@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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@@ -1,55 +0,0 @@
1
- /**
2
- * WHAT A THING AFFORDS -- the verbs that bite on it, and the voice it
3
- * uses to turn away the ones that don't.
4
- *
5
- * Lifted from puzzle.ts's BYPASS_FLAVOR and rekeyed. The table itself
6
- * is unchanged in substance; what changed is what it is keyed BY. A
7
- * "bypass type" described a shortcut past a puzzle. A DeviceKind
8
- * describes what the object IS -- a lock, a panel, a ward -- which is
9
- * the question the prose was always really answering.
10
- *
11
- * `resists` is the WRONG-VERB voice, and it is keyed on what the thing
12
- * IS, never on what the player typed (blocker 2026-08-27, "the barrier
13
- * isn't allowing me to hack/pick/breach it"): a player who reaches for
14
- * the wrong route is not making an error to be reported, they are
15
- * asking what this thing is. So the line says what it is, why the
16
- * attempted route finds no purchase on it, and which verb DOES bite --
17
- * the same job spots.ts:terrainRefusal() does for a blocked crossing.
18
- * Never a bare denial: a denial in front of an obvious door is what
19
- * made a real session conclude the barrier was broken.
20
- *
21
- * THE FOURTH MEMBER IS NEW, and it is the whole reason this table moved
22
- * rather than being copied. 'person' is not a device -- there is no
23
- * Device with that kind, and there must never be, because making a
24
- * human being into a lock with a face is the modelling error the
25
- * "bluff shouldn't work on barriers" ruling was about. It lives here so
26
- * that a PERSON in a doorway can be described in the same voice as the
27
- * things around them, from one table, without being one of them.
28
- *
29
- * It also closes a TODO left in go.ts: that refusal hinted at talking
30
- * a guard round in prose and deliberately quoted no verb, because at
31
- * the time no such verb existed. "bluff" has landed, so it can be
32
- * named now -- and naming it from here means it can never drift from
33
- * what the parser actually accepts.
34
- */
35
- export type DeviceKind = 'lock' | 'panel' | 'ward';
36
- /** Everything the affordance table can describe: the devices, plus the
37
- * one thing that is emphatically not a device. */
38
- export type AffordanceKind = DeviceKind | 'person';
39
- export interface IAffordance {
40
- /** The canonical verb, for one-line refusals that name a route. */
41
- verb: string;
42
- /** EVERY verb that works this thing -- naming half the routes is its
43
- * own small lie (see search.ts's "Work it:" line). */
44
- verbs: string[];
45
- /** Why a wrong route finds no purchase, and which one does. */
46
- resists: string;
47
- /** What a failed forcing looks like. */
48
- failureMessage: string;
49
- /** The coaching line, behind the hints toggle. */
50
- hint: string;
51
- }
52
- export declare const AFFORDANCE_FLAVOR: Record<AffordanceKind, IAffordance>;
53
- /** The verbs that work a thing of this kind -- used wherever the game
54
- * has to tell a player exactly what they may type. */
55
- export declare function verbsFor(kind: AffordanceKind): string[];
@@ -1 +0,0 @@
1
- {"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"}
@@ -1,116 +0,0 @@
1
- import { NPC } from '../models/npc.js';
2
- import { Player } from '../models/player.js';
3
- import type { Scene } from '../models/scene.js';
4
- /**
5
- * WHO IS LEFT TO REACT WHEN A SITE GOES LOUD (TRqb2zBphwpDkeXP4, Maka:
6
- * "The alarm was exciting, but nothing came of it. No NPCs were
7
- * alarmed").
8
- *
9
- * AN ENGINE MAPPING, NOT A RULE, and it is stated that way for the same
10
- * reason withICTurn states it: SR5 writes NO general mechanics for how
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 --
13
- * there are no rules for investigating a disturbance, converging on a
14
- * noise, or changing behaviour once intruders are known. What exists is
15
- * scenario content (False Flag's MPs breaching with flash-bangs, Lone
16
- * Star setting a perimeter), which is module material.
17
- *
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
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
24
- * a false citation, and this file exists partly to stop the next reader
25
- * doing it again.
26
- *
27
- * SO NOTHING HERE INVENTS A RESPONSE. No table, no convergence rate, no
28
- * alert-driven aggression dial -- each would be writing the mechanics
29
- * canon declined to write. What changes is narrower and entirely about
30
- * this engine: NPC.act() has exactly two callers and both are inside
31
- * respondTo(), so a scene NPC is mute unless the player addresses it.
32
- * The engine stops muzzling them during an alarm. What any of them DOES
33
- * with a beat is the same judgment they already exercise when spoken to.
34
- */
35
- /**
36
- * The staff who could react, in the player's own room.
37
- *
38
- * ROOM-SCOPED, deliberately: a body two rooms away is not reacting to
39
- * you, and the engine has no way for it to arrive that would not be the
40
- * converging-responders behaviour we declined on canon grounds.
41
- *
42
- * EPHEMERALS EXCLUDED, and the guard belongs here rather than in the
43
- * governor because THIS is the broad enumerator. spawnEphemeral calls
44
- * scene.addActor, so every ephemeral is already in the scene's actor
45
- * list; the governor iterates its own registry and cannot pick up a
46
- * scene NPC no matter what it does. The side that can make the mistake
47
- * owns the guard (agreed with backlog-session-3). Without it a passing
48
- * face would take two beats per player action -- one from the governor,
49
- * one from here -- and nothing would report it.
50
- *
51
- * COMPANIONS EXCLUDED TOO: a drone you deployed and a spirit you bound
52
- * are yours, and an alarm is not a reason for your own gear to start
53
- * making its own decisions about the room.
54
- */
55
- export declare function alarmedStaff(scene: Scene, player: Player): NPC[];
56
- /**
57
- * Whether anyone gets a beat at all this action.
58
- *
59
- * THE SITE HAS TO BE ALARMED, which is the whole gate: on a quiet run
60
- * this returns false before anything is enumerated, so the common case
61
- * costs nothing. Same shape as withEphemeralTurn returning early on an
62
- * empty registry.
63
- *
64
- * MEAT ONLY. A persona in the Matrix is not in the room the alarm is
65
- * ringing in, and the body it left behind is unconscious furniture --
66
- * the same plane check tickEphemerals opens with.
67
- */
68
- export declare function alarmBeatAllowed(scene: Scene, player: Player): boolean;
69
- /**
70
- * THE LATCH. One beat in flight at a time, and a request made while one
71
- * is running is DROPPED rather than queued.
72
- *
73
- * Dropped, not queued, on the player's own ruling: a guard who is
74
- * mid-shout should not also shout about the next thing you did. A queue
75
- * would turn a fast typist into a backlog of stale reactions arriving
76
- * after the moment that caused them -- which is the reported complaint
77
- * inverted, an engine saying things that no longer mean anything.
78
- *
79
- * `next` is whose turn it is. Rotating means the same rent-a-cop is not
80
- * the only one who ever reacts; it is a turn-taking index, not a rule
81
- * about who notices what.
82
- */
83
- export interface IAlarmBeatLatch {
84
- inFlight: boolean;
85
- next: number;
86
- }
87
- export declare function newAlarmBeatLatch(): IAlarmBeatLatch;
88
- /**
89
- * Ask one member of staff to take a beat. Returns whether one was
90
- * actually started, which is what the tests assert -- NOT what they say.
91
- *
92
- * FIRE AND FORGET, on the player's ruling (offered three shapes; they
93
- * chose reactions that "arrive a moment later" while play continues at
94
- * full speed). The same precedent draftNextSceneInBackground already
95
- * sets: `void` the promise, let the output land in the log when it is
96
- * ready, and never make the player wait on a model call.
97
- *
98
- * ORDERING IS NOT GUARANTEED AND MUST NOT BE TESTED AS IF IT WERE. A
99
- * beat resolves whenever it resolves; it may narrate after the player's
100
- * next command. That is the shape the player asked for, and a test that
101
- * pinned sequence would be asserting a promise this does not make.
102
- *
103
- * A BEAT THAT THROWS MUST NOT TAKE THE GAME DOWN, and must not wedge
104
- * the latch shut either -- a stuck latch would silence the site for the
105
- * 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
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@@ -1,69 +0,0 @@
1
- import type Game from '../game.js';
2
- import type { Player, FightStance } from '../models/player.js';
3
- import type { NPC } from '../models/npc.js';
4
- /**
5
- * Fight-or-flight autopilot -- the FIGHT half. The player sets a
6
- * temperature (Tab in the UI, or the "stance" command) and the game keeps
7
- * swinging for them; flight stays manual, always, because stopping YOUR
8
- * swings never stops THEIRS -- the only real defense is the door, and
9
- * that's the player's call.
10
- *
11
- * manual -- counters only. Struck, you strike back (the exchange
12
- * engine answers every swing in EVERY stance -- see
13
- * CombatExchange.resolveStrike's two-way resolution);
14
- * but pressing the fight, chasing, or finishing is yours
15
- * to type. (A real session read "manual" as fully
16
- * passive, saw the built-in counters, and concluded the
17
- * stances were redundant -- they never were; the old
18
- * descriptions were wrong.)
19
- * guarded -- keeps swinging FOR you between exchanges, with a
20
- * conscience: switches to subdue when the target is
21
- * nearly down, and stands down the moment they surrender
22
- * aggressive -- keeps swinging until they're dead; surrender means
23
- * nothing
24
- *
25
- * Wiring: CombatExchange.finishExchange() -> Scene.notifyExchangeSettled()
26
- * -> onExchangeSettled() here. If the player was a combatant and the
27
- * stance says fight, the next action is scheduled a short, interruptible
28
- * beat later (REENGAGE_DELAY_MS). Submitting ANY command in the UI cancels
29
- * the pending action and takes over (see ui.ts) -- the beat exists exactly
30
- * so fleeing and healing stay possible mid-autofight. Everything is
31
- * revalidated at fire time: the fight may have ended, moved, or been
32
- * surrendered out of during the delay.
33
- *
34
- * Auto actions lead with whatever hits hardest: a caster whose manabolt
35
- * out-damages their equipped weapon throws the bolt (and eats the drain);
36
- * everyone else uses the gun/blade/fists they're holding. A dry gun's
37
- * refusal (reload prompt) is surfaced to the player and auto simply waits
38
- * for them to deal with it -- reloading is a decision, not a reflex.
39
- */
40
- export declare class AutoFight {
41
- private game;
42
- static REENGAGE_DELAY_MS: number;
43
- private pending;
44
- constructor(game: Game);
45
- /** Pending auto actions, dropped. No name = all of them (the local
46
- * player typed, or the stance changed -- ui.ts's call). */
47
- cancelPending(playerName?: string): void;
48
- /**
49
- * Called after every combat exchange resolves (player-involved or not).
50
- * Schedules the next action for every HUMAN combatant whose stance
51
- * says fight.
52
- */
53
- onExchangeSettled(combatants: (Player | NPC)[]): void;
54
- /**
55
- * The beat elapsed uninterrupted -- act, if the fight still stands.
56
- * Every guard here re-checks live state: the target may have died, fled,
57
- * surrendered, or started another exchange during the delay.
58
- */
59
- private fire;
60
- /**
61
- * Lead with what hits hardest -- except Guarded near the end, which
62
- * finishes non-lethally: when the target is within a few boxes of death,
63
- * the next auto action is a subdue (stun damage, bare hands) instead of
64
- * another killing blow.
65
- */
66
- private chooseAction;
67
- /** One-line HUD/announce description for a stance. */
68
- static describe(stance: FightStance): string;
69
- }
@@ -1 +0,0 @@
1
- {"version":3,"file":"auto-fight.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/auto-fight.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AAErC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH,MAAM,OAAO,SAAS;IAOA;IANpB,MAAM,CAAC,iBAAiB,GAAG,IAAI,CAAC;IAEhC,iEAAiE;IACjE,iCAAiC;IACzB,OAAO,GAAG,IAAI,GAAG,EAAyC,CAAC;IAEnE,YAAoB,IAAU;QAAV,SAAI,GAAJ,IAAI,CAAM;IAAG,CAAC;IAElC;gEAC4D;IAC5D,aAAa,CAAC,UAAmB;QAC/B,IAAI,UAAU,KAAK,SAAS,EAAE,CAAC;YAC7B,KAAK,MAAM,CAAC,IAAI,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE;gBAAE,YAAY,CAAC,CAAC,CAAC,CAAC;YACvD,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC;YACrB,OAAO;QACT,CAAC;QACD,MAAM,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;QACvC,IAAI,CAAC,EAAE,CAAC;YACN,YAAY,CAAC,CAAC,CAAC,CAAC;YAChB,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,UAAU,CAAC,CAAC;QAClC,CAAC;IACH,CAAC;IAED;;;;OAIG;IACH,iBAAiB,CAAC,UAA4B;QAC5C,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU,EAAE,EAAE,CAAC;YAClD,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,MAAM,CAAC;gBAAE,SAAS;YAC3C,IAAI,MAAM,CAAC,UAAU,KAAK,QAAQ;gBAAE,SAAS;YAC7C,MAAM,MAAM,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,MAAM,CAAC,CAAC;YAClD,IAAI,CAAC,MAAM;gBAAE,SAAS;YAEtB,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;YAChC,MAAM,CAAC,GAAG,UAAU,CAAC,GAAG,EAAE;gBACxB,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;gBACjC,KAAK,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;YACjC,CAAC,EAAE,SAAS,CAAC,iBAAiB,CAAC,CAAC;YAChC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,MAAM,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QACnC,CAAC;IACH,CAAC;IAED;;;;OAIG;IACK,KAAK,CAAC,IAAI,CAAC,MAAc,EAAE,MAAoB;QACrD,MAAM,MAAM,GAAG,MAAM,CAAC,WAAW,EAAE,CAAC;QACpC,IAAI,MAAM,CAAC,UAAU,KAAK,QAAQ;YAAE,OAAO;QAC3C,IAAI,MAAM,CAAC,eAAe,EAAE,IAAI,MAAM,CAAC,eAAe,EAAE;YAAE,OAAO;QACjE,IAAI,MAAM,CAAC,eAAe,KAAK,MAAM,CAAC,eAAe;YAAE,OAAO;QAC9D,mEAAmE;QACnE,gEAAgE;QAChE,IAAI,MAAM,CAAC,KAAK,KAAK,MAAM,CAAC,KAAK;YAAE,OAAO;QAC1C,4DAA4D;QAC5D,qDAAqD;QACrD,IAAI,MAAM,CAAC,UAAU,IAAI,MAAM,CAAC,UAAU;YAAE,OAAO;QAEnD,gEAAgE;QAChE,iEAAiE;QACjE,6DAA6D;QAC7D,gEAAgE;QAChE,kEAAkE;QAClE,kDAAkD;QAClD,IAAI,MAAM,CAAC,UAAU,KAAK,YAAY,IAAI,MAAM,CAAC,WAAW,EAAE,CAAC;YAC7D,IAAI,MAAM,CAAC,KAAK,KAAK,MAAM,IAAI,MAAM,CAAC,KAAK,KAAK,MAAM;mBAC/C,MAAM,CAAC,SAAS,KAAK,MAAM,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,UAAU,EAAE,CAAC;gBAC9D,MAAM,GAAG,GAAG,YAAY,MAAM,CAAC,IAAI,EAAE,CAAC;gBACtC,MAAM,CAAC,IAAI,CAAC,kBAAkB,GAAG,EAAE,EAAE,MAAM,CAAC,CAAC;gBAC7C,MAAM,MAAM,GAAG,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,IAAI,EAAE,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC;gBACtE,IAAI,MAAM,EAAE,CAAC;oBACX,MAAM,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;gBACrB,CAAC;gBACD,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;gBACzB,OAAO;YACT,CAAC;YACD,MAAM,CAAC,YAAY,CAAC,KAAK,MAAM,CAAC,IAAI,iDAAiD,EAAE,QAAQ,CAAC,CAAC;YACjG,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;YACzB,OAAO;QACT,CAAC;QAED,MAAM,GAAG,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QAC9C,uEAAuE;QACvE,wEAAwE;QACxE,sEAAsE;QACtE,iDAAiD;QACjD,MAAM,CAAC,IAAI,CAAC,MAAM,MAAM,CAAC,UAAU,KAAK,GAAG,EAAE,EAAE,MAAM,CAAC,CAAC;QACvD,MAAM,MAAM,GAAG,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,IAAI,EAAE,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC;QACtE,sEAAsE;QACtE,wEAAwE;QACxE,IAAI,MAAM,EAAE,CAAC;YACX,MAAM,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;QACrB,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;IAC3B,CAAC;IAED;;;;;OAKG;IACK,YAAY,CAAC,MAAc,EAAE,MAAoB;QACvD,gEAAgE;QAChE,mEAAmE;QACnE,4DAA4D;QAC5D,IAAI,MAAM,CAAC,UAAU,KAAK,YAAY,IAAI,MAAM,CAAC,KAAK,KAAK,MAAM,EAAE,CAAC;YAClE,IAAI,MAAM,CAAC,iBAAiB,GAAG,MAAM,CAAC,WAAW,IAAI,CAAC;gBAAE,OAAO,UAAU,MAAM,CAAC,IAAI,EAAE,CAAC;YACvF,gEAAgE;YAChE,uDAAuD;YACvD,MAAM,GAAG,GAAG,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;YAClE,IAAI,GAAG,EAAE,SAAS,EAAE,IAAI,CAAC,GAAG,CAAC,YAAY,EAAE,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE;gBAAE,OAAO,UAAU,MAAM,CAAC,IAAI,EAAE,CAAC;QACjG,CAAC;QACD,sEAAsE;QACtE,mEAAmE;QACnE,oEAAoE;QACpE,kEAAkE;QAClE,gEAAgE;QAChE,kEAAkE;QAClE,MAAM,SAAS,GAAG,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;QACtD,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,GAAG,CAAC,CAAC,CAAC;QAC9C,IAAI,MAAM,CAAC,KAAK,KAAK,QAAQ,IAAI,MAAM,CAAC,QAAQ,EAAE,IAAI,UAAU,GAAG,MAAM,CAAC,gBAAgB,EAAE,CAAC,MAAM,EAAE,CAAC;YACpG,OAAO,iBAAiB,SAAS,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC;QACxD,CAAC;QACD,OAAO,UAAU,MAAM,CAAC,IAAI,EAAE,CAAC;IACjC,CAAC;IAED,sDAAsD;IACtD,MAAM,CAAC,QAAQ,CAAC,MAAmB;QACjC,QAAQ,MAAM,EAAE,CAAC;YACf,KAAK,QAAQ,CAAC,CAAC,OAAO,qFAAqF,CAAC;YAC5G,KAAK,YAAY,CAAC,CAAC,OAAO,0LAA0L,CAAC;YACrN,KAAK,QAAQ,CAAC,CAAC,OAAO,yDAAyD,CAAC;QAClF,CAAC;IACH,CAAC"}
@@ -1,27 +0,0 @@
1
- export interface IDumpOptions {
2
- /** --filter <status>: narrowed server-side, in the selector. */
3
- filter?: string;
4
- /** --commit <sha>: the items a change closed. Client-side, against the
5
- * commits the list already returns -- no server work owed. */
6
- commit?: string;
7
- /** A bare argument: read exactly this item, in full. */
8
- id?: string;
9
- /** --all: closed items too. The default leaves them out. */
10
- all?: boolean;
11
- /** --close: retract the item named by <id>, with the remaining
12
- * words as the reason. Needs an id -- there is no plausible bulk
13
- * close, and a mis-aimed one is somebody else report off the board. */
14
- close?: boolean;
15
- reason?: string;
16
- /** --detach <sha>: the shas to take back off the item named by <id>.
17
- * Needs an id for the same reason --close does, and more so: evidence
18
- * detached from the wrong row is a second wrong row. */
19
- detach?: string[];
20
- /** The flag was GIVEN, whether or not it parsed into any shas. Kept
21
- * apart from the list so `--detach` with nothing after it can be
22
- * answered as the usage slip it is, instead of silently reading as
23
- * "no shas, nothing to do" and printing the item as though the
24
- * operator had asked to read it. */
25
- detachAsked?: boolean;
26
- }
27
- export declare function dumpBacklog(opts?: IDumpOptions): Promise<void>;
@@ -1 +0,0 @@
1
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@@ -1,131 +0,0 @@
1
- import { IReviewItem, IBacklogItem, BacklogOutcome } from './backlog.js';
2
- export declare function rememberBoard(items: IBacklogItem[]): void;
3
- /** 1-based, against the board as it was last PRINTED. */
4
- export declare function boardItemAt(n: number): IBacklogItem | undefined;
5
- export declare function boardSize(): number;
6
- /** Replace the rendered list. Called ONLY when a fresh queue is shown
7
- * to the player -- that is what makes the numbers theirs. */
8
- export declare function rememberQueue(items: IReviewItem[]): void;
9
- /** Exactly what was last rendered, in the order it was rendered. */
10
- export declare function reviewSnapshot(): IReviewItem[];
11
- /** 1-based, because the list is printed 1..n to a human. Out of range
12
- * and non-integers return undefined; the caller names the range. */
13
- export declare function reviewItemAt(n: number): IReviewItem | undefined;
14
- export declare function markReviewAnswered(id: string): void;
15
- export declare function isReviewAnswered(id: string): boolean;
16
- /** Only for tests and a fresh session. */
17
- export declare function resetReviewQueue(): void;
18
- /** How many items were waiting when the session started, or -1 if the
19
- * probe never answered (offline, logged out, not a play-tester). */
20
- export declare function pendingReviewCount(): number;
21
- /**
22
- * The login-time count, fetched in the background.
23
- *
24
- * Same shape as the play-tester probe deliberately -- fire and forget,
25
- * never block a boot, never throw, and an unanswered probe simply
26
- * leaves the notice unsaid. Reusing that pattern rather than inventing
27
- * a second one for the same job.
28
- *
29
- * It also folds its outcome into the play-tester standing for free:
30
- * this endpoint is role-gated exactly like the board, so a 200 proves
31
- * the role and a 403 disproves it, and a session that runs this probe
32
- * needs no second request to classify the account.
33
- */
34
- export declare function probeReviewQueue(opts: {
35
- anonymous: boolean;
36
- }): Promise<void>;
37
- /**
38
- * THE NOTICE, one line. "Someone asked about your report" and "this is
39
- * fixed, can you confirm it" are different requests and must not read
40
- * identically, but the count alone cannot tell them apart -- so the
41
- * notice stays neutral about WHICH, and the list itself distinguishes
42
- * them per item. Empty string when there is nothing to say.
43
- */
44
- 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
- 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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