@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.
- package/bundle/typescript/package.json +8 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/move.js +6 -3
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +8 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/player.js +7 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +14 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js +18 -3
- package/bundle/typescript/src/commands/profile.js +10 -2
- package/package.json +8 -6
- package/bundle/typescript/src/command.d.ts +0 -37
- package/bundle/typescript/src/command.js.map +0 -1
- package/bundle/typescript/src/commands/_index.d.ts +0 -28
- package/bundle/typescript/src/commands/_index.js.map +0 -1
- package/bundle/typescript/src/commands/aws/_index.d.ts +0 -16
- package/bundle/typescript/src/commands/aws/_index.js.map +0 -1
- package/bundle/typescript/src/commands/aws/aws.command.d.ts +0 -3
- package/bundle/typescript/src/commands/aws/aws.command.js.map +0 -1
- package/bundle/typescript/src/commands/aws/cecr.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/cecr.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/chz.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/chz.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/ci.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/ci.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/ckp.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/ckp.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/csg.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/csg.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/decr.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/decr.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/di.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/di.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/dkp.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/dkp.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/dsg.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/dsg.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/lecr.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/lecr.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/rbi.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/rbi.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/rdn.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/rdn.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/rkp.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/rkp.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/sth.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/sth.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/ti.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/ti.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/build/_index.d.ts +0 -2
- package/bundle/typescript/src/commands/build/_index.js.map +0 -1
- package/bundle/typescript/src/commands/build/build.d.ts +0 -3
- package/bundle/typescript/src/commands/build/build.js.map +0 -1
- package/bundle/typescript/src/commands/build/docker.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/build/docker.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/create.d.ts +0 -1
- package/bundle/typescript/src/commands/create.js.map +0 -1
- package/bundle/typescript/src/commands/debug.d.ts +0 -1
- package/bundle/typescript/src/commands/debug.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/_index.d.ts +0 -4
- package/bundle/typescript/src/commands/deploy/_index.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/deploy.command.d.ts +0 -3
- package/bundle/typescript/src/commands/deploy/deploy.command.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/github.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/deploy/github.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/env/_index.d.ts +0 -3
- package/bundle/typescript/src/commands/env/_index.js.map +0 -1
- package/bundle/typescript/src/commands/env/env.command.d.ts +0 -3
- package/bundle/typescript/src/commands/env/env.command.js.map +0 -1
- package/bundle/typescript/src/commands/env/get.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/env/get.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/env/prompt-for-env.d.ts +0 -10
- package/bundle/typescript/src/commands/env/prompt-for-env.js.map +0 -1
- package/bundle/typescript/src/commands/env/set.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/env/set.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/game/_index.d.ts +0 -2
- package/bundle/typescript/src/commands/game/_index.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/adept-powers.d.ts +0 -71
- package/bundle/typescript/src/commands/game/sideQuest/adept-powers.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/archetypes.d.ts +0 -160
- package/bundle/typescript/src/commands/game/sideQuest/archetypes.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/aspects.d.ts +0 -68
- package/bundle/typescript/src/commands/game/sideQuest/aspects.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/augmentations.d.ts +0 -207
- package/bundle/typescript/src/commands/game/sideQuest/augmentations.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.d.ts +0 -30
- package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/advance.d.ts +0 -26
- package/bundle/typescript/src/commands/game/sideQuest/commands/advance.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/ar.d.ts +0 -34
- package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/ask.d.ts +0 -65
- package/bundle/typescript/src/commands/game/sideQuest/commands/ask.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/assense.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/assense.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/attack.d.ts +0 -42
- package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.d.ts +0 -199
- package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +0 -59
- package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.d.ts +0 -21
- package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/breach.d.ts +0 -39
- package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/buy.d.ts +0 -28
- package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +0 -64
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/call.d.ts +0 -72
- package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.d.ts +0 -119
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/climb.d.ts +0 -48
- package/bundle/typescript/src/commands/game/sideQuest/commands/climb.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.d.ts +0 -19
- package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/command.d.ts +0 -63
- package/bundle/typescript/src/commands/game/sideQuest/commands/command.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/companions.d.ts +0 -69
- package/bundle/typescript/src/commands/game/sideQuest/commands/companions.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/compile.d.ts +0 -65
- package/bundle/typescript/src/commands/game/sideQuest/commands/compile.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.d.ts +0 -18
- package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.d.ts +0 -18
- package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/cover.d.ts +0 -30
- package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/crew.d.ts +0 -46
- package/bundle/typescript/src/commands/game/sideQuest/commands/crew.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/deck.d.ts +0 -42
- package/bundle/typescript/src/commands/game/sideQuest/commands/deck.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.d.ts +0 -61
- package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.d.ts +0 -23
- package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/download.d.ts +0 -46
- package/bundle/typescript/src/commands/game/sideQuest/commands/download.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/drink.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/drink.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/drone.d.ts +0 -15
- package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/drop.d.ts +0 -7
- package/bundle/typescript/src/commands/game/sideQuest/commands/drop.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/eat.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/eat.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/edge.d.ts +0 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/edge.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/emote.d.ts +0 -17
- package/bundle/typescript/src/commands/game/sideQuest/commands/emote.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.d.ts +0 -59
- package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/equip.d.ts +0 -11
- package/bundle/typescript/src/commands/game/sideQuest/commands/equip.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.d.ts +0 -23
- package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/fit.d.ts +0 -29
- package/bundle/typescript/src/commands/game/sideQuest/commands/fit.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/follow.d.ts +0 -37
- package/bundle/typescript/src/commands/game/sideQuest/commands/follow.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/garage.d.ts +0 -15
- package/bundle/typescript/src/commands/game/sideQuest/commands/garage.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/give.d.ts +0 -7
- package/bundle/typescript/src/commands/game/sideQuest/commands/give.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +0 -88
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.d.ts +0 -38
- package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +0 -103
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/heal.d.ts +0 -53
- package/bundle/typescript/src/commands/game/sideQuest/commands/heal.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/hints.d.ts +0 -10
- package/bundle/typescript/src/commands/game/sideQuest/commands/hints.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/hop.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/hop.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.d.ts +0 -8
- package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/install.d.ts +0 -21
- package/bundle/typescript/src/commands/game/sideQuest/commands/install.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/inv.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/inv.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jack.d.ts +0 -36
- package/bundle/typescript/src/commands/game/sideQuest/commands/jack.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jackpoint.d.ts +0 -24
- package/bundle/typescript/src/commands/game/sideQuest/commands/jackpoint.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.d.ts +0 -38
- package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.d.ts +0 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/journal.d.ts +0 -44
- package/bundle/typescript/src/commands/game/sideQuest/commands/journal.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jump.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/jump.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/kill.d.ts +0 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/kill.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/lead.d.ts +0 -40
- package/bundle/typescript/src/commands/game/sideQuest/commands/lead.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/lifestyle.d.ts +0 -23
- package/bundle/typescript/src/commands/game/sideQuest/commands/lifestyle.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/lock.d.ts +0 -8
- package/bundle/typescript/src/commands/game/sideQuest/commands/lock.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.d.ts +0 -62
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/loot.d.ts +0 -21
- package/bundle/typescript/src/commands/game/sideQuest/commands/loot.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.d.ts +0 -26
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/mark.d.ts +0 -27
- package/bundle/typescript/src/commands/game/sideQuest/commands/mark.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/message.d.ts +0 -44
- package/bundle/typescript/src/commands/game/sideQuest/commands/message.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/move.d.ts +0 -194
- package/bundle/typescript/src/commands/game/sideQuest/commands/move.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/note.d.ts +0 -99
- package/bundle/typescript/src/commands/game/sideQuest/commands/note.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/order.d.ts +0 -19
- package/bundle/typescript/src/commands/game/sideQuest/commands/order.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/palm.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/palm.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pan.d.ts +0 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/pan.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pay.d.ts +0 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/pay.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/perform.d.ts +0 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/perform.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.d.ts +0 -18
- package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +0 -43
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/players.d.ts +0 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/players.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/posture.d.ts +0 -45
- package/bundle/typescript/src/commands/game/sideQuest/commands/posture.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/project.d.ts +0 -19
- package/bundle/typescript/src/commands/game/sideQuest/commands/project.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.d.ts +0 -21
- package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/read.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/read.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/reboot.d.ts +0 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/reboot.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/register.d.ts +0 -29
- package/bundle/typescript/src/commands/game/sideQuest/commands/register.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/reload.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/reload.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/rest.d.ts +0 -15
- package/bundle/typescript/src/commands/game/sideQuest/commands/rest.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/review.d.ts +0 -39
- package/bundle/typescript/src/commands/game/sideQuest/commands/review.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/roles.d.ts +0 -34
- package/bundle/typescript/src/commands/game/sideQuest/commands/roles.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/say.d.ts +0 -30
- package/bundle/typescript/src/commands/game/sideQuest/commands/say.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/sell.d.ts +0 -17
- package/bundle/typescript/src/commands/game/sideQuest/commands/sell.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.d.ts +0 -24
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/**
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* WHAT A THING AFFORDS -- the verbs that bite on it, and the voice it
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* uses to turn away the ones that don't.
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*
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* Lifted from puzzle.ts's BYPASS_FLAVOR and rekeyed. The table itself
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* is unchanged in substance; what changed is what it is keyed BY. A
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* "bypass type" described a shortcut past a puzzle. A DeviceKind
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* describes what the object IS -- a lock, a panel, a ward -- which is
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* the question the prose was always really answering.
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*
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* `resists` is the WRONG-VERB voice, and it is keyed on what the thing
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* IS, never on what the player typed (blocker 2026-08-27, "the barrier
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* isn't allowing me to hack/pick/breach it"): a player who reaches for
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* the wrong route is not making an error to be reported, they are
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* asking what this thing is. So the line says what it is, why the
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* attempted route finds no purchase on it, and which verb DOES bite --
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* the same job spots.ts:terrainRefusal() does for a blocked crossing.
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* Never a bare denial: a denial in front of an obvious door is what
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* made a real session conclude the barrier was broken.
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*
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* THE FOURTH MEMBER IS NEW, and it is the whole reason this table moved
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* rather than being copied. 'person' is not a device -- there is no
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* Device with that kind, and there must never be, because making a
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* human being into a lock with a face is the modelling error the
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* "bluff shouldn't work on barriers" ruling was about. It lives here so
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* that a PERSON in a doorway can be described in the same voice as the
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* things around them, from one table, without being one of them.
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*
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* It also closes a TODO left in go.ts: that refusal hinted at talking
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* a guard round in prose and deliberately quoted no verb, because at
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* the time no such verb existed. "bluff" has landed, so it can be
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* named now -- and naming it from here means it can never drift from
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* what the parser actually accepts.
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*/
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35
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export type DeviceKind = 'lock' | 'panel' | 'ward';
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/** Everything the affordance table can describe: the devices, plus the
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* one thing that is emphatically not a device. */
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export type AffordanceKind = DeviceKind | 'person';
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39
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export interface IAffordance {
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40
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/** The canonical verb, for one-line refusals that name a route. */
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verb: string;
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/** EVERY verb that works this thing -- naming half the routes is its
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43
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* own small lie (see search.ts's "Work it:" line). */
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44
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-
verbs: string[];
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45
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/** Why a wrong route finds no purchase, and which one does. */
|
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46
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resists: string;
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47
|
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/** What a failed forcing looks like. */
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48
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failureMessage: string;
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49
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/** The coaching line, behind the hints toggle. */
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hint: string;
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}
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export declare const AFFORDANCE_FLAVOR: Record<AffordanceKind, IAffordance>;
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53
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/** The verbs that work a thing of this kind -- used wherever the game
|
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54
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* has to tell a player exactly what they may type. */
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55
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-
export declare function verbsFor(kind: AffordanceKind): string[];
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@@ -1 +0,0 @@
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1
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-
{"version":3,"file":"affordances.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/affordances.ts"],"names":[],"mappings":"AAsDA,MAAM,CAAC,MAAM,iBAAiB,GAAwC;IACpE,IAAI,EAAE;QACJ,IAAI,EAAE,MAAM;QACZ,KAAK,EAAE,CAAC,MAAM,EAAE,QAAQ,CAAC;QACzB,OAAO,EAAE,gLAAgL;QACzL,cAAc,EAAE,gFAAgF;QAChG,IAAI,EAAE,wVAAwV;KAC/V;IACD,KAAK,EAAE;QACL,IAAI,EAAE,MAAM;QACZ,KAAK,EAAE,CAAC,MAAM,CAAC;QACf,OAAO,EAAE,iHAAiH;QAC1H,cAAc,EAAE,oGAAoG;QACpH,IAAI,EAAE,8HAA8H;KACrI;IACD,IAAI,EAAE;QACJ,IAAI,EAAE,MAAM;QACZ,KAAK,EAAE,CAAC,MAAM,EAAE,QAAQ,CAAC;QACzB,OAAO,EAAE,uJAAuJ;QAChK,cAAc,EAAE,qGAAqG;QACrH,IAAI,EAAE,uIAAuI;KAC9I;IACD,MAAM,EAAE;QACN,IAAI,EAAE,OAAO;QACb,KAAK,EAAE,CAAC,OAAO,EAAE,UAAU,EAAE,QAAQ,CAAC;QACtC,OAAO,EAAE,kLAAkL;QAC3L,cAAc,EAAE,2FAA2F;QAC3G,IAAI,EAAE,sJAAsJ;KAC7J;CACF,CAAC;AAEF;uDACuD;AACvD,MAAM,UAAU,QAAQ,CAAC,IAAoB;IAC3C,OAAO,iBAAiB,CAAC,IAAI,CAAC,EAAE,KAAK,IAAI,EAAE,CAAC;AAC9C,CAAC"}
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@@ -1,116 +0,0 @@
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1
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import { NPC } from '../models/npc.js';
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2
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import { Player } from '../models/player.js';
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3
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import type { Scene } from '../models/scene.js';
|
|
4
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-
/**
|
|
5
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-
* WHO IS LEFT TO REACT WHEN A SITE GOES LOUD (TRqb2zBphwpDkeXP4, Maka:
|
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6
|
-
* "The alarm was exciting, but nothing came of it. No NPCs were
|
|
7
|
-
* alarmed").
|
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8
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*
|
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9
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* AN ENGINE MAPPING, NOT A RULE, and it is stated that way for the same
|
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10
|
-
* reason withICTurn states it: SR5 writes NO general mechanics for how
|
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11
|
-
* on-site guards react to an alarm. Asked of the rulebooks twice, in two
|
|
12
|
-
* differently-worded questions, and the answer was the same both times --
|
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13
|
-
* there are no rules for investigating a disturbance, converging on a
|
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14
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-
* noise, or changing behaviour once intruders are known. What exists is
|
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15
|
-
* scenario content (False Flag's MPs breaching with flash-bangs, Lone
|
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16
|
-
* Star setting a perimeter), which is module material.
|
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17
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-
*
|
|
18
|
-
* THE ONE LINE THAT LOOKED LIKE A CITATION IS NOT ONE. p.352 says
|
|
19
|
-
* front-line security will "delay the runner team as long as possible"
|
|
20
|
-
* -- but the sentence opens "when front-line security knows AN HTR TEAM
|
|
21
|
-
* IS ON ITS WAY", and in these scenes it never is: HTR is 2D6 hours in a
|
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22
|
-
* Zone 0 barrens (utilities/street-gang.ts owns that ruling). Quoting the
|
|
23
|
-
* consequent while dropping the antecedent is how a true sentence becomes
|
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24
|
-
* a false citation, and this file exists partly to stop the next reader
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* doing it again.
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*
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* SO NOTHING HERE INVENTS A RESPONSE. No table, no convergence rate, no
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* alert-driven aggression dial -- each would be writing the mechanics
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* canon declined to write. What changes is narrower and entirely about
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* this engine: NPC.act() has exactly two callers and both are inside
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* respondTo(), so a scene NPC is mute unless the player addresses it.
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* The engine stops muzzling them during an alarm. What any of them DOES
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* with a beat is the same judgment they already exercise when spoken to.
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*/
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/**
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* The staff who could react, in the player's own room.
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*
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* ROOM-SCOPED, deliberately: a body two rooms away is not reacting to
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* you, and the engine has no way for it to arrive that would not be the
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* converging-responders behaviour we declined on canon grounds.
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*
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* EPHEMERALS EXCLUDED, and the guard belongs here rather than in the
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* governor because THIS is the broad enumerator. spawnEphemeral calls
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* scene.addActor, so every ephemeral is already in the scene's actor
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* list; the governor iterates its own registry and cannot pick up a
|
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* scene NPC no matter what it does. The side that can make the mistake
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* owns the guard (agreed with backlog-session-3). Without it a passing
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* face would take two beats per player action -- one from the governor,
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* one from here -- and nothing would report it.
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*
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* COMPANIONS EXCLUDED TOO: a drone you deployed and a spirit you bound
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* are yours, and an alarm is not a reason for your own gear to start
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* making its own decisions about the room.
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*/
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export declare function alarmedStaff(scene: Scene, player: Player): NPC[];
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/**
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* Whether anyone gets a beat at all this action.
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*
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* THE SITE HAS TO BE ALARMED, which is the whole gate: on a quiet run
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* this returns false before anything is enumerated, so the common case
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* costs nothing. Same shape as withEphemeralTurn returning early on an
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* empty registry.
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*
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* MEAT ONLY. A persona in the Matrix is not in the room the alarm is
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* ringing in, and the body it left behind is unconscious furniture --
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* the same plane check tickEphemerals opens with.
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*/
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export declare function alarmBeatAllowed(scene: Scene, player: Player): boolean;
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/**
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* THE LATCH. One beat in flight at a time, and a request made while one
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* is running is DROPPED rather than queued.
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*
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* Dropped, not queued, on the player's own ruling: a guard who is
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* mid-shout should not also shout about the next thing you did. A queue
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* would turn a fast typist into a backlog of stale reactions arriving
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* after the moment that caused them -- which is the reported complaint
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* inverted, an engine saying things that no longer mean anything.
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*
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* `next` is whose turn it is. Rotating means the same rent-a-cop is not
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* the only one who ever reacts; it is a turn-taking index, not a rule
|
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|
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* about who notices what.
|
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|
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*/
|
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|
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export interface IAlarmBeatLatch {
|
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inFlight: boolean;
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next: number;
|
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|
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}
|
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|
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export declare function newAlarmBeatLatch(): IAlarmBeatLatch;
|
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|
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/**
|
|
89
|
-
* Ask one member of staff to take a beat. Returns whether one was
|
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|
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* actually started, which is what the tests assert -- NOT what they say.
|
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|
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*
|
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|
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* FIRE AND FORGET, on the player's ruling (offered three shapes; they
|
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|
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* chose reactions that "arrive a moment later" while play continues at
|
|
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|
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* full speed). The same precedent draftNextSceneInBackground already
|
|
95
|
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* sets: `void` the promise, let the output land in the log when it is
|
|
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|
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* ready, and never make the player wait on a model call.
|
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|
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*
|
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98
|
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* ORDERING IS NOT GUARANTEED AND MUST NOT BE TESTED AS IF IT WERE. A
|
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|
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* beat resolves whenever it resolves; it may narrate after the player's
|
|
100
|
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* next command. That is the shape the player asked for, and a test that
|
|
101
|
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* pinned sequence would be asserting a promise this does not make.
|
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|
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*
|
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103
|
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* A BEAT THAT THROWS MUST NOT TAKE THE GAME DOWN, and must not wedge
|
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104
|
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* the latch shut either -- a stuck latch would silence the site for the
|
|
105
|
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* rest of the run, which is indistinguishable from the bug this fixes.
|
|
106
|
-
*/
|
|
107
|
-
export declare function requestAlarmBeat(latch: IAlarmBeatLatch, scene: Scene, player: Player, beat: (npc: NPC) => Promise<unknown>): boolean;
|
|
108
|
-
/**
|
|
109
|
-
* What the beat is ABOUT. Deliberately a plain statement of fact and
|
|
110
|
-
* nothing else: the site is alarmed and this NPC knows it. No
|
|
111
|
-
* instruction about what to do, because deciding is the AI's job and
|
|
112
|
-
* telling it what a guard "should" do would be the response table we
|
|
113
|
-
* ruled out. The standing THE SITE IS ALARMED line already reaches the
|
|
114
|
-
* brief through Scene.getWorldEventsSummary.
|
|
115
|
-
*/
|
|
116
|
-
export declare const ALARM_STIMULUS = "An alarm is sounding here. You work here, and you know what that means.";
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"alarmed-staff.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/alarmed-staff.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,GAAG,EAAE,MAAM,kBAAkB,CAAC;AAEvC,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAG7C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AAEH;;;;;;;;;;;;;;;;;;;GAmBG;AACH,MAAM,UAAU,YAAY,CAAC,KAAY,EAAE,MAAc;IACvD,MAAM,IAAI,GAAG,MAAM,CAAC,eAAe,CAAC;IACpC,IAAI,CAAC,IAAI;QAAE,OAAO,EAAE,CAAC;IACrB,OAAO,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC;SAC/B,MAAM,CAAC,CAAC,CAAC,EAAY,EAAE,CAAC,CAAC,YAAY,GAAG,CAAC;SACzC,MAAM,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;SAChC,MAAM,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,MAAM,KAAK,SAAS,CAAC;SACvC,MAAM,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,GAAG,CAAC,eAAe,EAAE,CAAC,CAAC;AAC3C,CAAC;AAED;;;;;;;;;;;GAWG;AACH,MAAM,UAAU,gBAAgB,CAAC,KAAY,EAAE,MAAc;IAC3D,OAAO,KAAK,CAAC,WAAW,IAAI,MAAM,CAAC,KAAK,KAAK,MAAM,CAAC;AACtD,CAAC;AAqBD,MAAM,UAAU,iBAAiB;IAC/B,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACtC,CAAC;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,MAAM,UAAU,gBAAgB,CAC9B,KAAsB,EACtB,KAAY,EACZ,MAAc,EACd,IAAoC;IAEpC,IAAI,KAAK,CAAC,QAAQ;QAAE,OAAO,KAAK,CAAC;IACjC,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,MAAM,CAAC;QAAE,OAAO,KAAK,CAAC;IACnD,MAAM,KAAK,GAAG,YAAY,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC;IAC1C,IAAI,KAAK,CAAC,MAAM,KAAK,CAAC;QAAE,OAAO,KAAK,CAAC;IAErC,MAAM,GAAG,GAAG,KAAK,CAAC,KAAK,CAAC,IAAI,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC;IAC7C,KAAK,CAAC,IAAI,GAAG,CAAC,KAAK,CAAC,IAAI,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC;IAC7C,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC;IACtB,KAAK,OAAO,CAAC,OAAO,EAAE;SACnB,IAAI,CAAC,GAAG,EAAE,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;SACrB,KAAK,CAAC,GAAG,EAAE,CAAC,SAAS,CAAC;SACtB,OAAO,CAAC,GAAG,EAAE,GAAG,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;IAC9C,OAAO,IAAI,CAAC;AACd,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,CAAC,MAAM,cAAc,GACzB,yEAAyE,CAAC"}
|
|
@@ -1,96 +0,0 @@
|
|
|
1
|
-
import type { Player } from '../models/player.js';
|
|
2
|
-
import type { Room } from '../models/room.js';
|
|
3
|
-
import type { Scene } from '../models/scene.js';
|
|
4
|
-
/**
|
|
5
|
-
* AROs -- AUGMENTED REALITY OBJECTS (player request 2026-08-26: "we
|
|
6
|
-
* need AROs on anything online"). The 2075 street is not bare: anything
|
|
7
|
-
* broadcasting wears an icon in the eye of anyone whose commlink is up.
|
|
8
|
-
* Until now that layer existed only from the INSIDE -- a jacked-in
|
|
9
|
-
* persona saw hosts, PANs and camera clusters as icons (grid-view.ts),
|
|
10
|
-
* and a decker standing in the same room in the flesh saw a bar.
|
|
11
|
-
*
|
|
12
|
-
* This is the same objects seen from the meat side, and deliberately
|
|
13
|
-
* the SAME GLYPHS (● host, ▣ PAN, ◎ cameras, ▤ a loose device), so the
|
|
14
|
-
* two views read as one world looked at twice rather than two games.
|
|
15
|
-
*
|
|
16
|
-
* WHAT IS DELIBERATELY NOT HERE:
|
|
17
|
-
* - Anything not broadcasting. Silent PANs, offline server devices and
|
|
18
|
-
* powered-down gear have no wireless presence to annotate; that is
|
|
19
|
-
* what silence and a hard line BUY, and grid-view.ts omits them for
|
|
20
|
-
* the same reason.
|
|
21
|
-
* - Loot you have not found. Only items already in plain sight get a
|
|
22
|
-
* tag (Room.plainSightItems -- the same subset take.ts lets you
|
|
23
|
-
* sweep unsearched). An AR overlay that x-rayed a drawer would hand
|
|
24
|
-
* the room's whole inventory to anyone with a commlink and make
|
|
25
|
-
* "search" pointless.
|
|
26
|
-
* - Marks, alert states and host internals. Those are a persona's
|
|
27
|
-
* read, bought by being out there on the grid. AR is the shop
|
|
28
|
-
* window, not the back office.
|
|
29
|
-
*/
|
|
30
|
-
/** Whether this actor's AR overlay is actually up right now. */
|
|
31
|
-
export declare function arSightUp(actor: Player): boolean;
|
|
32
|
-
/**
|
|
33
|
-
* SILENT AND SEEING, SAID OUT LOUD (backlog 2026-08-27, the player
|
|
34
|
-
* asking flat out: "is it possible to be silent AND be in AR?").
|
|
35
|
-
*
|
|
36
|
-
* The answer is yes, and it has been yes since v5.63.0 -- silence is
|
|
37
|
-
* what you BROADCAST (canon p.235-236: it hides your icon and costs -2
|
|
38
|
-
* dice on your own Matrix actions), AR is what you RECEIVE (p.229).
|
|
39
|
-
* The mechanic is settled and is NOT in question here.
|
|
40
|
-
*
|
|
41
|
-
* That they had to ask is the bug. The HUD does show both axes at once
|
|
42
|
-
* ("◉ AR ON | Link SILENT"), and `silent` says so when you toggle it --
|
|
43
|
-
* but a player who went dark twenty minutes ago has nothing in front of
|
|
44
|
-
* them affirming that the combination is legal rather than a state they
|
|
45
|
-
* have got themselves stuck in. Two independent axes look like a
|
|
46
|
-
* contradiction until something names them as independent.
|
|
47
|
-
*
|
|
48
|
-
* So this says it, on the verbs a player reaches for when the question
|
|
49
|
-
* occurs to them -- and ONLY while it is actually live, so it never
|
|
50
|
-
* nags a runner who is loud or blind. Deliberately not on `look`: that
|
|
51
|
-
* fires every room, and a note repeated that often stops being read.
|
|
52
|
-
*/
|
|
53
|
-
export declare function silentAndSeeingNote(actor: Player): string;
|
|
54
|
-
/**
|
|
55
|
-
* Every ARO in this room, one line each. Empty when AR is down, muted,
|
|
56
|
-
* hacked dark, or nothing here is online.
|
|
57
|
-
*/
|
|
58
|
-
export declare function aroTags(scene: Scene, actor: Player, room: Room): string[];
|
|
59
|
-
/**
|
|
60
|
-
* THE HUD's AR READ (backlog item 4 -- Maka: "I still can't tell if I
|
|
61
|
-
* am in AR, there is no status icon"). TWO SLOTS, NEVER ONE. The HUD
|
|
62
|
-
* ranked five states down a single chain and could therefore only ever
|
|
63
|
-
* report the winner, so an overlay state was unreadable the moment
|
|
64
|
-
* anything outranked it. These answer different questions and have
|
|
65
|
-
* different cures:
|
|
66
|
-
*
|
|
67
|
-
* OVERLAY -- is the world being painted FOR me? Muting is my own
|
|
68
|
-
* choice ("ar" flips it back); a hacker cutting it is not
|
|
69
|
-
* ("reboot" is the only cure).
|
|
70
|
-
* LINK -- is my commlink BROADCASTING? That is what calls ride
|
|
71
|
-
* (call.ts wants a worn commlink) and what silence kills.
|
|
72
|
-
*
|
|
73
|
-
* They are genuinely independent -- canon p.229 vs p.235-236: AR is
|
|
74
|
-
* what you RECEIVE, silence is what you EMIT -- so a silent runner
|
|
75
|
-
* reads "AR ON | Link SILENT", both true at once. One slot could never
|
|
76
|
-
* say that, which was the whole complaint.
|
|
77
|
-
*
|
|
78
|
-
* The overlay slot asks arSightUp() rather than re-deriving state, so
|
|
79
|
-
* the HUD, the AR block on "look", and the district map's host markers
|
|
80
|
-
* all answer to one predicate and cannot drift apart. The old line
|
|
81
|
-
* tested `equipment.head?.commlink` for BOTH meanings, so a decker
|
|
82
|
-
* whose PAN master is a cyberdeck and who wears no commlink was told
|
|
83
|
-
* "Link offline" while their overlay painted happily -- literally the
|
|
84
|
-
* state Maka could not read.
|
|
85
|
-
*
|
|
86
|
-
* No gray anywhere (standing ruling): blessed's gray is ANSI
|
|
87
|
-
* bright-black and vanishes on stock dark palettes. White is the
|
|
88
|
-
* neutral.
|
|
89
|
-
*/
|
|
90
|
-
export declare function arStatusSlots(actor: Player): {
|
|
91
|
-
overlay: string;
|
|
92
|
-
link: string;
|
|
93
|
-
};
|
|
94
|
-
/** The tags as the standard cyan block, or '' when there is nothing to
|
|
95
|
-
* show -- callers append it to their own output. */
|
|
96
|
-
export declare function aroBlock(scene: Scene, actor: Player, room: Room): string;
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"ar.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/ar.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AACvD,OAAO,EAAE,SAAS,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAC1E,OAAO,EAAE,QAAQ,EAAE,MAAM,8BAA8B,CAAC;AACxD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAElC;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH,gEAAgE;AAChE,MAAM,UAAU,SAAS,CAAC,KAAa;IACrC,oEAAoE;IACpE,oEAAoE;IACpE,qCAAqC;IACrC,IAAI,KAAK,CAAC,KAAK,KAAK,MAAM;QAAE,OAAO,KAAK,CAAC;IACzC,oEAAoE;IACpE,qEAAqE;IACrE,6DAA6D;IAC7D,qEAAqE;IACrE,mEAAmE;IACnE,kDAAkD;IAClD,mEAAmE;IACnE,2DAA2D;IAC3D,EAAE;IACF,sEAAsE;IACtE,kEAAkE;IAClE,oEAAoE;IACpE,qEAAqE;IACrE,gEAAgE;IAChE,OAAO,KAAK,CAAC,aAAa,EAAE,CAAC;AAC/B,CAAC;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,MAAM,UAAU,mBAAmB,CAAC,KAAa;IAC/C,IAAI,CAAC,KAAK,CAAC,aAAa,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC;QAAE,OAAO,EAAE,CAAC;IACzD,OAAO,2LAA2L,CAAC;AACrM,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,OAAO,CAAC,KAAY,EAAE,KAAa,EAAE,IAAU;IAC7D,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC;QAAE,OAAO,EAAE,CAAC;IACjC,MAAM,IAAI,GAAa,EAAE,CAAC;IAE1B,mEAAmE;IACnE,sEAAsE;IACtE,+DAA+D;IAC/D,oEAAoE;IACpE,sEAAsE;IACtE,0BAA0B;IAC1B,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;QACjB,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW;YACxB,CAAC,CAAC,KAAK,IAAI,CAAC,IAAI,0DAA0D;YAC1E,CAAC,CAAC,KAAK,IAAI,CAAC,IAAI,yDAAyD,CAAC,CAAC;IAC/E,CAAC;IAED,oEAAoE;IACpE,sEAAsE;IACtE,WAAW;IACX,KAAK,MAAM,KAAK,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,EAAE,CAAC;QAChD,IAAI,KAAK,KAAK,KAAK;YAAE,SAAS;QAC9B,IAAI,KAAK,CAAC,eAAe,EAAE,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC;YAAE,SAAS;QAC1D,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,EAAE,CAAC;QACpC,IAAI,CAAC,MAAM;YAAE,SAAS;QACtB,IAAI,CAAC,IAAI,CAAC,KAAK,KAAK,CAAC,IAAI,OAAO,MAAM,CAAC,IAAI,mCAAmC,CAAC,CAAC;QAEhF,qEAAqE;QACrE,+DAA+D;QAC/D,gEAAgE;QAChE,oEAAoE;QACpE,yCAAyC;QACzC,EAAE;QACF,qEAAqE;QACrE,qEAAqE;QACrE,mEAAmE;QACnE,kEAAkE;QAClE,kEAAkE;QAClE,oDAAoD;QACpD,EAAE;QACF,kEAAkE;QAClE,kEAAkE;QAClE,oEAAoE;QACpE,kEAAkE;QAClE,gEAAgE;QAChE,MAAM,GAAG,GAAG,KAAK,CAAC,SAAS,CAAC,SAAS,EAAE,MAAM,IAAI,KAAK,CAAC,SAAS,CAAC,QAAQ,EAAE,MAAM,CAAC;QAClF,IAAI,GAAG,EAAE,SAAS,EAAE,EAAE,CAAC;YACrB,kEAAkE;YAClE,mEAAmE;YACnE,0DAA0D;YAC1D,kEAAkE;YAClE,kEAAkE;YAClE,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM;gBAClB,CAAC,CAAC,KAAK,KAAK,CAAC,IAAI,MAAM,GAAG,CAAC,IAAI,iDAAiD;gBAChF,CAAC,CAAC,KAAK,KAAK,CAAC,IAAI,MAAM,GAAG,CAAC,IAAI,gCAAgC,CAAC,CAAC;QACrE,CAAC;IACH,CAAC;IAED,sEAAsE;IACtE,wDAAwD;IACxD,IAAI,SAAS,CAAC,IAAI,CAAC,EAAE,CAAC;QACpB,MAAM,KAAK,GAAG,KAAK,CAAC,QAAQ,EAAE,CAAC;QAC/B,kEAAkE;QAClE,gEAAgE;QAChE,sDAAsD;QACtD,IAAI,CAAC,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,IAAI,EAAE,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,IAAI,CAAC;YACtE,CAAC,CAAC,yEAAyE;YAC3E,CAAC,CAAC,8CAA8C,IAAI,CAAC,qEAAqE,CAAC,EAAE,CAAC,CAAC;IACnI,CAAC;IAED,kEAAkE;IAClE,2DAA2D;IAC3D,mEAAmE;IACnE,8BAA8B;IAC9B,EAAE;IACF,oEAAoE;IACpE,sEAAsE;IACtE,mEAAmE;IACnE,sEAAsE;IACtE,oEAAoE;IACpE,qEAAqE;IACrE,qDAAqD;IACrD,EAAE;IACF,uEAAuE;IACvE,gEAAgE;IAChE,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;QAClC,IAAI,CAAC,MAAM,CAAC,aAAa,EAAE;YAAE,SAAS;QACtC,IAAI,CAAC,IAAI,CAAC,KAAK,MAAM,CAAC,IAAI,2BAA2B,MAAM,CAAC,MAAM,WAAW,MAAM,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC,iBAAiB,CAAC,CAAC,CAAC,IAAI,IAAI,CAAC,MAAM,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC,IAAI,MAAM,CAAC,IAAI,IAAI,CAAC,EAAE,EAAE,CAAC,CAAC;IAC/K,CAAC;IAED,iEAAiE;IACjE,+DAA+D;IAC/D,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,EAAE,CAAC;QAChD,IAAI,IAAI,CAAC,KAAK,KAAK,MAAM;YAAE,SAAS;QACpC,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;YAAE,SAAS;QACjE,IAAI,CAAC,mBAAmB,CAAC,GAAG,CAAC,IAAI,CAAC,QAAoB,CAAC;YAAE,SAAS;QAClE,IAAI,CAAC,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,iCAAiC,CAAC,CAAC;IAC7D,CAAC;IAED,OAAO,IAAI,CAAC;AACd,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH,MAAM,UAAU,aAAa,CAAC,KAAa;IACzC,MAAM,OAAO,GAAG,SAAS,CAAC,KAAK,CAAC;QAC9B,CAAC,CAAC,IAAI,UAAU,gBAAgB,UAAU,MAAM;QAChD,CAAC,CAAC,KAAK,CAAC,SAAS;YACf,+DAA+D;YAC/D,gEAAgE;YAChE,iDAAiD;YACjD,CAAC,CAAC,2BAA2B;YAC7B,CAAC,CAAC,KAAK,CAAC,OAAO;gBACb,CAAC,CAAC,+BAA+B;gBACjC,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;oBAChD,CAAC,CAAC,kCAAkC;oBACpC,4DAA4D;oBAC5D,yDAAyD;oBACzD,8DAA8D;oBAC9D,CAAC,CAAC,gCAAgC,CAAC;IAE3C,mEAAmE;IACnE,mEAAmE;IACnE,mEAAmE;IACnE,qEAAqE;IACrE,oDAAoD;IACpD,MAAM,IAAI,GAAG,KAAK,CAAC,QAAQ,EAAE,IAAI,IAAI;QACnC,CAAC,CAAC,mCAAmC;QACrC,CAAC,CAAC,KAAK,CAAC,SAAS;YACf,CAAC,CAAC,yCAAyC;YAC3C,CAAC,CAAC,KAAK,CAAC,aAAa;gBACnB,CAAC,CAAC,sCAAsC;gBACxC,CAAC,CAAC,IAAI,UAAU,oBAAoB,UAAU,MAAM,CAAC;IAE3D,OAAO,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAC3B,CAAC;AAED;qDACqD;AACrD,MAAM,UAAU,QAAQ,CAAC,KAAY,EAAE,KAAa,EAAE,IAAU;IAC9D,MAAM,IAAI,GAAG,OAAO,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;IACzC,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC;QAAE,OAAO,EAAE,CAAC;IACjC,OAAO,mCAAmC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,cAAc,CAAC,YAAY,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC;AACpG,CAAC;AAED;;;;;;;;yCAQyC;AACzC,MAAM,mBAAmB,GAAG,IAAI,GAAG,CAAW;IAC5C,QAAQ,CAAC,QAAQ;IACjB,QAAQ,CAAC,SAAS;IAClB,QAAQ,CAAC,GAAG;IACZ,QAAQ,CAAC,KAAK;CACf,CAAC,CAAC"}
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1
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import type Game from '../game.js';
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import type { Player, FightStance } from '../models/player.js';
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import type { NPC } from '../models/npc.js';
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/**
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5
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* Fight-or-flight autopilot -- the FIGHT half. The player sets a
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6
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* temperature (Tab in the UI, or the "stance" command) and the game keeps
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* swinging for them; flight stays manual, always, because stopping YOUR
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* swings never stops THEIRS -- the only real defense is the door, and
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* that's the player's call.
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*
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* manual -- counters only. Struck, you strike back (the exchange
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* engine answers every swing in EVERY stance -- see
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* CombatExchange.resolveStrike's two-way resolution);
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* but pressing the fight, chasing, or finishing is yours
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* to type. (A real session read "manual" as fully
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* passive, saw the built-in counters, and concluded the
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* stances were redundant -- they never were; the old
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* descriptions were wrong.)
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* guarded -- keeps swinging FOR you between exchanges, with a
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* conscience: switches to subdue when the target is
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* nearly down, and stands down the moment they surrender
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* aggressive -- keeps swinging until they're dead; surrender means
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* nothing
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*
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* Wiring: CombatExchange.finishExchange() -> Scene.notifyExchangeSettled()
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* -> onExchangeSettled() here. If the player was a combatant and the
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* stance says fight, the next action is scheduled a short, interruptible
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* beat later (REENGAGE_DELAY_MS). Submitting ANY command in the UI cancels
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* the pending action and takes over (see ui.ts) -- the beat exists exactly
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30
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* so fleeing and healing stay possible mid-autofight. Everything is
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31
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* revalidated at fire time: the fight may have ended, moved, or been
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32
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* surrendered out of during the delay.
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*
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34
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* Auto actions lead with whatever hits hardest: a caster whose manabolt
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35
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* out-damages their equipped weapon throws the bolt (and eats the drain);
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36
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* everyone else uses the gun/blade/fists they're holding. A dry gun's
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37
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* refusal (reload prompt) is surfaced to the player and auto simply waits
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38
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-
* for them to deal with it -- reloading is a decision, not a reflex.
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39
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-
*/
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40
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-
export declare class AutoFight {
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41
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private game;
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42
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static REENGAGE_DELAY_MS: number;
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43
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private pending;
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44
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constructor(game: Game);
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45
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/** Pending auto actions, dropped. No name = all of them (the local
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46
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* player typed, or the stance changed -- ui.ts's call). */
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47
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-
cancelPending(playerName?: string): void;
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48
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/**
|
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49
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-
* Called after every combat exchange resolves (player-involved or not).
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50
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-
* Schedules the next action for every HUMAN combatant whose stance
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51
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-
* says fight.
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52
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-
*/
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53
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-
onExchangeSettled(combatants: (Player | NPC)[]): void;
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54
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-
/**
|
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55
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-
* The beat elapsed uninterrupted -- act, if the fight still stands.
|
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56
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-
* Every guard here re-checks live state: the target may have died, fled,
|
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57
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-
* surrendered, or started another exchange during the delay.
|
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58
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-
*/
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59
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-
private fire;
|
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60
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-
/**
|
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61
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-
* Lead with what hits hardest -- except Guarded near the end, which
|
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62
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-
* finishes non-lethally: when the target is within a few boxes of death,
|
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63
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-
* the next auto action is a subdue (stun damage, bare hands) instead of
|
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64
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-
* another killing blow.
|
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65
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-
*/
|
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66
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-
private chooseAction;
|
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67
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-
/** One-line HUD/announce description for a stance. */
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68
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static describe(stance: FightStance): string;
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69
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-
}
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@@ -1 +0,0 @@
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1
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-
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@@ -1,27 +0,0 @@
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export interface IDumpOptions {
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/** --filter <status>: narrowed server-side, in the selector. */
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filter?: string;
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/** --commit <sha>: the items a change closed. Client-side, against the
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* commits the list already returns -- no server work owed. */
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commit?: string;
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7
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/** A bare argument: read exactly this item, in full. */
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id?: string;
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/** --all: closed items too. The default leaves them out. */
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all?: boolean;
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/** --close: retract the item named by <id>, with the remaining
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* words as the reason. Needs an id -- there is no plausible bulk
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* close, and a mis-aimed one is somebody else report off the board. */
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close?: boolean;
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reason?: string;
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/** --detach <sha>: the shas to take back off the item named by <id>.
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* Needs an id for the same reason --close does, and more so: evidence
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18
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* detached from the wrong row is a second wrong row. */
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detach?: string[];
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/** The flag was GIVEN, whether or not it parsed into any shas. Kept
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* apart from the list so `--detach` with nothing after it can be
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* answered as the usage slip it is, instead of silently reading as
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23
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* "no shas, nothing to do" and printing the item as though the
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* operator had asked to read it. */
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-
detachAsked?: boolean;
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26
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}
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27
|
-
export declare function dumpBacklog(opts?: IDumpOptions): Promise<void>;
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@@ -1 +0,0 @@
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-
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@@ -1,131 +0,0 @@
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1
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-
import { IReviewItem, IBacklogItem, BacklogOutcome } from './backlog.js';
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2
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-
export declare function rememberBoard(items: IBacklogItem[]): void;
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3
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-
/** 1-based, against the board as it was last PRINTED. */
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4
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-
export declare function boardItemAt(n: number): IBacklogItem | undefined;
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5
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-
export declare function boardSize(): number;
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6
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-
/** Replace the rendered list. Called ONLY when a fresh queue is shown
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7
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-
* to the player -- that is what makes the numbers theirs. */
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8
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-
export declare function rememberQueue(items: IReviewItem[]): void;
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9
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-
/** Exactly what was last rendered, in the order it was rendered. */
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10
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-
export declare function reviewSnapshot(): IReviewItem[];
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11
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-
/** 1-based, because the list is printed 1..n to a human. Out of range
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12
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* and non-integers return undefined; the caller names the range. */
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13
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export declare function reviewItemAt(n: number): IReviewItem | undefined;
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14
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export declare function markReviewAnswered(id: string): void;
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15
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-
export declare function isReviewAnswered(id: string): boolean;
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16
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/** Only for tests and a fresh session. */
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17
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-
export declare function resetReviewQueue(): void;
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18
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/** How many items were waiting when the session started, or -1 if the
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19
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* probe never answered (offline, logged out, not a play-tester). */
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20
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-
export declare function pendingReviewCount(): number;
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21
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/**
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22
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* The login-time count, fetched in the background.
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23
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*
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24
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* Same shape as the play-tester probe deliberately -- fire and forget,
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25
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* never block a boot, never throw, and an unanswered probe simply
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26
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* leaves the notice unsaid. Reusing that pattern rather than inventing
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27
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* a second one for the same job.
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28
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*
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29
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* It also folds its outcome into the play-tester standing for free:
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30
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-
* this endpoint is role-gated exactly like the board, so a 200 proves
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31
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* the role and a 403 disproves it, and a session that runs this probe
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32
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* needs no second request to classify the account.
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33
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-
*/
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34
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-
export declare function probeReviewQueue(opts: {
|
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35
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-
anonymous: boolean;
|
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36
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-
}): Promise<void>;
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37
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-
/**
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38
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* THE NOTICE, one line. "Someone asked about your report" and "this is
|
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39
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* fixed, can you confirm it" are different requests and must not read
|
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40
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-
* identically, but the count alone cannot tell them apart -- so the
|
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41
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* notice stays neutral about WHICH, and the list itself distinguishes
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42
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-
* them per item. Empty string when there is nothing to say.
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43
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-
*/
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44
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-
export declare function reviewNotice(): string;
|
|
45
|
-
/** Fetch a fresh queue for display, and adopt it as the numbering. */
|
|
46
|
-
export declare function loadReviewQueue(): Promise<{
|
|
47
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-
outcome: BacklogOutcome;
|
|
48
|
-
items?: IReviewItem[];
|
|
49
|
-
}>;
|
|
50
|
-
/**
|
|
51
|
-
* IS THIS ROW A "GO AND CONFIRM IT" REQUEST, or a question about the
|
|
52
|
-
* report?
|
|
53
|
-
*
|
|
54
|
-
* ONE definition, used by BOTH the renderer and the action, because the
|
|
55
|
-
* cost of them disagreeing is silent and lands on a person: the list
|
|
56
|
-
* says "CAN YOU CONFIRM THIS IN PLAY?" and the keystroke posts a
|
|
57
|
-
* comment that closes nothing. That is exactly what shipped before
|
|
58
|
-
* 2026-08-27 (item jyjMYRXrS4KojAL2W) -- not because either half was
|
|
59
|
-
* wrong, but because only one half existed.
|
|
60
|
-
*
|
|
61
|
-
* The SERVER's `kind` wins. The status fallback is only for a server too
|
|
62
|
-
* old to send one, and it is a guess: deriving the kind from status
|
|
63
|
-
* mislabels a clarifying question asked about an item that happens to be
|
|
64
|
-
* in-review.
|
|
65
|
-
*/
|
|
66
|
-
export declare function isValidationRow(item: {
|
|
67
|
-
kind?: string;
|
|
68
|
-
status?: string;
|
|
69
|
-
}): boolean;
|
|
70
|
-
/**
|
|
71
|
-
* THE PRINT ORDER, with each row's number already bound to it.
|
|
72
|
-
*
|
|
73
|
-
* Numbers are assigned in the BOARD's order (1 = the item the server
|
|
74
|
-
* listed first, which is also `reviewItemAt(1)`), and only then is the
|
|
75
|
-
* sequence reversed for printing. User ruling 2026-08-27: "REVERSE THE
|
|
76
|
-
* ORDER OF THE REVIEW ITEMS" -- a terminal scrolls, so the last line
|
|
77
|
-
* printed is the one actually read first, and printing 1..n put the
|
|
78
|
-
* HIGHEST number under the player's eye.
|
|
79
|
-
*
|
|
80
|
-
* THE TWO HALVES MUST NOT DRIFT. If the numbering were assigned after
|
|
81
|
-
* the reverse, the list would say 1 where the resolver means n, and an
|
|
82
|
-
* answer would post against the wrong item -- landing somewhere
|
|
83
|
-
* plausible enough that nobody notices. That is the one failure a
|
|
84
|
-
* numbered queue cannot have, so the binding is done here, once, and
|
|
85
|
-
* returned as a pair.
|
|
86
|
-
*/
|
|
87
|
-
export declare function reviewDisplayOrder<T>(items: T[]): {
|
|
88
|
-
item: T;
|
|
89
|
-
n: number;
|
|
90
|
-
}[];
|
|
91
|
-
/**
|
|
92
|
-
* DOES THIS ANSWER REJECT THE FIX, and if so what is the reason?
|
|
93
|
-
*
|
|
94
|
-
* "backlog review 1 reject <why>" (user request 2026-08-27). Matched
|
|
95
|
-
* only as the FIRST word, so a reply that merely CONTAINS "reject" --
|
|
96
|
-
* "I reject nothing, looks good" -- cannot bounce a fix by accident.
|
|
97
|
-
* The asymmetry is the same one that keeps bare "yes" out of job
|
|
98
|
-
* acceptance: a wrongly-sent rejection reopens closed work and costs
|
|
99
|
-
* somebody a search for a bug that is not there, while a missed one
|
|
100
|
-
* costs a retype.
|
|
101
|
-
*
|
|
102
|
-
* Returns null when this is not a rejection. Returns the reason
|
|
103
|
-
* VERBATIM otherwise -- it is a human sentence, not arguments, and the
|
|
104
|
-
* next person fixing this has nothing else to work from.
|
|
105
|
-
*/
|
|
106
|
-
export declare function parseRejection(text: string): string | null;
|
|
107
|
-
/**
|
|
108
|
-
* IS THIS ANSWER ASKING FOR THE BENCH, rather than answering at all?
|
|
109
|
-
*
|
|
110
|
-
* "backlog review 1 repro" drops into the repro scene for that item.
|
|
111
|
-
*
|
|
112
|
-
* RESERVED THE HARD WAY, after it cost a real sign-off. On 2026-08-28
|
|
113
|
-
* the reporter typed exactly that, on a validation row, against a verb
|
|
114
|
-
* that did not exist yet -- so `repro` fell through as the ANSWER, was
|
|
115
|
-
* posted as their confirmation, and closed item b9YeNqTNBJuk9dbrk.
|
|
116
|
-
*
|
|
117
|
-
* A sign-off is the one input in this flow that cannot be taken back
|
|
118
|
-
* from the client: it is what moves an item to complete, and the reject
|
|
119
|
-
* route refuses any item that already carries one.
|
|
120
|
-
*
|
|
121
|
-
* The lesson is not "add the verb". It is that on a validation row every
|
|
122
|
-
* UNRECOGNISED word is a permanent confirmation, so a word a player
|
|
123
|
-
* could reasonably believe is a command must be claimed BEFORE it is
|
|
124
|
-
* described to them anywhere -- and this one had already been written
|
|
125
|
-
* into a plan they read.
|
|
126
|
-
*
|
|
127
|
-
* Matched as the first word only, exactly like a rejection, so a
|
|
128
|
-
* confirmation that merely mentions it ("the repro looks right") still
|
|
129
|
-
* signs off.
|
|
130
|
-
*/
|
|
131
|
-
export declare function parseReproRequest(text: string): boolean;
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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|