@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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@@ -1,199 +0,0 @@
1
- import { Command, ICommand } from './command.js';
2
- /**
3
- * THE BACKLOG -- play-tester feedback that somebody acts on.
4
- *
5
- * Deliberately NOT `note`, which stays what it always was: a private
6
- * scribble on your own disk, useful whether or not you're playtesting.
7
- * A backlog item is the other thing -- shared, tracked, statused, and
8
- * checked against the rulebooks the moment it's filed. Asked for by a
9
- * play-tester during the first two-player shared run: feedback marked
10
- * as coming from a tester, "gathered as higher [value]".
11
- *
12
- * Role-gated server-side (play-tester or game-admin). The gate is not
13
- * enforced here on purpose -- a client cannot be trusted with its own
14
- * permissions, and the CLI has no idea what roles an account holds.
15
- * We just turn the server's 403 into a sentence.
16
- *
17
- * SUBCOMMAND SHAPE, and why: `backlog <text>` files an item, so a bare
18
- * `backlog open` would file an item whose text is the word "open"
19
- * rather than filter by it. `backlog list [status]` removes the
20
- * guesswork -- the same reason `jobs` and `crew` have subcommands.
21
- */
22
- export declare class BacklogCommand extends Command implements ICommand {
23
- protected static verb: string;
24
- protected static humanOnly: boolean;
25
- protected static description: string;
26
- protected static subcommands: ({
27
- usage: string;
28
- short: string;
29
- long?: undefined;
30
- } | {
31
- usage: string;
32
- short: string;
33
- long: string;
34
- })[];
35
- execute(args?: string[]): Promise<string>;
36
- private file;
37
- /**
38
- * THE REVIEW QUEUE (user request 2026-08-27). Bare "backlog review"
39
- * lists what is waiting on you, numbered 1..n; "backlog review <n>
40
- * <your words>" answers item n.
41
- *
42
- * The numbering is the delicate part and utilities/backlog-review.ts
43
- * holds the invariant: a number resolves against the snapshot the
44
- * player was SHOWN, never against a fresh fetch. Answering does not
45
- * renumber the list on screen either.
46
- */
47
- private review;
48
- /**
49
- * THE ROWS, NUMBERED IN BOARD ORDER AND PRINTED IN REVERSE.
50
- *
51
- * User ruling 2026-08-27, twice: "so I see 1. as the first, not 8."
52
- * and then "REVERSE THE ORDER OF THE REVIEW ITEMS."
53
- *
54
- * A terminal scrolls, so the LAST line printed is the one under the
55
- * player's eye when the list stops. Printing 1..n top-to-bottom put
56
- * the HIGHEST number closest to the prompt -- the list read as though
57
- * it started at 8. Reversing the print order puts item 1 last, which
58
- * is where it is actually read first.
59
- *
60
- * THE NUMBERS STAY BOUND TO THEIR ITEMS. They are assigned in the
61
- * server's order BEFORE the reverse, so `backlog review 1` resolves
62
- * to the same row it did before and to the same row reviewItemAt
63
- * returns. Renumbering to match the printed order would have meant
64
- * the display and the index disagreed -- and an answer posted against
65
- * the wrong item lands somewhere plausible enough that nobody
66
- * notices, which is the one failure this queue must not have.
67
- */
68
- private renderRows;
69
- /** Fetch and render the queue, adopting its order as the numbering. */
70
- private showQueue;
71
- /**
72
- * One queue row. The two kinds of request READ DIFFERENTLY on purpose
73
- * even though the server models both as a question awaiting the
74
- * reporter: "somebody asked about your report" and "this is fixed,
75
- * can you confirm it in play" are different jobs, and a play-tester
76
- * skimming a list should be able to tell at a glance which one they
77
- * are being asked for.
78
- */
79
- private renderItem;
80
- /**
81
- * ANSWERING THE ITEM THIS SESSION IS ABOUT -- no index, because there
82
- * is only one thing it could mean.
83
- *
84
- * backlog review reject <what is still wrong>
85
- * backlog review accept [what you saw]
86
- * backlog review <what you saw> (accept, said plainly)
87
- * backlog review repro (re-read the steps)
88
- *
89
- * `accept` is spelled out as a keyword AND left optional, which looks
90
- * redundant and is not. Bare prose has always signed an item off, and
91
- * removing that would break the habit of everyone already using it --
92
- * but a person who has just typed "reject <reason>" reasonably
93
- * expects "accept <reason>" to exist, and finding that it does not is
94
- * how somebody ends up typing "accept" alone as their whole
95
- * confirmation note.
96
- */
97
- private answerBound;
98
- /**
99
- * A BENCH IS DONE WHEN THE ITEM IS ANSWERED (player request
100
- * 2026-08-28: "after accepting or rejecting, give a 3s timeout and
101
- * then close the session").
102
- *
103
- * It exists to answer one report; once that is posted there is
104
- * nothing left in it. Three seconds so the confirmation above can
105
- * actually be read -- closing on the same frame would wipe the only
106
- * evidence the answer went anywhere.
107
- *
108
- * ONLY in a bench, and only after a post that SUCCEEDED. Answering
109
- * from an ordinary session must never shut the game down: that is
110
- * somebody's run, not a scratch scene, and the failure would be
111
- * spectacular.
112
- */
113
- /**
114
- * ASK THE LAUNCHER FOR THE BENCH, then leave so it can run it.
115
- *
116
- * Returns the line to print, or undefined when this session cannot
117
- * hand off -- in which case the caller falls back to simply showing
118
- * the steps, which is strictly better than an error.
119
- *
120
- * REFUSED DURING A SHARED RUN, and this is the guard that matters:
121
- * quitting to a bench would drop the table and take everyone else's
122
- * evening with it. The refusal names the route that IS safe from
123
- * anywhere, because a refusal that does not is just a wall.
124
- */
125
- private requestBenchHandoff;
126
- private closeBench;
127
- /**
128
- * THE BENCH FOR ONE ITEM.
129
- *
130
- * Wired as far as it currently goes, and no further: the repro spec
131
- * lives on the board (server work, not yet deployed), so today this
132
- * can only report honestly that there is nothing attached. What it
133
- * must NEVER do is fall through to the sign-off, which is the whole
134
- * reason it exists this early.
135
- */
136
- private repro;
137
- /**
138
- * ONE ROW OF THE BOARD, in full.
139
- *
140
- * Resolved against the snapshot that was PRINTED, never a fresh
141
- * fetch -- the same invariant the review queue holds, and for the
142
- * same reason: a list that reshuffles between being read and being
143
- * numbered at hands the player a different item than the one they
144
- * counted. With no snapshot it shows the board rather than guessing
145
- * which list they had in mind.
146
- */
147
- private readBoardItem;
148
- /**
149
- * PLAY ANY BOARD ITEM'S BENCH, not just one awaiting review.
150
- *
151
- * The review queue holds only what is waiting on YOU, so once an item
152
- * is answered its bench became unreachable from in-game -- even
153
- * though checking a fix a second time, or showing somebody what you
154
- * saw, are ordinary things to want. The board is the wider set and
155
- * this is its verb.
156
- */
157
- private reproFromBoard;
158
- /**
159
- * CLOSE A BOARD ROW OUTRIGHT -- no verdict, no evidence, no sign-off.
160
- *
161
- * "backlog close <n> [why]". For an item that should never have been
162
- * filed: a duplicate, a mis-typed command that became a report, or
163
- * something you have since decided was never real.
164
- *
165
- * Deliberately NOT one of the review verbs. Accepting a mistake would
166
- * record a confirmation nobody made; rejecting it would send
167
- * imaginary work back to whoever fixed it. This says the third thing.
168
- */
169
- private closeFromBoard;
170
- private list;
171
- /** One item: what it says, where it stands, and what the books said. */
172
- private row;
173
- /** THE VERSION LOCK, in-game (user: "version lock repros to the
174
- * version it's fixed in... prompt to update"). A bench run on a
175
- * client older than its fix replays the code from BEFORE the fix --
176
- * the double-rejection failure. In-game there is no update prompt
177
- * (swapping the binary under a suspended run is not a thing to
178
- * offer), so the refusal names the version and the road. */
179
- private benchVersionRefusal;
180
- /** Blessed's ink for a shared tone. Gray is deliberately absent: it
181
- * reads as absent on this screen (playtest ruling), so 'dim' lands on
182
- * plain white -- unemphatic without being unreadable. */
183
- private paint;
184
- /** The label and its loudness both come from utilities/backlog-vocab,
185
- * which the out-of-game dump reads too -- one place decides what a
186
- * status is CALLED and how much it matters, and each surface maps
187
- * that to its own palette.
188
- *
189
- * An in-review row now paints MAGENTA rather than the same cyan as
190
- * in-progress. It is the one status that is waiting on the reader,
191
- * and it did not look like it -- the same complaint, in a smaller
192
- * font, as the board being unreadable out of game. */
193
- private statusMark;
194
- /** The verdict is about the GAME, not the rulebooks (reframed
195
- * 2026-08-27). Asking canon whether a stale map mattered graded every
196
- * real defect out of scope and cited a zoo at it. */
197
- private verdictTag;
198
- private explain;
199
- }
@@ -1 +0,0 @@
1
- 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@@ -1,59 +0,0 @@
1
- import { Command, ICommand } from './command.js';
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- /**
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- * BLUFF IS SOCIAL, AND SOCIAL MEANS A PERSON (player ruling 2026-08-27:
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- * "'bluff' shouldn't work on Barriers like locks/wards/etc. Bluff is a
5
- * social workaround. The real barrier, in this case, should be Coyote --
6
- * NPCs can be barriers (can't move through them)").
7
- *
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- * This used to be a BypassCommand: bluff was a bypassType on the barrier
9
- * itself, so a keypad could be "really a doorman" and you talked the
10
- * keypad round. That was a category error in two directions at once. A
11
- * lock has no opinion to change, so there was nothing for the con to
12
- * work on; and modelling the DOORMAN as a Puzzle to get the social route
13
- * gave a human being a shortcut that could be BURNED, a coin flip in
14
- * place of an opposed test, and a "BARRIER:" label in search.
15
- *
16
- * So bluff no longer touches barriers at all. What it does instead is
17
- * the thing the ruling asked for: an OPPOSED SOCIAL TEST against a
18
- * person who is holding a doorway. An obstructive NPC is one whose
19
- * `guarding` flag makes utilities/spots.ts holdsGround() keep the way
20
- * shut; winning clears it and they step aside.
21
- *
22
- * Charisma + con against their Willpower + Intuition -- the will not to
23
- * be moved, and the read on you. Not a coin flip, because a coin flip is
24
- * what you roll against a mechanism.
25
- *
26
- * Losing does NOT burn anything. They remember the story and won't hear
27
- * it twice from you (conAttemptedBy), but they can still be leaned on,
28
- * bought, or fought. That distinction is the ruling in miniature: a
29
- * barrier gets burned, a person just doesn't buy it.
30
- *
31
- * Every refusal here NAMES THE ROUTE THAT WOULD WORK, per the standing
32
- * rule from v5.63/v5.64 -- a bare denial in front of an obvious obstacle
33
- * is what made a real session conclude the barrier was broken. Typing
34
- * "bluff" at a maglock says the maglock was never the kind of thing you
35
- * talk to, and points at what is.
36
- */
37
- export declare class BluffCommand extends Command implements ICommand {
38
- protected static verb: string;
39
- protected static description: string;
40
- execute(args?: string[]): Promise<string>;
41
- /** Is there a barrier in this room at all? Only used to word the
42
- * refusal correctly -- a player who typed "bluff" at a lock deserves
43
- * to be pointed at the verbs that do work on it. */
44
- /** The one barrier here, when there is exactly one -- for the case
45
- * where nobody was named because nobody is here. */
46
- private soleBarrier;
47
- /**
48
- * Did they name a BARRIER rather than a person?
49
- *
50
- * Matched loosely, and that is the right call here for the same
51
- * reason it is right in bypass-command: this is resolving a word a
52
- * human typed at an object they can see, not an identity already
53
- * known. The generic-noun fallback is the same one bypass-command
54
- * uses, so "bluff door" and "pick door" agree about what "door"
55
- * means -- two commands disagreeing about the same word in the same
56
- * room is its own bug.
57
- */
58
- private namedBarrier;
59
- }
@@ -1 +0,0 @@
1
- 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@@ -1,21 +0,0 @@
1
- import { Command, ICommand } from './command.js';
2
- /**
3
- * The two halves of the holster mechanic (see Player.weaponDrawn): an
4
- * equipped weapon rides holstered until "brandish" puts it in hand, and
5
- * "holster" stows it again. Combat never requires either -- an exchange
6
- * auto-draws (CombatExchange.beginExchange) -- so what these verbs really
7
- * are is body language: both fire performAction, so every NPC in the room
8
- * watches the steel come out (a threat display) or go away (a de-escalation
9
- * that pairs with "surrender"). Registered as brandish/draw and
10
- * holster/stow.
11
- */
12
- export declare class BrandishCommand extends Command implements ICommand {
13
- protected static verb: string;
14
- protected static description: string;
15
- execute(_args?: string[]): Promise<string>;
16
- }
17
- export declare class HolsterCommand extends Command implements ICommand {
18
- protected static verb: string;
19
- protected static description: string;
20
- execute(_args?: string[]): Promise<string>;
21
- }
@@ -1 +0,0 @@
1
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@@ -1,39 +0,0 @@
1
- import { BypassCommand } from './bypass-command.js';
2
- import { Device } from '../models/device.js';
3
- /**
4
- * The FORCEFUL route past a physical barrier (player ruling: "solve" was
5
- * too broad -- a maglock wants finesse OR muscle, and muscle deserves its
6
- * own verb). Same device kind as "pick" (a lock), opposite
7
- * philosophy: raw Strength + Body instead of Agility + locksmith, and it
8
- * is LOUD no matter what -- a successful breach still raises the world
9
- * and ends any sneak (onBypassSuccess), where a clean pick stays quiet.
10
- * NOTHING BURNS ANY MORE. Both verbs used to share the barrier's one
11
- * "burned" flag -- a failed attempt spent the shortcut for good -- and
12
- * that flag went with the puzzle mechanic. A lock you failed to force
13
- * is a lock you can throw yourself at again, which is what a lock is.
14
- * The trade against "pick" is undiminished: breach is loud whether or
15
- * not it works, and that is what you are choosing.
16
- */
17
- export declare class BreachCommand extends BypassCommand {
18
- protected static verb: string;
19
- protected static description: string;
20
- protected deviceKind: "lock";
21
- protected verbName: string;
22
- protected noDeviceMessage: string;
23
- protected failureFlavor: string;
24
- protected successFlavor: string;
25
- execute(args: string[]): Promise<string>;
26
- protected determineOutcome(): Promise<boolean>;
27
- /** Breaching is loud when it WORKS, too -- the defining trade against
28
- * pick, and the sneak is over either way.
29
- *
30
- * THE SIBLING OF THE FAILURE ALARM, and swept with it
31
- * (TRqb2zBphwpDkeXP4). This comment used to say the world event "lets
32
- * every listening NPC react", the same claim bypass-command.ts made
33
- * and the same way wrong: NPCs hear a world event only when the
34
- * player addresses them, because NPC.act()'s only callers live inside
35
- * respondTo(). Fixing one of these two sites and leaving the other is
36
- * the shape CLAUDE.md warns about -- a breach is at least as loud as
37
- * a slipped pick, so the site remembers both. */
38
- protected onForceSuccess(device: Device): Promise<string[]>;
39
- }
@@ -1 +0,0 @@
1
- {"version":3,"file":"breach.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/breach.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AAEpD,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAE5D;;;;;;;;;;;;;GAaG;AACH,MAAM,OAAO,aAAc,SAAQ,aAAa;IACpC,MAAM,CAAC,IAAI,GAAG,QAAQ,CAAC;IACvB,MAAM,CAAC,WAAW,GAAG,iSAAiS,CAAC;IACvT,UAAU,GAAG,MAAe,CAAC;IAC7B,QAAQ,GAAG,QAAQ,CAAC;IACpB,eAAe,GAAG,wEAAwE,CAAC;IAC3F,aAAa,GAAG,+GAA+G,CAAC;IAC1I,iEAAiE;IACjE,qEAAqE;IAC3D,aAAa,GAAG,2FAA2F,CAAC;IAEtH,KAAK,CAAC,OAAO,CAAC,IAAc;QAC1B,uDAAuD;QACvD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAClC,OAAO,+DAA+D,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,IAAI,IAAI,cAAc,uCAAuC,CAAC;QAC3J,CAAC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAClC,OAAO,uGAAuG,CAAC;QACjH,CAAC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,OAAO,EAAE,CAAC;YACjC,OAAO,4EAA4E,CAAC;QACtF,CAAC;QACD,OAAO,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC7B,CAAC;IAES,KAAK,CAAC,gBAAgB;QAC9B,kEAAkE;QAClE,qEAAqE;QACrE,6BAA6B;QAC7B,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,CAAC;QAC1H,MAAM,IAAI,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;QAC5B,IAAI,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC;YAC7C,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,WAAW,UAAU,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;QAC/D,CAAC;QACD,OAAO,IAAI,CAAC,IAAI,IAAI,CAAC,CAAC;IACxB,CAAC;IAED;;;;;;;;;;qDAUiD;IACvC,KAAK,CAAC,cAAc,CAAC,MAAc;QAC3C,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;QAC5B,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,cAAc,MAAM,CAAC,IAAI,QAAQ,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,uBAAuB,CAAC,CAAC;QACjI,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,cAAc,MAAM,CAAC,IAAI,QAAQ,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,wBAAwB,CAAC,CAAC;QACrI,uEAAuE;QACvE,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC,EAAE,aAAa,MAAM,CAAC,IAAI,GAAG,CAAC,CAAC;QACnD,OAAO,CAAC,uEAAuE,CAAC,CAAC;IACnF,CAAC"}
@@ -1,28 +0,0 @@
1
- import { Command, ICommand } from './command.js';
2
- /**
3
- * Diegetic shopping: "browse" (or bare "buy") in a vendor's room reads
4
- * their shelves with live prices; "buy <item>" slides the nuyen across
5
- * the counter. A vendor is any live NPC whose name is on items in the
6
- * room (see commerce.vendorsInRoom) -- the hub's shopkeepers and any
7
- * generated merchant alike. Stealing stays possible exactly as before;
8
- * this is just the version where nobody comes after you.
9
- */
10
- export declare class BuyCommand extends Command implements ICommand {
11
- protected static verb: string;
12
- protected static description: string;
13
- execute(args?: string[]): Promise<string>;
14
- /**
15
- * The shelf, flattened in PRINT ORDER across every vendor in the room
16
- * -- the list "buy <n>" indexes into. One function so the numbers a
17
- * player reads and the numbers the parser honours cannot drift apart:
18
- * browse() and purchase() both call it rather than each walking the
19
- * vendors themselves.
20
- */
21
- private shelf;
22
- private browse;
23
- /** Is what they asked for inside a present contact's TRADE (the same
24
- * domain list their AI is briefed on in npc.ts)? Returns the item
25
- * and who can order it, so the refusal can name both. */
26
- private orderableFrom;
27
- private purchase;
28
- }
@@ -1 +0,0 @@
1
- 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@@ -1,64 +0,0 @@
1
- import { Command, ICommand } from './command.js';
2
- import { Device } from '../models/device.js';
3
- /**
4
- * Shared implementation for pick/breach/hack/cast/dispel -- FORCING a
5
- * device rather than opening it the way it was meant to open.
6
- *
7
- * The gate check (is it already open? does this verb even bite on this
8
- * kind of thing?) always runs first and synchronously, so a doomed
9
- * attempt never makes the player sit through an interactive challenge
10
- * they were never going to be allowed to attempt. Each concrete command
11
- * differs in its verb, the kind of device it works, the "nothing to do
12
- * that to" message, how the outcome gets determined (see
13
- * determineOutcome() -- every real one overrides it with a skill roll),
14
- * and what failure costs beyond the noise (onForceFailure()).
15
- *
16
- * WHAT LEFT WITH THE PUZZLE MECHANIC: there is no burned route any
17
- * more. A lock you failed to pick is a lock you can try again, which is
18
- * what a lock IS -- the one-shot shortcut was a property of a riddle
19
- * pretending to be an object. Failure is still loud and still raises
20
- * the world; it just doesn't spend the thing.
21
- */
22
- export declare abstract class BypassCommand extends Command implements ICommand {
23
- /** The kind of device this verb works. */
24
- protected abstract deviceKind: Device['kind'];
25
- protected abstract noDeviceMessage: string;
26
- /** The word the player typed -- used in disambiguation prompts. Two
27
- * commands can share a kind (pick and breach both work a lock), so
28
- * this can't be derived from it. */
29
- protected abstract verbName: string;
30
- /** Optional: replaces the stock per-kind failure line -- for a verb
31
- * that shares a kind but fails differently (a breach doesn't snap a
32
- * pick). */
33
- protected failureFlavor?: string;
34
- /** A verb whose SUCCESS narrates differently from the device's
35
- * authored openMessage (breach: violence, not finesse). Unset means
36
- * the device's own voice, which fits pick and use. */
37
- protected successFlavor?: string;
38
- /**
39
- * Fallback: a flat coin flip. Every real one overrides this with a
40
- * skill roll. 'progress' is the third answer (pick.ts, 2026-09-03): an
41
- * interval of an Extended Test that neither opened the thing nor
42
- * failed it -- nothing is forced, nothing alarms, the player keeps
43
- * working.
44
- */
45
- protected determineOutcome(_device?: Device): Promise<boolean | 'progress'>;
46
- /** What an in-progress interval prints. */
47
- protected progressFlavor: string;
48
- /** Type-specific teeth for a failed forcing, beyond the noise.
49
- * Returns narration lines. */
50
- protected onForceFailure(): Promise<string[]>;
51
- /** Type-specific consequences of a forcing that WORKED, before the
52
- * success message renders (see breach.ts: smashing through is loud
53
- * whether or not it gives). */
54
- protected onForceSuccess(device: Device): Promise<string[]>;
55
- /**
56
- * There's no typed answer here to disambiguate with, so with more
57
- * than one device in the room the player has to name which one: a
58
- * direction ("pick north", for a device holding a door) or a word
59
- * from its own name ("pick maglock"). With only one candidate, a bare
60
- * "pick" still works.
61
- */
62
- private resolveTarget;
63
- execute(args: string[]): Promise<string>;
64
- }
@@ -1 +0,0 @@
1
- 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@@ -1,72 +0,0 @@
1
- import { Command, ICommand } from './command.js';
2
- export declare class CallCommand extends Command implements ICommand {
3
- protected static verb: string;
4
- protected static description: string;
5
- execute(args: string[]): Promise<string>;
6
- /**
7
- * Who is standing close enough to catch your half of the call that
8
- * just connected (see utilities/earshot.ts). Said ONCE, on connect,
9
- * because that is the last moment it can still be acted on -- Deditri
10
- * went looking for somewhere private to take a call and had no way to
11
- * tell whether they had found one. Silence means nobody can hear you;
12
- * "say private" asks the question again at any time.
13
- */
14
- private overheardNote;
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- /**
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- * Whether a cab can physically reach this room. The predicate itself
17
- * lives in utilities/outdoors.ts, SHARED with the generator: every
18
- * drafted run is guaranteed an outdoor START room (the curb the cab
19
- * dropped you on -- normalizeSkeleton injects one if the model built
20
- * an indoor start), so walking back to where you arrived always
21
- * reaches a hailable curb.
22
- */
23
- static isOutdoors(room: {
24
- name: string;
25
- roomType?: string;
26
- outdoors?: boolean;
27
- } | undefined): boolean;
28
- private hasEquippedCommlink;
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- /** M4.5.1, the crew channel: resolve `call <words...>` against the
30
- * REAL players on the street. Resolution only -- opening the line is
31
- * openCrewChannel's job. Null when the street is unreachable
32
- * (offline/logged out/classic mode) or nobody matches. */
33
- private tryResolveStreetPlayer;
34
- /** The whole party on one line: fan-out via sideQuest.partyPage. */
35
- private openPartyLine;
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- /** Open the crew channel to a street player -- the SAME mechanic as
37
- * calling an NPC contact: the call connects, then plain "say" talks
38
- * and "end-call" hangs up (user ruling). The hail (or the trailing
39
- * words, if any) goes out as the first page. */
40
- private openCrewChannel;
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- private hasCommlink;
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- /**
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- * Multi-word names ("Mr. Johnson") shouldn't require the player to quote
44
- * them just to call someone, and partial names shouldn't fail -- found
45
- * via real sessions where "call Mr. Johnson" (period parsing), then
46
- * "call mr" and "call Mr. J" (partials) all bounced. Tries progressively
47
- * shorter word-prefixes of the input (longest first), resolving each
48
- * through the same fuzzy matcher "take"/"attack"/"cast" use (punctuation
49
- * and typo tolerant; an ambiguous fragment deliberately misses).
50
- * Whatever's left over after the matched name becomes the message.
51
- */
52
- private resolveTargetAndMessage;
53
- /**
54
- * CALL/DISMISS SPRITE, reached by the name the book gives it
55
- * (gM8zsETA65PLZr6BH). Returns undefined when this is not a sprite
56
- * call, and the caller falls straight through to telephony.
57
- *
58
- * REGISTERED ONLY, and that is canon rather than an engine limit
59
- * (p.250, RAG-checked 2026-09-01): "Call/Dismiss Sprite" is a Simple
60
- * Action with no test that calls a REGISTERED sprite waiting in the
61
- * Resonance. There is no call action for a compiled one -- it is
62
- * already in the Matrix from the moment it compiles until its tasks
63
- * run out. Deditri's fault sprite was compiled, so the honest answer
64
- * is not to summon it but to name `register` as the thing that would
65
- * make calling possible at all.
66
- *
67
- * That refusal is the whole value here. A compiled sprite left behind
68
- * is the situation the report describes, and "you cannot, and here is
69
- * why, and here is what buys it" is the answer the game owed.
70
- */
71
- private tryCallSprite;
72
- }