@maka/maka-cli 5.126.0 → 5.128.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/bundle/typescript/package.json +8 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/move.js +6 -3
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +8 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/player.js +7 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +14 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js +18 -3
- package/bundle/typescript/src/commands/profile.js +10 -2
- package/package.json +8 -6
- package/bundle/typescript/src/command.d.ts +0 -37
- package/bundle/typescript/src/command.js.map +0 -1
- package/bundle/typescript/src/commands/_index.d.ts +0 -28
- package/bundle/typescript/src/commands/_index.js.map +0 -1
- package/bundle/typescript/src/commands/aws/_index.d.ts +0 -16
- package/bundle/typescript/src/commands/aws/_index.js.map +0 -1
- package/bundle/typescript/src/commands/aws/aws.command.d.ts +0 -3
- package/bundle/typescript/src/commands/aws/aws.command.js.map +0 -1
- package/bundle/typescript/src/commands/aws/cecr.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/cecr.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/chz.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/chz.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/ci.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/ci.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/ckp.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/ckp.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/csg.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/csg.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/decr.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/decr.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/di.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/di.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/dkp.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/dkp.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/dsg.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/dsg.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/lecr.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/lecr.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/rbi.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/rbi.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/rdn.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/rdn.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/rkp.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/rkp.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/sth.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/sth.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/ti.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/ti.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/build/_index.d.ts +0 -2
- package/bundle/typescript/src/commands/build/_index.js.map +0 -1
- package/bundle/typescript/src/commands/build/build.d.ts +0 -3
- package/bundle/typescript/src/commands/build/build.js.map +0 -1
- package/bundle/typescript/src/commands/build/docker.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/build/docker.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/create.d.ts +0 -1
- package/bundle/typescript/src/commands/create.js.map +0 -1
- package/bundle/typescript/src/commands/debug.d.ts +0 -1
- package/bundle/typescript/src/commands/debug.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/_index.d.ts +0 -4
- package/bundle/typescript/src/commands/deploy/_index.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/deploy.command.d.ts +0 -3
- package/bundle/typescript/src/commands/deploy/deploy.command.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/github.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/deploy/github.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/env/_index.d.ts +0 -3
- package/bundle/typescript/src/commands/env/_index.js.map +0 -1
- package/bundle/typescript/src/commands/env/env.command.d.ts +0 -3
- package/bundle/typescript/src/commands/env/env.command.js.map +0 -1
- package/bundle/typescript/src/commands/env/get.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/env/get.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/env/prompt-for-env.d.ts +0 -10
- package/bundle/typescript/src/commands/env/prompt-for-env.js.map +0 -1
- package/bundle/typescript/src/commands/env/set.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/env/set.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/game/_index.d.ts +0 -2
- package/bundle/typescript/src/commands/game/_index.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/adept-powers.d.ts +0 -71
- package/bundle/typescript/src/commands/game/sideQuest/adept-powers.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/archetypes.d.ts +0 -160
- package/bundle/typescript/src/commands/game/sideQuest/archetypes.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/aspects.d.ts +0 -68
- package/bundle/typescript/src/commands/game/sideQuest/aspects.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/augmentations.d.ts +0 -207
- package/bundle/typescript/src/commands/game/sideQuest/augmentations.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.d.ts +0 -30
- package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/advance.d.ts +0 -26
- package/bundle/typescript/src/commands/game/sideQuest/commands/advance.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/ar.d.ts +0 -34
- package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/ask.d.ts +0 -65
- package/bundle/typescript/src/commands/game/sideQuest/commands/ask.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/assense.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/assense.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/attack.d.ts +0 -42
- package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.d.ts +0 -199
- package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +0 -59
- package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.d.ts +0 -21
- package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/breach.d.ts +0 -39
- package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/buy.d.ts +0 -28
- package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +0 -64
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/call.d.ts +0 -72
- package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.d.ts +0 -119
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/climb.d.ts +0 -48
- package/bundle/typescript/src/commands/game/sideQuest/commands/climb.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.d.ts +0 -19
- package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/command.d.ts +0 -63
- package/bundle/typescript/src/commands/game/sideQuest/commands/command.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/companions.d.ts +0 -69
- package/bundle/typescript/src/commands/game/sideQuest/commands/companions.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/compile.d.ts +0 -65
- package/bundle/typescript/src/commands/game/sideQuest/commands/compile.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.d.ts +0 -18
- package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.d.ts +0 -18
- package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/cover.d.ts +0 -30
- package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/crew.d.ts +0 -46
- package/bundle/typescript/src/commands/game/sideQuest/commands/crew.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/deck.d.ts +0 -42
- package/bundle/typescript/src/commands/game/sideQuest/commands/deck.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.d.ts +0 -61
- package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.d.ts +0 -23
- package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/download.d.ts +0 -46
- package/bundle/typescript/src/commands/game/sideQuest/commands/download.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/drink.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/drink.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/drone.d.ts +0 -15
- package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/drop.d.ts +0 -7
- package/bundle/typescript/src/commands/game/sideQuest/commands/drop.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/eat.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/eat.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/edge.d.ts +0 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/edge.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/emote.d.ts +0 -17
- package/bundle/typescript/src/commands/game/sideQuest/commands/emote.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.d.ts +0 -59
- package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/equip.d.ts +0 -11
- package/bundle/typescript/src/commands/game/sideQuest/commands/equip.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.d.ts +0 -23
- package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/fit.d.ts +0 -29
- package/bundle/typescript/src/commands/game/sideQuest/commands/fit.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/follow.d.ts +0 -37
- package/bundle/typescript/src/commands/game/sideQuest/commands/follow.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/garage.d.ts +0 -15
- package/bundle/typescript/src/commands/game/sideQuest/commands/garage.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/give.d.ts +0 -7
- package/bundle/typescript/src/commands/game/sideQuest/commands/give.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +0 -88
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.d.ts +0 -38
- package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +0 -103
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/heal.d.ts +0 -53
- package/bundle/typescript/src/commands/game/sideQuest/commands/heal.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/hints.d.ts +0 -10
- package/bundle/typescript/src/commands/game/sideQuest/commands/hints.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/hop.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/hop.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.d.ts +0 -8
- package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/install.d.ts +0 -21
- package/bundle/typescript/src/commands/game/sideQuest/commands/install.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/inv.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/inv.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jack.d.ts +0 -36
- package/bundle/typescript/src/commands/game/sideQuest/commands/jack.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jackpoint.d.ts +0 -24
- package/bundle/typescript/src/commands/game/sideQuest/commands/jackpoint.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.d.ts +0 -38
- package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.d.ts +0 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/journal.d.ts +0 -44
- package/bundle/typescript/src/commands/game/sideQuest/commands/journal.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jump.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/jump.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/kill.d.ts +0 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/kill.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/lead.d.ts +0 -40
- package/bundle/typescript/src/commands/game/sideQuest/commands/lead.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/lifestyle.d.ts +0 -23
- package/bundle/typescript/src/commands/game/sideQuest/commands/lifestyle.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/lock.d.ts +0 -8
- package/bundle/typescript/src/commands/game/sideQuest/commands/lock.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.d.ts +0 -62
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/loot.d.ts +0 -21
- package/bundle/typescript/src/commands/game/sideQuest/commands/loot.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.d.ts +0 -26
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/mark.d.ts +0 -27
- package/bundle/typescript/src/commands/game/sideQuest/commands/mark.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/message.d.ts +0 -44
- package/bundle/typescript/src/commands/game/sideQuest/commands/message.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/move.d.ts +0 -194
- package/bundle/typescript/src/commands/game/sideQuest/commands/move.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/note.d.ts +0 -99
- package/bundle/typescript/src/commands/game/sideQuest/commands/note.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/order.d.ts +0 -19
- package/bundle/typescript/src/commands/game/sideQuest/commands/order.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/palm.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/palm.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pan.d.ts +0 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/pan.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pay.d.ts +0 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/pay.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/perform.d.ts +0 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/perform.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.d.ts +0 -18
- package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +0 -43
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/players.d.ts +0 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/players.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/posture.d.ts +0 -45
- package/bundle/typescript/src/commands/game/sideQuest/commands/posture.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/project.d.ts +0 -19
- package/bundle/typescript/src/commands/game/sideQuest/commands/project.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.d.ts +0 -21
- package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/read.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/read.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/reboot.d.ts +0 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/reboot.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/register.d.ts +0 -29
- package/bundle/typescript/src/commands/game/sideQuest/commands/register.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/reload.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/reload.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/rest.d.ts +0 -15
- package/bundle/typescript/src/commands/game/sideQuest/commands/rest.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/review.d.ts +0 -39
- package/bundle/typescript/src/commands/game/sideQuest/commands/review.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/roles.d.ts +0 -34
- package/bundle/typescript/src/commands/game/sideQuest/commands/roles.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/say.d.ts +0 -30
- package/bundle/typescript/src/commands/game/sideQuest/commands/say.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/sell.d.ts +0 -17
- package/bundle/typescript/src/commands/game/sideQuest/commands/sell.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.d.ts +0 -24
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import { Player, SimMode, Plane } from '../models/player.js';
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import { Item } from '../models/item.js';
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import { NPC } from '../models/npc.js';
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import { Scene } from '../models/scene.js';
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import { Room } from '../models/room.js';
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/**
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* Plane transitions and their tolls -- the one place that moves an actor
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* between meat, Matrix, and astral (see Player.plane for the model).
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*
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* The invariant every transition preserves: while off the meat plane, the
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* actor's empty body slumps in `bodyRoom`, visible and attackable
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* (resolveBodyAttack); snapping back -- voluntarily or forced -- returns
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* the actor there and settles the toll:
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*
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* Matrix -- voluntary jack-out is clean; a forced dump is DUMPSHOCK,
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* resisted with Willpower: stun in cold-sim, PHYSICAL in
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* hot-sim. The persona's Matrix track resets either way (a
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* rebooted persona comes back clean).
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* Astral -- the longer you were out (astralTicks, one per room-move),
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* the harder the snap-back: resist ceil(ticks/2) stun with
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* Willpower + half Magic; a forced return adds +2 before the
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* resist.
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*/
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export declare function planeLabel(actor: Player): string;
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/** Every off-plane actor whose empty body lies in this room. */
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export declare function shellsInRoom(scene: Scene, room: Room): (Player | NPC)[];
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/** p.222 "Your Grid": the grid the runner's lifestyle buys, on this district's local grid. */
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export declare function homeGridFor(scene: Scene, _actor: Player): import("./grids.js").Grid;
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export declare function enterMatrix(scene: Scene, actor: Player, mode: SimMode): string[];
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/**
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* DUMPSHOCK (SR5 p.229) -- ONE RULE, ONE PLACE.
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*
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* "When you're disconnected from the Matrix while in VR without
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* gracefully switching to AR first... The Damage Value for dumpshock is
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* 6S if you're in cold-sim and 6P if you're in hot-sim. Dumpshock is
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* biofeedback damage, so you resist it with Willpower + Firewall...
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* you're also disoriented and take a -2 dice pool modifier on all of
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* your actions for (10 - Willpower) minutes. Remember that if you're
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* being dumped because your deck just got bricked, you don't have a
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* functional Firewall attribute any more, so only use your Willpower."
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*
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* EXTRACTED BECAUSE THE TWO COPIES HAD ALREADY DRIFTED. leaveMatrix and
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* leaveDrone each rolled their own dumpshock: both used a DV of 4, which
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* is not a number the book has, and both resisted on Willpower alone,
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* which is missing a term -- but only the DRONE one applied the
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* disorientation, so a decker dumped out of the Matrix walked away
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* sharper than a rigger dumped out of a drone, for no reason anybody
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* wrote down. Correcting one and not the other would have widened that
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* gap instead of closing it. A rigger jumped into a drone is in VR, so
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* it is the same rule and now it is the same code.
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*
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* The Biofeedback Filter's +2 (p.245) rides along and is simply absent
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* for a rigger with no active deck, which is the right answer anyway.
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*/
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export declare function applyDumpshock(actor: Player, reason: string): string[];
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/**
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* THE ONE WAY A PERSONA ENDS. leaveMatrix, the errand's travel settle and
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* the run wrap all used to hand-enumerate the same fields; every exit
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* clears them here so a new field cannot be forgotten by two of three.
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* The plane itself is the caller's (a jack-out lands in the meat; a
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* travel settle already did).
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*/
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export declare function endPersona(actor: Player): void;
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/** p.229. Was 4 in two places; the book says 6. */
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export declare const DUMPSHOCK_DV = 6;
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export declare function leaveMatrix(scene: Scene, actor: Player, opts?: {
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forced?: boolean;
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reason?: string;
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}): string[];
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/**
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* Jumped-in rigging (SR5e p.266): the rigger's presence becomes the
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* DRONE -- full VR through the implanted control rig, body slumped in
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* bodyRoom like any off-plane traveler. The drone flies the meat world:
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* meat NPCs see it, it sees them (Player.canPerceive), and go.ts moves
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* it room to room. Cold-sim is the sane default; hot-sim sharpens the
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* pools (+1 gunnery, +1 initiative die) but makes every bleed-through
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* and the dumpshock PHYSICAL.
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*/
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export declare function enterDrone(scene: Scene, actor: Player, drone: Item, mode: SimMode): string[];
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/**
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* Jumping out -- clean when voluntary; a WRECKED airframe is a forced
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* dump, and a rigger jumped into a drone is in VR, so the dump is
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* ORDINARY DUMPSHOCK: see applyDumpshock, which both this and the Matrix
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* exit now share. It used to be spelled out here with a DV of 4 and a
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* Willpower-only resist -- the same softening the Matrix side had, minus
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* the Firewall term, plus the only correct half either copy had (the
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* p.229 disorientation, which the Matrix side was missing entirely).
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*/
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export declare function leaveDrone(scene: Scene, actor: Player, opts?: {
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forced?: boolean;
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reason?: string;
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}): string[];
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export declare function projectAstral(scene: Scene, actor: Player): string[];
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/**
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* Whether this actor's jacked-in persona can touch the host in `room`.
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*
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* THERE IS NO SUCH THING AS AN AIR-GAPPED HOST (hhSWzLSXECFtfoAGa).
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* This function used to carry a `nodeAccess: 'wired'` branch that made a
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* host reachable only if the actor's BODY was in the room -- an
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* "air-gapped host", dark from the grid, openable only by a hard line.
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* The play-tester who filed it was right and the rules agree: a host is
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* "part of the Matrix, rather than being a single device" (p.218), it
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* exists AS Matrix architecture, and every host in the book is reached
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* from the grid. A thing with no Matrix presence is not a host; it is a
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* DEVICE that has been taken off the network.
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*
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* So the gap moved to where it belongs. What used to be a wired host is
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* now an ordinary host plus an OFFLINE SERVER DEVICE standing in the
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* room, holding the files -- and a device you must be physically present
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* to jack into is exactly what an air gap is (p.233, direct connection).
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* The fiction the old model wanted is intact; the impossible object is
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* gone. See seed-migration.ts for what happens to scenes authored under
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* the old vocabulary.
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*
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* What remains here is the plain question the name asks: is there a host
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* over this room at all?
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*/
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export declare function canReachHost(_actor: Player, room: Room): boolean;
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/**
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* CAN THIS ACTOR TOUCH THE MATRIX FILES IN THIS ROOM, and if not, why?
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*
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* ONE RULE, ONE PLACE. look, search, take and the grid view all used to
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* ask this question separately, each with its own copy of the air-gap
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* test -- which is how eJANPpm7qCaCAJBJw happened: the grid view listed
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* the host's files as icons "right there on the grid" while take.ts
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* refused them, and both were "working". A single function means a
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* mutation to the rule shows up in every surface at once instead of
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* hiding in whichever copy has no test on it.
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*
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* Three answers, and they are three different walls:
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* - 'open' -- reach them.
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* - 'enter' -- they are inside a host and you are outside it
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* (p.246). A mark is the door (p.239).
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* - 'connect' -- they are on an OFFLINE SERVER: no Matrix presence at
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* all, so no persona reaches it from anywhere. Your
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* BODY has to be in the room (direct connection,
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* p.233). This is what the old "air-gapped host" was
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* trying to be.
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*
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* Being on the server and being in a host are not the same wall and do
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* not stack: a file on an offline box is not in the host, so a persona
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* standing inside that room's host still cannot read it, and a decker
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* whose body is in the room can -- without entering anything.
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*/
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export type FileReach = 'open' | 'enter' | 'connect';
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export declare function fileReach(actor: Player, room: Room): FileReach;
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/**
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* An item name tinted for the plane it lives on -- the game's plane
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* palette (matrix cyan, astral magenta, same as the HUD) applied to item
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* listings so WHAT a thing is reads at a glance. A real session's decker
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* found matrix paydata via a jacked-in search and didn't realize it was
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* takeable right there: the name looked exactly like every meat item, so
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* they jacked out and walked the whole map hunting for it physically.
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* `viewerPlane` drives the astral cross-plane annotation (they see meat
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* items, dimly, but can't carry them -- see take.ts).
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*/
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export declare function planeTintItemName(item: Item, viewerPlane: Plane): string;
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/**
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* A FIND, dressed to be seen (player note 2026-08-25: "items found,
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* bold them and underline so they are easy to see"). Deliberately NOT
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* folded into planeTintItemName: that one also renders inventory and
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* sheet listings, where bolding every row emphasises nothing.
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*/
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export declare function emphasizeFind(name: string): string;
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/**
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* THE ONE THAT MATTERS (player note 2026-08-25: "quest items could use
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* a star icon next to them"). The run's objective item wears a star
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* wherever it is listed, so a pack full of loot doesn't bury the thing
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* the whole job is about.
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*
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* Matched by NAME against the scene's win condition, because that is
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* the only handle the seed gives -- Item carries no objective flag, and
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* the win condition itself is checked by name too (Scene.getWinCondition
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* / the 'give' and 'possess' tests), so this marks exactly what the
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* completion check will accept. Hub scenes have no win condition, so
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* nothing is starred at home.
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*/
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export declare const OBJECTIVE_GLYPH = "\u2605";
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export declare function isObjectiveItem(scene: Scene | undefined, itemName: string): boolean;
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/** `★ ` when this is the objective, '' otherwise -- a prefix, so the
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* marker sits to the LEFT of the name (the note's own placement). */
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export declare function objectiveMark(scene: Scene | undefined, itemName: string): string;
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/**
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* The "you can see them, but you can't touch them" refusal. When a target
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* name matches someone in the room on a plane the actor perceives but
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* can't reach (today: an astral projector eyeing a meat body), returns a
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* line naming the actual rule -- because "Present: no one" right after
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* "look" listed that very person's aura reads as a bug, not a boundary
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* (real session: three attempts on a visible Mr. Krow, all told "no one").
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* Returns null when no cross-plane match, so callers fall through to
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* their normal miss handling. `deed` picks the phrasing: a weapon strike,
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* a combat spell, or touch-range support magic.
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*/
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export declare function crossPlaneRefusal(scene: Scene, actor: Player, room: Room, targetName: string, deed: 'strike' | 'spell' | 'touch'): string | null;
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export declare function returnToBody(scene: Scene, actor: Player, opts?: {
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forced?: boolean;
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reason?: string;
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}): string[];
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/**
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* A meat-plane attack on an empty body: one UNANSWERED strike -- no
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* defense roll (nobody's home), meat soak only (Body + worn armor; the
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* plane-aware getSoakPool would wrongly price the persona's firewall) --
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* then the owner is slammed back into a body under attack, paying the
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* forced-return toll on top of whatever got through. Returns the full
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* narration; the caller announces it.
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export declare function resolveBodyAttack(scene: Scene, attacker: Player | NPC, victim: Player | NPC): string[];
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/**
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* "go astral" IS NOT A DIRECTION, AND SAYING SO IS NOT ENOUGH
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* (LFmjA76izZ62NDjAv: "astral projection has no clear mechanic" -- the
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* player reached for it and got a movement refusal).
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*
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213
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* The mechanic was there the whole time and well built: `project` leaves
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* the body, `return` comes back, and the entry text explains the
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* read-only rule. What the player could not do was FIND it. Measured
|
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* against the shipped build, every natural phrasing missed:
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*
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218
|
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* go astral -> "That is not a way to go" (a move-ish response)
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* astral -> "I don't understand the command 'astral'."
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* astral project -> same
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|
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* astral projection -> same
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|
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*
|
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223
|
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* This is the codebase's own recurring lesson, one verb over: any word a
|
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|
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* player could reasonably read as a command has to be CLAIMED before
|
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225
|
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* they reach for it, or the default swallows it. `backlog` learned it
|
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|
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* when "accept" filed an item called "accept"; `move` learned it when
|
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|
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* "east door" walked to the wrong door.
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*
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|
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* A PLANE IS SOMEWHERE YOU GO, in the only sense a player means it -- so
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|
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* naming one after `go` should name the verb that takes you there rather
|
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|
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* than refusing as though the word were nonsense.
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|
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*/
|
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233
|
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export declare function planeChangeHint(word: string, from: Player['plane']): string | undefined;
|
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234
|
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/**
|
|
235
|
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* STAYING ASTRAL (SR5 core p.314), and the toll that replaced it.
|
|
236
|
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*
|
|
237
|
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* Canon: "a magician can remain astrally projected for a number of hours
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|
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|
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* equal to their Magic Rating x 2. If they stay out longer, their astral
|
|
239
|
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* being ceases to exist and their body dies." Returning WITHIN that
|
|
240
|
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* limit costs nothing -- the rules describe no damage and no price for a
|
|
241
|
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* normal return.
|
|
242
|
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*
|
|
243
|
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* This engine had it the other way round: no time limit at all, and an
|
|
244
|
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* invented snap-back toll (stun per room moved, resisted by Willpower +
|
|
245
|
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* Magic/2) charged on every return. So the danger canon puts on the
|
|
246
|
-
* CLOCK was moved onto the DOOR, and the clock was removed. User ruling
|
|
247
|
-
* 2026-08-30, asked directly after the deviation was reported: canon's
|
|
248
|
-
* timer, no toll.
|
|
249
|
-
*
|
|
250
|
-
* THE MOVE BUDGET IS AN ENGINE MAPPING, NOT A RULE, and is labelled so
|
|
251
|
-
* deliberately -- the same way utilities/ic.ts labels its Combat Turn:
|
|
252
|
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* "that is the closest structural analogue available; it is not
|
|
253
|
-
* something the book says, and it is not dressed up as a citation."
|
|
254
|
-
*
|
|
255
|
-
* sideQuest has no clock. It has room-moves, which is what astralTicks
|
|
256
|
-
* already counted. So ONE ROOM-MOVE ON THE ASTRAL STANDS FOR ONE HOUR
|
|
257
|
-
* of canon's budget, making the allowance `Magic x 2` moves. The RATIO
|
|
258
|
-
* is canon (Magic x 2); the unit on the left is ours.
|
|
259
|
-
*
|
|
260
|
-
* Chosen over a smaller unit because it keeps the number canon prints:
|
|
261
|
-
* a Magic 6 mage gets twelve moves, and "twelve" is Magic x 2 read
|
|
262
|
-
* straight off p.314. A mapping that multiplied by some further constant
|
|
263
|
-
* would have buried the one figure a reader could check.
|
|
264
|
-
*/
|
|
265
|
-
export declare function astralMoveBudget(actor: Player): number;
|
|
266
|
-
/** Moves still owed before the silver cord runs out. Never below zero. */
|
|
267
|
-
export declare function astralMovesLeft(actor: Player): number;
|
|
268
|
-
/**
|
|
269
|
-
* THE WARNING THAT MAKES THE DEATH FAIR.
|
|
270
|
-
*
|
|
271
|
-
* Canon's own fiction telegraphs exhaustion, and a permadeath a player
|
|
272
|
-
* could not see coming is a worse defect than the missing rule was. So
|
|
273
|
-
* the cord is described the whole way down: comfortable, then thinning,
|
|
274
|
-
* then fraying, then the last move before it parts.
|
|
275
|
-
*
|
|
276
|
-
* Undefined while there is nothing worth saying -- an alarm on every
|
|
277
|
-
* step is an alarm nobody reads.
|
|
278
|
-
*/
|
|
279
|
-
export declare function astralCordWarning(actor: Player): string | undefined;
|
|
280
|
-
/**
|
|
281
|
-
* THE CORD PARTS (p.314): "their astral being ceases to exist and their
|
|
282
|
-
* body dies."
|
|
283
|
-
*
|
|
284
|
-
* NO DOCWAGON, and that is canon rather than an oversight: an HTR team
|
|
285
|
-
* extracts a body that still has someone in it. Here the astral being
|
|
286
|
-
* has ceased -- there is nobody to bring back, and the body dies of
|
|
287
|
-
* that, not of its wounds. Routing this through the rescue path would
|
|
288
|
-
* offer a save canon does not.
|
|
289
|
-
*/
|
|
290
|
-
export declare function astralCordParts(scene: Scene, actor: Player): string[];
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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import { BacklogOutcome } from './backlog.js';
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/**
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* IS THIS ACCOUNT A PLAY-TESTER? (backlog wave 2, item D: "let's remove
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* Seattle Backlog for non playtesters".)
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*
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* The server has held the answer since the backlog shipped -- the
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* game-backlog API is role-gated and hands a 403 to everyone who is not
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* a play-tester or game-admin. The CLIENT has never known it, which is
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* why `backlog` sits in the help index for every player alive and then
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* refuses the ones who try it. Offering a thing that can only say no is
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* worse than not offering it.
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*
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* There is no "what are my roles" endpoint -- utilities/backlog.ts's
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* fetchRoles is admin-only and 403s the very people we need to classify.
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* So the role is inferred from the one signal the server already gives
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* everybody: ask the backlog for its list and read the answer.
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*
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* ok -> play-tester (or admin; same privilege here)
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* forbidden -> logged in, definitely NOT a play-tester
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* anything else (no login, expired, offline) -> UNKNOWN
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*
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22
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* UNKNOWN IS NOT "NO", and the difference matters in both directions.
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* The menu hides on anything but a confirmed yes, so a stranger never
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* sees it -- but the VERB stays registered, so a play-tester on a train
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* with no signal can still type "backlog" and file the thing they just
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* noticed. Discovery is gated; capability is not.
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*
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* One probe per session, cached, fire-and-forget. It never blocks a
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* boot and never throws: fetchBacklog swallows its own errors, and an
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* unresolved probe simply leaves the answer at UNKNOWN.
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*/
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type Standing = 'unknown' | 'playtester' | 'outsider';
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/** What one backlog outcome tells us about the account behind it. */
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export declare function standingFromOutcome(outcome: BacklogOutcome): Standing;
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35
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/** Fold in an answer we got for free: every real backlog call already
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36
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* classifies the account, so a player who files or lists an item
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37
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* settles their own standing without a second request. */
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38
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export declare function noteBacklogOutcome(outcome: BacklogOutcome): void;
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39
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/** True ONLY for a confirmed play-tester. Drives what the help index
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40
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* offers; never gates the verb itself. */
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41
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export declare function isPlaytester(): boolean;
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42
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/** Start the one probe for this session. Safe to call more than once --
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* later calls join the first. Skipped entirely for a runner who is
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44
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* anonymous or logged out, since neither can reach the board anyway. */
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45
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export declare function probePlaytesterStanding(opts: {
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anonymous: boolean;
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47
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-
}): Promise<void>;
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48
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/** Tests and a fresh session start from nothing. */
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49
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-
export declare function resetPlaytesterStanding(): void;
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50
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-
export {};
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@@ -1 +0,0 @@
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1
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{"version":3,"file":"playtester.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/playtester.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAkB,MAAM,cAAc,CAAC;AAmC5D,IAAI,QAAQ,GAAa,SAAS,CAAC;AACnC,IAAI,OAAkC,CAAC;AAEvC,qEAAqE;AACrE,MAAM,UAAU,mBAAmB,CAAC,OAAuB;IACzD,IAAI,OAAO,KAAK,IAAI;QAAE,OAAO,YAAY,CAAC;IAC1C,IAAI,OAAO,KAAK,WAAW;QAAE,OAAO,UAAU,CAAC;IAC/C,qEAAqE;IACrE,2DAA2D;IAC3D,OAAO,SAAS,CAAC;AACnB,CAAC;AAED;;2DAE2D;AAC3D,MAAM,UAAU,kBAAkB,CAAC,OAAuB;IACxD,MAAM,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC,CAAC;IAC7C,IAAI,OAAO,KAAK,SAAS;QAAE,QAAQ,GAAG,OAAO,CAAC;AAChD,CAAC;AAED;2CAC2C;AAC3C,MAAM,UAAU,YAAY;IAC1B,OAAO,QAAQ,KAAK,YAAY,CAAC;AACnC,CAAC;AAED;;yEAEyE;AACzE,MAAM,UAAU,uBAAuB,CAAC,IAA4B;IAClE,IAAI,IAAI,CAAC,SAAS,IAAI,QAAQ,KAAK,SAAS;QAAE,OAAO,OAAO,CAAC,OAAO,EAAE,CAAC;IACvE,OAAO,KAAK,YAAY,EAAE;SACvB,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,kBAAkB,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;SACjD,KAAK,CAAC,GAAG,EAAE,CAAC,SAAS,CAAC,CAAC;IAC1B,OAAO,OAAO,CAAC;AACjB,CAAC;AAED,oDAAoD;AACpD,MAAM,UAAU,uBAAuB;IACrC,QAAQ,GAAG,SAAS,CAAC;IACrB,OAAO,GAAG,SAAS,CAAC;AACtB,CAAC"}
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{"version":3,"file":"prefs.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/prefs.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,IAAI,CAAC;AACpB,OAAO,EAAE,MAAM,IAAI,CAAC;AACpB,OAAO,IAAI,MAAM,MAAM,CAAC;AAExB;;;;;;;;GAQG;AACH,MAAM,kBAAkB,GAAG,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,OAAO,EAAE,EAAE,SAAS,EAAE,OAAO,EAAE,oBAAoB,CAAC,CAAC;AAE7F,SAAS,gBAAgB;IACvB,IAAI,CAAC;QACH,OAAO,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,YAAY,CAAC,kBAAkB,EAAE,MAAM,CAAC,CAAC,CAAC;IACjE,CAAC;IAAC,MAAM,CAAC;QACP,OAAO,EAAE,CAAC;IACZ,CAAC;AACH,CAAC;AAED,MAAM,KAAK,GAAG,IAAI,GAAG,EAAmB,CAAC;AAEzC;4DAC4D;AAC5D,MAAM,UAAU,OAAO,CAAI,GAAW,EAAE,QAAW;IACjD,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;QACpB,MAAM,SAAS,GAAG,gBAAgB,EAAE,CAAC,SAAgD,CAAC;QACtF,KAAK,CAAC,GAAG,CAAC,GAAG,EAAE,SAAS,IAAI,GAAG,IAAI,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC;IAC5E,CAAC;IACD,OAAO,KAAK,CAAC,GAAG,CAAC,GAAG,CAAM,CAAC;AAC7B,CAAC;AAED,MAAM,UAAU,OAAO,CAAI,GAAW,EAAE,KAAQ;IAC9C,KAAK,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;IACtB,IAAI,CAAC;QACH,MAAM,MAAM,GAAG,gBAAgB,EAAE,CAAC;QAClC,MAAM,CAAC,SAAS,GAAG,EAAE,GAAG,CAAC,MAAM,CAAC,SAAoC,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,KAAK,EAAE,CAAC;QAC5F,EAAE,CAAC,SAAS,CAAC,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC;QACpE,EAAE,CAAC,aAAa,CAAC,kBAAkB,EAAE,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC,CAAC;IACxE,CAAC;IAAC,MAAM,CAAC;QACP,iEAAiE;IACnE,CAAC;AACH,CAAC"}
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import type { IArchetype } from '../archetypes.js';
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/**
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* A PREGEN GOES TO THE WEB TO BE BOUND (user, 2026-09-03): "if they choose
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* to bind the pre-gen character, I'd like the chargen sheet to open the
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* UI, so they can validate and optionally adjust. So, it shouldn't
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* directly drop into their account." And: "capture the name and gender of
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* the character, and land on the 'review' step of chargen."
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*
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9
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* So binding a pregen no longer writes a bound save. The CLI creates a
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* chargen WORKSHEET through the site's own API (the same collection the
|
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* Forge wizard edits), fills it from the archetype -- attributes as spend
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* over the human minimums, the skills, the qualities, the chrome at
|
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* standard grade, the catalog slugs as gear lines, the spellbook and
|
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14
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* powers, the name and gender -- and opens the wizard on it at Review.
|
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15
|
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* The runner is born when the player finalizes there, exactly as a
|
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* web-built one is, and launch sources her from the cloud afterwards.
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*
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18
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* A pregen's spread is a spread, not a priority build, so the validator
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* will have things to say on arrival. That is the feature: the player
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20
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* sees the ledger and settles it in the UI instead of the engine quietly
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21
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* accepting a sheet no worksheet could produce.
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*
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23
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* The URL shape and the `open` query are CO-OWNED with the web side
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24
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* (cli-login.tsx allowedNext, character-generator.tsx open(id)) -- do not
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* reshape here alone -- and see HANDOFF_STEP on why no step index rides
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* along with it.
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*/
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/**
|
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29
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* NO STEP NUMBER TRAVELS FROM HERE (maka-cli-com-c3, 2026-09-03). The
|
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30
|
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* wizard lands an `?open=` arrival on Review by itself, deriving the index
|
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31
|
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* from its own STEPS array. That array has already been reordered once
|
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32
|
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* (Magic moved ahead of Attributes), and a literal in this repo would be
|
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33
|
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* a second home for a list that moves -- the next inserted step would put
|
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34
|
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* players on Lifestyle with nothing announcing it. A worksheet starts at
|
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35
|
-
* step 0 and the site decides where the handoff lands.
|
|
36
|
-
*/
|
|
37
|
-
export declare const HANDOFF_STEP = 0;
|
|
38
|
-
/** The Magic/Resonance rating each priority column offers a path (p.65;
|
|
39
|
-
* mirrors the web's MAGIC_PRIORITY -- co-owned, do not drift). */
|
|
40
|
-
export declare const MAGIC_OFFER: Record<string, Partial<Record<string, number>>>;
|
|
41
|
-
export interface IPregenWorksheetPatch {
|
|
42
|
-
name: string;
|
|
43
|
-
gender?: 'male' | 'female';
|
|
44
|
-
metatype: 'human';
|
|
45
|
-
priorities: {
|
|
46
|
-
metatype: string;
|
|
47
|
-
attributes: string;
|
|
48
|
-
magic: string;
|
|
49
|
-
skills: string;
|
|
50
|
-
resources: string;
|
|
51
|
-
};
|
|
52
|
-
magicPath: 'mundane' | 'magician' | 'adept' | 'mysticAdept' | 'aspected' | 'technomancer';
|
|
53
|
-
/** Which art an aspected magician practises (aspects.ts). */
|
|
54
|
-
aspect?: string;
|
|
55
|
-
attributeSpend: Record<string, number>;
|
|
56
|
-
specialSpend: {
|
|
57
|
-
edge: number;
|
|
58
|
-
magic: number;
|
|
59
|
-
resonance: number;
|
|
60
|
-
};
|
|
61
|
-
skills: Record<string, number>;
|
|
62
|
-
/** Whole skill groups PURCHASED with the skills column's group points
|
|
63
|
-
* (SR5 p.88). An aspected magician does NOT use this: their group is
|
|
64
|
-
* granted by the Magic column -- see pregenWorksheetPatch. */
|
|
65
|
-
skillGroups?: Record<string, number>;
|
|
66
|
-
qualities: string[];
|
|
67
|
-
augmentations: {
|
|
68
|
-
key: string;
|
|
69
|
-
grade: 'standard';
|
|
70
|
-
}[];
|
|
71
|
-
gear: {
|
|
72
|
-
slug: string;
|
|
73
|
-
qty: number;
|
|
74
|
-
}[];
|
|
75
|
-
lifestyle: 'Street';
|
|
76
|
-
knownSpells?: string[];
|
|
77
|
-
adeptPowers?: Record<string, number>;
|
|
78
|
-
powerPoints?: number;
|
|
79
|
-
step: number;
|
|
80
|
-
}
|
|
81
|
-
/** The PATCH body for a pregen, pure -- what the wizard opens on. */
|
|
82
|
-
export declare function pregenWorksheetPatch(archetype: IArchetype, name: string, gender?: 'male' | 'female'): IPregenWorksheetPatch;
|
|
83
|
-
/**
|
|
84
|
-
* Creates the worksheet on the account and fills it. Returns its id, or
|
|
85
|
-
* throws with the site's own words -- the caller decides what a failed
|
|
86
|
-
* handoff falls back to (an anonymous local runner, never a silent bind).
|
|
87
|
-
*/
|
|
88
|
-
export declare function createPregenWorksheet(token: string, patch: IPregenWorksheetPatch): Promise<string>;
|
|
89
|
-
/** What the CLI says on its way out, mirroring characterForgeHandoff. */
|
|
90
|
-
export declare function pregenHandoffLines(url: string, name: string): {
|
|
91
|
-
notice: string;
|
|
92
|
-
lines: string[];
|
|
93
|
-
};
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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/**
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* WHEN DOES THE PRESENCE HEARTBEAT FIRE? (P0, 2026-08-30: live players
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* cut from crew seats in shared runs.)
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*
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* The gate used to be one word -- "at the hub" -- on the reasonable
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* ground that a run is nobody's business. But the presence doc is not
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* only the street's player list: the server reads its SLUG to decide
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* whose seats are still real, and a beat carrying a different slug
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* dissolves that account's seats (member seats to 'left', led seats to
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* 'revoked'). So the process that most needs to hold the doc -- a runner
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* sitting in a live shared run -- was the only one not beating, for the
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* whole run. Any other beat on the account, such as a stale second
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* terminal parked at its own hub with an older character, won the doc
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* uncontested and cut the seat at heartbeat cadence.
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*
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* Extracted from Game.beatPresence so the rule can be tested without a
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* Game, a hub, or a socket. It is deliberately the WHOLE gate: a caller
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* that reimplements part of it inline is the bug this file exists to
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* prevent coming back.
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*/
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export declare function presenceBeatAllowed(atHub: boolean, holdsLiveSeat: boolean): boolean;
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@@ -1 +0,0 @@
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{"version":3,"file":"presence-gate.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/presence-gate.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,MAAM,UAAU,mBAAmB,CAAC,KAAc,EAAE,aAAsB;IACxE,sEAAsE;IACtE,qEAAqE;IACrE,oEAAoE;IACpE,oEAAoE;IACpE,OAAO,KAAK,IAAI,aAAa,CAAC;AAChC,CAAC"}
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@@ -1,55 +0,0 @@
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1
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/**
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2
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* DECK SOFTWARE (SR5e p.245-246). Programs are chips you BUY (catalog:
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3
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* Software rows, sourced through the Data Broker), carry in the deck's
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* library (your inventory), and LOAD into running memory -- each deck
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* runs a limited number at once (the p.227 Programs column), storage is
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* unlimited. Effects land where the engine already computes Matrix math:
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* attribute nudges ride Item.attack/sleaze/dataProcessing/firewall, the
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* rest hook their named call sites directly (hasProgram checks).
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*
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* Canon status: hacking-program pricing (250 nuyen, avail 4) and the
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-
* Armor/Biofeedback Filter/Exploit effects are cited; common-program
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* pricing and the remaining effects are canon-approximate translations
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* to this engine's pools.
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-
*/
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-
export interface IProgram {
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key: string;
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name: string;
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kind: 'common' | 'hacking';
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cost: number;
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availability: number;
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/** Player-facing effect line, shown by "deck" and the catalog. */
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effect: string;
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}
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-
export declare const PROGRAMS: IProgram[];
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export declare function getProgram(key: string): IProgram | undefined;
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/** Loose lookup: key/name exact first, then substring either way. */
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-
export declare function findProgram(query: string): IProgram | undefined;
|
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28
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-
/**
|
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29
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-
* Attribute nudges a loaded program grants its deck (consumed inside
|
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30
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-
* Item's attack/sleaze/dataProcessing/firewall getters).
|
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31
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-
*/
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-
export declare const PROGRAM_ATTR_MODS: Record<string, Partial<Record<'attack' | 'sleaze' | 'dataProcessing' | 'firewall', number>>>;
|
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33
|
-
/**
|
|
34
|
-
* Agent software (p.246): rating x 2,000 nuyen, avail rating x 3 (cited
|
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35
|
-
* for ratings 4-6). The AgentCommand reads the best carried agent chip's
|
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36
|
-
* rating off its name; without one the deck's own dog-brain fallback
|
|
37
|
-
* rating applies.
|
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|
-
*/
|
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39
|
-
export declare function agentRatingFromName(name: string): number | undefined;
|
|
40
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-
/**
|
|
41
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-
* DATA SOFTS (SR5 p.441-442, RAG-checked 2026-09-02): plain files that run
|
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42
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* on a commlink or a deck, no 'ware needed, and give +1 to a LIMIT, never
|
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43
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* dice. Not cyberprograms: they take no running slot and "load" never
|
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* offers them. Datasoft is kept as a file with no effect -- the engine
|
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45
|
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* has no Knowledge tests for its Mental-limit bonus to land on, and it
|
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46
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* is off the shelf until it does.
|
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-
*/
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48
|
-
export interface IDataSoft {
|
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key: string;
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name: string;
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effect: string;
|
|
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|
-
}
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53
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-
export declare const DATA_SOFTS: IDataSoft[];
|
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|
-
export declare function getSoft(key: string): IDataSoft | undefined;
|
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55
|
-
export declare function findSoft(query: string): IDataSoft | undefined;
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@@ -1 +0,0 @@
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1
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-
{"version":3,"file":"programs.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/programs.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAYH,MAAM,CAAC,MAAM,QAAQ,GAAe;IAClC,+DAA+D;IAC/D,EAAE,GAAG,EAAE,QAAQ,EAAE,IAAI,EAAE,QAAQ,EAAE,IAAI,EAAE,QAAQ,EAAE,IAAI,EAAE,EAAE,EAAE,YAAY,EAAE,CAAC,EAAE,MAAM,EAAE,2CAA2C,EAAE;IACjI,EAAE,GAAG,EAAE,SAAS,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,QAAQ,EAAE,IAAI,EAAE,EAAE,EAAE,YAAY,EAAE,CAAC,EAAE,MAAM,EAAE,qBAAqB,EAAE;IAC7G,EAAE,GAAG,EAAE,YAAY,EAAE,IAAI,EAAE,YAAY,EAAE,IAAI,EAAE,QAAQ,EAAE,IAAI,EAAE,EAAE,EAAE,YAAY,EAAE,CAAC,EAAE,MAAM,EAAE,cAAc,EAAE;IAC5G,EAAE,GAAG,EAAE,cAAc,EAAE,IAAI,EAAE,cAAc,EAAE,IAAI,EAAE,QAAQ,EAAE,IAAI,EAAE,EAAE,EAAE,YAAY,EAAE,CAAC,EAAE,MAAM,EAAE,qDAAqD,EAAE;IACvJ,sEAAsE;IACtE,EAAE,GAAG,EAAE,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,CAAC,EAAE,MAAM,EAAE,0CAA0C,EAAE;IAChI,EAAE,GAAG,EAAE,oBAAoB,EAAE,IAAI,EAAE,oBAAoB,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,CAAC,EAAE,MAAM,EAAE,sDAAsD,EAAE;IACtK,EAAE,GAAG,EAAE,SAAS,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,CAAC,EAAE,MAAM,EAAE,gDAAgD,EAAE;IAC1I,EAAE,GAAG,EAAE,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,CAAC,EAAE,MAAM,EAAE,kDAAkD,EAAE;IACxI,EAAE,GAAG,EAAE,QAAQ,EAAE,IAAI,EAAE,QAAQ,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,CAAC,EAAE,MAAM,EAAE,2CAA2C,EAAE;IACnI,EAAE,GAAG,EAAE,YAAY,EAAE,IAAI,EAAE,YAAY,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,CAAC,EAAE,MAAM,EAAE,6BAA6B,EAAE;CAC9H,CAAC;AAEF,MAAM,UAAU,UAAU,CAAC,GAAW;IACpC,OAAO,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC;AAC3C,CAAC;AAED,qEAAqE;AACrE,MAAM,UAAU,WAAW,CAAC,KAAa;IACvC,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,WAAW,EAAE,CAAC,OAAO,CAAC,aAAa,EAAE,EAAE,CAAC,CAAC;IAChE,IAAI,CAAC,CAAC;QAAE,OAAO,SAAS,CAAC;IACzB,OAAO,CACL,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;QAC7D,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC,CAAC,CACzF,CAAC;AACJ,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,MAAM,iBAAiB,GAAiG;IAC7H,SAAS,EAAE,EAAE,cAAc,EAAE,CAAC,EAAE;IAChC,YAAY,EAAE,EAAE,QAAQ,EAAE,CAAC,EAAE;IAC7B,SAAS,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE;IACxB,YAAY,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE;CAC5B,CAAC;AAEF;;;;;GAKG;AACH,MAAM,UAAU,mBAAmB,CAAC,IAAY;IAC9C,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,wBAAwB,CAAC,IAAI,IAAI,CAAC,KAAK,CAAC,wBAAwB,CAAC,CAAC;IACvF,IAAI,CAAC,CAAC;QAAE,OAAO,SAAS,CAAC;IACzB,MAAM,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;IAC7B,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;AAC1C,CAAC;AAWD,MAAM,CAAC,MAAM,UAAU,GAAgB;IACrC,EAAE,GAAG,EAAE,SAAS,EAAE,IAAI,EAAE,SAAS,EAAE,MAAM,EAAE,wDAAwD,EAAE;IACrG,EAAE,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,EAAE,yCAAyC,EAAE;IACxF,EAAE,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,EAAE,+DAA+D,EAAE;CAC/G,CAAC;AACF,MAAM,UAAU,OAAO,CAAC,GAAW;IACjC,OAAO,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC;AAC7C,CAAC;AACD,MAAM,UAAU,QAAQ,CAAC,KAAa;IACpC,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,WAAW,EAAE,CAAC;IACrC,OAAO,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC,CAAC;AACzE,CAAC"}
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@@ -1,16 +0,0 @@
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1
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-
import { Scene } from '../models/scene.js';
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2
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-
import { Room } from '../models/room.js';
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3
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-
/**
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4
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-
* When a combat target isn't in the room, work out where they actually are
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5
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* and phrase it as something actionable -- found via a real session where a
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6
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-
* player ping-ponged between two rooms and the hostile NPC's AI loop just
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7
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* spammed dozens of failed "attack" commands at the empty room instead of
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8
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-
* chasing. The failed command's RESULT string is the one thing guaranteed
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9
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-
* to land in an NPC's AI history, so putting the literal next command in it
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10
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-
* ("go west" to chase) is what converts flailing into pursuit. Works for
|
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11
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-
* the player too: attacking someone who just fled tells you where they ran.
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12
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-
*
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13
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-
* Returns undefined when the name matches nobody in the scene at all --
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14
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-
* the caller keeps its ordinary "no such person" message for that.
|
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15
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-
*/
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16
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-
export declare function describeFledTarget(scene: Scene, fromRoom: Room, targetName: string): string | undefined;
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@@ -1 +0,0 @@
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1
|
-
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|