@maka/maka-cli 5.126.0 → 5.128.0

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 (880) hide show
  1. package/bundle/typescript/package.json +8 -6
  2. package/bundle/typescript/src/commands/game/sideQuest/commands/move.js +6 -3
  3. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +8 -1
  4. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +7 -0
  5. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +14 -0
  6. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js +18 -3
  7. package/bundle/typescript/src/commands/profile.js +10 -2
  8. package/package.json +8 -6
  9. package/bundle/typescript/src/command.d.ts +0 -37
  10. package/bundle/typescript/src/command.js.map +0 -1
  11. package/bundle/typescript/src/commands/_index.d.ts +0 -28
  12. package/bundle/typescript/src/commands/_index.js.map +0 -1
  13. package/bundle/typescript/src/commands/aws/_index.d.ts +0 -16
  14. package/bundle/typescript/src/commands/aws/_index.js.map +0 -1
  15. package/bundle/typescript/src/commands/aws/aws.command.d.ts +0 -3
  16. package/bundle/typescript/src/commands/aws/aws.command.js.map +0 -1
  17. package/bundle/typescript/src/commands/aws/cecr.sub.cmd.d.ts +0 -1
  18. package/bundle/typescript/src/commands/aws/cecr.sub.cmd.js.map +0 -1
  19. package/bundle/typescript/src/commands/aws/chz.sub.cmd.d.ts +0 -1
  20. package/bundle/typescript/src/commands/aws/chz.sub.cmd.js.map +0 -1
  21. package/bundle/typescript/src/commands/aws/ci.sub.cmd.d.ts +0 -1
  22. package/bundle/typescript/src/commands/aws/ci.sub.cmd.js.map +0 -1
  23. package/bundle/typescript/src/commands/aws/ckp.sub.cmd.d.ts +0 -1
  24. package/bundle/typescript/src/commands/aws/ckp.sub.cmd.js.map +0 -1
  25. package/bundle/typescript/src/commands/aws/csg.sub.cmd.d.ts +0 -1
  26. package/bundle/typescript/src/commands/aws/csg.sub.cmd.js.map +0 -1
  27. package/bundle/typescript/src/commands/aws/decr.sub.cmd.d.ts +0 -1
  28. package/bundle/typescript/src/commands/aws/decr.sub.cmd.js.map +0 -1
  29. package/bundle/typescript/src/commands/aws/di.sub.cmd.d.ts +0 -1
  30. package/bundle/typescript/src/commands/aws/di.sub.cmd.js.map +0 -1
  31. package/bundle/typescript/src/commands/aws/dkp.sub.cmd.d.ts +0 -1
  32. package/bundle/typescript/src/commands/aws/dkp.sub.cmd.js.map +0 -1
  33. package/bundle/typescript/src/commands/aws/dsg.sub.cmd.d.ts +0 -1
  34. package/bundle/typescript/src/commands/aws/dsg.sub.cmd.js.map +0 -1
  35. package/bundle/typescript/src/commands/aws/lecr.sub.cmd.d.ts +0 -1
  36. package/bundle/typescript/src/commands/aws/lecr.sub.cmd.js.map +0 -1
  37. package/bundle/typescript/src/commands/aws/rbi.sub.cmd.d.ts +0 -1
  38. package/bundle/typescript/src/commands/aws/rbi.sub.cmd.js.map +0 -1
  39. package/bundle/typescript/src/commands/aws/rdn.sub.cmd.d.ts +0 -1
  40. package/bundle/typescript/src/commands/aws/rdn.sub.cmd.js.map +0 -1
  41. package/bundle/typescript/src/commands/aws/rkp.sub.cmd.d.ts +0 -1
  42. package/bundle/typescript/src/commands/aws/rkp.sub.cmd.js.map +0 -1
  43. package/bundle/typescript/src/commands/aws/sth.sub.cmd.d.ts +0 -1
  44. package/bundle/typescript/src/commands/aws/sth.sub.cmd.js.map +0 -1
  45. package/bundle/typescript/src/commands/aws/ti.sub.cmd.d.ts +0 -1
  46. package/bundle/typescript/src/commands/aws/ti.sub.cmd.js.map +0 -1
  47. package/bundle/typescript/src/commands/build/_index.d.ts +0 -2
  48. package/bundle/typescript/src/commands/build/_index.js.map +0 -1
  49. package/bundle/typescript/src/commands/build/build.d.ts +0 -3
  50. package/bundle/typescript/src/commands/build/build.js.map +0 -1
  51. package/bundle/typescript/src/commands/build/docker.sub.cmd.d.ts +0 -1
  52. package/bundle/typescript/src/commands/build/docker.sub.cmd.js.map +0 -1
  53. package/bundle/typescript/src/commands/create.d.ts +0 -1
  54. package/bundle/typescript/src/commands/create.js.map +0 -1
  55. package/bundle/typescript/src/commands/debug.d.ts +0 -1
  56. package/bundle/typescript/src/commands/debug.js.map +0 -1
  57. package/bundle/typescript/src/commands/deploy/_index.d.ts +0 -4
  58. package/bundle/typescript/src/commands/deploy/_index.js.map +0 -1
  59. package/bundle/typescript/src/commands/deploy/deploy.command.d.ts +0 -3
  60. package/bundle/typescript/src/commands/deploy/deploy.command.js.map +0 -1
  61. package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.d.ts +0 -1
  62. package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.js.map +0 -1
  63. package/bundle/typescript/src/commands/deploy/github.sub.cmd.d.ts +0 -1
  64. package/bundle/typescript/src/commands/deploy/github.sub.cmd.js.map +0 -1
  65. package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.d.ts +0 -1
  66. package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.js.map +0 -1
  67. package/bundle/typescript/src/commands/env/_index.d.ts +0 -3
  68. package/bundle/typescript/src/commands/env/_index.js.map +0 -1
  69. package/bundle/typescript/src/commands/env/env.command.d.ts +0 -3
  70. package/bundle/typescript/src/commands/env/env.command.js.map +0 -1
  71. package/bundle/typescript/src/commands/env/get.sub.cmd.d.ts +0 -1
  72. package/bundle/typescript/src/commands/env/get.sub.cmd.js.map +0 -1
  73. package/bundle/typescript/src/commands/env/prompt-for-env.d.ts +0 -10
  74. package/bundle/typescript/src/commands/env/prompt-for-env.js.map +0 -1
  75. package/bundle/typescript/src/commands/env/set.sub.cmd.d.ts +0 -1
  76. package/bundle/typescript/src/commands/env/set.sub.cmd.js.map +0 -1
  77. package/bundle/typescript/src/commands/game/_index.d.ts +0 -2
  78. package/bundle/typescript/src/commands/game/_index.js.map +0 -1
  79. package/bundle/typescript/src/commands/game/sideQuest/adept-powers.d.ts +0 -71
  80. package/bundle/typescript/src/commands/game/sideQuest/adept-powers.js.map +0 -1
  81. package/bundle/typescript/src/commands/game/sideQuest/archetypes.d.ts +0 -160
  82. package/bundle/typescript/src/commands/game/sideQuest/archetypes.js.map +0 -1
  83. package/bundle/typescript/src/commands/game/sideQuest/aspects.d.ts +0 -68
  84. package/bundle/typescript/src/commands/game/sideQuest/aspects.js.map +0 -1
  85. package/bundle/typescript/src/commands/game/sideQuest/augmentations.d.ts +0 -207
  86. package/bundle/typescript/src/commands/game/sideQuest/augmentations.js.map +0 -1
  87. package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.d.ts +0 -30
  88. package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.js.map +0 -1
  89. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.d.ts +0 -26
  90. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.js.map +0 -1
  91. package/bundle/typescript/src/commands/game/sideQuest/commands/ar.d.ts +0 -34
  92. package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js.map +0 -1
  93. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.d.ts +0 -65
  94. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.js.map +0 -1
  95. package/bundle/typescript/src/commands/game/sideQuest/commands/assense.d.ts +0 -16
  96. package/bundle/typescript/src/commands/game/sideQuest/commands/assense.js.map +0 -1
  97. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.d.ts +0 -42
  98. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js.map +0 -1
  99. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.d.ts +0 -199
  100. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js.map +0 -1
  101. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +0 -59
  102. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +0 -1
  103. package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.d.ts +0 -21
  104. package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.js.map +0 -1
  105. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.d.ts +0 -39
  106. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js.map +0 -1
  107. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.d.ts +0 -28
  108. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js.map +0 -1
  109. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +0 -64
  110. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +0 -1
  111. package/bundle/typescript/src/commands/game/sideQuest/commands/call.d.ts +0 -72
  112. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +0 -1
  113. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.d.ts +0 -119
  114. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +0 -1
  115. package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.d.ts +0 -6
  116. package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.js.map +0 -1
  117. package/bundle/typescript/src/commands/game/sideQuest/commands/climb.d.ts +0 -48
  118. package/bundle/typescript/src/commands/game/sideQuest/commands/climb.js.map +0 -1
  119. package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.d.ts +0 -19
  120. package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.js.map +0 -1
  121. package/bundle/typescript/src/commands/game/sideQuest/commands/command.d.ts +0 -63
  122. package/bundle/typescript/src/commands/game/sideQuest/commands/command.js.map +0 -1
  123. package/bundle/typescript/src/commands/game/sideQuest/commands/companions.d.ts +0 -69
  124. package/bundle/typescript/src/commands/game/sideQuest/commands/companions.js.map +0 -1
  125. package/bundle/typescript/src/commands/game/sideQuest/commands/compile.d.ts +0 -65
  126. package/bundle/typescript/src/commands/game/sideQuest/commands/compile.js.map +0 -1
  127. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.d.ts +0 -18
  128. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.js.map +0 -1
  129. package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.d.ts +0 -18
  130. package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.js.map +0 -1
  131. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.d.ts +0 -30
  132. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js.map +0 -1
  133. package/bundle/typescript/src/commands/game/sideQuest/commands/crew.d.ts +0 -46
  134. package/bundle/typescript/src/commands/game/sideQuest/commands/crew.js.map +0 -1
  135. package/bundle/typescript/src/commands/game/sideQuest/commands/deck.d.ts +0 -42
  136. package/bundle/typescript/src/commands/game/sideQuest/commands/deck.js.map +0 -1
  137. package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.d.ts +0 -61
  138. package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.js.map +0 -1
  139. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.d.ts +0 -23
  140. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js.map +0 -1
  141. package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.d.ts +0 -14
  142. package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.js.map +0 -1
  143. package/bundle/typescript/src/commands/game/sideQuest/commands/download.d.ts +0 -46
  144. package/bundle/typescript/src/commands/game/sideQuest/commands/download.js.map +0 -1
  145. package/bundle/typescript/src/commands/game/sideQuest/commands/drink.d.ts +0 -14
  146. package/bundle/typescript/src/commands/game/sideQuest/commands/drink.js.map +0 -1
  147. package/bundle/typescript/src/commands/game/sideQuest/commands/drone.d.ts +0 -15
  148. package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js.map +0 -1
  149. package/bundle/typescript/src/commands/game/sideQuest/commands/drop.d.ts +0 -7
  150. package/bundle/typescript/src/commands/game/sideQuest/commands/drop.js.map +0 -1
  151. package/bundle/typescript/src/commands/game/sideQuest/commands/eat.d.ts +0 -14
  152. package/bundle/typescript/src/commands/game/sideQuest/commands/eat.js.map +0 -1
  153. package/bundle/typescript/src/commands/game/sideQuest/commands/edge.d.ts +0 -13
  154. package/bundle/typescript/src/commands/game/sideQuest/commands/edge.js.map +0 -1
  155. package/bundle/typescript/src/commands/game/sideQuest/commands/emote.d.ts +0 -17
  156. package/bundle/typescript/src/commands/game/sideQuest/commands/emote.js.map +0 -1
  157. package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.d.ts +0 -6
  158. package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.js.map +0 -1
  159. package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.d.ts +0 -59
  160. package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.js.map +0 -1
  161. package/bundle/typescript/src/commands/game/sideQuest/commands/equip.d.ts +0 -11
  162. package/bundle/typescript/src/commands/game/sideQuest/commands/equip.js.map +0 -1
  163. package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.d.ts +0 -23
  164. package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.js.map +0 -1
  165. package/bundle/typescript/src/commands/game/sideQuest/commands/fit.d.ts +0 -29
  166. package/bundle/typescript/src/commands/game/sideQuest/commands/fit.js.map +0 -1
  167. package/bundle/typescript/src/commands/game/sideQuest/commands/follow.d.ts +0 -37
  168. package/bundle/typescript/src/commands/game/sideQuest/commands/follow.js.map +0 -1
  169. package/bundle/typescript/src/commands/game/sideQuest/commands/garage.d.ts +0 -15
  170. package/bundle/typescript/src/commands/game/sideQuest/commands/garage.js.map +0 -1
  171. package/bundle/typescript/src/commands/game/sideQuest/commands/give.d.ts +0 -7
  172. package/bundle/typescript/src/commands/game/sideQuest/commands/give.js.map +0 -1
  173. package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +0 -88
  174. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +0 -1
  175. package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.d.ts +0 -38
  176. package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.js.map +0 -1
  177. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +0 -103
  178. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +0 -1
  179. package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.d.ts +0 -16
  180. package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.js.map +0 -1
  181. package/bundle/typescript/src/commands/game/sideQuest/commands/heal.d.ts +0 -53
  182. package/bundle/typescript/src/commands/game/sideQuest/commands/heal.js.map +0 -1
  183. package/bundle/typescript/src/commands/game/sideQuest/commands/hints.d.ts +0 -10
  184. package/bundle/typescript/src/commands/game/sideQuest/commands/hints.js.map +0 -1
  185. package/bundle/typescript/src/commands/game/sideQuest/commands/hop.d.ts +0 -16
  186. package/bundle/typescript/src/commands/game/sideQuest/commands/hop.js.map +0 -1
  187. package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.d.ts +0 -8
  188. package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.js.map +0 -1
  189. package/bundle/typescript/src/commands/game/sideQuest/commands/install.d.ts +0 -21
  190. package/bundle/typescript/src/commands/game/sideQuest/commands/install.js.map +0 -1
  191. package/bundle/typescript/src/commands/game/sideQuest/commands/inv.d.ts +0 -6
  192. package/bundle/typescript/src/commands/game/sideQuest/commands/inv.js.map +0 -1
  193. package/bundle/typescript/src/commands/game/sideQuest/commands/jack.d.ts +0 -36
  194. package/bundle/typescript/src/commands/game/sideQuest/commands/jack.js.map +0 -1
  195. package/bundle/typescript/src/commands/game/sideQuest/commands/jackpoint.d.ts +0 -24
  196. package/bundle/typescript/src/commands/game/sideQuest/commands/jackpoint.js.map +0 -1
  197. package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.d.ts +0 -38
  198. package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.js.map +0 -1
  199. package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.d.ts +0 -12
  200. package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.js.map +0 -1
  201. package/bundle/typescript/src/commands/game/sideQuest/commands/journal.d.ts +0 -44
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  203. package/bundle/typescript/src/commands/game/sideQuest/commands/jump.d.ts +0 -16
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  205. package/bundle/typescript/src/commands/game/sideQuest/commands/kill.d.ts +0 -13
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  207. package/bundle/typescript/src/commands/game/sideQuest/commands/lead.d.ts +0 -40
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  209. package/bundle/typescript/src/commands/game/sideQuest/commands/lifestyle.d.ts +0 -23
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  211. package/bundle/typescript/src/commands/game/sideQuest/commands/lock.d.ts +0 -8
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  217. package/bundle/typescript/src/commands/game/sideQuest/commands/map.d.ts +0 -26
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  219. package/bundle/typescript/src/commands/game/sideQuest/commands/mark.d.ts +0 -27
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  221. package/bundle/typescript/src/commands/game/sideQuest/commands/message.d.ts +0 -44
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  223. package/bundle/typescript/src/commands/game/sideQuest/commands/move.d.ts +0 -194
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  225. package/bundle/typescript/src/commands/game/sideQuest/commands/note.d.ts +0 -99
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  227. package/bundle/typescript/src/commands/game/sideQuest/commands/order.d.ts +0 -19
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  229. package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.d.ts +0 -14
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  231. package/bundle/typescript/src/commands/game/sideQuest/commands/palm.d.ts +0 -16
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  233. package/bundle/typescript/src/commands/game/sideQuest/commands/pan.d.ts +0 -12
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  235. package/bundle/typescript/src/commands/game/sideQuest/commands/pay.d.ts +0 -13
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  237. package/bundle/typescript/src/commands/game/sideQuest/commands/perform.d.ts +0 -13
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  239. package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.d.ts +0 -18
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  241. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +0 -43
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  243. package/bundle/typescript/src/commands/game/sideQuest/commands/players.d.ts +0 -12
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  245. package/bundle/typescript/src/commands/game/sideQuest/commands/posture.d.ts +0 -45
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  247. package/bundle/typescript/src/commands/game/sideQuest/commands/project.d.ts +0 -19
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  249. package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.d.ts +0 -21
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  251. package/bundle/typescript/src/commands/game/sideQuest/commands/read.d.ts +0 -6
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  253. package/bundle/typescript/src/commands/game/sideQuest/commands/reboot.d.ts +0 -12
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@@ -1,508 +0,0 @@
1
- import { Player } from './player.js';
2
- import { Scene } from './scene.js';
3
- import { IPlayerConstructorConfig } from '../models/player.js';
4
- import { CommandRegistry } from '../commands/command-registry.js';
5
- import type { Item } from './item.js';
6
- export interface INPCConstructorConfig {
7
- dialog: string[];
8
- description: string;
9
- playerConstructorConfig: IPlayerConstructorConfig;
10
- }
11
- /**
12
- * One barrier as the prompt needs to see it.
13
- *
14
- * STRUCTURAL on purpose, and that is the entire reason this interface
15
- * exists rather than the functions below taking a `Puzzle`. The
16
- * puzzle/solve mechanic is being replaced by a `Device` model, and these
17
- * two functions are the last thing standing between an NPC and inventing
18
- * a door code. Typing them over a SHAPE rather than a class means the
19
- * type swap is a change of adapter at one call site, with these
20
- * functions and their tests untouched -- so "the rewrite preserved the
21
- * behaviour" becomes something the suite proves rather than something we
22
- * hope.
23
- *
24
- * `description` is optional and interpolated raw, which preserves an
25
- * existing wart exactly: a barrier with no description renders the
26
- * literal string "undefined" into the prompt today. Recorded rather than
27
- * fixed, because this extraction is behaviour-preserving by contract and
28
- * a silent improvement here would make the swap unprovable.
29
- *
30
- * `sealingDirection` is a plain string so this pair depends on nothing:
31
- * a `Direction` is assignable to it, and the functions stay importable
32
- * from anywhere.
33
- */
34
- export interface IBarrierPost {
35
- name: string;
36
- /**
37
- * MANDATORY, as of the Device flip. It was optional while Puzzle fed
38
- * this interface (a riddle genuinely could be absent), and the cost
39
- * was that barrierPostNote interpolated it raw and rendered the
40
- * literal string "undefined" into an NPC's prompt. Device cannot be
41
- * constructed without a description, so that branch is DEAD rather
42
- * than guarded -- a deletion, not a fix.
43
- */
44
- description: string;
45
- /** The credential that opens it. Absent means even its keeper doesn't know. */
46
- code?: string;
47
- /**
48
- * The item that opens it outright, if one exists. Present ONLY so the
49
- * brief can stop asserting "no key" about a lock that takes exactly
50
- * one key -- see the note in barrierPostNote. A plain string, like
51
- * sealingDirection, so this pair keeps depending on nothing.
52
- */
53
- keyItem?: string;
54
- open: boolean;
55
- /** Set only when this barrier seals an EXIT rather than sitting in the room. */
56
- sealingDirection?: string;
57
- /** The lock's Device Rating (p.359-360), so a keeper can say how serious it is. */
58
- rating?: number;
59
- }
60
- /**
61
- * BARRIERS AT YOUR POST (a real session: a beaten sentry announced he
62
- * was "unlocking" a spell-sealed hatch he could never open -- his AI had
63
- * no idea what guarded his own door, tried a doomed "unlock", and
64
- * claimed success). An NPC standing at a barrier knows what seals it,
65
- * that he cannot wish it open, and HOW it opens -- as a guarded secret,
66
- * so coercion and bribery become a real path to the pass.
67
- *
68
- * The CALLER decides whose barriers these are. Companions get an empty
69
- * list: a bound spirit that knew the code would simply hand it to its
70
- * master and skip the barrier entirely.
71
- *
72
- * Exported and pure for the reason the note below is: it fails SILENTLY.
73
- * Nothing throws when this stops handing over the real pass -- the NPC
74
- * just starts inventing one, and the only detector is a player three
75
- * rooms away typing a code that was never real.
76
- */
77
- /**
78
- * YOU ARE THE BARRIER -- told to an NPC who is holding a doorway.
79
- *
80
- * REPORTED FROM A BENCH (item jqqcxx2qfgZjLgRYm, rejected 2026-08-28):
81
- * "While Sable does know the door is open, and they hold the doorway,
82
- * they say 'You need to go through, you go.' which contradicts their
83
- * directive to hold the doorway."
84
- *
85
- * Exactly right, and the cause is that the word `guarding` appeared
86
- * NOWHERE in this file. The brief has always described the barriers
87
- * around an NPC and never the one fact that makes this NPC an obstacle
88
- * at all -- so a picket knew about the door, knew it stood open, and
89
- * had no idea they were the reason nobody was walking through it. Asked
90
- * to move, they were agreeable, because nothing had told them not to
91
- * be.
92
- *
93
- * It is the same shape as every other invention bug here: an NPC told
94
- * NOTHING about a state does not stay silent about it, it makes
95
- * something up. `guarding` is already load-bearing in the geometry --
96
- * holdsGround reads it and refuses passage -- so the fiction and the
97
- * mechanics were saying opposite things to the player's face.
98
- *
99
- * Pure and exported for the same reason as its neighbours: it fails
100
- * silently. Nothing throws when a guard starts waving people through.
101
- */
102
- export declare function picketDutyNote(guarding: boolean, direction?: string): string;
103
- /**
104
- * OPPOSITION (JjQdy4A4tzcQdPHno: "none of the NPCs ever seem to get
105
- * hostile"). See Player.hostile for why a flag was the missing piece
106
- * and the wake-up was not.
107
- *
108
- * CANON SHAPES THIS, and it is narrower than "be aggressive". Asked
109
- * fresh: hostility follows DETECTION and cause, never ambience. A host
110
- * "informs its owner and launches IC" when it SPOTS you (p.247); Patrol
111
- * IC escalates only when it has cause and is "mostly harmless to the
112
- * innocent" (Data Trails p.86); guards round a corner, SEE the team,
113
- * and shooting starts (p.374-377). Detection then feeds a Surprise Test
114
- * (p.192), which is the engine's own opposed perception contest already
115
- * sitting on arrival.
116
- *
117
- * So this note gives a REASON, never an order. It deliberately does NOT
118
- * say attack: challenging a stranger, raising the alarm, or calling for
119
- * backup are all better opening moves, and canon's own examples are
120
- * mostly alerts rather than gunfire. A brief that said "attack on
121
- * sight" would replace a game where nobody fights with a game where
122
- * everybody does, and the second is worse -- a missed beat costs a
123
- * moment, a room that shoots on sight costs the scene.
124
- *
125
- * THE LINE ABOUT NOT KNOWING WHO THEY ARE is load-bearing. Without it
126
- * the AI tends to narrate certainty it has no source for -- naming the
127
- * runner as a known infiltrator, or inventing what they are here to
128
- * steal. Opposition means "you are not supposed to be here", not
129
- * "I have read your file".
130
- */
131
- /**
132
- * WHAT A TECHNOMANCER NPC IS ALLOWED TO KNOW ABOUT THE RESONANCE
133
- * (giSLwHpGdqjgvKLxG).
134
- *
135
- * The brief's magicSummary tells an Awakened NPC what its magic lets it
136
- * DO. There was no counterpart for Resonance, so a technomancer NPC was
137
- * never told `thread` exists -- and an AI cannot choose a verb it has
138
- * never been shown. The command was reachable the whole time: `order`
139
- * dispatches through NPC.runCommand against the same registry, and
140
- * ThreadCommand's only gate is isTechnomancer().
141
- *
142
- * That one silence emptied a family. thread.ts is the ONLY writer of
143
- * sustainedForms, so with no NPC able to weave, nothing in a solo game
144
- * ever held a complex form: `unravel` (Kill Complex Form) had no legal
145
- * target, and dispel.ts's "that is RESONANCE, not mana" courtesy line
146
- * could never print.
147
- *
148
- * EMPTY FOR EVERYONE ELSE, deliberately. A verb advertised to an NPC
149
- * that cannot use it corrects NEVER -- the only witness is an AI acting
150
- * unwatched, which burns its turn on "doesn't know how to" and has no
151
- * complaint channel. Five of those have shipped; see
152
- * npc-brief-verbs.test.ts.
153
- *
154
- * COMPILE AND REGISTER ARE DELIBERATELY ABSENT. A technomancer NPC
155
- * summoning sprites is a behaviour expansion with its own balance
156
- * story, not a step toward making a written verb reachable.
157
- */
158
- export declare function resonanceBriefNote(isTechnomancer: boolean, resonance: number): string;
159
- export declare function hostileStanceNote(hostile: boolean, intruderName?: string): string;
160
- export declare function barrierPostNote(barriers: IBarrierPost[]): string;
161
- /**
162
- * How many real credentials this NPC was actually handed -- the number
163
- * credentialHonestyNote turns into "you know the pass for the barrier at
164
- * your own post, and NO others" versus "you hold NONE".
165
- *
166
- * A barrier only counts if it is SHUT and has a code. An open one is
167
- * nothing to guard, and one with no code is a secret its own keeper
168
- * doesn't have.
169
- *
170
- * It counts DEVICES only. A guard once carried a passphrase of their
171
- * own and it was counted here; the user removed the concept
172
- * (2026-08-27) because the way past a person is social or violent, and
173
- * because a guard's phrase had no clue guarantee behind it -- see the
174
- * note where Player.passphrase used to be.
175
- */
176
- export declare function passesHeldBy(barriers: IBarrierPost[]): number;
177
- /**
178
- * THE CAST PIN -- geographySummary's missing twin. See the note at its
179
- * call site in respondTo(). Exported and PURE for the same reason as
180
- * credentialHonestyNote: an NPC inventing a person fails silently, and
181
- * the player is the only detector.
182
- */
183
- export declare function castPin(names: string[]): string;
184
- /**
185
- * THE ANTI-CONFABULATION CLAUSE for barrier credentials -- see the long
186
- * note at its call site in respondTo(). `passesHeld` is how many real
187
- * passes this NPC was actually handed by the BARRIER AT YOUR POST block
188
- * (0 for everyone not standing at an unsolved barrier, which is almost
189
- * everyone).
190
- *
191
- * Exported and PURE for the same reason splitSpokenLines is: it fails
192
- * SILENTLY. Nothing throws when this clause goes missing or softens --
193
- * the NPC just starts inventing door codes again, and the only place it
194
- * surfaces is a player three rooms away typing a code that was never
195
- * real. There is no assertion anywhere else in the engine that would
196
- * notice.
197
- */
198
- export declare function credentialHonestyNote(passesHeld: number): string;
199
- /**
200
- * WHAT YOU KNOW ENDS AT THIS ROOM -- audit findings #9 and #10, the last
201
- * two unpinned facts from the credential sweep, and the same shape as
202
- * the credential hole: pinned for the NPC's own room, invented for
203
- * anywhere else.
204
- *
205
- * #9 an NPC asked where something is names a REAL room the item is
206
- * not in. Real, because geography is pinned -- which makes it
207
- * worse, not better. A vague answer costs a player nothing; a
208
- * plausible, checkable, wrong one costs them the walk there, the
209
- * search, and their trust in the next true thing they hear.
210
- * #10 an NPC asked what a door ELSEWHERE needs invents a requirement.
211
- * They only ever see their own room's exits.
212
- *
213
- * Deliberately NOT an index of the world's items and doors: that would
214
- * spoil the game and cost prompt budget to do it. Pin what the NPC can
215
- * legitimately know, deny the rest, index nothing.
216
- *
217
- * The scoping matters and is the whole difficulty. An NPC absolutely may
218
- * say where things are when they were TOLD -- the client's briefing, the
219
- * legwork facts ask.ts hands over, their own scripted talking points are
220
- * all real knowledge, engine-supplied, and a blanket denial would gag
221
- * the Johnson mid-brief. What is banned is GUESSING TO BE HELPFUL, which
222
- * is the specific thing a model does when it has no answer and wants to
223
- * give one.
224
- */
225
- export declare function localKnowledgeNote(roomName?: string): string;
226
- /**
227
- * OUT-OF-CHARACTER LEAKAGE on the exposition channel.
228
- *
229
- * Playtest 2026-08-27 (Sherry): "The response from Mr. Krow was OOC" --
230
- * Krow answered in the game's own voice instead of in his.
231
- *
232
- * This is the SAME SEAM as splitSpokenLines, one layer up, and widening
233
- * it was the right move rather than building a second mechanism. The
234
- * exposition channel is the only place a model's non-fiction voice can
235
- * reach the screen: `say` lines are attributed dialogue and [COMMAND]
236
- * lines are parsed, so anything that is neither prints as narration in
237
- * narration blue. A filter for exactly this already existed and was
238
- * built from ONE report -- the first-person director ("I'll have Deacon
239
- * Ruy stay guarded but crack slightly under the pressure...") -- so it
240
- * only ever matched that one shape.
241
- *
242
- * The shapes it missed are the ordinary ones: the assistant preamble
243
- * ("Certainly! Here's how he responds"), the frame ("As Mr. Krow, I'd
244
- * say..."), the explicit marker ("OOC:", "Note:"), and talk about the
245
- * player rather than to them ("The player is trying to...").
246
- *
247
- * SUPPRESSED, not restyled. The player also asked for OOC to be visibly
248
- * distinct from fiction, and that is a real and separate feature -- but
249
- * "Certainly! Here's what he'd say" is not out-of-character INFORMATION,
250
- * it is the model failing to stay in the fiction, and there is nothing
251
- * in it worth showing in any colour. The genuine OOC channels
252
- * (logger.meta for mechanics, hint() for coaching) already exist and are
253
- * already visibly distinct; routing leakage into them would fill the
254
- * player's straight-talk channel with noise.
255
- *
256
- * Exported and PURE because it fails silently in the usual way: nothing
257
- * throws when a pattern stops matching, the line just prints, and the
258
- * only detector is a player watching their fixer break character.
259
- */
260
- export declare function isOutOfCharacter(line: string, npcName?: string): boolean;
261
- /**
262
- * THE ENTRY BOUNDARY for a model reply: split, and TRIM EACH LINE.
263
- *
264
- * The trim is the fix for g3o5MwQkNPcJmbSSC (a raw "[COMMAND] say
265
- * Niko..." printed at the player) and mmPAY5Dt2EMjfGdDd (NPC speech
266
- * "not coming through the right channels") -- one root, two reports.
267
- *
268
- * respondTo classifies with UNTRIMMED startsWith:
269
- *
270
- * spoken = startsWith('[COMMAND] say')
271
- * commands = startsWith('[COMMAND]')
272
- * exposition = everything else
273
- *
274
- * so an indented " [COMMAND] say ..." matched NEITHER of the first two
275
- * and fell into exposition, where it printed verbatim. The plumbing
276
- * showed through and the speech never reached the conversation or got
277
- * its attribution.
278
- *
279
- * NORMALISED HERE, at the one place the model's text enters, rather
280
- * than by trimming inside splitSpokenLines. That function's contract is
281
- * that a line already carrying a marker "is none of this function's
282
- * business -- it must come out byte-identical", and npc-speech.test.ts
283
- * pins exactly that. The bug was never in the repair; it was that
284
- * nothing normalised whitespace before three startsWith calls relied on
285
- * it. Fixing it at the boundary keeps that contract true and puts the
286
- * normalisation where its name says it happens.
287
- */
288
- export declare function splitReplyLines(s: unknown): string[];
289
- /**
290
- * SPEECH REPAIR: turns a model reply's raw lines into lines the
291
- * classifier below can actually read. Exported and PURE so the rules
292
- * can be tested directly -- every one of them was written in response
293
- * to a specific playtest report, and each is a silent failure when it
294
- * regresses: the words still print, just in the wrong voice.
295
- */
296
- export declare function splitSpokenLines(lines: string[]): string[];
297
- /**
298
- * THE COMPANION KINDS, in one place, because they were in three.
299
- *
300
- * This union was declared separately in npc.ts (companionKind) and
301
- * twice in game.ts (the `companions` roster and spawnCompanionShell),
302
- * and that is the root of a defect the cluster found FOUR times in one
303
- * day: a per-kind table written from memory, missing its `sprite` arm,
304
- * falling through to a default that was a plausible-looking lie.
305
- *
306
- * order.ts FEED -- a sprite's order feed rendered in
307
- * meat-ally white, on a Matrix construct.
308
- * order.ts fold branch -- "stand down" answered with the AGENT's
309
- * deck wording and DESTROYED a registered
310
- * sprite (backlog-session-2's find).
311
- * npc.ts LINK_STYLE -- the master link relays a sprite acting
312
- * out of sight in ally white.
313
- * go.ts follow rule -- a jacked-in technomancer STRANDED their
314
- * sprite on the grid; see that file.
315
- *
316
- * Nobody wrote four bugs. Four people wrote a three-arm table from a
317
- * union they could not see all of, because there was no single place
318
- * that said what the kinds are.
319
- *
320
- * KEY EVERY PER-KIND TABLE TO THIS TYPE with `satisfies Record<...>`.
321
- * That converts the whole family from "can only be wrong" to "cannot
322
- * build": add a sixth kind here and every table fails to compile until
323
- * someone gives it an arm. A ternary chain with a fallback arm can
324
- * never fail that way, which is exactly why all four of these shipped.
325
- */
326
- export type CompanionKind = 'spirit' | 'sprite' | 'agent' | 'drone' | 'ally';
327
- export declare class NPC extends Player {
328
- private _dialogue;
329
- private _description;
330
- private _appearance?;
331
- private hasAIAppearance;
332
- private _scene?;
333
- private _commandHelp;
334
- private _objective?;
335
- private _history;
336
- private readonly _maxHistory;
337
- private commandRegistry;
338
- private lastNpcHeardTime;
339
- /**
340
- * How long an NPC ignores ANOTHER NPC's speech after hearing one.
341
- *
342
- * 2.5 SECONDS, BY RULING. The value was 500 with a comment reading
343
- * "10 seconds" -- twenty times itself. Which of the two was intended
344
- * was not recoverable from the code, so it went to the board rather
345
- * than being "fixed" in either direction: silently making NPC
346
- * cross-chatter twenty times rarer would have been a behaviour change
347
- * wearing a typo's clothes. The answer came back neither -- 2-3
348
- * seconds -- so the comment was not describing a lost intent and the
349
- * number was not right either.
350
- *
351
- * MUST NOT SHIP IN THE SAME RELEASE AS THE CROWD NOTE (room.ts
352
- * crowdNote, hiRLexr3xJjQM2jP4). This throttles exactly the cross-talk
353
- * that clause addresses. If both move at once a playtest cannot tell
354
- * which one quieted the room, or which one deadened it -- the clause
355
- * ships and gets played first.
356
- */
357
- private static npcHearCooldownMs;
358
- private lastNpcSeenTime;
359
- /**
360
- * The same throttle for ACTIONS an NPC watches another NPC take.
361
- *
362
- * 2.5 SECONDS, MATCHING THE HEAR COOLDOWN, BY RULING. This was the
363
- * second instance of the same lying comment -- "// 10 seconds"
364
- * against a value of 500 -- and it was left at 500 on purpose when
365
- * the hear one was raised, because applying that answer here would
366
- * have extended a ruling past what was asked.
367
- *
368
- * The answer came back "both": hearing and seeing are the same kind
369
- * of reaction and were plainly meant as a pair, so reacting five
370
- * times faster to sight than to sound is not a design, it is a typo
371
- * that survived. Which is what the matched-pair reading suggested --
372
- * but a correct guess is still a guess, and the next one might not
373
- * land.
374
- *
375
- * Same release coupling as its twin: neither of these ships beside
376
- * the crowd-note clause (room.ts crowdNote), or a playtest cannot
377
- * tell which one quieted the room.
378
- */
379
- private static npcSeeCooldownMs;
380
- private _maxRecursion;
381
- private waitingForPlayer;
382
- private _spokeThisStimulus;
383
- /**
384
- * WHAT THIS SHELL HAS ALREADY TRIED, this stimulus (player note
385
- * 2026-08-25: "there was way too much self directive from the NPCs").
386
- * A reflect chain with no memory of its own attempts grinds: one real
387
- * session logged five failed grapples on the same target, "look at
388
- * Rattle -- Rattle is here" four times, and "move to crates -- You're
389
- * already at the crates". The model was told to read failures
390
- * honestly and did; it just had nothing telling it not to try the
391
- * same thing again.
392
- *
393
- * Two uses below: the chain BREAKS on a repeat (deterministic, so it
394
- * can't be talked out of it), and the prompt is shown the list so the
395
- * model can pick something genuinely different before it gets there.
396
- */
397
- private _triedThisStimulus;
398
- /** Results that mean "that didn't work" -- refusals, no-ops and
399
- * whiffs, in the engine's own recurring phrasings. */
400
- private static readonly FAILED_RESULT;
401
- /** Normalized so "look at Rattle" and "look at rattle" are one act. */
402
- private static normalizeCmd;
403
- private static readonly RESPOND_WORTHY_VERB;
404
- allyOf?: string;
405
- /**
406
- * SET ONLY BY THE EPHEMERAL GOVERNOR (utilities/ephemeral.ts): this
407
- * body is a passing face, not a character. Its presence trims the
408
- * brief to the honesty pins plus the two denials, and its absence is
409
- * what every scene-generated NPC has.
410
- *
411
- * Deliberately NOT allyOf and NOT companionKind: those two are what
412
- * make a shell persist, follow, and take orders, and an ephemeral does
413
- * none of the three.
414
- */
415
- ephemeral?: import('../utilities/ephemeral.js').IEphemeralMark;
416
- /**
417
- * Every human seated at this scene's table. utilities/table-notes.ts
418
- * turns it into what a companion is told; in solo play it is just
419
- * the one runner, and every line built from it comes back empty.
420
- */
421
- private seatedNames;
422
- boundDevice?: Item;
423
- companionKind?: CompanionKind;
424
- /**
425
- * Runs one command AS this NPC through its own scene-bound registry --
426
- * the deterministic control surface for "order <companion> <command>"
427
- * (order.ts). Unlike act(), it skips the AI reflect chain (an order is
428
- * an order) and returns the command's result for the player's screen.
429
- * Returns NULL when the string isn't a known command at all -- the
430
- * caller's cue to treat it as a DIRECTIVE for the AI instead.
431
- */
432
- tryRunCommand(commandString: string): Promise<string | null>;
433
- runCommand(commandString: string): Promise<string>;
434
- private static readonly LINK_STYLE;
435
- /**
436
- * The MASTER LINK (player feedback request: a companion working out of
437
- * sight was a black box). Everything a companion shell says or does
438
- * echoes to its master over the bond -- deck telemetry for an agent,
439
- * the rigger feed for a drone, the summoning link for a spirit --
440
- * tinted in its kind's colors, but only when the master couldn't
441
- * already see it live (no double lines in the same room). A spoken
442
- * line starting "DONE:"/"FAILED:" is the directive-resolution protocol
443
- * (see the companion prompt block): it clears the standing objective
444
- * and paints a ✓/✗ status line instead.
445
- */
446
- private relayToMaster;
447
- /** Sets the standing objective the AI pursues (surfaced in its prompt). */
448
- exportHistory(tail?: number): string[];
449
- restoreHistory(entries: string[]): void;
450
- setObjective(objective: string): void;
451
- get objective(): string | undefined;
452
- constructor(npcConfig: INPCConstructorConfig, commandRegistry: CommandRegistry);
453
- set scene(scene: Scene);
454
- get description(): string;
455
- set description(description: string);
456
- get appearance(): string | undefined;
457
- /**
458
- * Generates a spoiler-free, player-facing first impression once per scene
459
- * load. Deliberately kept separate from `_description`, which holds
460
- * GM-only behavior notes (e.g. "will kill on sight") that would ruin the
461
- * game if surfaced through `look at <npc>`.
462
- */
463
- ensureAIAppearance(sceneContext: string): Promise<void>;
464
- act(commandString: string): Promise<void>;
465
- hear(actor: Player, message: string, opts?: {
466
- viaLink?: boolean;
467
- broadcast?: boolean;
468
- }): Promise<void>;
469
- /**
470
- * ETIQUETTE (RAW p.138/141): "a social version of Sneak" -- the
471
- * opposed test that lets someone move through a social space
472
- * unremarked. Actor's Etiquette + Charisma vs THIS observer's
473
- * Perception + Charisma; net hits >= 1 means they're accepted, >= 3
474
- * improves the observer's attitude a line (p.141). Rolled per
475
- * observer, like the physical sneak contest above. Player-visible
476
- * dice tick in Mechanics (the established roll convention).
477
- */
478
- private etiquetteContest;
479
- see(actor: Player, verb: string, details?: string): Promise<void>;
480
- /**
481
- * The NPC's own condition, in words its AI can act on -- without this,
482
- * an NPC literally cannot perceive being hurt: found via a real session
483
- * where a nearly-dead fighter battled on exactly like a fresh one,
484
- * because nothing ever put its wounds in its prompt. The badly-wounded
485
- * nudge is what lets flee/surrender/beg behavior emerge.
486
- */
487
- /**
488
- * Off-plane natives get told WHAT they are, so the AI plays ice like a
489
- * program and a spirit like a spirit -- and neither wanders off its
490
- * post or tries to pick up physical objects it can't touch.
491
- */
492
- private buildPlaneSummary;
493
- private buildConditionSummary;
494
- private _addToHistory;
495
- private getHistorySummary;
496
- speak(message?: string): string;
497
- recursiveReflect(commandString: string, result: string, recursionDepth?: number, maxRecursion?: number): Promise<void>;
498
- /**
499
- * ROOM GRIDS (spatial wave 2026-08-25): per-other-actor range/cover
500
- * facts, so an NPC's combat choices (close distance? claim cover?
501
- * shoot from here?) track the geometry the engine actually enforces
502
- * (CombatExchange.resolveStrike) instead of guessing. Only fires in
503
- * a spotted, gridded room; actors already sharing this NPC's own
504
- * spot are adjacency -- nothing to report.
505
- */
506
- private combatSpatialLines;
507
- respondTo(actor: Player, message: string): Promise<void>;
508
- }
@@ -1 +0,0 @@
1
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