@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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@@ -1,331 +0,0 @@
1
- import { Room, Player, Item, NPC, Inventory } from './_index.js';
2
- import { type Grid } from '../utilities/grids.js';
3
- import { Logger } from '../utilities/logger.js';
4
- import { Direction } from '../types/shared/direction-enum.js';
5
- import Game from '../game.js';
6
- import { AbstractScene } from '../types/shared/abstracts.js';
7
- export interface ISceneWinCondition {
8
- type: 'give' | 'possess';
9
- item: string;
10
- toNpc?: string;
11
- rewardItem?: Item;
12
- completionMessage: string;
13
- /** Agreed pay in nuyen -- actually transferred on completion. */
14
- payout?: number;
15
- }
16
- export interface ISceneConstructorConfig {
17
- player: Player;
18
- currency?: {
19
- type: string;
20
- authorityRoomTags: string[];
21
- };
22
- residenceTiers: string[];
23
- items?: Item[];
24
- story: string;
25
- winCondition?: ISceneWinCondition;
26
- /** A hub scene: the persistent home base -- see ISceneSeedJson.hub. */
27
- hub?: boolean;
28
- }
29
- export declare class Scene extends AbstractScene {
30
- story: string;
31
- protected players: Player[];
32
- protected get player(): Player;
33
- protected logger: Logger;
34
- protected actors: Map<string, (Player | NPC)>;
35
- protected game: Game;
36
- protected characterLocations: Map<string, Room>;
37
- private _residenceTiers;
38
- protected rooms: Record<string, Room>;
39
- private roomOwnership;
40
- private itemOwnership;
41
- private _worldEvents;
42
- private readonly _maxWorldEvents;
43
- /**
44
- * THE SITE IS ALARMED, AND STAYS ALARMED (TRqb2zBphwpDkeXP4, Maka:
45
- * "The alarm was exciting, but nothing came of it").
46
- *
47
- * Until now an alarm was a TRANSIENT: Device.force() returned
48
- * `alarmed`, bypass-command read it once, pushed a world event and
49
- * billed heat, and nothing anywhere remembered the site had gone
50
- * loud. The world event is a 100-entry ring, so even the sentence
51
- * scrolls away -- nothing could be asked "is this place alarmed?"
52
- * because nothing held the answer.
53
- *
54
- * NOT AN ALERT LEVEL, deliberately. SR5 has no site-wide alert-state
55
- * ladder -- asked of the rulebooks directly, and the answer was that
56
- * alert tiers are not a mechanic; individual sites and hosts carry
57
- * their own security procedures instead. So this is a boolean fact
58
- * with a reason attached, not an escalating dial canon never wrote.
59
- *
60
- * PER-RUN, and PERSISTED. A Scene is built fresh per run
61
- * (Game.activateRunScene), so a new job starts quiet without anything
62
- * having to reset it -- but within a run the alarm rides the save,
63
- * alongside the grapevine it sits next to (see alarmSnapshot below).
64
- *
65
- * This shipped as "session-scoped, like Room.hostAlert" and that was
66
- * wrong: hostAlert is Matrix state canon says lasts until you reboot,
67
- * while a site alarm is a fact about the PLACE, and the place already
68
- * persisted its world events. Saving one and not the other let a
69
- * reload forget the alarm while keeping the sentence about it.
70
- */
71
- private _alarm?;
72
- private _winCondition?;
73
- private _completed;
74
- /** The metroplex's local grid this district rides (SR5 p.220-221). Set by the factory; runs inherit the hub's. */
75
- localGrid: Grid;
76
- private _isHub;
77
- get isHub(): boolean;
78
- currency: {
79
- type: string;
80
- authorityRoomTags: string[];
81
- };
82
- constructor(config: ISceneConstructorConfig);
83
- /**
84
- * The owning Game, for the narrow cases where an NPC-EXECUTED command
85
- * must reach Game-level state (a vendor's serve building the player's
86
- * contact roster -- give.ts). NPC command contexts deliberately carry
87
- * no `game` (see ICommandConstructor) so NPC AI can't trigger
88
- * Game-level transitions; this getter is read-access for state, not a
89
- * license to route transitions through it.
90
- */
91
- get ownerGame(): Game | undefined;
92
- initialize(game: Game): void;
93
- updateExits(room: Room): void;
94
- /**
95
- * Refreshes the status box (condition monitor, call state). Needed as a
96
- * Scene-level proxy because combat can be NPC-initiated -- the ui.ts
97
- * input loop only refreshes status after a player-typed command, so an
98
- * async NPC attack would otherwise leave stale damage on screen until
99
- * the player's next keystroke. Optional-chained: harmless before the
100
- * Game reference is wired (or under a partial test stub).
101
- */
102
- updateStatus(): void;
103
- private _playerExchangesActive;
104
- beginPlayerExchange(playerName?: string): void;
105
- endPlayerExchange(playerName?: string): void;
106
- isPlayerExchangeActive(playerName?: string): boolean;
107
- /**
108
- * CombatExchange.finishExchange() -> here -> the fight autopilot (see
109
- * utilities/auto-fight.ts). Optional-chained like updateStatus: harmless
110
- * before the Game reference is wired, or under a partial test stub, or
111
- * for NPC-vs-NPC fights (the autopilot ignores those itself).
112
- */
113
- notifyExchangeSettled(combatants: (Player | NPC)[]): void;
114
- /** One pending knockout per HUMAN player, keyed by player name --
115
- * two humans can be down in two different rooms (symmetric MP). */
116
- playerKnockouts: Map<string, {
117
- hostiles: Set<string>;
118
- spurs: number;
119
- timer?: ReturnType<typeof setTimeout>;
120
- }>;
121
- /** Solo-compat view: the PRIMARY player's pending knockout, in the
122
- * historical single-record shape. Multiplayer-aware code should ask
123
- * getKnockout(name) instead. */
124
- get playerKnockout(): {
125
- hostiles: Set<string>;
126
- spurs: number;
127
- timer?: ReturnType<typeof setTimeout>;
128
- } | undefined;
129
- getKnockout(playerName: string): {
130
- hostiles: Set<string>;
131
- spurs: number;
132
- } | undefined;
133
- /** Fight-side entry: a player just dropped from stun. Hostile names
134
- * seed the watch list (grows via notifyExchangeSettled); empty means a
135
- * self-inflicted collapse (drain, backlash) with nobody to fear. */
136
- beginPlayerKnockout(hostileNames: string[], player?: Player): void;
137
- private armKnockoutTimer;
138
- /** Hostiles from the watch list still on their feet in the player's
139
- * room: present, conscious, and not surrendered. */
140
- private standingHostiles;
141
- /** Conscious companions in the player's room -- the reason judgment waits. */
142
- private consciousAlliesInRoom;
143
- /**
144
- * The reckoning. Runs on every settled exchange, every surrender, and a
145
- * heartbeat timer (fights can stall on an idle AI). Quiet no-op unless a
146
- * knockout is actually pending and that player is still merely stunned.
147
- * With no `player` given, sweeps every pending knockout (settled
148
- * exchanges and surrenders don't know whose fight just ended).
149
- */
150
- maybeResolvePlayerKnockout(fromTimer?: boolean, player?: Player): void;
151
- private clearPlayerKnockout;
152
- private spurCompanionsForFallenMaster;
153
- /** The room settled with the player's side upright: RAW natural
154
- * recovery (p.207), abstracted to the game's job-scale clock the same
155
- * way rest is -- unconsciousness itself counted as the rest. */
156
- private recoverFromKnockout;
157
- private streetDecidesKnockout;
158
- /** `cause` is the engine's own death line -- see Game.close. */
159
- endGame(cause?: string): Promise<void>;
160
- isInitalized(): boolean;
161
- updateInventory(playerInventory: Inventory): void;
162
- setOwner(entity: Room | Item, owner: string): void;
163
- getOwner(entity: Room | Item): string | undefined;
164
- getOwnedItemsBy(owner: string): Item[];
165
- getOwnedRoomsBy(owner: string): Room[];
166
- addActor(actor: Player | NPC): void;
167
- removeActor(name: string): void;
168
- /**
169
- * PERSISTENCE-ONLY removal (see utilities/persistence.ts
170
- * applyHubOverlay): take a seed-spawned actor out of a freshly-loaded
171
- * scene because the SAVE says they're dead. No gear spill (the saved
172
- * room inventories already hold everything the corpse dropped before
173
- * the save), no performAction narration, no onActorRemoved (the
174
- * companion roster is empty at load time). Everything else about
175
- * removal -- observer unbinding, map hygiene -- matches removeActor.
176
- */
177
- removeActorQuietly(name: string): void;
178
- get worldEvents(): readonly string[];
179
- restoreWorldEvents(events: string[]): void;
180
- /**
181
- * THE ALARM SURVIVES A RELOAD, and it took a peer asking to notice.
182
- *
183
- * It shipped session-scoped, justified as "like Room.hostAlert -- a
184
- * Scene is built fresh per run". That reasoning was WRONG for this
185
- * field. hostAlert is Matrix state canon says lasts until you reboot;
186
- * a site alarm is a fact about the PLACE, and the place already
187
- * persists its grapevine two methods up (worldEvents, last 40).
188
- *
189
- * So the alarm did not ride the save while the world events beside it
190
- * did. NOT REACHABLE TODAY, and the first version of this comment
191
- * wrongly said it was: requestSave refuses off-hub (game.ts:3017,
192
- * `this.scene !== this._hubScene` -- the same condition as `onRun`),
193
- * so there is no mid-run save to take, and the two callers that raise
194
- * an alarm are both run-scene verbs. The shipped hub seed carries no
195
- * forceable device either.
196
- *
197
- * It is fixed anyway, on the argument that was underneath the wrong
198
- * one: a fact about a PLACE that sits beside a fact that persists
199
- * should persist, and the moment anything raises an alarm somewhere
200
- * saveable -- a hub with a lock, an autonomy driver that alarms a
201
- * site -- the gap becomes a live bug with no test to catch it.
202
- *
203
- * Optional on the way in: saves written before this field come back
204
- * quiet, which is the honest reading of a save that never recorded it.
205
- */
206
- alarmSnapshot(): {
207
- reason: string;
208
- count: number;
209
- } | undefined;
210
- restoreAlarm(alarm?: {
211
- reason: string;
212
- count: number;
213
- }): void;
214
- exportOwnership(): {
215
- rooms: [string, string][];
216
- items: [string, string][];
217
- };
218
- restoreOwnership(rooms: [string, string][], items: [string, string][]): void;
219
- getActor(name: string): Player | NPC | undefined;
220
- get allActors(): (Player | NPC)[];
221
- getActorsInRoom(room: Room): (Player | NPC)[];
222
- private normalize;
223
- addRoom(room: Room): void;
224
- removeRoom(roomName: string): boolean;
225
- addItemToRoom(item: Item, roomName: string): void;
226
- setCharacterLocation(character: Player | NPC, roomName: string): void;
227
- getCharacterLocation(character: Player | NPC): Room | undefined;
228
- /**
229
- * A sustained PHYSICAL BARRIER spell (Player.sustainedBarrier)
230
- * sealing this room's exit in `direction` -- checked from BOTH sides
231
- * of the doorway (the wall is in the frame, not painted on one face).
232
- * go.ts refuses traversal for every meat-plane actor while it holds.
233
- */
234
- barrierSealing(room: Room, direction: string, kind?: 'physical' | 'mana'): {
235
- caster: string;
236
- force: number;
237
- } | undefined;
238
- determineStartRoom(): Room;
239
- getPlayer(): Player;
240
- getPlayers(): Player[];
241
- getPlayerByName(name: string): Player | undefined;
242
- /**
243
- * True when `actor` is one of the scene's HUMAN players (vs an NPC or
244
- * companion shell). The multiplayer-aware replacement for the old
245
- * `actor === scene.getPlayer()` identity checks -- use this wherever
246
- * the question is "is this a human" rather than "is this the local
247
- * terminal's player".
248
- */
249
- isHumanControlled(actor: Player | NPC): boolean;
250
- /** A second human joins the live scene (shared runs, late join):
251
- * spawn them into `room` and register them like any actor. */
252
- addPlayer(player: Player, room: Room): void;
253
- /** Human players who died in THIS scene. Solo play ends the game on
254
- * the primary's death before this matters; shared runs continue
255
- * while any human still stands. */
256
- deadPlayers: Set<string>;
257
- markPlayerDead(player: Player): void;
258
- isCompleted(): boolean;
259
- /**
260
- * Set once synthesis has resolved the win condition's rewardItem (if any)
261
- * to a real Item -- the constructor runs before items exist, so this
262
- * can't be passed in up front.
263
- */
264
- setWinCondition(condition: ISceneWinCondition): void;
265
- getWinCondition(): ISceneWinCondition | undefined;
266
- /**
267
- * True when `actorName` is the recipient of a 'give' win condition (the
268
- * job-giver the player needs to deliver to). Used to stop that same actor
269
- * from completing their own job by autonomously taking the delivery item
270
- * from their own room -- possession-based completion is meant to reward
271
- * a genuine hand-off (the player's own give/call, or a *different* NPC
272
- * helping out), not the job-giver picking up their own reward.
273
- */
274
- isWinConditionTarget(actorName: string): boolean;
275
- /**
276
- * Checks whether `possessorName` now holding `itemName` satisfies this
277
- * scene's win condition -- deliberately possession-based, not tied to a
278
- * specific verb. For a 'give' condition, the player handing it over and
279
- * an NPC grabbing it under their own initiative both count: if the target
280
- * NPC ends up with what they wanted, the job is done either way. For a
281
- * 'possess' condition (no delivery target -- just a macguffin the player
282
- * needs to get their hands on), it's satisfied as soon as the player
283
- * holds it. On a match, grants the optional reward, marks the scene
284
- * completed, and announces it directly to the player's screen (not just
285
- * via the calling command's own return value), since the trigger may be
286
- * an NPC's autonomous action the player never typed themselves. Returns
287
- * null if there's no win condition, it's already been met, or this
288
- * doesn't satisfy it.
289
- */
290
- checkWinCondition(itemName: string, possessorName: string): string | null;
291
- /**
292
- * Money actually landing in the runner's hands: accumulates on ONE
293
- * certified credstick across jobs (minting a same-named stick per job
294
- * would silently overwrite in the name-keyed inventory), with the
295
- * SINner tax (p.84-85) skimmed at source. Shared by the wrap-up
296
- * settlement (Game.onClientInteraction) and the legacy instant
297
- * payout above. Returns what moved, or undefined when the stick
298
- * couldn't be handed over.
299
- */
300
- payRunner(amount: number, label: string): {
301
- net: number;
302
- tax: number;
303
- } | undefined;
304
- private payOne;
305
- addWorldEvent(event: string): void;
306
- /**
307
- * THE SITE HAS GONE LOUD. Idempotent in the sense that matters: a
308
- * second alarm does not "re-raise" anything, it counts and replaces
309
- * the reason, so the newest noise is the one an NPC hears about.
310
- */
311
- raiseAlarm(reason: string): void;
312
- /** Has this site gone loud at any point this run? */
313
- get alarmRaised(): boolean;
314
- /** The standing line, or undefined while the run is still quiet. */
315
- get alarmSummary(): string | undefined;
316
- getWorldEventsSummary(): string;
317
- getRooms(): Record<string, Room>;
318
- listRooms(): string[];
319
- getRoom(roomName: string): Room;
320
- connectRooms(roomNameA: string, direction: Direction, roomNameB: string, keyItemOrSolution?: string): void;
321
- private hasRoomSupportingResidence;
322
- private hasRoomSupportingEmployment;
323
- private hasItemSupportingAddiction;
324
- validateLifestyleSupport(): void;
325
- getCurrencyType(): string;
326
- isValidCurrencyCarrier(item: Item): boolean;
327
- getCurrencyAggregationByTag(): Record<string, Record<string, number>>;
328
- get residenceTiers(): string[];
329
- set residenceTiers(tiers: string[]);
330
- isValidResidenceTier(tier: string): boolean;
331
- }
@@ -1 +0,0 @@
1
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@@ -1,224 +0,0 @@
1
- /**
2
- * SR5e Qualities (core p.71-85): the traits that make a spread a PERSON.
3
- * Positive qualities cost karma, negative ones refund it, and the ledger
4
- * starts at the book's 25 creation karma (p.71) -- so an archetype's
5
- * quality picks decide the karma it walks onto the street with
6
- * (see startingKarma / archetypes.ts). Deliberately archetype-baked
7
- * rather than point-buy, same philosophy as the archetype pick itself:
8
- * one select and you're playing.
9
- *
10
- * Catalog policy: every entry has a REAL mechanical hook -- no
11
- * flavor-only traits (player decision). Where the book's effect targets
12
- * a subsystem this game doesn't have, the entry adapts to the nearest
13
- * real hook and says so in its comment. Karma values are RAW (p.73-74
14
- * summary tables) throughout.
15
- */
16
- import type { ICatalogEffect, ICatalogChoice } from './utilities/effects.js';
17
- /**
18
- * A pick a quality requires -- THE SHARED ONE, re-exported under the name
19
- * this file and the web already use.
20
- *
21
- * It moved to utilities/effects.ts on 2026-09-04: a choice is not a
22
- * quality's idea. A Hardwire is an AUGMENTATION that gives +2 to a
23
- * chosen skill and asks exactly the same question, and a declaration
24
- * that lives on IQuality means the picker gets rebuilt for chrome, then
25
- * again for spells. See ICatalogChoice for the full note.
26
- */
27
- export type IQualityChoice = ICatalogChoice;
28
- export interface IQuality {
29
- key: string;
30
- name: string;
31
- kind: 'positive' | 'negative';
32
- /** RAW karma: the cost (positive) or the refund (negative). */
33
- karma: number;
34
- /** One line of what it does IN THIS GAME -- shown on the sheet. */
35
- effect: string;
36
- /** SR5e core page, for the curious. */
37
- page: string;
38
- /**
39
- * RATED QUALITY (contract 2026-09-02): `karma` is the cost PER RATING
40
- * and this is the ceiling (p.74 Focused Concentration 4/rating to 6,
41
- * p.76 Magic Resistance 6/rating to 4, p.81 Gremlins 4/rating to 4 --
42
- * RAG-checked). Absent = a flat quality. A player's rating lives in
43
- * Player.qualityRatings; absent there = 1.
44
- */
45
- maxRating?: number;
46
- /**
47
- * OFF CREATION, with the reason: canon is clear but the engine has no
48
- * seat for the effect yet (no overflow track, no inherent limits but
49
- * Social, no grooming state). A shop must not sell what nothing can
50
- * run. Existing holders keep it, dormant, and the sheet says so.
51
- */
52
- retired?: string;
53
- /**
54
- * PATH GATE, canon-adjudicated (the field the web's gating audit asked
55
- * for -- read live, never hand-listed web-side):
56
- * 'awakened' -- needs a Magic rating (p.72 Astral Chameleon,
57
- * p.76 Mentor Spirit/Spirit Affinity, p.78 Astral
58
- * Beacon all say so in their own text)
59
- * 'mundane' -- FORBIDDEN to the Awakened (p.76 Magic
60
- * Resistance: "Characters with a Magic rating
61
- * cannot take this quality")
62
- * 'caster-or-technomancer' -- spellcasters and technomancers only
63
- * (p.74 Focused Concentration)
64
- * Absent = anyone. Metatype-gated qualities (Human-Looking, Elf Poser,
65
- * Ork Poser) are deliberately NOT in this catalog: the engine models no
66
- * metatype, and a gate it cannot check is a rule it cannot keep.
67
- */
68
- requires?: 'awakened' | 'mundane' | 'caster-or-technomancer';
69
- /**
70
- * Another quality this one is built on (Cutting Aces p.151 Mnemonic
71
- * Vault: "Prerequisite: Memory Palace"). The chargen factory refuses a
72
- * payload that carries the dependant without its base; the web gates
73
- * the pick the same way.
74
- */
75
- requiresQuality?: string;
76
- /**
77
- * WHAT THE ENGINE WOULD NEED before this quality does anything
78
- * (user, 2026-09-04: "tag the ones that have no game engine
79
- * mechanic, so we can focus on what would work today").
80
- *
81
- * ABSENT MEANS IT WORKS TODAY -- either it declares `effects` that a
82
- * pool reads, or it has bespoke code of its own. Present means the
83
- * quality is currently sold for karma and delivers nothing, and the
84
- * string names the missing seat rather than just flagging it, so the
85
- * list doubles as the backlog. Distinct from `retired`, which is
86
- * about a quality nobody may BUY any more; an inert quality is on
87
- * sale and honest about being unfinished.
88
- *
89
- * NOT PLAYER-FACING. THE PRESENCE OF THIS FIELD IS; THE STRING IS NOT.
90
- * It is written for whoever will build the missing seat -- "no craving
91
- * clock and no withdrawal state", "specializations are not modelled" --
92
- * and a player reading that learns nothing they can act on. A surface
93
- * warning a player off an inert quality should say so in its own
94
- * words and use `name` and `effect`, which ARE written for them.
95
- *
96
- * Flagged because it nearly went the other way: the web was about to
97
- * render this string verbatim under each quality in the picker
98
- * (2026-09-04). Two audiences, one field, and the engineering half is
99
- * the one that would have shipped.
100
- */
101
- inert?: string;
102
- /**
103
- * WHICH KIND OF MECHANIC THIS IS (user, 2026-09-04: "do a pass on
104
- * all qualities, and put them into like-categories").
105
- *
106
- * Required, so a quality cannot be added without someone deciding
107
- * what shape its rule has. The families are about the MECHANIC, not
108
- * about whether this engine runs it yet -- which is the point: a
109
- * `pool` quality carrying no `effects` is a visible gap, where the
110
- * same quality filed as "narrative" would be a gap nobody could see.
111
- *
112
- * 'pool' flat dice on something the engine already rolls
113
- * 'attribute' moves a stored attribute, once, at install
114
- * 'ceiling' moves a maximum -- what you MAY buy, not what you have
115
- * 'limit' moves an Inherent limit (Physical/Mental/Social)
116
- * 'substitution' a different attribute or skill stands in on a named test
117
- * 'threshold' changes a threshold, or what counts as a hit or a glitch
118
- * 'engine-rule' has its own bespoke implementation, not expressible as dice
119
- * 'condition' needs a persistent state this engine does not keep
120
- * 'narrative' canon gives it no dice at all -- fiction and GM adjudication
121
- */
122
- family: 'pool' | 'attribute' | 'ceiling' | 'limit' | 'substitution' | 'threshold' | 'engine-rule' | 'condition' | 'narrative';
123
- /**
124
- * The pick this quality cannot work without (see IQualityChoice).
125
- * A quality carrying this one is not finished at purchase: chargen
126
- * must ask, and the answer must be stored, or it does nothing.
127
- */
128
- choice?: IQualityChoice;
129
- /**
130
- * A quality that cannot be held alongside this one. Canon states the
131
- * Lucky / Exceptional Attribute pair outright (p.65-66: "either ...
132
- * not both"), because both spend the same idea on the same sheet.
133
- */
134
- excludesQuality?: string;
135
- /**
136
- * WHAT IT DOES, as data (2026-09-04, "put real stats into them").
137
- *
138
- * The same vocabulary gear and chrome already speak, so a quality
139
- * that adds +2 to a pool declares it exactly the way a smartlink
140
- * does, and the catalog can print a quality's mechanics instead of
141
- * only its prose. Player.qualityBonus reads these, and a rated
142
- * quality multiplies by the rating held when the effect says
143
- * `scaleBy: 'rating'`.
144
- *
145
- * ABSENT IS A REAL ANSWER, and the common one. Most of SR5's
146
- * qualities do not resolve to a flat pool modifier -- Home Ground
147
- * picks a domain, Indomitable picks a limit, Guts resists fear,
148
- * Sensitive System doubles Essence loss -- and several are already
149
- * implemented as their own rule rather than as dice (First
150
- * Impression is consumed once per job, the SINner tax cuts a payout,
151
- * Gremlins changes what counts as a glitch). Those carry NO entry on
152
- * purpose: an effect nothing reads is a stat block that lies, and an
153
- * effect duplicating a rule implemented elsewhere would double it.
154
- * `effect` above stays the human sentence in every case.
155
- */
156
- effects?: ICatalogEffect[];
157
- }
158
- /** Everyone starts character creation with 25 karma (SR5e p.71). */
159
- export declare const CREATION_KARMA = 25;
160
- export declare function resolveQualityKey(key: string): {
161
- key: string;
162
- rating: number;
163
- pick?: string;
164
- };
165
- /** Every legacy slug that resolves to a key plus a pick, for tests and tooling. */
166
- export declare const LEGACY_CHOICE_SLUGS: string[];
167
- /** A quality by saved or offered key, legacy forms resolved. Retired
168
- * rows resolve too (their holder's sheet still names them); a shop
169
- * filters on `retired` itself. */
170
- export declare function getQuality(key?: string): IQuality | undefined;
171
- /** What a quality costs (or refunds) at the rating given: per-rating for rated entries. */
172
- export declare function qualityKarma(q: IQuality, rating?: number): number;
173
- /**
174
- * The creation-karma ledger (SR5e p.71): 25, minus what the positive
175
- * qualities cost, plus what the negative ones refund. This is the RAW
176
- * remainder BEFORE the end-of-chargen split below.
177
- */
178
- export declare function startingKarma(qualityKeys?: string[], ratings?: Record<string, number>): number;
179
- export declare const KARMA_CARRYOVER_MAX = 7;
180
- export declare const KARMA_TO_NUYEN_MAX = 10;
181
- export declare const KARMA_NUYEN_RATE = 2000;
182
- /** The p.95 ceiling on money held out of the Resources pool at creation:
183
- * "5,000 nuyen or less... any remaining over 5,000 is lost". Lives beside
184
- * the other creation-ledger constants; chargen-factory re-exports it. */
185
- export declare const HELD_NUYEN_MAX = 5000;
186
- /** 5 karma buys one full Power Point at creation (SR5 p.69-70; the p.71
187
- * worked example spends 10 for 2; Run Faster p.64-65 restates it).
188
- * Core p.102's checklist says 2 and is the outlier -- see
189
- * ICombatAttributes.powerPoints for why 5 wins. */
190
- export declare const KARMA_PER_POWER_POINT = 5;
191
- /**
192
- * EVERY DRAW ON THE CREATION POOL, IN ONE PLACE.
193
- *
194
- * Three features spend the same 25 karma: qualities (here), a mystic
195
- * adept's Power Points (SR5 p.69-70), and the queued skill-overage
196
- * feature. Three features each subtracting their own share somewhere
197
- * else is how a double-spend hides -- the remainder looks right to each
198
- * of them and wrong in total. One function that takes all three makes
199
- * that arithmetically impossible, and makes the full set of consumers
200
- * visible in a single signature.
201
- *
202
- * ORDER IS THE RULE: every draw reduces the remainder BEFORE the
203
- * carryover/nuyen split, never after. Splitting first and deducting
204
- * afterwards would let a character bank 7 karma they had already spent.
205
- *
206
- * `skillOverage` is declared now and passed by nobody yet. That is
207
- * deliberate and coordinated: the feature is queued, and the alternative
208
- * -- adding the parameter when it lands -- means changing this signature
209
- * and every caller at the moment the double-spend risk is highest.
210
- */
211
- export interface ICreationDraws {
212
- qualities?: string[];
213
- /** Rating per rated quality key (contract 2026-09-02); absent = 1. Priced karma x rating. */
214
- qualityRatings?: Record<string, number>;
215
- /** Power Points a mystic adept bought (SR5 p.69-70). */
216
- powerPoints?: number;
217
- /** Karma spent on skills past the priority allowance. Not yet wired. */
218
- skillOverage?: number;
219
- }
220
- /** What the ledger remainder actually becomes at the table: banked karma + starting cash. */
221
- export declare function creationSplit(draws?: ICreationDraws | string[]): {
222
- karma: number;
223
- nuyen: number;
224
- };
@@ -1 +0,0 @@
1
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