@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 +1,466 @@
1
+ /**
2
+ * Dungeon generation utilities, ported from reference/src/gen-util.c and the
3
+ * gen-room.c geometry helpers (Angband 4.2.6), plus the dun_data-style
4
+ * bookkeeping structure from generate.h and the low-level monster/object
5
+ * placement wiring.
6
+ *
7
+ * DIVERGENCES BY DESIGN (ledgered in parity/ledger/gen-framework.yaml):
8
+ * - The upstream Chunk stores objects and traps as pointer piles on each
9
+ * square; this port's Chunk only stores a monster index and no object or
10
+ * trap handles (those domains attach later via world integration). During
11
+ * generation we therefore track placed objects, placed monsters, and trap
12
+ * grids on the Gen context and mirror monster occupancy into the Chunk's
13
+ * mon array so square_isempty / square_canputitem behave exactly as
14
+ * upstream for placement decisions.
15
+ * - place_trap only records the grid (no trap object is created; the trap
16
+ * domain is not ported).
17
+ * - Monster group/escort spawning (mon-make.c place_new_monster /
18
+ * place_friends / place_new_monster_group) is ported; group indices are
19
+ * allocated from a per-generation counter and recorded on each monster's
20
+ * group_info, and the live GameState rebuilds its group structures from
21
+ * them at start (the savefile-loading path of monster_group_assign).
22
+ * Unique cur_num tracking is kept level-local so a unique appears at most
23
+ * once per level without mutating the shared registry. The shared count is
24
+ * established once at the populate boundary by countMonsterRaces; see the
25
+ * note at the placement site below for why it must not also be bumped here.
26
+ */
27
+ import type { Loc } from "../loc.js";
28
+ import { distance, loc, locDiff, locEq, locSum } from "../loc.js";
29
+ import type { Rng } from "../rng.js";
30
+ import type { Constants } from "../constants.js";
31
+ import type { Chunk } from "../world/chunk.js";
32
+ import type { TrapKind } from "../world/trap.js";
33
+ import type { FeatureRegistry } from "../world/feature.js";
34
+ import type { GameObject } from "../obj/object.js";
35
+ import type { MakeDeps } from "../obj/make.js";
36
+ import type { Monster, MonsterGroupInfo } from "../mon/monster.js";
37
+ import { type MonAllocTable } from "../mon/make.js";
38
+ import type { LoreStore } from "../mon/lore.js";
39
+ import type { MonsterRace } from "../mon/types.js";
40
+ import type { ResolvedPit } from "./gen-monster.js";
41
+ export declare const DIR_NONE = 5;
42
+ export declare const DIR_N = 8;
43
+ export declare const DIR_S = 2;
44
+ export declare const DIR_E = 6;
45
+ export declare const DIR_W = 4;
46
+ export declare const DIR_NE = 9;
47
+ export declare const DIR_NW = 7;
48
+ export declare const DIR_SE = 3;
49
+ export declare const DIR_SW = 1;
50
+ /** next_grid: the neighbour of grid in keypad direction dir. */
51
+ export declare function nextGrid(grid: Loc, dir: number): Loc;
52
+ /** grid_to_i / i_to_grid (index <-> location in a width-w area). */
53
+ export declare function gridToI(grid: Loc, w: number): number;
54
+ export declare function iToGrid(i: number, w: number): Loc;
55
+ /** shuffle: Knuth shuffle, faithful RNG order. */
56
+ export declare function shuffle(rng: Rng, arr: number[], n: number): void;
57
+ /** A connection to an adjacent level (persistent-level stairs). */
58
+ export interface Connector {
59
+ grid: Loc;
60
+ feat: number;
61
+ /** SQUARE_SIZE bytes copied by save.c:1205-1211 for persistent levels. */
62
+ info?: number[];
63
+ }
64
+ /**
65
+ * The mutable state a level builder threads through room allocation,
66
+ * tunneling and stair placement. One per generation attempt.
67
+ */
68
+ export declare class Dun {
69
+ private readonly constants;
70
+ /** Centres of placed rooms (index is the room number). */
71
+ readonly cent: Loc[];
72
+ centN: number;
73
+ /** Marked entrance points, per room, plus a reverse lookup by grid. */
74
+ readonly ent: Loc[][];
75
+ readonly entN: number[];
76
+ /** ent2room[y * width + x] = room index, or -1. */
77
+ ent2room: Int32Array;
78
+ /** Candidate door / wall-piercing / tunnel grids for the current tunnel. */
79
+ readonly door: Loc[];
80
+ doorN: number;
81
+ readonly wall: Loc[];
82
+ wallN: number;
83
+ readonly tunn: Loc[];
84
+ tunnN: number;
85
+ /** Block grid dimensions and counts. */
86
+ blockHgt: number;
87
+ blockWid: number;
88
+ rowBlocks: number;
89
+ colBlocks: number;
90
+ /** room_map[by][bx] = block reserved. */
91
+ roomMap: boolean[][];
92
+ pitNum: number;
93
+ quest: boolean;
94
+ persist: boolean;
95
+ /** Persistent-level connection info (empty for non-persistent levels). */
96
+ join: Connector[];
97
+ oneOffAbove: Connector[];
98
+ oneOffBelow: Connector[];
99
+ currJoin: Connector | null;
100
+ nstairRoom: number;
101
+ /**
102
+ * dun->profile->name (set once per generation attempt, generate.c L1157).
103
+ * Read by help_greater_vault (gen-room.c L3099), which rejects a further 2/3
104
+ * of greater-vault attempts on any profile that is not "classic". Assigned by
105
+ * makeGen (gen/cave.ts) alongside profileTun/profileStr; "" in bare
106
+ * unit-test Gen contexts, which behaves like any other non-classic profile.
107
+ */
108
+ profileName: string;
109
+ /**
110
+ * Whether an adjacent persistent level already exists above/below this one
111
+ * (gen-chunk.c:147 chunk_find_adjacent). Only consulted under `persist`, by
112
+ * handle_level_stairs (gen-cave.c:959-966): when the neighbour exists its
113
+ * staircase rooms already seed dun.join here, so alloc_stairs is skipped for
114
+ * that direction. Off by default, leaving the non-persistent path unchanged. */
115
+ hasAdjacentAbove: boolean;
116
+ hasAdjacentBelow: boolean;
117
+ constructor(constants: Constants);
118
+ get levelRoomMax(): number;
119
+ get levelDoorMax(): number;
120
+ get wallPierceMax(): number;
121
+ get tunnGridMax(): number;
122
+ get levelPitMax(): number;
123
+ /** reset_entrance_data: clear per-room entrances and the reverse lookup. */
124
+ resetEntranceData(c: Chunk): void;
125
+ }
126
+ /** Monster placement dependencies. */
127
+ export interface MonPlaceDeps {
128
+ table: MonAllocTable;
129
+ /**
130
+ * Resolved pit profiles (set_pit_type / mon_pit_hook), when themed pit,
131
+ * nest and chamber generation is wired. Absent for bare unit-test contexts;
132
+ * builders that need theming bail (empty room) when it is missing.
133
+ */
134
+ pits?: ResolvedPit[];
135
+ /**
136
+ * The shared lore store, for mon_create_drop's unique theft reduction
137
+ * (mon-make.c L778). Threaded by the session so a regenerated unique that was
138
+ * stolen from keeps its reduced drop count; absent (standalone bootLevel /
139
+ * unit tests) => thefts treated as 0, faithful for a never-stolen-from unique.
140
+ */
141
+ lore?: LoreStore;
142
+ }
143
+ /** Tunnel parameters read by build_tunnel (cave_profile.tun). */
144
+ export interface TunnelParams {
145
+ rnd: number;
146
+ chg: number;
147
+ con: number;
148
+ pen: number;
149
+ jct: number;
150
+ }
151
+ /** Streamer parameters read by build_streamer (cave_profile.str). */
152
+ export interface StreamerParams {
153
+ den: number;
154
+ rng: number;
155
+ mag: number;
156
+ mc: number;
157
+ qua: number;
158
+ qc: number;
159
+ }
160
+ export interface PlacedObject {
161
+ grid: Loc;
162
+ obj: GameObject;
163
+ }
164
+ /**
165
+ * A trap chosen at generation time (place_trap, trap.c:356): the grid plus the
166
+ * pick_trap-selected kind index and the randcalc-rolled power. The live level
167
+ * populate path instantiates these directly (game/trap.ts installTrap) so the
168
+ * pick / power RNG draws are spent during generation, matching upstream's draw
169
+ * order, instead of being re-rolled at populate time.
170
+ */
171
+ export interface GenTrap {
172
+ grid: Loc;
173
+ tidx: number;
174
+ power: number;
175
+ }
176
+ export interface PlacedMonster {
177
+ grid: Loc;
178
+ mon: Monster;
179
+ index: number;
180
+ }
181
+ export interface PitTelemetry {
182
+ attempts: {
183
+ pit: number;
184
+ nest: number;
185
+ };
186
+ selected: {
187
+ pit: Record<string, number>;
188
+ nest: Record<string, number>;
189
+ };
190
+ empty: {
191
+ pit: number;
192
+ nest: number;
193
+ };
194
+ }
195
+ /**
196
+ * The generation context: the chunk under construction plus the RNG, feature
197
+ * registry, constants, dun bookkeeping, and the placement side-tables the
198
+ * upstream Chunk stores directly. Passed to every builder and placement
199
+ * helper.
200
+ */
201
+ export declare class Gen {
202
+ readonly c: Chunk;
203
+ readonly rng: Rng;
204
+ readonly reg: FeatureRegistry;
205
+ readonly constants: Constants;
206
+ readonly dun: Dun;
207
+ /** Object-make dependencies, or null to skip object placement. */
208
+ readonly objDeps: MakeDeps | null;
209
+ /** Monster-placement dependencies, or null to skip monster placement. */
210
+ readonly monDeps: MonPlaceDeps | null;
211
+ /**
212
+ * The trap kind table (trap_info). When present, place_trap picks the kind
213
+ * and rolls the power at generation time (gap 9.2). Live boot always
214
+ * supplies this; null is bare unit-test Gen contexts only (marker-only).
215
+ */
216
+ readonly trapKinds: readonly TrapKind[] | null;
217
+ readonly objects: PlacedObject[];
218
+ readonly monsters: PlacedMonster[];
219
+ /** Optional RNG-neutral diagnostics for the S-3 pit residual. */
220
+ readonly pitTelemetry: PitTelemetry;
221
+ /** grid index -> square holds a generated object. */
222
+ readonly objOccupied: Set<number>;
223
+ /** grid index -> square holds a trap (player trap for gen purposes). */
224
+ readonly trapGrids: Set<number>;
225
+ /**
226
+ * Traps whose kind and power were chosen at generation time (place_trap).
227
+ * Populated only when trapKinds are threaded in; the populate path prefers
228
+ * these to trapGrids so the pick / power draws are not spent twice.
229
+ */
230
+ readonly traps: GenTrap[];
231
+ /** Doors rolled locked at generation (grid + 1d7 lock power). */
232
+ readonly lockedDoors: Array<{
233
+ grid: Loc;
234
+ power: number;
235
+ }>;
236
+ /**
237
+ * Stair connectors of the finished level (generate.c:1203-1214 chunk->join):
238
+ * every staircase grid + its feature. A persistent-level dungeon feeds the
239
+ * NEXT level's get_join_info from these so up/down stairs line up across
240
+ * depths. Populated by generateLevel; consumed only when persistent levels
241
+ * are wired (gap 9.4).
242
+ */
243
+ readonly joins: Connector[];
244
+ /** ridx of uniques already placed on this level. */
245
+ private readonly placedUniques;
246
+ private monCounter;
247
+ private groupCounter;
248
+ /** The player start, set by the cave builder via new_player_spot. */
249
+ playerSpot: Loc | null;
250
+ /**
251
+ * p->upkeep->light_level (gen-cave.c:1594-1596): a builder asking the level to
252
+ * be revealed on arrival. Only labyrinth_gen sets it, for a "known" labyrinth;
253
+ * cave_generate consumes it with `wiz_light(chunk, p, false)` and clears it
254
+ * (generate.c:1255-1258). Because `chunk` is not yet `cave` at that point,
255
+ * that call reduces to a pure SQUARE_GLOW pass (square_memorize /
256
+ * square_know_pile / square_forget all short-circuit on `c != cave`).
257
+ */
258
+ lightLevel: boolean;
259
+ /**
260
+ * msg() for the handful of generation-time messages upstream prints to the
261
+ * player: new_player_spot's placement failure (gen-util.c:422) is UNgated -
262
+ * unlike the cheat_room restart narration - so it must reach a real player.
263
+ * Set by the cave builder from CaveBuildContext; absent in bare unit-test Gen
264
+ * contexts, which then generate silently.
265
+ */
266
+ msg?: (text: string) => void;
267
+ /** Current tunnel/streamer parameters (set by the cave builder). */
268
+ profileTun: TunnelParams;
269
+ profileStr: StreamerParams;
270
+ constructor(c: Chunk, rng: Rng, reg: FeatureRegistry, constants: Constants, dun: Dun,
271
+ /** Object-make dependencies, or null to skip object placement. */
272
+ objDeps: MakeDeps | null,
273
+ /** Monster-placement dependencies, or null to skip monster placement. */
274
+ monDeps: MonPlaceDeps | null,
275
+ /**
276
+ * The trap kind table (trap_info). When present, place_trap picks the kind
277
+ * and rolls the power at generation time (gap 9.2). Live boot always
278
+ * supplies this; null is bare unit-test Gen contexts only (marker-only).
279
+ */
280
+ trapKinds?: readonly TrapKind[] | null);
281
+ get depth(): number;
282
+ private idx;
283
+ /** square_istrap-ish: a generated trap occupies this grid. */
284
+ hasTrap(grid: Loc): boolean;
285
+ /** square_object-ish: a generated object occupies this grid. */
286
+ hasObject(grid: Loc): boolean;
287
+ markTrap(grid: Loc): void;
288
+ /** Attach a generated object; mirrors floor_carry + list_object. */
289
+ addObject(grid: Loc, obj: GameObject): void;
290
+ /** Assign a fresh monster index (upstream indices start at 1). */
291
+ nextMonIndex(): number;
292
+ /**
293
+ * monster_group_index_new for generation: a fresh group index. The live
294
+ * GameState rebuilds its group structures from these at start.
295
+ */
296
+ nextGroupIndex(): number;
297
+ attachMonster(grid: Loc, mon: Monster, index: number): void;
298
+ uniqueAlreadyPlaced(race: MonsterRace): boolean;
299
+ /**
300
+ * The same test, pre-bound for handing straight to getMonNum. Generation
301
+ * passes this so the allocation table stops offering a unique that is already
302
+ * on the level, which is what C gets for free by bumping race->cur_num at
303
+ * placement time (see the note in placeNewMonsterOne below).
304
+ */
305
+ readonly uniquePlaced: (race: MonsterRace) => boolean;
306
+ }
307
+ /** square_isopen: floor with no monster. */
308
+ export declare function squareIsOpen(g: Gen, grid: Loc): boolean;
309
+ /** square_isempty: open with no object and no player trap. */
310
+ export declare function squareIsEmpty(g: Gen, grid: Loc): boolean;
311
+ /** square_isarrivable: reachable landing spot. */
312
+ export declare function squareIsArrivable(g: Gen, grid: Loc): boolean;
313
+ /** square_canputitem: object-holding, untrapped, unoccupied. */
314
+ export declare function squareCanPutItem(g: Gen, grid: Loc): boolean;
315
+ /** square_isroom (SQUARE_ROOM flag). */
316
+ export declare function squareIsRoom(c: Chunk, grid: Loc): boolean;
317
+ /** square_isvault (SQUARE_VAULT flag). */
318
+ export declare function squareIsVault(c: Chunk, grid: Loc): boolean;
319
+ /** square_isno_stairs (SQUARE_NO_STAIRS flag). */
320
+ export declare function squareIsNoStairs(c: Chunk, grid: Loc): boolean;
321
+ /** square_iswall_outer (cave-square.c L514): the SQUARE_WALL_OUTER flag alone. */
322
+ export declare function squareIswallOuter(c: Chunk, grid: Loc): boolean;
323
+ /** square_is_granite_with_flag. */
324
+ export declare function squareIsGraniteWithFlag(c: Chunk, grid: Loc, flag: number): boolean;
325
+ /** square_isstrongwall: mineral wall or permanent. */
326
+ export declare function squareIsStrongWall(c: Chunk, grid: Loc): boolean;
327
+ /** count_neighbors: matches among the (up to 9) neighbours in ddd order. */
328
+ export declare function countNeighbors(c: Chunk, grid: Loc, test: (c: Chunk, grid: Loc) => boolean, under: boolean): number;
329
+ /** square_num_walls_adjacent: cardinal wall neighbours. */
330
+ export declare function squareNumWallsAdjacent(c: Chunk, grid: Loc): number;
331
+ /** square_num_walls_diagonal: diagonal wall neighbours. */
332
+ export declare function squareNumWallsDiagonal(c: Chunk, grid: Loc): number;
333
+ /** square_suits_stairs_well. */
334
+ export declare function squareSuitsStairsWell(g: Gen, grid: Loc): boolean;
335
+ /** square_suits_stairs_ok. */
336
+ export declare function squareSuitsStairsOk(g: Gen, grid: Loc): boolean;
337
+ /**
338
+ * A left-to-right, top-to-bottom index list drawn in a uniformly random
339
+ * order without replacement, exactly as cave_find_get_grid() does.
340
+ */
341
+ export declare class CaveFinder {
342
+ private readonly order;
343
+ private readonly n;
344
+ private readonly stride;
345
+ private readonly x0;
346
+ private readonly y0;
347
+ private next;
348
+ constructor(topLeft: Loc, bottomRight: Loc);
349
+ /** cave_find_reset (gen-util.c L187): restart the scan from the first grid. */
350
+ reset(): void;
351
+ /** Draw the next random grid, or null when exhausted. */
352
+ get(rng: Rng): Loc | null;
353
+ }
354
+ /** cave_find_in_range: first grid in the rectangle satisfying pred. */
355
+ export declare function caveFindInRange(c: Chunk, rng: Rng, topLeft: Loc, bottomRight: Loc, pred: (c: Chunk, grid: Loc) => boolean): Loc | null;
356
+ /** cave_find: first grid in the whole chunk satisfying pred. */
357
+ export declare function caveFind(c: Chunk, rng: Rng, pred: (c: Chunk, grid: Loc) => boolean): Loc | null;
358
+ /** find_empty: a random empty square anywhere in the chunk. */
359
+ export declare function findEmpty(g: Gen): Loc | null;
360
+ /** find_nearby_grid: a fully-in-bounds grid within +/- yd, xd of centre. */
361
+ export declare function findNearbyGrid(c: Chunk, rng: Rng, centre: Loc, yd: number, xd: number): Loc | null;
362
+ /** correct_dir: a cardinal step from grid1 toward grid2 (random if diagonal). */
363
+ export declare function correctDir(rng: Rng, grid1: Loc, grid2: Loc): Loc;
364
+ /** rand_dir: a random cardinal offset. */
365
+ export declare function randDir(rng: Rng): Loc;
366
+ /** generate_room: mark a rectangle as room (and lit, if light). */
367
+ export declare function generateRoom(c: Chunk, y1: number, x1: number, y2: number, x2: number, light: boolean): void;
368
+ /** generate_mark: set a sqinfo flag over a rectangle. */
369
+ export declare function generateMark(c: Chunk, y1: number, x1: number, y2: number, x2: number, flag: number): void;
370
+ /** fill_rectangle: set a feature over a rectangle, optionally marking. */
371
+ export declare function fillRectangle(c: Chunk, y1: number, x1: number, y2: number, x2: number, feat: number, flag: number): void;
372
+ /** draw_rectangle: set a feature around the border of a rectangle. */
373
+ export declare function drawRectangle(c: Chunk, y1: number, x1: number, y2: number, x2: number, feat: number, flag: number, overwritePerm: boolean): void;
374
+ /** fill_circle: a filled disc of a feature (used by circular rooms). */
375
+ export declare function fillCircle(c: Chunk, y0: number, x0: number, radius: number, border: number, feat: number, flag: number, light: boolean): void;
376
+ /** generate_plus: fill the cross lines of a rectangle. */
377
+ export declare function generatePlus(c: Chunk, y1: number, x1: number, y2: number, x2: number, feat: number, flag: number): void;
378
+ /** generate_open: open all four sides of a rectangle. */
379
+ export declare function generateOpen(c: Chunk, y1: number, x1: number, y2: number, x2: number, feat: number): void;
380
+ /** generate_hole: open one random side of a rectangle. */
381
+ export declare function generateHole(rng: Rng, c: Chunk, y1: number, x1: number, y2: number, x2: number, feat: number): void;
382
+ /** set_marked_granite: lay granite and optionally mark it. */
383
+ export declare function setMarkedGranite(c: Chunk, grid: Loc, flag: number): void;
384
+ /**
385
+ * set_bordering_walls: convert floor grids on the edge of a room to outer
386
+ * walls so no floor is adjacent to a non-floor, non-outer-wall grid.
387
+ */
388
+ export declare function setBorderingWalls(c: Chunk, y1: number, x1: number, y2: number, x2: number): void;
389
+ /**
390
+ * generate_starburst_room (gen-room.c L569): carve a rounded "starburst" of
391
+ * `feat` inside the rectangle (y1,x1)-(y2,x2). Ported verbatim, including the
392
+ * long/narrow-room subdivision recursion, the per-arc RNG draws, the
393
+ * make-denser randint1 for non-floor passable terrain, and the outer-wall
394
+ * marking pass. RNG draws are reproduced in exact upstream order and count.
395
+ * Used by the town builder (a town-sized FEAT_FLOOR starburst) and available
396
+ * to any builder needing lakes/caverns. Occupancy checks read the Gen (no
397
+ * monsters/objects exist yet during town layout, matching upstream).
398
+ */
399
+ export declare function generateStarburstRoom(g: Gen, y1: number, x1: number, y2: number, x2: number, light: boolean, feat: number, specialOk: boolean): boolean;
400
+ export declare function placeRubble(g: Gen, grid: Loc): void;
401
+ export declare function placeSecretDoor(c: Chunk, grid: Loc): void;
402
+ /** place_closed_door: one in four doors is locked to power 1d7. */
403
+ export declare function placeClosedDoor(g: Gen, grid: Loc): void;
404
+ export declare function placeRandomDoor(g: Gen, grid: Loc): void;
405
+ /**
406
+ * place_trap(c, grid, -1, c->depth) at generation time (trap.c:356): pick a
407
+ * random player trap kind by rarity and roll its power, spending both RNG
408
+ * draws in the generation stream (gap 9.2). Always records a GenTrap so
409
+ * populate can materialize without a second draw. When the trap kind table is
410
+ * not threaded in (bare unit-test Gen contexts only), records a grid marker
411
+ * alone; the live boot path always supplies trapKinds and populate asserts
412
+ * every marker has a descriptor.
413
+ */
414
+ export declare function placeTrap(g: Gen, grid: Loc): void;
415
+ /** place_stairs: choose the stair terrain honoring town / max-depth rules. */
416
+ export declare function placeStairs(g: Gen, grid: Loc, quest: boolean, feat: number): void;
417
+ export declare function placeRandomStairs(g: Gen, grid: Loc, quest: boolean): void;
418
+ /**
419
+ * convert_depth_to_origin (obj-util.c L686): clamp a depth to a uint8
420
+ * origin_depth.
421
+ */
422
+ export declare function convertDepthToOrigin(depth: number): number;
423
+ /** place_object: make and place an object, if object deps are available. */
424
+ export declare function placeObject(g: Gen, grid: Loc, level: number, good: boolean, great: boolean, tval: number, origin: number): void;
425
+ /** place_gold: make and place a money object. */
426
+ export declare function placeGold(g: Gen, grid: Loc, level: number, origin: number): void;
427
+ export declare const SET_CORR = 1;
428
+ export declare const SET_ROOM = 2;
429
+ export declare const SET_BOTH = 3;
430
+ export declare const TYP_RUBBLE = 0;
431
+ export declare const TYP_TRAP = 1;
432
+ export declare const TYP_GOLD = 2;
433
+ export declare const TYP_OBJECT = 3;
434
+ export declare const TYP_GOOD = 4;
435
+ export declare const TYP_GREAT = 5;
436
+ /** alloc_object: place one random entity in a corridor/room/either. */
437
+ export declare function allocObject(g: Gen, set: number, typ: number, depth: number, origin: number): boolean;
438
+ /** alloc_objects: place num entities, returning the number not placed. */
439
+ export declare function allocObjects(g: Gen, set: number, typ: number, num: number, depth: number, origin: number): number;
440
+ /** alloc_stairs: place num stairs of a type near walls, honoring minsep. */
441
+ export declare function allocStairs(g: Gen, feat: number, num: number, minsep: number, sepany: boolean, avoidList: Connector[], quest: boolean): void;
442
+ /** find_start: a good starting location for the player (or stairs). */
443
+ export declare function findStart(g: Gen): Loc | null;
444
+ /**
445
+ * new_player_spot: choose the player start. Returns the location, or null on
446
+ * failure. createStair, if given, lays a stair on the start (the
447
+ * birth_connect_stairs upstream behavior); depends on player state so it is
448
+ * injected rather than read.
449
+ */
450
+ export declare function newPlayerSpot(g: Gen, createStair?: "down" | "up" | null): Loc | null;
451
+ export declare function vaultObjects(g: Gen, grid: Loc, depth: number, num: number): void;
452
+ export declare function vaultTraps(g: Gen, grid: Loc, yd: number, xd: number, num: number): void;
453
+ /**
454
+ * place_new_monster: place a monster of the given race at the given location,
455
+ * with its friends and escorts when `groupOk` is set. The first monster of a
456
+ * fresh group is its leader.
457
+ */
458
+ export declare function placeNewMonster(g: Gen, grid: Loc, race: MonsterRace, sleep: boolean, groupOk: boolean, groupInfo: MonsterGroupInfo, origin?: number): boolean;
459
+ /** pick_and_place_monster: place an appropriate monster (and group) at grid. */
460
+ export declare function pickAndPlaceMonster(g: Gen, grid: Loc, depth: number, sleep: boolean, groupOkay?: boolean, origin?: number): boolean;
461
+ /** pick_and_place_distant_monster: place one monster far from the player. */
462
+ export declare function pickAndPlaceDistantMonster(g: Gen, pgrid: Loc, dis: number, sleep: boolean, depth: number): boolean;
463
+ /** vault_monsters: place num sleeping monsters near a grid. */
464
+ export declare function vaultMonsters(g: Gen, grid: Loc, depth: number, num: number): void;
465
+ export { loc, locSum, locDiff, locEq, distance };
466
+ //# sourceMappingURL=util.d.ts.map
@@ -0,0 +1 @@
1
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