@maka/maka-cli 5.119.0 → 5.121.0
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.
- package/bundle/typescript/package.json +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/ask.js +2 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js +31 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +10 -3
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js +17 -4
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.d.ts +0 -7
- package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.js +39 -3
- package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.js +28 -4
- package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/fit.d.ts +29 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/fit.js +85 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/fit.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.js +4 -4
- package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +16 -5
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pan.js +3 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pan.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +34 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js +81 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +5 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.d.ts +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +29 -1
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/repro-scene.js +4 -0
- package/bundle/typescript/src/commands/game/sideQuest/factories/repro-scene.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js +7 -0
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/game.js +12 -7
- package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/device.d.ts +72 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/device.js +89 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/device.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/item.d.ts +134 -45
- package/bundle/typescript/src/commands/game/sideQuest/models/item.js +448 -104
- package/bundle/typescript/src/commands/game/sideQuest/models/item.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/npc.d.ts +2 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +7 -5
- package/bundle/typescript/src/commands/game/sideQuest/models/npc.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/player.d.ts +31 -3
- package/bundle/typescript/src/commands/game/sideQuest/models/player.js +171 -47
- package/bundle/typescript/src/commands/game/sideQuest/models/player.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/types/repro.d.ts +8 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/repro.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/types/save-file.d.ts +4 -1
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.d.ts +17 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/barrier-combat.d.ts +38 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/barrier-combat.js +67 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/barrier-combat.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/catalog-data.d.ts +279 -4
- package/bundle/typescript/src/commands/game/sideQuest/utilities/catalog-data.js +221 -212
- package/bundle/typescript/src/commands/game/sideQuest/utilities/catalog-data.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/catalog.d.ts +24 -5
- package/bundle/typescript/src/commands/game/sideQuest/utilities/catalog.js +50 -17
- package/bundle/typescript/src/commands/game/sideQuest/utilities/catalog.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.d.ts +6 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js +28 -11
- package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/condition-report.js +16 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/condition-report.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/first-aid.js +3 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/first-aid.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js +6 -2
- package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/range.d.ts +19 -13
- package/bundle/typescript/src/commands/game/sideQuest/utilities/range.js +77 -34
- package/bundle/typescript/src/commands/game/sideQuest/utilities/range.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/web-character-generator.d.ts +2 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/web-character-generator.js +22 -3
- package/bundle/typescript/src/commands/game/sideQuest/utilities/web-character-generator.js.map +1 -1
- package/package.json +1 -1
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@@ -1,8 +1,25 @@
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import { Size, Category, Rating } from '../types/shared/item-enum.js';
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import { PROGRAM_ATTR_MODS, findProgram, findSoft, getSoft } from '../utilities/programs.js';
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import { catalogHullFor } from '../utilities/catalog.js';
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import { PROGRAM_ATTR_MODS, findProgram, findSoft, getSoft, getProgram } from '../utilities/programs.js';
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import { catalogHullFor, catalogRowFor } from '../utilities/catalog.js';
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import { guessRangeClass } from '../utilities/range.js';
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import { v4 as uuidv4 } from 'uuid';
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import { AbstractItem } from '../types/shared/abstracts.js';
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/**
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* What a running program adds to a Matrix attribute, from its catalog
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* row's effects (v13). The program's key is the deck's word for it
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* (utilities/programs.ts); the row is found by the program's name.
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* PROGRAM_ATTR_MODS stands in when no row is loaded.
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*/
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export function programMatrixMod(key, attr) {
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const program = getProgram(key);
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const row = program ? catalogRowFor(`${program.name} Program`) ?? catalogRowFor(program.name) : undefined;
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if (row?.effects) {
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return row.effects.reduce((n, e) => n + (e.category === 'matrix' && e.property === attr ? e.value : 0), 0);
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}
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if (attr === 'damage')
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return key === 'hammer' ? 2 : 0;
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return PROGRAM_ATTR_MODS[key]?.[attr] ?? 0;
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}
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export class Item extends AbstractItem {
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_id;
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_owner;
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/**
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* STUN BY NATURE (SR5 p.170-171, p.424, RAG-checked 2026-09-02):
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* electricity damage is Stun, so a taser, a stun baton or shock gloves
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* never deal Physical.
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* never deal Physical. THE ROW SAYS SO (catalog v13: weapon.damageType
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* / weapon.electric); the name regex is the fallback for generated gear.
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*/
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isStunWeapon() {
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const w = this.row?.weapon;
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if (w)
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return w.damageType === 'S' || w.electric === true;
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return /taser|stun (baton|gun)|shock glove|pulsar|defiance ex|stunner/.test(this.weaponHay);
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}
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/**
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*
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*
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* WHAT THE LOADED ROUND DOES TO THE LINE (p.433-434): the ammunition
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* row's block -- gel Stun at AP +1, stick-n-shock electric Stun at DV
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* -2 / AP -5, APDS AP -4, explosive DV +1 / AP -1, flechette DV +2 /
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* AP +5. Regular rounds shift nothing. Generated ammunition with no
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* row keeps the two Stun names the engine always knew.
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*/
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loadedAmmoMods() {
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if (!this.loadedAmmo)
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return undefined;
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const row = catalogRowFor(this.loadedAmmo);
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if (row?.ammo)
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return { ...row.ammo, kind: row.slug };
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const a = this.loadedAmmo.toLowerCase();
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if (/gel/.test(a))
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return { kind: 'gel', dvMod: 0, apMod: 1 };
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return { kind: 'gel-rounds', dvMod: 0, apMod: 1, damageType: 'S' };
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if (/stick|shock/.test(a))
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return { kind: 'stick-n-shock', dvMod: -2, apMod: -5 };
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return { kind: 'stick-n-shock', dvMod: -2, apMod: -5, damageType: 'S', electric: true };
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return undefined;
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}
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/**
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* STUN BY AMMUNITION (p.434): the loaded round's block when it deals
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* Stun. Kept as the pre-v13 shape for its callers (combat-exchange,
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* the non-lethal tests): gel or stick-n-shock, with the DV/AP shift.
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*/
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stunAmmo() {
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const mods = this.loadedAmmoMods();
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if (!mods || mods.damageType !== 'S')
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return undefined;
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return { kind: mods.electric ? 'stick-n-shock' : 'gel', dvMod: mods.dvMod, apMod: mods.apMod };
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}
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/** Ammunition that would make this gun non-lethal (reload picks it under the non-lethal stance). */
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static isStunAmmo(item) {
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if (item.category !== Category.Ammunition)
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return false;
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const row = catalogRowFor(item.name);
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if (row?.ammo)
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return row.ammo.damageType === 'S';
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return /gel|stick|shock/i.test(item.name);
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}
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get owner() {
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return this._owner;
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get transferable() {
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return this._transferable;
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}
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/**
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* "Nothing special happens" is honest for most props, but confusing for
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* gear whose NAME implies a specific action that lives at a different
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* verb -- a Lockpick Set at a pickable door (user, 2026-09-03). The
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* row's `useHint` (catalog v13) names that verb; absent it, the generic
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* line stands, which is correct for gear that really has nothing to say.
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*/
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use() {
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const hint = this.row?.useHint;
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return hint ? `You turn the ${this.name} over. ${hint}` : `You use the ${this.name}. Nothing special happens.`;
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}
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/**
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* How much this item's quality tier is worth in game mechanics: extra
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default: return 0;
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}
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}
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// =================
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//
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//
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//
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// ================= THE ROW BEHIND THE ITEM (catalog v13) =================
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// An Item knows its name, category, size and price tier -- never its
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// stat block. Since v13 the catalog row carries that block (weapon,
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// wearable, device, vehicle, mod, ammo) and the row's effects, and
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// every getter below reads the row FIRST. The fallbacks that follow
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// are for generated street gear with no row, and they are the book's
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// own class values (p.421-431, p.436-437) rather than the compressed
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// scale the engine used to run: a generated heavy pistol and the
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// catalog's Predator now hit on the same scale, which is the whole
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// point of moving to canon numbers (project owner, 2026-09-03).
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/** The catalog row, by exact slug or name (strict: catalogRowFor). */
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get row() {
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return catalogRowFor(this.name);
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}
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/** The SR5 Rating / Force / Capacity this thing carries: the row's, or
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* the "(Rating N)" its name prints. Undefined for an unrated thing. */
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get ratingValue() {
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const fromRow = this.row?.ratingValue;
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if (fromRow !== undefined)
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return fromRow;
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const m = /\((?:Rating|Force|Capacity|Level) (\d+)\)/i.exec(this.name);
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return m ? Number(m[1]) : undefined;
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}
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get weaponHay() {
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return `${this.name} ${this.description ?? ''}`.toLowerCase();
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}
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/**
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get
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if (/hold-?out|derringer/.test(hay))
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return 2;
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if (/light\s?fire|light pistol|streetline|colt america|taser/.test(hay))
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return 3;
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if (/sniper|longarm|barret/.test(hay))
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return 6;
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if (/assault|ak-?\d|alpha|\brifle\b|carbine/.test(hay))
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return 5;
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if (/shotgun|roomsweeper|defiance|scattergun/.test(hay))
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return 5;
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if (/smg|machine pistol|submachine|uzi|ingram/.test(hay))
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return 4;
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// Heavy pistols (Predator, Ultra-Power...) and unrecognized iron.
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return 4;
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/** The p.185 range class: the row's, else read off the name (utilities/range.ts guessRangeClass). */
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get rangeClass() {
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return this.row?.weapon?.range ?? guessRangeClass(this.weaponHay, this.category === Category.MeleeWeapon);
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}
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return
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if (
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return
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/** The skill this weapon is used with: the row's, else the class's. */
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get weaponSkill() {
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const fromRow = this.row?.weapon?.skill;
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if (fromRow)
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return fromRow;
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if (this.category === Category.MeleeWeapon) {
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return /club|\bbat\b|baton|staff|hammer|\bpipe\b|wrench|\bsap\b|\bmace\b|crowbar|cudgel/i.test(`${this.name} ${this.shape}`) ? 'clubs' : 'blades';
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}
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switch (this.rangeClass) {
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case 'machine-pistol':
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case 'smg':
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case 'assault-rifle': return 'automatics';
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case 'shotgun':
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case 'sniper': return 'longarms';
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case 'lmg':
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case 'mmg': return 'heavy-weapons';
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case 'bow':
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case 'light-crossbow':
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case 'medium-crossbow':
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case 'heavy-crossbow': return 'archery';
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case 'thrown-knife':
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case 'grenade': return 'throwing-weapons';
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default: return 'pistols';
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}
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}
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/**
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|
+
* THE DV, the book's flat part (p.421-431): 8 for the Predator's "8P",
|
|
357
|
+
* 2 for a knife's "(STR+2)P" -- the Strength half is the wielder's and
|
|
358
|
+
* Player.getWeaponProfile adds it (dvAttribute says whether to). The
|
|
359
|
+
* fallback is the CLASS row of the same tables, un-compressed.
|
|
360
|
+
*/
|
|
361
|
+
get weaponDv() {
|
|
362
|
+
const w = this.row?.weapon;
|
|
363
|
+
if (w)
|
|
364
|
+
return w.dv;
|
|
365
|
+
if (this.category === Category.MeleeWeapon) {
|
|
366
|
+
if (this.isStunWeapon())
|
|
367
|
+
return 8; // shock gloves / stun baton class
|
|
368
|
+
const hay = this.weaponHay;
|
|
369
|
+
if (/knife|dagger|stiletto|shiv|razor|sap|baton/.test(hay))
|
|
370
|
+
return 2; // (STR+2)
|
|
371
|
+
return 3; // sword, katana, club, staff: (STR+3)
|
|
372
|
+
}
|
|
373
|
+
switch (this.rangeClass) {
|
|
374
|
+
case 'taser': return 7;
|
|
375
|
+
case 'holdout': return 6;
|
|
376
|
+
case 'light-pistol': return 6;
|
|
377
|
+
case 'machine-pistol': return 6;
|
|
378
|
+
case 'smg': return 7;
|
|
379
|
+
case 'shotgun': return 10;
|
|
380
|
+
case 'assault-rifle': return 10;
|
|
381
|
+
case 'sniper': return 13;
|
|
382
|
+
case 'lmg': return 9;
|
|
383
|
+
case 'mmg': return 10;
|
|
384
|
+
case 'medium-crossbow':
|
|
385
|
+
case 'light-crossbow':
|
|
386
|
+
case 'heavy-crossbow': return 7;
|
|
387
|
+
case 'grenade': return 16;
|
|
388
|
+
case 'thrown-knife': return 1;
|
|
389
|
+
default: return 8; // heavy pistols and unrecognised iron
|
|
390
|
+
}
|
|
391
|
+
}
|
|
392
|
+
/** Which attribute the DV rides on: melee is (STR + dv) unless the row says otherwise. */
|
|
393
|
+
get dvAttribute() {
|
|
394
|
+
const w = this.row?.weapon;
|
|
395
|
+
if (w)
|
|
396
|
+
return w.dvAttribute;
|
|
397
|
+
if (this.category === Category.MeleeWeapon && !this.isStunWeapon())
|
|
398
|
+
return 'strength';
|
|
399
|
+
if (this.rangeClass === 'thrown-knife')
|
|
400
|
+
return 'strength';
|
|
401
|
+
return undefined;
|
|
402
|
+
}
|
|
403
|
+
/** Physical or Stun, before ammunition and stance have their say. */
|
|
404
|
+
get damageType() {
|
|
405
|
+
return this.row?.weapon?.damageType ?? (this.isStunWeapon() ? 'S' : 'P');
|
|
406
|
+
}
|
|
407
|
+
/** @deprecated v13 -- the DV is weaponDv; kept one release for its readers. */
|
|
408
|
+
get rangedBase() { return this.category === Category.MeleeWeapon ? 0 : this.weaponDv; }
|
|
409
|
+
/** @deprecated v13 -- the DV is weaponDv; kept one release for its readers. */
|
|
410
|
+
get meleeBase() { return this.category === Category.MeleeWeapon ? this.weaponDv : 0; }
|
|
411
|
+
/** Reach (p.421-423): the row's, else none. */
|
|
412
|
+
get reach() {
|
|
413
|
+
return this.row?.weapon?.reach ?? 0;
|
|
286
414
|
}
|
|
287
415
|
/**
|
|
288
416
|
* ACCURACY -- the LIMIT on an attack made with this weapon (p.46-47,
|
|
@@ -291,41 +419,25 @@ export class Item extends AbstractItem {
|
|
|
291
419
|
* inherent one, higher or lower (p.46-47), so this is not a floor or a
|
|
292
420
|
* cap on the Physical limit -- it is the limit.
|
|
293
421
|
*
|
|
294
|
-
*
|
|
295
|
-
*
|
|
296
|
-
*
|
|
297
|
-
*
|
|
298
|
-
*
|
|
299
|
-
*
|
|
300
|
-
*
|
|
301
|
-
* The numbers are the book's tables (p.421-431), read through the same
|
|
302
|
-
* duck-typing school as rangedBase/armorPen so generated gear works
|
|
303
|
-
* unmodified. Class-based rather than per-weapon ON PURPOSE: the RAG
|
|
304
|
-
* could not produce standard-table rows for every gun this game ships
|
|
305
|
-
* (the shotgun table did not come back, and the one AK-97 figure it
|
|
306
|
-
* did return was off a Run Faster character sheet -- a MODIFIED
|
|
307
|
-
* weapon, not the table), so a per-weapon list would have meant
|
|
308
|
-
* inventing the gaps. Every value below is one the book gave up.
|
|
422
|
+
* THIS IS THE BARE NUMBER, NOT THE PARENTHETICAL. Tables write "Acc 5
|
|
423
|
+
* (7)": the 5 is the gun, and the 7 is the gun PLUS a shooter who owns
|
|
424
|
+
* a smartlink (p.433, +2 Accuracy with a smartgun system) -- see
|
|
425
|
+
* Player.smartlinkAccuracyBonus, which supplies the +2 in
|
|
426
|
+
* getAttackLimit. A laser sight's +1 rides the same way (fitted mods,
|
|
427
|
+
* Player.gearLimit), and never stacks with the smartlink (p.432).
|
|
309
428
|
*
|
|
310
|
-
*
|
|
311
|
-
*
|
|
312
|
-
*
|
|
313
|
-
*
|
|
314
|
-
* on a table has no idea who will pick it up, so the pairing is asked
|
|
315
|
-
* of the shooter -- see Player.smartlinkAccuracyBonus, which supplies
|
|
316
|
-
* the +2 in getAttackLimit. fxPHSuE4nrH3gAGiy.
|
|
429
|
+
* 0 means "no Accuracy of its own": the table's own word 'physical'
|
|
430
|
+
* (shock gloves, throwing knives, grenades) and everything that is not
|
|
431
|
+
* a weapon. Callers fall back to the Physical limit, which is what an
|
|
432
|
+
* improvised or bare-handed attack uses (p.168).
|
|
317
433
|
*
|
|
318
|
-
* The
|
|
319
|
-
*
|
|
320
|
-
* modelled: the engine has no sight-fitting model, and inventing one
|
|
321
|
-
* to reuse the smartlink pairing would be guessing at a second rule.
|
|
322
|
-
*
|
|
323
|
-
* Note the wireless smartgun bonus is a DICE POOL bonus (+1/+2,
|
|
324
|
-
* p.433), NOT an Accuracy bonus -- getAttackPool already spends it as
|
|
325
|
-
* dice. Keeping those apart is the same discipline as the Matrix
|
|
326
|
-
* brackets: a limit is never a die, and a die is never a limit.
|
|
434
|
+
* The fallback ladder is the book's class values, read through the
|
|
435
|
+
* same duck-typing school as the DV so generated gear works.
|
|
327
436
|
*/
|
|
328
437
|
get accuracy() {
|
|
438
|
+
const w = this.row?.weapon;
|
|
439
|
+
if (w)
|
|
440
|
+
return typeof w.accuracy === 'number' ? w.accuracy : 0;
|
|
329
441
|
const hay = this.weaponHay;
|
|
330
442
|
if (this.category === Category.MeleeWeapon) {
|
|
331
443
|
if (/katana/.test(hay))
|
|
@@ -338,7 +450,9 @@ export class Item extends AbstractItem {
|
|
|
338
450
|
return 5;
|
|
339
451
|
if (/sap|whip|garrote/.test(hay))
|
|
340
452
|
return 5;
|
|
341
|
-
if (/
|
|
453
|
+
if (/staff/.test(hay))
|
|
454
|
+
return 6; // p.423
|
|
455
|
+
if (/club|bat\b|baton|pipe|crowbar|hammer|maul|mace|cudgel/.test(hay))
|
|
342
456
|
return 4;
|
|
343
457
|
return 5;
|
|
344
458
|
}
|
|
@@ -364,43 +478,263 @@ export class Item extends AbstractItem {
|
|
|
364
478
|
// Heavy pistols (Predator, Ultra-Power) and unrecognized iron.
|
|
365
479
|
return 5;
|
|
366
480
|
}
|
|
367
|
-
// Not a weapon: no Accuracy of its own. Callers fall back to the
|
|
368
|
-
// Physical limit, which is what an improvised or bare-handed
|
|
369
|
-
// attack uses (p.168).
|
|
370
481
|
return 0;
|
|
371
482
|
}
|
|
372
483
|
/**
|
|
373
|
-
* Armor penetration
|
|
374
|
-
*
|
|
375
|
-
*
|
|
376
|
-
* (combat-exchange.ts).
|
|
484
|
+
* Armor penetration: how much the hit shifts the defender's ARMOR
|
|
485
|
+
* (p.169) -- negative eats it, a "+" (gel, flechette) adds to it. The
|
|
486
|
+
* row's AP, else the class value from the same tables, un-compressed.
|
|
377
487
|
*/
|
|
378
488
|
get armorPen() {
|
|
489
|
+
const w = this.row?.weapon;
|
|
490
|
+
if (w)
|
|
491
|
+
return w.ap;
|
|
379
492
|
const hay = this.weaponHay;
|
|
380
493
|
if (this.category === Category.MeleeWeapon) {
|
|
381
494
|
if (/knife|dagger|stiletto|katana/.test(hay))
|
|
495
|
+
return -3;
|
|
496
|
+
if (/sword|axe|machete|claymore|blade|pole\s?arm/.test(hay))
|
|
382
497
|
return -2;
|
|
383
|
-
if (/
|
|
384
|
-
return -
|
|
385
|
-
if (/club|bat\b|staff|pipe|crowbar|hammer|maul|mace|sap/.test(hay))
|
|
498
|
+
if (/taser|stun|shock/.test(hay))
|
|
499
|
+
return -5;
|
|
500
|
+
if (/club|bat\b|staff|pipe|crowbar|hammer|maul|mace|sap|baton/.test(hay))
|
|
386
501
|
return 0;
|
|
387
502
|
return -1;
|
|
388
503
|
}
|
|
389
504
|
if (this.category === Category.RangedWeapon || this.category === Category.Weapon) {
|
|
390
|
-
|
|
391
|
-
return -
|
|
392
|
-
|
|
393
|
-
return -
|
|
394
|
-
|
|
395
|
-
return
|
|
396
|
-
|
|
505
|
+
switch (this.rangeClass) {
|
|
506
|
+
case 'taser': return -5;
|
|
507
|
+
case 'sniper': return -4;
|
|
508
|
+
case 'assault-rifle': return -2;
|
|
509
|
+
case 'mmg': return -3;
|
|
510
|
+
case 'lmg': return -2;
|
|
511
|
+
case 'shotgun': return -1;
|
|
512
|
+
case 'holdout':
|
|
513
|
+
case 'light-pistol':
|
|
514
|
+
case 'machine-pistol':
|
|
515
|
+
case 'smg': return 0;
|
|
516
|
+
case 'medium-crossbow':
|
|
517
|
+
case 'light-crossbow':
|
|
518
|
+
case 'heavy-crossbow': return -2;
|
|
519
|
+
default: return -1; // heavy pistols (RAW -1)
|
|
520
|
+
}
|
|
397
521
|
}
|
|
398
522
|
return 0;
|
|
399
523
|
}
|
|
400
|
-
/** Heavier armor classes soak harder (RAW: jacket 12 vs clothing 6). */
|
|
524
|
+
/** Heavier armor classes soak harder (RAW: jacket 12 vs clothing 6). Fallback only. */
|
|
401
525
|
get isHeavyArmor() {
|
|
402
526
|
return /jacket|full body|milspec|mil-spec|plate|riot|ballistic|hardened/.test(this.weaponHay);
|
|
403
527
|
}
|
|
528
|
+
/**
|
|
529
|
+
* THE ARMOR RATING of a worn piece (p.436-437): the row's, else the
|
|
530
|
+
* class value -- jacket-class 12, a vest 9, armor clothing 6, plain
|
|
531
|
+
* clothing 0. Only the highest worn piece counts (Player.armorBreakdown).
|
|
532
|
+
*/
|
|
533
|
+
get armorValue() {
|
|
534
|
+
const w = this.row?.wearable;
|
|
535
|
+
if (w?.armor !== undefined)
|
|
536
|
+
return w.armor;
|
|
537
|
+
if (w?.armorBonus !== undefined)
|
|
538
|
+
return 0;
|
|
539
|
+
switch (this.category) {
|
|
540
|
+
case Category.Armor:
|
|
541
|
+
case Category.BodyArmor:
|
|
542
|
+
return this.isHeavyArmor ? 12 : 9;
|
|
543
|
+
case Category.ArmorClothing:
|
|
544
|
+
return this.isHeavyArmor ? 9 : 6;
|
|
545
|
+
default:
|
|
546
|
+
return 0;
|
|
547
|
+
}
|
|
548
|
+
}
|
|
549
|
+
/** A "+" accessory's bonus (helmet +2, shield +6, p.437-438): the row's, else the class value. */
|
|
550
|
+
get armorBonus() {
|
|
551
|
+
const w = this.row?.wearable;
|
|
552
|
+
if (w?.armorBonus !== undefined)
|
|
553
|
+
return w.armorBonus;
|
|
554
|
+
if (w?.armor !== undefined)
|
|
555
|
+
return 0;
|
|
556
|
+
if (this.category === Category.Helmet)
|
|
557
|
+
return 2;
|
|
558
|
+
if (this.category === Category.Shield)
|
|
559
|
+
return 6;
|
|
560
|
+
return 0;
|
|
561
|
+
}
|
|
562
|
+
// ---- Effects and capabilities (catalog v13) ----
|
|
563
|
+
/**
|
|
564
|
+
* WHAT THIS THING DOES, in the engine's vocabulary: the row's effects
|
|
565
|
+
* plus everything fitted into it (a smartlink in the goggles, a laser
|
|
566
|
+
* sight on the gun). A fitted mod's effects apply whenever the host
|
|
567
|
+
* does, so they are re-tagged with the host's own `when`.
|
|
568
|
+
*/
|
|
569
|
+
get effects() {
|
|
570
|
+
const own = this.row?.effects ?? [];
|
|
571
|
+
if (this.fitted.length === 0)
|
|
572
|
+
return own;
|
|
573
|
+
const hostWhen = this.defaultWhen;
|
|
574
|
+
const fromMods = this.fitted.flatMap(m => m.effects.map(e => e.when === 'fitted' ? { ...e, when: hostWhen } : e));
|
|
575
|
+
return [...own, ...fromMods];
|
|
576
|
+
}
|
|
577
|
+
/** When a row's effects apply by default: worn for a wearable, held for a weapon, carried otherwise. */
|
|
578
|
+
get defaultWhen() {
|
|
579
|
+
if (this.row?.weapon || this.category === Category.MeleeWeapon || this.isFirearm())
|
|
580
|
+
return 'held';
|
|
581
|
+
if (this.row?.wearable)
|
|
582
|
+
return 'worn';
|
|
583
|
+
return 'carried';
|
|
584
|
+
}
|
|
585
|
+
/** A flag the row (or a fitted mod) grants, by key; its value, or 0. */
|
|
586
|
+
capability(key) {
|
|
587
|
+
let total = 0;
|
|
588
|
+
for (const e of this.effects)
|
|
589
|
+
if (e.type === 'flag' && e.property === key)
|
|
590
|
+
total += e.value;
|
|
591
|
+
return total;
|
|
592
|
+
}
|
|
593
|
+
hasCapability(key) {
|
|
594
|
+
return this.capability(key) > 0;
|
|
595
|
+
}
|
|
596
|
+
// ---- Fitting (catalog v13; commands/fit.ts) ----
|
|
597
|
+
// Wearables hold mods by CAPACITY (goggles 4, helmet 6; a vision
|
|
598
|
+
// enhancement costs 1, p.443-445) and guns hold accessories by MOUNT
|
|
599
|
+
// (top / under / barrel, one accessory each, p.432). Built-in
|
|
600
|
+
// accessories occupy no mount. The fitted list rides the save.
|
|
601
|
+
fitted = [];
|
|
602
|
+
/** Capacity this thing offers to mods. */
|
|
603
|
+
get capacity() {
|
|
604
|
+
return this.row?.wearable?.capacity ?? this.row?.mod?.capacity ?? 0;
|
|
605
|
+
}
|
|
606
|
+
/** What kinds of mod it holds. */
|
|
607
|
+
get holds() {
|
|
608
|
+
const w = this.row?.wearable?.holds;
|
|
609
|
+
if (w)
|
|
610
|
+
return w;
|
|
611
|
+
return this.row?.mod?.capacity ? ['vision'] : [];
|
|
612
|
+
}
|
|
613
|
+
get capacityUsed() {
|
|
614
|
+
return this.fitted.reduce((n, m) => n + (m.row?.mod?.capacityCost ?? 0), 0);
|
|
615
|
+
}
|
|
616
|
+
/** The accessory seats a gun has: the row's, else the class rule (p.432). */
|
|
617
|
+
get mounts() {
|
|
618
|
+
const fromRow = this.row?.weapon?.mounts;
|
|
619
|
+
if (fromRow)
|
|
620
|
+
return fromRow;
|
|
621
|
+
if (!this.isFirearm())
|
|
622
|
+
return [];
|
|
623
|
+
switch (this.rangeClass) {
|
|
624
|
+
case 'holdout': return [];
|
|
625
|
+
case 'taser': return ['top'];
|
|
626
|
+
case 'light-pistol':
|
|
627
|
+
case 'heavy-pistol':
|
|
628
|
+
case 'machine-pistol':
|
|
629
|
+
case 'smg': return ['top', 'barrel'];
|
|
630
|
+
default: return ['top', 'under', 'barrel'];
|
|
631
|
+
}
|
|
632
|
+
}
|
|
633
|
+
/** Accessories the factory fitted (identifiers, see ICatalogWeapon.builtIn). */
|
|
634
|
+
get builtIn() {
|
|
635
|
+
return this.row?.weapon?.builtIn ?? [];
|
|
636
|
+
}
|
|
637
|
+
hasBuiltIn(id) {
|
|
638
|
+
return this.builtIn.includes(id);
|
|
639
|
+
}
|
|
640
|
+
/**
|
|
641
|
+
* A SMARTGUN (p.433): a smartgun system built in or fitted. Before v13
|
|
642
|
+
* every firearm in the engine counted as one; canon makes it an
|
|
643
|
+
* accessory. Generated gear with no row is a smartgun only when it
|
|
644
|
+
* says so.
|
|
645
|
+
*/
|
|
646
|
+
get isSmartgun() {
|
|
647
|
+
if (!this.isFirearm())
|
|
648
|
+
return false;
|
|
649
|
+
if (this.row)
|
|
650
|
+
return this.hasBuiltIn('smartgun-internal') || this.fitted.some(m => m.hasCapability('smartgun'));
|
|
651
|
+
return /smartgun|smartlink/.test(this.weaponHay) || this.fitted.some(m => m.hasCapability('smartgun'));
|
|
652
|
+
}
|
|
653
|
+
/** Which mount a fitted accessory sits in: the first of its mounts still free when it was fitted. */
|
|
654
|
+
mountOf(mod) {
|
|
655
|
+
const taken = new Set();
|
|
656
|
+
for (const m of this.fitted) {
|
|
657
|
+
const wants = m.row?.mod?.mount ?? [];
|
|
658
|
+
const seat = wants.find(p => this.mounts.includes(p) && !taken.has(p));
|
|
659
|
+
if (seat)
|
|
660
|
+
taken.add(seat);
|
|
661
|
+
if (m === mod)
|
|
662
|
+
return seat;
|
|
663
|
+
}
|
|
664
|
+
return undefined;
|
|
665
|
+
}
|
|
666
|
+
/**
|
|
667
|
+
* Why a mod will not fit, or null when it will. The message is the
|
|
668
|
+
* player's line, so it names the rule that refused.
|
|
669
|
+
*/
|
|
670
|
+
fitRefusal(mod) {
|
|
671
|
+
const spec = mod.row?.mod;
|
|
672
|
+
if (!spec)
|
|
673
|
+
return `${mod.name} is not something that fits into anything.`;
|
|
674
|
+
if (this.fitted.includes(mod))
|
|
675
|
+
return `${mod.name} is already fitted to ${this.name}.`;
|
|
676
|
+
if (spec.kind === 'weapon') {
|
|
677
|
+
if (!this.isFirearm())
|
|
678
|
+
return `${mod.name} mounts on a gun, and ${this.name} is not one.`;
|
|
679
|
+
const mounts = this.mounts;
|
|
680
|
+
if (mounts.length === 0)
|
|
681
|
+
return `${this.name} has no mounts -- nothing bolts onto it (p.432).`;
|
|
682
|
+
if (spec.excludes?.includes('shotgun') && this.rangeClass === 'shotgun')
|
|
683
|
+
return `${mod.name} will not fit a shotgun (p.432).`;
|
|
684
|
+
if (spec.excludes?.includes('revolver') && this.row?.weapon?.ammo?.feed === 'cy')
|
|
685
|
+
return `${mod.name} will not fit a revolver (p.432).`;
|
|
686
|
+
const taken = new Set(this.fitted.map(m => this.mountOf(m)).filter((p) => p !== undefined));
|
|
687
|
+
const free = (spec.mount ?? []).filter(p => mounts.includes(p) && !taken.has(p));
|
|
688
|
+
if (free.length === 0)
|
|
689
|
+
return `${this.name} has no free ${(spec.mount ?? []).join(' or ')} mount for ${mod.name}.`;
|
|
690
|
+
return null;
|
|
691
|
+
}
|
|
692
|
+
if (!this.holds.includes(spec.kind))
|
|
693
|
+
return `${this.name} does not take a ${spec.kind} enhancement.`;
|
|
694
|
+
const cost = spec.capacityCost ?? 0;
|
|
695
|
+
if (this.capacityUsed + cost > this.capacity)
|
|
696
|
+
return `${this.name} has ${this.capacity - this.capacityUsed} capacity left and ${mod.name} needs ${cost}.`;
|
|
697
|
+
return null;
|
|
698
|
+
}
|
|
699
|
+
/** Fits a mod; the refusal line, or null when it went in. */
|
|
700
|
+
fit(mod) {
|
|
701
|
+
const why = this.fitRefusal(mod);
|
|
702
|
+
if (why)
|
|
703
|
+
return why;
|
|
704
|
+
this.fitted.push(mod);
|
|
705
|
+
return null;
|
|
706
|
+
}
|
|
707
|
+
/** Takes a mod back out; false when it was not there. */
|
|
708
|
+
unfit(mod) {
|
|
709
|
+
const i = this.fitted.indexOf(mod);
|
|
710
|
+
if (i < 0)
|
|
711
|
+
return false;
|
|
712
|
+
this.fitted.splice(i, 1);
|
|
713
|
+
return true;
|
|
714
|
+
}
|
|
715
|
+
/** The drone's stat block, when it has one. */
|
|
716
|
+
get vehicle() {
|
|
717
|
+
return this.row?.vehicle;
|
|
718
|
+
}
|
|
719
|
+
/** Pilot rating (p.199): the row's, else the price-tier fallback the engine always used. */
|
|
720
|
+
get pilotRating() {
|
|
721
|
+
return this.vehicle?.pilot ?? 2 + this.qualityBonus;
|
|
722
|
+
}
|
|
723
|
+
/** A drone's hull armor (p.199): the row's, else the tier fallback. */
|
|
724
|
+
get droneArmor() {
|
|
725
|
+
return this.vehicle?.armor ?? 2 * this.qualityBonus;
|
|
726
|
+
}
|
|
727
|
+
/** A drone's Body (p.199): the row's, else the tier fallback. */
|
|
728
|
+
get droneBody() {
|
|
729
|
+
return this.vehicle?.body ?? 2 + this.qualityBonus;
|
|
730
|
+
}
|
|
731
|
+
/** Does the drone carry a weapon mount: the row's, else the name says. */
|
|
732
|
+
get hasWeaponMount() {
|
|
733
|
+
const v = this.vehicle;
|
|
734
|
+
if (v)
|
|
735
|
+
return v.mount !== undefined;
|
|
736
|
+
return /armed|combat|gun|roto|assault|sentry|weapon/i.test(this.weaponHay);
|
|
737
|
+
}
|
|
404
738
|
// ================= Device condition monitor (cyberdecks) =================
|
|
405
739
|
// Matrix combat damage lands on HARDWARE: the deck you jacked in with
|
|
406
740
|
// (see combat-exchange.ts routing and Player.takeMatrixDamage). A full
|
|
@@ -411,9 +745,9 @@ export class Item extends AbstractItem {
|
|
|
411
745
|
isCyberdeck() {
|
|
412
746
|
return this.category === Category.Cyberdeck;
|
|
413
747
|
}
|
|
414
|
-
/**
|
|
748
|
+
/** The Matrix condition monitor (p.228): 8 + (Device Rating / 2), rounded up. */
|
|
415
749
|
get maxDeckBoxes() {
|
|
416
|
-
return 8 +
|
|
750
|
+
return 8 + Math.ceil(this.deviceRating / 2);
|
|
417
751
|
}
|
|
418
752
|
get deckDamage() {
|
|
419
753
|
return this._deckDamage;
|
|
@@ -425,8 +759,12 @@ export class Item extends AbstractItem {
|
|
|
425
759
|
// engine's quality tiers map onto the book's table exactly (Summit
|
|
426
760
|
// DR1 = Common ... Cyber-5 DR5 = Legendary), so generated street
|
|
427
761
|
// decks inherit real stats for free.
|
|
428
|
-
/**
|
|
762
|
+
/** Device Rating, NUMERIC (catalog v13): the row's, else the tier ladder
|
|
763
|
+
* (p.227: Summit 1, Chariot 2, Tsurugi 3, Cyber-5 5, Excalibur-class 6). */
|
|
429
764
|
get deviceRating() {
|
|
765
|
+
const fromRow = this.row?.device?.deviceRating;
|
|
766
|
+
if (fromRow !== undefined)
|
|
767
|
+
return fromRow;
|
|
430
768
|
switch (this.qualityBonus) {
|
|
431
769
|
case 0: return 1;
|
|
432
770
|
case 1: return 2;
|
|
@@ -435,8 +773,12 @@ export class Item extends AbstractItem {
|
|
|
435
773
|
default: return 6;
|
|
436
774
|
}
|
|
437
775
|
}
|
|
438
|
-
/** The p.227 attribute array (highest first), by Device Rating. */
|
|
776
|
+
/** The p.227 attribute array (highest first): the row's four numbers, else by Device Rating. */
|
|
439
777
|
get deckArray() {
|
|
778
|
+
const d = this.row?.device;
|
|
779
|
+
if (d && d.attack !== undefined && d.sleaze !== undefined && d.dataProcessing !== undefined && d.firewall !== undefined) {
|
|
780
|
+
return [d.attack, d.sleaze, d.dataProcessing, d.firewall];
|
|
781
|
+
}
|
|
440
782
|
switch (this.deviceRating) {
|
|
441
783
|
case 1: return [4, 3, 3, 1];
|
|
442
784
|
case 2: return [5, 4, 4, 2];
|
|
@@ -445,9 +787,9 @@ export class Item extends AbstractItem {
|
|
|
445
787
|
default: return [9, 8, 7, 6]; // Excalibur-class (canon-approximate)
|
|
446
788
|
}
|
|
447
789
|
}
|
|
448
|
-
/** How many programs run at once (p.227; storage is unlimited). */
|
|
790
|
+
/** How many programs run at once (p.227; storage is unlimited): the row's, else the Device Rating. */
|
|
449
791
|
get programSlots() {
|
|
450
|
-
return Math.min(6, this.deviceRating);
|
|
792
|
+
return this.row?.device?.programs ?? Math.min(6, this.deviceRating);
|
|
451
793
|
}
|
|
452
794
|
// Which array value sits in which attribute: indexes into deckArray
|
|
453
795
|
// for [attack, sleaze, dataProcessing, firewall]. Default boot config
|
|
@@ -520,7 +862,9 @@ export class Item extends AbstractItem {
|
|
|
520
862
|
}
|
|
521
863
|
attrValue(slot, key) {
|
|
522
864
|
const base = this.deckArray[this._deckOrder[slot]];
|
|
523
|
-
|
|
865
|
+
// What a RUNNING program adds (catalog v13: the program row's effects,
|
|
866
|
+
// `attribute`/`matrix`; PROGRAM_ATTR_MODS is the offline fallback).
|
|
867
|
+
const mods = this.loadedPrograms.reduce((sum, k) => sum + programMatrixMod(k, key), 0);
|
|
524
868
|
return base + mods;
|
|
525
869
|
}
|
|
526
870
|
get attack() { return this.attrValue(0, 'attack'); }
|
|
@@ -573,7 +917,7 @@ export class Item extends AbstractItem {
|
|
|
573
917
|
get matrixDamageBonus() {
|
|
574
918
|
if (!this.isCyberdeck())
|
|
575
919
|
return this.qualityBonus;
|
|
576
|
-
return Math.floor(this.attack / 2) +
|
|
920
|
+
return Math.floor(this.attack / 2) + this.loadedPrograms.reduce((sum, k) => sum + programMatrixMod(k, 'damage'), 0);
|
|
577
921
|
}
|
|
578
922
|
/** One-line stat readout: "A5 S4 D4 F2, DR2, 1/2 programs". */
|
|
579
923
|
deckStatLine() {
|