@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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@@ -1,272 +0,0 @@
1
- import { ISaveFileV1 } from '../types/save-file.js';
2
- /**
3
- * The same transport, for the site's OTHER authenticated APIs (the chargen
4
- * worksheets, utilities/pregen-worksheet.ts). Same host rule (MAKA_DEV ->
5
- * localhost), same header, same short timeout.
6
- */
7
- export declare function siteRequest(method: 'GET' | 'POST' | 'PATCH' | 'DELETE', apiPath: string, token: string, body?: unknown): Promise<{
8
- statusCode: number;
9
- data: string;
10
- }>;
11
- export declare function authToken(): string | undefined;
12
- /** The logged-in account's stable id (written by `maka login` alongside
13
- * the token) -- the value runner saves BIND to (account-binding
14
- * ruling). Never printed; never leaves the machine. */
15
- export declare function accountUserId(): string | undefined;
16
- /**
17
- * `stale` is the server's monotonic guard answering 409: the stored save
18
- * is NEWER than the one we pushed (§8). Distinct from 'offline' because
19
- * the two demand opposite responses -- an outage means retry, a stale
20
- * means STOP pushing and let a human reconcile at the next launch.
21
- * Folding it into 'offline' would make this client retry forever against
22
- * a server that is right to refuse it.
23
- */
24
- export type CloudResult = 'ok' | 'unauthorized' | 'offline' | 'stale';
25
- export interface ICloudSummary {
26
- slug: string;
27
- playerName: string;
28
- summary: ISaveFileV1['summary'];
29
- savedAt: string;
30
- version: number;
31
- }
32
- /**
33
- * Mirrors a freshly-written local save to the cloud. Fire-and-forget
34
- * from the save beats (`void pushSave(...)`): on success the local file
35
- * is re-stamped with sync.lastCloudSavedAt so the launcher can tell a
36
- * clean mirror from a divergence.
37
- */
38
- export declare function pushSave(saveFilePath: string, save: ISaveFileV1): Promise<CloudResult>;
39
- export declare function fetchSummaries(): Promise<{
40
- ok: true;
41
- saves: ICloudSummary[];
42
- } | {
43
- ok: false;
44
- reason: CloudResult;
45
- }>;
46
- export declare function fetchSave(slug: string): Promise<ISaveFileV1 | undefined>;
47
- /** POST-tunneled delete (the HTTPS helper speaks GET/POST only). */
48
- /**
49
- * HOW A RUNNER DIED, SENT WITH THE BURN (maka-cli-com-c3 contract,
50
- * 2026-09-04). Permadeath is still a DELETE and the save is still
51
- * destroyed -- what the server writes in the moment before the burn is a
52
- * MEMORIAL: identity and life, never state. There is no diedAt on the
53
- * save because there is no save.
54
- *
55
- * The TIME is the server's and only the server's: the CLI sends no
56
- * timestamp, and any it sent would be ignored. A client clock cannot be
57
- * the record of when a character died.
58
- *
59
- * `cause` is the engine's own death line, which becomes the dossier's
60
- * headline and the seed of the obituary prose -- so the specific line
61
- * ("flatlined by Black IC in a Renraku host") is worth carrying all the
62
- * way here rather than a generic one.
63
- *
64
- * ANONYMOUS RUNNERS NEVER REACH THIS (user ruling, 2026-09-04: "an
65
- * anonymous runner doesn't need a server stamp, their character is
66
- * local"). They have no cloud save to burn; their tombstone stays
67
- * client-stamped in `at`, and nothing here pretends otherwise.
68
- */
69
- export interface IBurnManner {
70
- manner: 'killed' | 'retired';
71
- /** The engine's death line. Trimmed to the server's 500-char cap. */
72
- cause?: string;
73
- }
74
- /** What the server stamped as it buried them. Absent when there was
75
- * nothing to memorialize (an anonymous runner, or no cloud save). */
76
- export interface IMemorial {
77
- slug: string;
78
- /** ISO, SERVER clock. */
79
- diedAt: string;
80
- manner: string;
81
- /** Path to the dossier, e.g. /characters/<slug>/dossier. */
82
- dossier: string;
83
- }
84
- export declare function takeLastMemorial(): IMemorial | undefined;
85
- export declare function deleteCloudSave(slug: string, how?: IBurnManner): Promise<CloudResult>;
86
- /**
87
- * PERMADEATH's cloud half (Game.close burns the local slot first). The
88
- * tombstone is written SYNCHRONOUSLY before the async delete attempt --
89
- * if the process exits (or the net is down) before the delete confirms,
90
- * the marker survives and the launcher deletes the cloud copy when next
91
- * reachable, instead of resurrecting the dead from the mirror.
92
- */
93
- export declare function burnCloudSaveFor(saveFilePath: string, playerName: string, how?: IBurnManner): Promise<void>;
94
- /**
95
- * "Delete character" (launcher menu): the local slot dies now, the
96
- * cloud copy dies now if reachable -- and when it isn't, the tombstone
97
- * covers the gap exactly like an offline death does (the launcher's
98
- * sweep finishes the burial at the next reachable launch). The lock
99
- * residue goes too. Returns how far the burial got.
100
- */
101
- export declare function deleteRunnerEverywhere(saveFilePath: string, playerName: string): Promise<'ok' | 'tombstoned'>;
102
- export type ReconcileVerdict = 'in-sync' | 'local-only' | 'cloud-only' | 'push-local' | 'pull-cloud' | 'diverged';
103
- /**
104
- * Pure decision (rulings: newest wins, PROMPT on divergence). The
105
- * divergence detector is sync.lastCloudSavedAt -- the cloud's savedAt as
106
- * of our last successful mirror: cloud unchanged since then means every
107
- * cloud byte is ours, so local wins; local at exactly the mirror point
108
- * means the cloud moved on without us, so cloud wins; both moved means
109
- * a real fork and a human decides.
110
- */
111
- export declare function reconcile(local: {
112
- savedAt: string;
113
- lastCloudSavedAt?: string;
114
- } | undefined, cloud: {
115
- savedAt: string;
116
- } | undefined): ReconcileVerdict;
117
- /**
118
- * THE COALESCING SINGLE-FLIGHT PUSH QUEUE (server-only storage, PR1).
119
- *
120
- * A bound runner's save lives on the server; a beat writes the SPILL
121
- * synchronously (persistence.spillPathFor) and then enqueues here. Two
122
- * properties, and both are about not lying to the player:
123
- *
124
- * SINGLE-FLIGHT: one request in the air at a time. Overlapping pushes
125
- * arrive out of order, and last-writer-wins on an out-of-order pair
126
- * means a later beat can be overwritten by an earlier one that happened
127
- * to land second -- silently, and only visible as lost progress.
128
- *
129
- * COALESCING: the queue holds exactly ONE pending save, the newest.
130
- * Intermediate snapshots are obsolete the moment a newer one exists, so
131
- * a slow link must not build a backlog it then has to replay. Play
132
- * generates beats faster than a bad connection drains them; a FIFO here
133
- * would guarantee the queue never empties.
134
- *
135
- * The spill is what makes both safe: nothing is dropped, because
136
- * whatever is not confirmed is still on disk.
137
- */
138
- /**
139
- * How a queued save reaches the server. A PARAMETER rather than a hard
140
- * call to pushSave, because the queue's job is ORDERING and the
141
- * transport is not part of it -- and because an ES module's exports are
142
- * read-only, so a test cannot substitute pushSave any other way. The
143
- * seam follows the shape this codebase already uses for narrow
144
- * dependencies (IEphemeralHost, attachInputHistory's `render`).
145
- */
146
- export type PushFn = (saveFilePath: string, save: ISaveFileV1) => Promise<CloudResult>;
147
- /** Test seam: the queue is module state, and a suite that ran two cases
148
- * against one dirty queue would be testing the previous test. */
149
- export declare function _resetPushQueue(): void;
150
- /**
151
- * Enqueue a bound save. Returns immediately -- requestSave's contract is
152
- * synchronous (game.ts) and the spill has already been written by the
153
- * time this is called, so nothing here is allowed to block a beat.
154
- */
155
- export declare function enqueueBoundPush(saveFilePath: string, save: ISaveFileV1, spillPath?: string, push?: PushFn): void;
156
- /**
157
- * Drain to completion -- the QUIT SEAL and the job-accept handoff.
158
- *
159
- * These are the two places where "eventually" is not good enough: quit
160
- * ends the process (nothing later will retry), and accepting a job hands
161
- * this character to a shared run that loads it from the SERVER, so an
162
- * unpushed beat is a stale snapshot the whole table then plays against.
163
- * That race exists today and this is what closes it.
164
- *
165
- * Resolves true when the server has the newest save. False means the
166
- * spill stands and the next launch will carry it.
167
- */
168
- export declare function flushPushQueue(): Promise<boolean>;
169
- /** True while a bound save has not reached the server. */
170
- export declare function hasPendingPush(): boolean;
171
- /**
172
- * Remove a spill whose contents the server has confirmed. Guarded on
173
- * savedAt: a spill rewritten by a newer beat between the push and the
174
- * confirmation is NOT the file we just uploaded, and deleting it would
175
- * throw away the only copy of that beat.
176
- */
177
- export declare function clearSpill(spillPath: string, confirmedSavedAt: string): void;
178
- /**
179
- * Write the spill, SYNCHRONOUSLY, and never throw.
180
- *
181
- * requestSave's signature is synchronous and that is load-bearing: it is
182
- * called from `process.on('exit')`, where nothing asynchronous can run
183
- * at all. For a bound runner the spill write IS the durability
184
- * guarantee at that moment -- the push is best-effort and the process is
185
- * already leaving.
186
- *
187
- * SWALLOWS ITS ERRORS ON PURPOSE, and this is the one place where that
188
- * is right rather than lazy: a full disk or a permissions fault during
189
- * the exit hook must not turn a clean quit into a crash on the way out.
190
- * The player would lose the beat either way; throwing loses the exit
191
- * too, and prints a stack trace over their last screen.
192
- */
193
- export declare function writeSpill(spillPath: string, save: ISaveFileV1): boolean;
194
- /**
195
- * ONE SESSION PER RUNNER, ACROSS MACHINES (§8).
196
- *
197
- * The local `.lock` already stops two terminals on one box. It cannot
198
- * see another machine, and without this a second laptop playing the same
199
- * bound runner is two sessions pushing to one slot -- last-push-wins,
200
- * with the loser's evening silently gone.
201
- *
202
- * TRANSITIONAL TOLERANCE, and it is deliberately loud in the code so it
203
- * gets removed: the server half of this contract does not exist yet
204
- * (rollout step 1 ships it; this is step 2). A 404 therefore means
205
- * "this server does not know about leases", NOT "the lease is free" --
206
- * and the honest reading of an unimplemented guard is to proceed
207
- * without it, exactly as this client did before the guard existed.
208
- *
209
- * REMOVE THIS BRANCH once the server contract is deployed everywhere.
210
- * Left in place it would mask a genuinely missing endpoint forever,
211
- * which is the same shape as the compat branch that hid the review
212
- * queue's blindness for a day.
213
- */
214
- export type LeaseResult = {
215
- ok: true;
216
- ttlMs?: number;
217
- } | {
218
- ok: false;
219
- reason: 'held';
220
- heldBy?: string;
221
- since?: string;
222
- } | {
223
- ok: false;
224
- reason: 'offline' | 'unauthorized' | 'unsupported';
225
- };
226
- export declare const acquireLease: (slug: string, sessionId: string) => Promise<LeaseResult>;
227
- export declare const releaseLease: (slug: string, sessionId: string) => Promise<LeaseResult>;
228
- /**
229
- * Whether a lease failure should STOP the boot.
230
- *
231
- * ONLY a held lease does. Offline, unauthorized and unsupported all mean
232
- * "we could not ask", and refusing to play because the lock server was
233
- * unreachable would turn every outage into a lockout -- which is the
234
- * opposite of ruling 2 (an outage degrades to the spill, it does not end
235
- * the session). A HELD lease is the one case where we know the answer
236
- * and the answer is no.
237
- */
238
- export declare function leaseRefusesBoot(result: LeaseResult): boolean;
239
- /**
240
- * Keep the lease alive while playing. Renewal FAILURES ARE TOLERATED:
241
- * a dropped renew during an outage must not kill a live session -- the
242
- * server's TTL expires it on its own, and a crash is exactly what the
243
- * TTL is for.
244
- */
245
- export declare function startLeaseRenewal(slug: string, sessionId: string, everyMs?: number): void;
246
- export declare function stopLeaseRenewal(): void;
247
- /**
248
- * IS THIS STREET NAME FREE ON THIS ACCOUNT? (user, 2026-09-04: "when
249
- * creating a new character, and the name is asked, can there be a gate
250
- * to the next step that if the character name is already taken (for that
251
- * account) it won't continue".)
252
- *
253
- * Asks the SERVER'S rule rather than reimplementing it. A first cut
254
- * listed /game-saves and compared slugs here, which was wrong in a way
255
- * that would only have shown up at create time: game-saves is LIVING
256
- * runners, so it misses the fallen whose memorial still holds the name
257
- * and this account's draft worksheets, both of which the create route
258
- * refuses on. One rule, one place -- the same lesson the Conjurer taught
259
- * this morning, applied across a network boundary instead of a module.
260
- *
261
- * The endpoint always answers 200; the verdict is in the body
262
- * (maka-cli-com-c3 contract, chargen-name.ts).
263
- *
264
- * `undefined` means COULD NOT ASK -- logged out, offline, refused -- and
265
- * is deliberately distinct from "free". The caller lets an unverifiable
266
- * name through: a naming gate must not stop somebody starting a
267
- * character on a train, and the create route still holds the line.
268
- */
269
- export declare function checkRunnerName(name: string): Promise<{
270
- free: boolean;
271
- message?: string;
272
- } | undefined>;
@@ -1 +0,0 @@
1
- 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@@ -1,212 +0,0 @@
1
- import { Player } from '../models/player.js';
2
- import { NPC } from '../models/npc.js';
3
- import { Scene } from '../models/scene.js';
4
- import { Logger } from './logger.js';
5
- /**
6
- * What one directed strike looks like mechanically -- defaults come from
7
- * the attacker's equipped weapon (see weaponProfile()), but a spell attack
8
- * supplies its own: a casting pool instead of Agility+skill, and a soak
9
- * pool that ignores armor (magic's whole niche -- see commands/cast.ts).
10
- */
11
- export interface IStrikeProfile {
12
- /** e.g. "with Ares Light Fire 75", "with a manabolt" */
13
- label: string;
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- pool: number;
15
- damageBase: number;
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- soakPool: number;
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- /** The physical weapon behind the strike, when there is one -- lets
18
- * resolveStrike() spend a round of its ammunition. */
19
- weaponItem?: import('../models/item.js').Item;
20
- /** Subdual (see subdue.ts): damage lands on the STUN track instead of
21
- * physical -- knockouts, not kills (though stun overflow still bleeds
22
- * into the body). */
23
- dealStun?: boolean;
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- /**
25
- * The defender's Armor after the weapon's AP (p.169), for a weapon
26
- * strike against a meat defender. resolveStrike reads it for the p.168
27
- * rule: a Physical hit whose modified DV is under this is Stun.
28
- */
29
- modifiedArmor?: number;
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- /** A SPELL strike (cast.ts): an Awakened defender's COUNTERSPELLING
31
- * (canon: its own Magic skill) rides their defense against it. */
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- isSpell?: boolean;
33
- /**
34
- * An explicit limit for a strike that is not a weapon attack: a
35
- * spell's FORCE (p.281, "the Force acts as a limit on the spell";
36
- * Spellcasting + Magic [Force]). Weapon strikes leave this undefined
37
- * and take their Accuracy instead -- see Player.getAttackLimit.
38
- */
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- limit?: number;
40
- }
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- /**
42
- * The shared combat-exchange engine, extracted from AttackCommand so spell
43
- * combat (cast.ts) rides the exact same rails: progressive block-by-block
44
- * narration with beats, opposed strike resolution, death handling through
45
- * the flows that already exist (removeActor for NPCs, endGame for the
46
- * player), and the NPC follow-up pause that gives the player a window to
47
- * act between an NPC's exchanges. See AttackCommand's class doc for the
48
- * full rationale on pacing and self-announcement -- all of it lives here
49
- * now, unchanged in behavior.
50
- */
51
- export declare class CombatExchange {
52
- private scene;
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- private logger;
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- private actor;
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- /** Pause between narration blocks so a fight reads as a fight. */
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- static readonly BEAT_MS = 900;
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- /**
58
- * Extra breathing room tacked onto the END of an NPC-initiated exchange,
59
- * before the command returns to the NPC's AI reflect loop (which awaits
60
- * it, so delaying the return directly throttles its next swing). This is
61
- * the player's window to heal or flee. Player-typed actions skip it.
62
- */
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- static readonly NPC_FOLLOWUP_PAUSE_MS = 2500;
64
- constructor(scene: Scene, logger: Logger, actor: Player | NPC);
65
- /**
66
- * Call once combat is actually joined (gates passed, target resolved).
67
- * While an exchange involving the player is resolving, the player can't
68
- * "go" (see go.ts) -- you don't get to walk out from between an
69
- * attacker's narration beats mid-exchange. finishExchange() releases the
70
- * lock BEFORE the between-exchanges pause, which remains the legitimate
71
- * window to flee or heal. Safe to call for NPC-vs-NPC fights too: the
72
- * lock only engages when the player is one of the combatants.
73
- */
74
- private _combatants;
75
- beginExchange(target: Player | NPC, opts?: {
76
- aggressorDraws?: boolean;
77
- }): string[];
78
- /** Clears the per-combatant serialization flags. Safe to call twice. */
79
- releaseExchange(): void;
80
- /** Releases the scene-level movement locks for every HUMAN combatant
81
- * in this exchange (the per-player twin of releaseExchange). Falls
82
- * back to the acting human when the exchange never opened -- an
83
- * exception between the scene lock and the combatant bookkeeping must
84
- * not leave a lock stranded. */
85
- releasePlayerLocks(): void;
86
- /**
87
- * Parks an NPC-driven action until every listed combatant's in-flight
88
- * exchange settles, so the action fires in the lull instead of being
89
- * discarded. Without this, an NPC's whole turn evaporated: its AI reacts
90
- * to the player's attack within a second or two -- always mid-exchange --
91
- * so every counterattack AND every wounded-NPC flee attempt was refused
92
- * into its private history. Two real sessions of Krow talking trash while
93
- * never once shooting back or making the door he was trying to flee
94
- * through, which read to the player as the game stalling out.
95
- *
96
- * Resolves true when the flags clear (caller must revalidate everything:
97
- * the waiter or its target may have died in the very exchange it sat
98
- * out); false on timeout, meaning something is stuck and the caller
99
- * should fall back to a plain refusal.
100
- */
101
- static waitForLull(combatants: (Player | NPC)[], timeoutMs?: number): Promise<boolean>;
102
- /**
103
- * THE INITIATIVE SCORE that opens an exchange (SR5 p.159, p.474):
104
- * the attribute plus the SUM of the initiative dice, highest acting
105
- * first. Ties go to the aggressor.
106
- *
107
- * IT USED TO BE A DICE POOL, counting hits, and that was a different
108
- * mechanic wearing initiative's name. The damage was not a wrong
109
- * number, it was a wrong SHAPE: hits on 3d6 span 0-3 and cluster at
110
- * 1, so a hot-sim decker and a slow guard came out nearly level, and
111
- * the dice barely mattered next to the attribute. Scores span roughly
112
- * 10-30 and the gap between a wired samurai and a civilian is the
113
- * whole point of the stat.
114
- *
115
- * AN EXTRA STRIKE IS AN INITIATIVE PASS, and now it uses the book's
116
- * own number. p.160: after everyone acts, all scores drop by 10 and
117
- * anyone still above 0 goes again. In a two-actor exchange that is
118
- * exactly "the winner is more than 10 ahead of the loser's remaining
119
- * score", so the threshold is 10 rather than the old 3-net-hits --
120
- * which, read against scores instead of hits, would have fired on
121
- * nearly every exchange. The mechanic is unchanged; only the number
122
- * it is measured in changed, which is what made rebasing it part of
123
- * this fix rather than a separate one.
124
- */
125
- rollInitiative(aggressor: Player | NPC, defender: Player | NPC): {
126
- first: Player | NPC;
127
- second: Player | NPC;
128
- extraStriker: Player | NPC | null;
129
- lines: string[];
130
- metaLines: string[];
131
- };
132
- /**
133
- * The player should see a fight's blow-by-blow only when they're actually
134
- * there for it -- as a combatant or as a bystander in the same room. A
135
- * brawl between two NPCs elsewhere in the scene stays off-screen, and
136
- * skips the narration beats entirely.
137
- */
138
- playerWitnesses(): boolean;
139
- /**
140
- * Pushes one narration block to the player's screen (when they're present
141
- * for it) and holds a beat before whatever happens next. Only results of
142
- * commands the PLAYER typed flow through ui.ts's response pipeline; an
143
- * NPC's command result goes solely into that NPC's own AI history, so
144
- * without self-announcing here the player would never see the dice of a
145
- * fight an NPC started. The status box refreshes with every block so the
146
- * condition monitor visibly ticks as damage lands.
147
- */
148
- announce(lines: string[], meta?: string[]): Promise<void>;
149
- /**
150
- * The default, weapon-based strike profile. A firearm with a dry
151
- * magazine automatically falls back to bare fists -- this covers the
152
- * involuntary strikes (retaliation) where refusing to swing at all would
153
- * make no sense; a deliberately INITIATED attack with a dry gun is
154
- * blocked with a reload prompt before ever reaching here (attack.ts).
155
- */
156
- weaponProfile(attacker: Player | NPC, defender: Player | NPC): IStrikeProfile;
157
- /**
158
- * ROOM GRIDS (spatial wave 2026-08-25): distance and cover between
159
- * two combatants, read from their spot cells. THE SACRED RULE holds
160
- * here too -- either side circulating (unpositioned, or the room has
161
- * no grid at all) reads as meters:0, cover:undefined, exactly like
162
- * every strike resolved before this wave. Only two POSITIONED actors
163
- * in the SAME spotted room ever see a range or cover modifier.
164
- */
165
- private spatialContext;
166
- /**
167
- * One directed strike: attack vs defense, then soak. Mutates the
168
- * defender. Readability split: `meta` carries the dice anatomy
169
- * (Attack/Defense/Soak rolls, net-hit math) for the Mechanics ticker;
170
- * `world` carries the narrative -- one compact header with the
171
- * outcome, then the damage/flavor lines the player feels. Callers
172
- * rebuild AI-history reports as [...world, ...meta] so an NPC's
173
- * memory of the fight keeps the dice.
174
- */
175
- resolveStrike(attacker: Player | NPC, defender: Player | NPC, profile?: IStrikeProfile): {
176
- world: string[];
177
- meta: string[];
178
- };
179
- /**
180
- * Death/knockout narration is announced BEFORE the removal side effects
181
- * run -- removeActor() fires the "drops what they carried" observer line
182
- * straight to the screen, so running it first would put the gear hitting
183
- * the floor before the kill itself. `fallLine`/`gameOverLine` let a caller replace
184
- * the default gunned-down flavor; `fatal: false` marks a knockout (a
185
- * full STUN track -- see cast.ts drain) rather than a death: same
186
- * out-of-the-run consequences, honestly narrated as unconsciousness.
187
- */
188
- /**
189
- * The PLAYER dropped from a full STUN track: out of the fight, not out
190
- * of the game (RAW p.379 "out of action for the rest of the fight";
191
- * instant death is physical overflow only, p.170). No endGame here --
192
- * Scene.beginPlayerKnockout defers judgment until the room settles:
193
- * hostiles all down/surrendered/gone means the player comes to with a
194
- * Body + Willpower recovery (p.207); a hostile left standing over them
195
- * with nobody fighting for them means the street decides, as ever.
196
- */
197
- resolvePlayerKnockout(killer: Player | NPC, fallen?: Player): Promise<string[]>;
198
- resolveDeath(fallen: Player | NPC, killer: Player | NPC, opts?: {
199
- fallLine?: string;
200
- gameOverLine?: string;
201
- fatal?: boolean;
202
- }): Promise<string[]>;
203
- /**
204
- * The screen already got everything block-by-block, so the player-typed
205
- * path returns '' (ui.ts prints the return value -- a second copy would
206
- * double-display). An NPC actor gets the full report back instead: that
207
- * return value is what lands in the NPC's AI history, which is how it
208
- * knows how its own fight went -- but only after the follow-up pause,
209
- * which is the player's window to act before the NPC's next exchange.
210
- */
211
- finishExchange(report: string[]): Promise<string>;
212
- }
@@ -1 +0,0 @@
1
- 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