@rpgm-tools/neo-angband-core 0.24.0 → 0.26.0

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Files changed (64) hide show
  1. package/README.md +1 -1
  2. package/dist/agent/entity-views.d.ts +62 -0
  3. package/dist/agent/entity-views.d.ts.map +1 -0
  4. package/dist/agent/entity-views.js +195 -0
  5. package/dist/agent/entity-views.js.map +1 -0
  6. package/dist/agent/index.d.ts +5 -1
  7. package/dist/agent/index.d.ts.map +1 -1
  8. package/dist/agent/index.js +2 -0
  9. package/dist/agent/index.js.map +1 -1
  10. package/dist/agent/loadout.d.ts +97 -0
  11. package/dist/agent/loadout.d.ts.map +1 -0
  12. package/dist/agent/loadout.js +312 -0
  13. package/dist/agent/loadout.js.map +1 -0
  14. package/dist/agent/perceive.d.ts.map +1 -1
  15. package/dist/agent/perceive.js +16 -162
  16. package/dist/agent/perceive.js.map +1 -1
  17. package/dist/agent/types.d.ts +167 -2
  18. package/dist/agent/types.d.ts.map +1 -1
  19. package/dist/agent/types.js +10 -1
  20. package/dist/agent/types.js.map +1 -1
  21. package/dist/game/context.d.ts +15 -0
  22. package/dist/game/context.d.ts.map +1 -1
  23. package/dist/game/context.js.map +1 -1
  24. package/dist/index.d.ts +1 -0
  25. package/dist/index.d.ts.map +1 -1
  26. package/dist/index.js +1 -0
  27. package/dist/index.js.map +1 -1
  28. package/dist/mod/registry-host.d.ts +97 -0
  29. package/dist/mod/registry-host.d.ts.map +1 -1
  30. package/dist/mod/registry-host.js +7 -0
  31. package/dist/mod/registry-host.js.map +1 -1
  32. package/dist/mod/save-blocks.d.ts +1 -1
  33. package/dist/player/calcs.d.ts +9 -0
  34. package/dist/player/calcs.d.ts.map +1 -1
  35. package/dist/player/calcs.js +13 -1
  36. package/dist/player/calcs.js.map +1 -1
  37. package/dist/player/loadout.d.ts +178 -0
  38. package/dist/player/loadout.d.ts.map +1 -0
  39. package/dist/player/loadout.js +172 -0
  40. package/dist/player/loadout.js.map +1 -0
  41. package/dist/player/spell.d.ts +21 -1
  42. package/dist/player/spell.d.ts.map +1 -1
  43. package/dist/player/spell.js +53 -14
  44. package/dist/player/spell.js.map +1 -1
  45. package/dist/session/game.d.ts +39 -0
  46. package/dist/session/game.d.ts.map +1 -1
  47. package/dist/session/game.js +201 -31
  48. package/dist/session/game.js.map +1 -1
  49. package/dist/version.d.ts +1 -1
  50. package/dist/version.js +1 -1
  51. package/package.json +1 -1
  52. package/src/agent/entity-views.ts +227 -0
  53. package/src/agent/index.ts +9 -0
  54. package/src/agent/loadout.ts +400 -0
  55. package/src/agent/perceive.ts +22 -168
  56. package/src/agent/types.ts +166 -2
  57. package/src/game/context.ts +18 -0
  58. package/src/index.ts +1 -0
  59. package/src/mod/registry-host.ts +108 -0
  60. package/src/player/calcs.ts +22 -1
  61. package/src/player/loadout.ts +331 -0
  62. package/src/player/spell.ts +67 -16
  63. package/src/session/game.ts +287 -35
  64. package/src/version.ts +1 -1
package/README.md CHANGED
@@ -32,7 +32,7 @@ import { Rng, ENGINE_VERSION, PARITY_BASELINE } from "@rpgm-tools/neo-angband-co
32
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  const rng = new Rng(1234);
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  console.log(rng.damroll(3, 6), rng.damroll(3, 6), rng.damroll(3, 6)); // 9 13 8
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34
 
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- console.log(ENGINE_VERSION, PARITY_BASELINE); // 0.24.0 4.2.6
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+ console.log(ENGINE_VERSION, PARITY_BASELINE); // 0.26.0 4.2.6
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  ```
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37
 
38
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  Two entry points:
@@ -0,0 +1,62 @@
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+ /**
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+ * The two plain-data view builders the perceive facade and the loadout
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+ * simulation SHARE: one object as an `ItemView`, and the player as a
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+ * `PlayerView`.
5
+ *
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+ * They live in their own module rather than in perceive.ts for one reason.
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+ * `agent/loadout.ts` describes a loadout the player is not wearing, and it has
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+ * to describe it in the same shape and through the same builders as the live
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+ * view - an `ItemView` carrying `value` in one and not the other would change
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+ * what an agent decides about the same object depending on which view handed it
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+ * over. Having both importers reach the same function is what makes that
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+ * structural instead of a convention, and it keeps the import graph one-way
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+ * (perceive and loadout both depend on this; neither depends on the other).
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+ */
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+ import type { FlagSet } from "../bitflag.js";
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+ import type { GameState } from "../game/context.js";
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+ import type { GameObject } from "../obj/object.js";
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+ import type { PlayerState } from "../player/calcs.js";
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+ import type { PlayerCombatState } from "../combat/melee.js";
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+ import type { AgentViewDeps, ItemView, PlayerView } from "./types.js";
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+ /** OF_* codes for the set flags in an object-flag FlagSet (OF is 1-indexed). */
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+ export declare function ofCodes(flags: FlagSet): string[];
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+ /**
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+ * One object as an ItemView. `handle` is 0 for anything not in the gear.
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+ *
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+ * `count` overrides obj->number for both the reported stack size and the value
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+ * quantity. It exists for the hypothetical loadouts in agent/loadout.ts, where
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+ * "three of the five potions I am carrying" and "one of the twelve on that
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+ * shelf" are real cases and the object itself must not be touched to express
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+ * them. Absent, the object's own number is used, which is every live read.
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+ */
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+ export declare function itemView(handle: number, obj: GameObject, state: GameState, deps: AgentViewDeps, count?: number): ItemView;
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+ /**
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+ * The derived facts playerViewFor reads off the live actor, supplied explicitly
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+ * so a HYPOTHETICAL loadout can be described in exactly the same shape (see
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+ * agent/loadout.ts). Absent, the live values are used, which is the ordinary
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+ * perceive path.
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+ *
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+ * Only the fields a loadout can move are here. Level, experience, gold, grid,
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+ * timed status and the rest are properties of the character rather than of what
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+ * it is wearing, so a simulated view reports the live ones.
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+ */
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+ export interface PlayerViewDerived {
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+ playerState: PlayerState;
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+ combat: PlayerCombatState;
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+ speed: number;
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+ light: number;
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+ maxHp: number;
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+ maxSp: number;
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+ }
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+ /**
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+ * Build a PlayerView from the live game, or - with `over` - from a derive for a
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+ * loadout the player is not wearing.
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+ *
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+ * NOTE on `skills`: this is p->skills, the birth-time level-based skill array
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+ * (calcSkills), NOT state->skills. It is not a function of the worn loadout, so
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+ * a simulated view carries the live one, exactly as the live view does. The full
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+ * derived skills, equipment contributions included, are on
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+ * DerivedStatsView.skills (player/loadout.ts).
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+ */
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+ export declare function playerViewFor(state: GameState, deps: AgentViewDeps, over?: PlayerViewDerived): PlayerView;
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+ //# sourceMappingURL=entity-views.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"entity-views.d.ts","sourceRoot":"","sources":["../../src/agent/entity-views.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAGH,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,eAAe,CAAC;AAC7C,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACpD,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAGnD,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAC5D,OAAO,KAAK,EAAE,aAAa,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AAEtE,gFAAgF;AAChF,wBAAgB,OAAO,CAAC,KAAK,EAAE,OAAO,GAAG,MAAM,EAAE,CAOhD;AAED;;;;;;;;GAQG;AACH,wBAAgB,QAAQ,CACtB,MAAM,EAAE,MAAM,EACd,GAAG,EAAE,UAAU,EACf,KAAK,EAAE,SAAS,EAChB,IAAI,EAAE,aAAa,EACnB,KAAK,CAAC,EAAE,MAAM,GACb,QAAQ,CAyFV;AAED;;;;;;;;;GASG;AACH,MAAM,WAAW,iBAAiB;IAChC,WAAW,EAAE,WAAW,CAAC;IACzB,MAAM,EAAE,iBAAiB,CAAC;IAC1B,KAAK,EAAE,MAAM,CAAC;IACd,KAAK,EAAE,MAAM,CAAC;IACd,KAAK,EAAE,MAAM,CAAC;IACd,KAAK,EAAE,MAAM,CAAC;CACf;AAED;;;;;;;;;GASG;AACH,wBAAgB,aAAa,CAC3B,KAAK,EAAE,SAAS,EAChB,IAAI,EAAE,aAAa,EACnB,IAAI,CAAC,EAAE,iBAAiB,GACvB,UAAU,CAoDZ"}
@@ -0,0 +1,195 @@
1
+ /**
2
+ * The two plain-data view builders the perceive facade and the loadout
3
+ * simulation SHARE: one object as an `ItemView`, and the player as a
4
+ * `PlayerView`.
5
+ *
6
+ * They live in their own module rather than in perceive.ts for one reason.
7
+ * `agent/loadout.ts` describes a loadout the player is not wearing, and it has
8
+ * to describe it in the same shape and through the same builders as the live
9
+ * view - an `ItemView` carrying `value` in one and not the other would change
10
+ * what an agent decides about the same object depending on which view handed it
11
+ * over. Having both importers reach the same function is what makes that
12
+ * structural instead of a convention, and it keeps the import graph one-way
13
+ * (perceive and loadout both depend on this; neither depends on the other).
14
+ */
15
+ import { ELEMENT_ENTRIES, OBJECT_FLAG_ENTRIES, TMD } from "../generated/index.js";
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+ import { OBJ_MOD_NAMES } from "../obj/bind.js";
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+ import { objectValue } from "../obj/value.js";
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+ /** OF_* codes for the set flags in an object-flag FlagSet (OF is 1-indexed). */
19
+ export function ofCodes(flags) {
20
+ const out = [];
21
+ for (const f of flags) {
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+ const entry = OBJECT_FLAG_ENTRIES[f - 1];
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+ if (entry)
24
+ out.push(entry.name);
25
+ }
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+ return out;
27
+ }
28
+ /**
29
+ * One object as an ItemView. `handle` is 0 for anything not in the gear.
30
+ *
31
+ * `count` overrides obj->number for both the reported stack size and the value
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+ * quantity. It exists for the hypothetical loadouts in agent/loadout.ts, where
33
+ * "three of the five potions I am carrying" and "one of the twelve on that
34
+ * shelf" are real cases and the object itself must not be touched to express
35
+ * them. Absent, the object's own number is used, which is every live read.
36
+ */
37
+ export function itemView(handle, obj, state, deps, count) {
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+ const number = count ?? obj.number;
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+ const modifiers = [];
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+ for (let i = 0; i < obj.modifiers.length; i++) {
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+ const value = obj.modifiers[i] ?? 0;
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+ if (value === 0)
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+ continue;
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+ const code = OBJ_MOD_NAMES[i];
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+ if (code)
46
+ modifiers.push({ code, value });
47
+ }
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+ const brands = [];
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+ if (obj.brands) {
50
+ for (let i = 0; i < obj.brands.length; i++) {
51
+ if (!obj.brands[i])
52
+ continue;
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+ const code = state.brands[i]?.code;
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+ if (code)
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+ brands.push(code);
56
+ }
57
+ }
58
+ const slays = [];
59
+ if (obj.slays) {
60
+ for (let i = 0; i < obj.slays.length; i++) {
61
+ if (!obj.slays[i])
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+ continue;
63
+ const code = state.slays[i]?.code;
64
+ if (code)
65
+ slays.push(code);
66
+ }
67
+ }
68
+ const resists = [];
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+ for (let i = 0; i < obj.elInfo.length; i++) {
70
+ const level = obj.elInfo[i]?.resLevel ?? 0;
71
+ if (level === 0)
72
+ continue;
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+ const name = ELEMENT_ENTRIES[i]?.name;
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+ if (name)
75
+ resists.push({ element: name, level });
76
+ }
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+ const curses = [];
78
+ if (obj.curses) {
79
+ for (let i = 0; i < obj.curses.length; i++) {
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+ const power = obj.curses[i]?.power ?? 0;
81
+ if (power <= 0)
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+ continue;
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+ /* Curse names resolve from the always-present RuneEnv curse table (real
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+ * in production, inert [null] in the worldless harness), then the
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+ * optional registry dep, then the numeric index as a last resort. */
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+ curses.push(state.runeEnv.curses[i]?.name ??
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+ deps.reg?.curses[i]?.name ??
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+ String(i));
89
+ }
90
+ }
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+ const view = {
92
+ handle,
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+ label: obj.kind.name,
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+ tval: obj.tval,
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+ sval: obj.sval,
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+ pval: obj.pval,
97
+ number,
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+ weight: obj.weight,
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+ ac: obj.ac,
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+ toA: obj.toA,
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+ toH: obj.toH,
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+ toD: obj.toD,
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+ dd: obj.dd,
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+ ds: obj.ds,
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+ ego: obj.ego !== null,
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+ artifact: obj.artifact !== null,
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+ flags: ofCodes(obj.flags),
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+ modifiers,
109
+ brands,
110
+ slays,
111
+ resists,
112
+ curses,
113
+ egoName: obj.ego?.name ?? null,
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+ artifactName: obj.artifact?.name ?? null,
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+ activation: obj.activation !== null,
116
+ timeout: obj.timeout,
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+ inscription: obj.note ?? null,
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+ };
119
+ if (deps.resolver) {
120
+ const kindId = deps.resolver.kindIdOrNull(obj.kind.kidx);
121
+ if (kindId !== null)
122
+ view.kindId = kindId;
123
+ }
124
+ if (deps.reg) {
125
+ const aware = deps.aware ?? (() => true);
126
+ view.value = objectValue(deps.reg, obj, number, aware(obj.kind));
127
+ }
128
+ return view;
129
+ }
130
+ /**
131
+ * Build a PlayerView from the live game, or - with `over` - from a derive for a
132
+ * loadout the player is not wearing.
133
+ *
134
+ * NOTE on `skills`: this is p->skills, the birth-time level-based skill array
135
+ * (calcSkills), NOT state->skills. It is not a function of the worn loadout, so
136
+ * a simulated view carries the live one, exactly as the live view does. The full
137
+ * derived skills, equipment contributions included, are on
138
+ * DerivedStatsView.skills (player/loadout.ts).
139
+ */
140
+ export function playerViewFor(state, deps, over) {
141
+ const p = state.actor.player;
142
+ const combat = over ? over.combat : state.actor.combat;
143
+ const playerState = over ? over.playerState : state.playerState;
144
+ const view = {
145
+ race: p.race.name,
146
+ cls: p.cls.name,
147
+ level: p.lev,
148
+ maxLevel: p.maxLev,
149
+ exp: p.exp,
150
+ maxExp: p.maxExp,
151
+ gold: p.au,
152
+ depth: state.chunk.depth,
153
+ maxDepth: p.maxDepth,
154
+ hp: p.chp,
155
+ maxHp: over ? over.maxHp : p.mhp,
156
+ sp: p.csp,
157
+ maxSp: over ? over.maxSp : p.msp,
158
+ speed: over ? over.speed : state.actor.speed,
159
+ /* Displayed AC is state->ac + state->to_a. */
160
+ ac: combat.ac + combat.toA,
161
+ toHit: combat.toH,
162
+ toDam: combat.toD,
163
+ stats: [...p.statCur],
164
+ light: over ? over.light : state.actor.light,
165
+ grid: { x: state.actor.grid.x, y: state.actor.grid.y },
166
+ status: {
167
+ blind: p.timed[TMD.BLIND] ?? 0,
168
+ confused: p.timed[TMD.CONFUSED] ?? 0,
169
+ afraid: p.timed[TMD.AFRAID] ?? 0,
170
+ poisoned: p.timed[TMD.POISONED] ?? 0,
171
+ cut: p.timed[TMD.CUT] ?? 0,
172
+ stun: p.timed[TMD.STUN] ?? 0,
173
+ paralyzed: p.timed[TMD.PARALYZED] ?? 0,
174
+ food: p.timed[TMD.FOOD] ?? 0,
175
+ },
176
+ dead: state.isDead,
177
+ winner: p.totalWinner,
178
+ skills: [...p.skills],
179
+ shape: p.shape?.name ?? null,
180
+ objectFlags: playerState ? ofCodes(playerState.flags) : [],
181
+ seeInfra: playerState?.seeInfra ?? p.race.infravision,
182
+ blows: combat.numBlows,
183
+ shots: combat.numShots,
184
+ };
185
+ if (deps.resolver) {
186
+ const raceId = deps.resolver.playerRaceIdOrNull(p.race.ridx);
187
+ if (raceId !== null)
188
+ view.playerRaceId = raceId;
189
+ const classId = deps.resolver.playerClassIdOrNull(p.cls.cidx);
190
+ if (classId !== null)
191
+ view.playerClassId = classId;
192
+ }
193
+ return view;
194
+ }
195
+ //# sourceMappingURL=entity-views.js.map
@@ -0,0 +1 @@
1
+ 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@@ -8,8 +8,12 @@
8
8
  * from here (see types.ts freeze note).
9
9
  */
10
10
  export { AGENT_API_VERSION, AGENT_STATE_DOMAINS } from "./types.js";
11
- export type { AgentCapabilities, AgentCommand, AgentActions, AgentGlyphSource, AgentController, AgentSession, AgentView, AgentViewDeps, CellView, ControllerOptions, ItemView, MonsterView, PlayerStatusView, PlayerView, SpellbookView, SpellView, StoreItemView, StoreView, TargetView, } from "./types.js";
11
+ export type { AgentCapabilities, AgentCommand, AgentActions, AgentGlyphSource, AgentController, AgentSession, AgentView, AgentViewDeps, CellView, ControllerOptions, ItemView, LoadoutChange, LoadoutItemRef, LoadoutPlacement, LoadoutSimulation, LoadoutView, MonsterView, PlayerStatusView, PlayerView, SpellbookView, SpellView, StoreItemView, StoreView, TargetView, } from "./types.js";
12
12
  export { createAgentView } from "./perceive.js";
13
+ export { itemView, playerViewFor } from "./entity-views.js";
14
+ export type { PlayerViewDerived } from "./entity-views.js";
15
+ export { simulateLoadout } from "./loadout.js";
16
+ export type { LoadoutDerive, LoadoutSimOptions } from "./loadout.js";
13
17
  export { createAgentActions } from "./act.js";
14
18
  export { AgentCapabilityError, installController } from "./controller.js";
15
19
  export { subscribeEvents } from "./events.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/agent/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AAEH,OAAO,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,MAAM,YAAY,CAAC;AACpE,YAAY,EACV,iBAAiB,EACjB,YAAY,EACZ,YAAY,EACZ,gBAAgB,EAChB,eAAe,EACf,YAAY,EACZ,SAAS,EACT,aAAa,EACb,QAAQ,EACR,iBAAiB,EACjB,QAAQ,EACR,WAAW,EACX,gBAAgB,EAChB,UAAU,EACV,aAAa,EACb,SAAS,EACT,aAAa,EACb,SAAS,EACT,UAAU,GACX,MAAM,YAAY,CAAC;AACpB,OAAO,EAAE,eAAe,EAAE,MAAM,eAAe,CAAC;AAChD,OAAO,EAAE,kBAAkB,EAAE,MAAM,UAAU,CAAC;AAC9C,OAAO,EAAE,oBAAoB,EAAE,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AAC1E,OAAO,EAAE,eAAe,EAAE,MAAM,aAAa,CAAC;AAC9C,YAAY,EAAE,sBAAsB,EAAE,MAAM,aAAa,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/agent/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AAEH,OAAO,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,MAAM,YAAY,CAAC;AACpE,YAAY,EACV,iBAAiB,EACjB,YAAY,EACZ,YAAY,EACZ,gBAAgB,EAChB,eAAe,EACf,YAAY,EACZ,SAAS,EACT,aAAa,EACb,QAAQ,EACR,iBAAiB,EACjB,QAAQ,EACR,aAAa,EACb,cAAc,EACd,gBAAgB,EAChB,iBAAiB,EACjB,WAAW,EACX,WAAW,EACX,gBAAgB,EAChB,UAAU,EACV,aAAa,EACb,SAAS,EACT,aAAa,EACb,SAAS,EACT,UAAU,GACX,MAAM,YAAY,CAAC;AACpB,OAAO,EAAE,eAAe,EAAE,MAAM,eAAe,CAAC;AAChD,OAAO,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAC5D,YAAY,EAAE,iBAAiB,EAAE,MAAM,mBAAmB,CAAC;AAC3D,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,YAAY,EAAE,aAAa,EAAE,iBAAiB,EAAE,MAAM,cAAc,CAAC;AACrE,OAAO,EAAE,kBAAkB,EAAE,MAAM,UAAU,CAAC;AAC9C,OAAO,EAAE,oBAAoB,EAAE,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AAC1E,OAAO,EAAE,eAAe,EAAE,MAAM,aAAa,CAAC;AAC9C,YAAY,EAAE,sBAAsB,EAAE,MAAM,aAAa,CAAC"}
@@ -9,6 +9,8 @@
9
9
  */
10
10
  export { AGENT_API_VERSION, AGENT_STATE_DOMAINS } from "./types.js";
11
11
  export { createAgentView } from "./perceive.js";
12
+ export { itemView, playerViewFor } from "./entity-views.js";
13
+ export { simulateLoadout } from "./loadout.js";
12
14
  export { createAgentActions } from "./act.js";
13
15
  export { AgentCapabilityError, installController } from "./controller.js";
14
16
  export { subscribeEvents } from "./events.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/agent/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AAEH,OAAO,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,MAAM,YAAY,CAAC;AAsBpE,OAAO,EAAE,eAAe,EAAE,MAAM,eAAe,CAAC;AAChD,OAAO,EAAE,kBAAkB,EAAE,MAAM,UAAU,CAAC;AAC9C,OAAO,EAAE,oBAAoB,EAAE,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AAC1E,OAAO,EAAE,eAAe,EAAE,MAAM,aAAa,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/agent/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AAEH,OAAO,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,MAAM,YAAY,CAAC;AA2BpE,OAAO,EAAE,eAAe,EAAE,MAAM,eAAe,CAAC;AAChD,OAAO,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAE5D,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAE/C,OAAO,EAAE,kBAAkB,EAAE,MAAM,UAAU,CAAC;AAC9C,OAAO,EAAE,oBAAoB,EAAE,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AAC1E,OAAO,EAAE,eAAe,EAAE,MAAM,aAAa,CAAC"}
@@ -0,0 +1,97 @@
1
+ /**
2
+ * What the character would BE, wearing something else.
3
+ *
4
+ * ------------------------------------------------------------------
5
+ * WHY THIS EXISTS
6
+ * ------------------------------------------------------------------
7
+ *
8
+ * `calc_bonuses` (player/calcs.ts) answers "what is this character, in this
9
+ * gear". Two consumers need the same answer for gear the character is not in:
10
+ *
11
+ * 1. An autoplayer deciding whether to wear, buy or sell a thing. Upstream's
12
+ * borg does exactly this by WIELDING the candidate, recomputing, and
13
+ * reverting (borg-power.c / borg_notice).
14
+ * 2. A player asking what an item would do for them, which wants the whole
15
+ * difference and not a score - which resist went, what happened to mana,
16
+ * whether the weapon is now too heavy to swing properly.
17
+ *
18
+ * The trap either one falls into alone is summing the item's own bonuses. That
19
+ * is a second implementation of calc_bonuses, it cannot see the interactions
20
+ * (the STR ring that changes the blow count, the cuirass that costs a caster
21
+ * mana, the weight that costs speed), and it drifts from the real derive with
22
+ * nothing to notice. So this module runs the REAL derive, `update: false`, over
23
+ * a hypothetical equipment array, and nothing in the live game is written.
24
+ *
25
+ * ------------------------------------------------------------------
26
+ * WHERE THE DERIVE COMES FROM, AND WHY IT IS NOT BUILT HERE
27
+ * ------------------------------------------------------------------
28
+ *
29
+ * `state.derivedFor` is installed by the session (session/game.ts wireGame),
30
+ * which is the only place that holds the whole calc_bonuses options bag: the
31
+ * bound timed-effect table and the curse registry travel with it. A derive
32
+ * assembled here would have to guess at both, and a hypothetical loadout
33
+ * measured with a thinner bag than the live one is worse than no answer - it
34
+ * looks like an answer. So an absent `derivedFor` produces null.
35
+ *
36
+ * ------------------------------------------------------------------
37
+ * WHAT IS AND IS NOT MODELLED
38
+ * ------------------------------------------------------------------
39
+ *
40
+ * Modelled: the worn set, per body slot, through the engine's own wield_slot; the
41
+ * carried weight, because the STR encumbrance penalty reads it and buying heavy
42
+ * armour is exactly where that bites; max hitpoints (a CON change moves them) and
43
+ * max mana with the armour encumbrance (a caster's real cost of plate).
44
+ *
45
+ * NOT modelled: anything that happens as a CONSEQUENCE of the change rather than
46
+ * being the change - the gold a purchase costs, an inscription, learning a rune
47
+ * by wearing the thing. Those are outcomes of the action, not of the loadout, and
48
+ * a comparison that folded them in would be answering a different question.
49
+ */
50
+ import type { PlayerState } from "../player/calcs.js";
51
+ import type { GameObject } from "../obj/object.js";
52
+ import type { GameState } from "../game/context.js";
53
+ import type { AgentViewDeps, LoadoutChange, LoadoutSimulation } from "./types.js";
54
+ /** calc_bonuses for a loadout, as GameState.derivedFor supplies it. */
55
+ export type LoadoutDerive = (equipment: readonly (GameObject | null)[], totalWeight?: number) => PlayerState;
56
+ /** What simulateLoadout may be told rather than reading off the state. */
57
+ export interface LoadoutSimOptions {
58
+ /**
59
+ * The same AgentViewDeps the live view was built with, so the ItemViews in the
60
+ * result carry the same `value` / `kindId` fields the live ones do. Omitted
61
+ * fields degrade exactly as they do in perceive.
62
+ */
63
+ viewDeps?: AgentViewDeps;
64
+ /**
65
+ * The derive to use. Defaults to `state.derivedFor`, which the session
66
+ * installs; supply it directly only in a test that has no session.
67
+ */
68
+ derive?: LoadoutDerive;
69
+ }
70
+ /**
71
+ * Derive the character both as it stands and with `change` applied, and diff the
72
+ * two. Returns null when the state has no `derivedFor` installed (a worldless
73
+ * harness), because an approximate answer here is indistinguishable from a real
74
+ * one at every call site.
75
+ *
76
+ * PURE: nothing on the GameState, the player, the gear or any object is written.
77
+ * The derive runs with `update: false`, which is what keeps calc_bonuses' own
78
+ * faithful side effects (zeroing TMD_FASTCAST on a stun grade) out of it.
79
+ *
80
+ * COMPARE AN `after` AGAINST THIS `before`, NEVER AGAINST THE LIVE CHARACTER'S
81
+ * OWN NUMBERS. Both sides here come out of the same `update: false` derive, and
82
+ * upstream's calc_bonuses does not answer identically in both modes: its
83
+ * town-daylight shortcut in calc_light is gated on `update`
84
+ * (player-calcs.c:1607), so in a daytime town a shadow derive reports the light
85
+ * radius of the equipment and the live derive reports zero. That is upstream's
86
+ * asymmetry and the port keeps it.
87
+ *
88
+ * MEASURED, 2026-08-21, which is why this paragraph exists: an autoplayer scored
89
+ * a candidate loadout through this function and compared the result against the
90
+ * score it had computed from the LIVE view. In a daytime town the two derives
91
+ * differed by 14000 points of the Borg's own power metric, so every wearable item
92
+ * looked like an upgrade and it spent 3964 of 4000 decisions swapping one wooden
93
+ * torch for an identical one. `delta` - or the difference between an `after` and
94
+ * this `before` - is the quantity a decision wants; an absolute `after` is not.
95
+ */
96
+ export declare function simulateLoadout(state: GameState, change: LoadoutChange, opts?: LoadoutSimOptions): LoadoutSimulation | null;
97
+ //# sourceMappingURL=loadout.d.ts.map
@@ -0,0 +1 @@
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