. mon_restrict("random"|pit.name, depth', c.depth, true)
400
+ * ("random" runs the 2500-try randint1 loop; a pit name draws nothing)
401
+ * 5. get_mon_num(depth', c.depth) gate draw
402
+ * 6. generate_mark(SQUARE_MON_RESTRICT) - no RNG
403
+ * 7. 300-try loop: randint0(1+|y2-y1|), randint0(1+|x2-x1|); on an empty
404
+ * square draw randint0(3) for sleeping then pick_and_place_monster
405
+ * 8. mon_restrict(NULL) cleanup - no RNG
406
+ *
407
+ * `area` is height * width (upstream passes it for the monster-quantity scale).
408
+ * The name is used only by ROOM_LOG upstream (a no-op here), so it is dropped.
409
+ */
410
+ export function getChamberMonsters(g, y1, x1, y2, x2, area) {
411
+ if (!g.monDeps || !g.monDeps.pits)
412
+ return;
413
+ const c = g.c;
414
+ const table = g.monDeps.table;
415
+ const pits = g.monDeps.pits;
416
+ const races = table.allRaces;
417
+ const random = g.rng.oneIn(20);
418
+ /* Get a legal depth. */
419
+ let depth = c.depth + g.rng.randint0(11) - 5;
420
+ /* Choose a pit profile, using that depth. */
421
+ let chosenPit = null;
422
+ if (!random) {
423
+ for (;;) {
424
+ /* Choose a pit profile; retry until one with a name was saved. */
425
+ chosenPit = setPitType(g.rng, pits, depth, 0);
426
+ if (chosenPit.name)
427
+ break;
428
+ }
429
+ }
430
+ /* Allow (slightly) tougher monsters. */
431
+ depth = c.depth + (c.depth < 60 ? Math.trunc(c.depth / 12) : 5);
432
+ /* Set monster generation restrictions. Occasionally random. */
433
+ if (random) {
434
+ if (!monRestrict(g.rng, table, races, pits, "random", depth, c.depth, true).ok) {
435
+ return;
436
+ }
437
+ }
438
+ else {
439
+ if (!monRestrict(g.rng, table, races, pits, chosenPit.name, depth, c.depth, true).ok) {
440
+ return;
441
+ }
442
+ }
443
+ /* Build the monster probability table. */
444
+ if (!table.getMonNum(g.rng, depth, c.depth, g.uniquePlaced)) {
445
+ monRestrict(g.rng, table, races, pits, null, depth, c.depth, true);
446
+ return;
447
+ }
448
+ /* No normal monsters. */
449
+ generateMark(c, y1, x1, y2, x2, SQUARE.MON_RESTRICT);
450
+ /* Allow about a monster every 20-30 grids. */
451
+ let monstersLeft = Math.trunc(area / (30 - Math.trunc(c.depth / 10)));
452
+ /* Place the monsters. */
453
+ for (let i = 0; i < 300; i++) {
454
+ /* Check for early completion. */
455
+ if (!monstersLeft)
456
+ break;
457
+ /* Pick a random in-room square. */
458
+ const y = y1 + g.rng.randint0(1 + Math.abs(y2 - y1));
459
+ const x = x1 + g.rng.randint0(1 + Math.abs(x2 - x1));
460
+ /* Require a passable square with no monster in it already. */
461
+ if (!squareIsEmpty(g, loc(x, y)))
462
+ continue;
463
+ /* Place a single monster. Sleeping 2/3rds of the time. */
464
+ const sleep = g.rng.randint0(3) !== 0;
465
+ /* get_chamber_monsters (gen-monster.c L409-410): ORIGIN_DROP_SPECIAL. */
466
+ pickAndPlaceMonster(g, loc(x, y), c.depth, sleep, false, ORIGIN.DROP_SPECIAL);
467
+ /* One less monster to place. */
468
+ monstersLeft--;
469
+ }
470
+ /* Remove our restrictions. */
471
+ monRestrict(g.rng, table, races, pits, null, depth, c.depth, true);
472
+ }
473
+ //# sourceMappingURL=gen-monster.js.map
@@ -0,0 +1 @@
1
+ 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