@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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@@ -1,290 +0,0 @@
1
- import { Player, SimMode, Plane } from '../models/player.js';
2
- import { Item } from '../models/item.js';
3
- import { NPC } from '../models/npc.js';
4
- import { Scene } from '../models/scene.js';
5
- import { Room } from '../models/room.js';
6
- /**
7
- * Plane transitions and their tolls -- the one place that moves an actor
8
- * between meat, Matrix, and astral (see Player.plane for the model).
9
- *
10
- * The invariant every transition preserves: while off the meat plane, the
11
- * actor's empty body slumps in `bodyRoom`, visible and attackable
12
- * (resolveBodyAttack); snapping back -- voluntarily or forced -- returns
13
- * the actor there and settles the toll:
14
- *
15
- * Matrix -- voluntary jack-out is clean; a forced dump is DUMPSHOCK,
16
- * resisted with Willpower: stun in cold-sim, PHYSICAL in
17
- * hot-sim. The persona's Matrix track resets either way (a
18
- * rebooted persona comes back clean).
19
- * Astral -- the longer you were out (astralTicks, one per room-move),
20
- * the harder the snap-back: resist ceil(ticks/2) stun with
21
- * Willpower + half Magic; a forced return adds +2 before the
22
- * resist.
23
- */
24
- export declare function planeLabel(actor: Player): string;
25
- /** Every off-plane actor whose empty body lies in this room. */
26
- export declare function shellsInRoom(scene: Scene, room: Room): (Player | NPC)[];
27
- /** p.222 "Your Grid": the grid the runner's lifestyle buys, on this district's local grid. */
28
- export declare function homeGridFor(scene: Scene, _actor: Player): import("./grids.js").Grid;
29
- export declare function enterMatrix(scene: Scene, actor: Player, mode: SimMode): string[];
30
- /**
31
- * DUMPSHOCK (SR5 p.229) -- ONE RULE, ONE PLACE.
32
- *
33
- * "When you're disconnected from the Matrix while in VR without
34
- * gracefully switching to AR first... The Damage Value for dumpshock is
35
- * 6S if you're in cold-sim and 6P if you're in hot-sim. Dumpshock is
36
- * biofeedback damage, so you resist it with Willpower + Firewall...
37
- * you're also disoriented and take a -2 dice pool modifier on all of
38
- * your actions for (10 - Willpower) minutes. Remember that if you're
39
- * being dumped because your deck just got bricked, you don't have a
40
- * functional Firewall attribute any more, so only use your Willpower."
41
- *
42
- * EXTRACTED BECAUSE THE TWO COPIES HAD ALREADY DRIFTED. leaveMatrix and
43
- * leaveDrone each rolled their own dumpshock: both used a DV of 4, which
44
- * is not a number the book has, and both resisted on Willpower alone,
45
- * which is missing a term -- but only the DRONE one applied the
46
- * disorientation, so a decker dumped out of the Matrix walked away
47
- * sharper than a rigger dumped out of a drone, for no reason anybody
48
- * wrote down. Correcting one and not the other would have widened that
49
- * gap instead of closing it. A rigger jumped into a drone is in VR, so
50
- * it is the same rule and now it is the same code.
51
- *
52
- * The Biofeedback Filter's +2 (p.245) rides along and is simply absent
53
- * for a rigger with no active deck, which is the right answer anyway.
54
- */
55
- export declare function applyDumpshock(actor: Player, reason: string): string[];
56
- /**
57
- * THE ONE WAY A PERSONA ENDS. leaveMatrix, the errand's travel settle and
58
- * the run wrap all used to hand-enumerate the same fields; every exit
59
- * clears them here so a new field cannot be forgotten by two of three.
60
- * The plane itself is the caller's (a jack-out lands in the meat; a
61
- * travel settle already did).
62
- */
63
- export declare function endPersona(actor: Player): void;
64
- /** p.229. Was 4 in two places; the book says 6. */
65
- export declare const DUMPSHOCK_DV = 6;
66
- export declare function leaveMatrix(scene: Scene, actor: Player, opts?: {
67
- forced?: boolean;
68
- reason?: string;
69
- }): string[];
70
- /**
71
- * Jumped-in rigging (SR5e p.266): the rigger's presence becomes the
72
- * DRONE -- full VR through the implanted control rig, body slumped in
73
- * bodyRoom like any off-plane traveler. The drone flies the meat world:
74
- * meat NPCs see it, it sees them (Player.canPerceive), and go.ts moves
75
- * it room to room. Cold-sim is the sane default; hot-sim sharpens the
76
- * pools (+1 gunnery, +1 initiative die) but makes every bleed-through
77
- * and the dumpshock PHYSICAL.
78
- */
79
- export declare function enterDrone(scene: Scene, actor: Player, drone: Item, mode: SimMode): string[];
80
- /**
81
- * Jumping out -- clean when voluntary; a WRECKED airframe is a forced
82
- * dump, and a rigger jumped into a drone is in VR, so the dump is
83
- * ORDINARY DUMPSHOCK: see applyDumpshock, which both this and the Matrix
84
- * exit now share. It used to be spelled out here with a DV of 4 and a
85
- * Willpower-only resist -- the same softening the Matrix side had, minus
86
- * the Firewall term, plus the only correct half either copy had (the
87
- * p.229 disorientation, which the Matrix side was missing entirely).
88
- */
89
- export declare function leaveDrone(scene: Scene, actor: Player, opts?: {
90
- forced?: boolean;
91
- reason?: string;
92
- }): string[];
93
- export declare function projectAstral(scene: Scene, actor: Player): string[];
94
- /**
95
- * Whether this actor's jacked-in persona can touch the host in `room`.
96
- *
97
- * THERE IS NO SUCH THING AS AN AIR-GAPPED HOST (hhSWzLSXECFtfoAGa).
98
- * This function used to carry a `nodeAccess: 'wired'` branch that made a
99
- * host reachable only if the actor's BODY was in the room -- an
100
- * "air-gapped host", dark from the grid, openable only by a hard line.
101
- * The play-tester who filed it was right and the rules agree: a host is
102
- * "part of the Matrix, rather than being a single device" (p.218), it
103
- * exists AS Matrix architecture, and every host in the book is reached
104
- * from the grid. A thing with no Matrix presence is not a host; it is a
105
- * DEVICE that has been taken off the network.
106
- *
107
- * So the gap moved to where it belongs. What used to be a wired host is
108
- * now an ordinary host plus an OFFLINE SERVER DEVICE standing in the
109
- * room, holding the files -- and a device you must be physically present
110
- * to jack into is exactly what an air gap is (p.233, direct connection).
111
- * The fiction the old model wanted is intact; the impossible object is
112
- * gone. See seed-migration.ts for what happens to scenes authored under
113
- * the old vocabulary.
114
- *
115
- * What remains here is the plain question the name asks: is there a host
116
- * over this room at all?
117
- */
118
- export declare function canReachHost(_actor: Player, room: Room): boolean;
119
- /**
120
- * CAN THIS ACTOR TOUCH THE MATRIX FILES IN THIS ROOM, and if not, why?
121
- *
122
- * ONE RULE, ONE PLACE. look, search, take and the grid view all used to
123
- * ask this question separately, each with its own copy of the air-gap
124
- * test -- which is how eJANPpm7qCaCAJBJw happened: the grid view listed
125
- * the host's files as icons "right there on the grid" while take.ts
126
- * refused them, and both were "working". A single function means a
127
- * mutation to the rule shows up in every surface at once instead of
128
- * hiding in whichever copy has no test on it.
129
- *
130
- * Three answers, and they are three different walls:
131
- * - 'open' -- reach them.
132
- * - 'enter' -- they are inside a host and you are outside it
133
- * (p.246). A mark is the door (p.239).
134
- * - 'connect' -- they are on an OFFLINE SERVER: no Matrix presence at
135
- * all, so no persona reaches it from anywhere. Your
136
- * BODY has to be in the room (direct connection,
137
- * p.233). This is what the old "air-gapped host" was
138
- * trying to be.
139
- *
140
- * Being on the server and being in a host are not the same wall and do
141
- * not stack: a file on an offline box is not in the host, so a persona
142
- * standing inside that room's host still cannot read it, and a decker
143
- * whose body is in the room can -- without entering anything.
144
- */
145
- export type FileReach = 'open' | 'enter' | 'connect';
146
- export declare function fileReach(actor: Player, room: Room): FileReach;
147
- /**
148
- * An item name tinted for the plane it lives on -- the game's plane
149
- * palette (matrix cyan, astral magenta, same as the HUD) applied to item
150
- * listings so WHAT a thing is reads at a glance. A real session's decker
151
- * found matrix paydata via a jacked-in search and didn't realize it was
152
- * takeable right there: the name looked exactly like every meat item, so
153
- * they jacked out and walked the whole map hunting for it physically.
154
- * `viewerPlane` drives the astral cross-plane annotation (they see meat
155
- * items, dimly, but can't carry them -- see take.ts).
156
- */
157
- export declare function planeTintItemName(item: Item, viewerPlane: Plane): string;
158
- /**
159
- * A FIND, dressed to be seen (player note 2026-08-25: "items found,
160
- * bold them and underline so they are easy to see"). Deliberately NOT
161
- * folded into planeTintItemName: that one also renders inventory and
162
- * sheet listings, where bolding every row emphasises nothing.
163
- */
164
- export declare function emphasizeFind(name: string): string;
165
- /**
166
- * THE ONE THAT MATTERS (player note 2026-08-25: "quest items could use
167
- * a star icon next to them"). The run's objective item wears a star
168
- * wherever it is listed, so a pack full of loot doesn't bury the thing
169
- * the whole job is about.
170
- *
171
- * Matched by NAME against the scene's win condition, because that is
172
- * the only handle the seed gives -- Item carries no objective flag, and
173
- * the win condition itself is checked by name too (Scene.getWinCondition
174
- * / the 'give' and 'possess' tests), so this marks exactly what the
175
- * completion check will accept. Hub scenes have no win condition, so
176
- * nothing is starred at home.
177
- */
178
- export declare const OBJECTIVE_GLYPH = "\u2605";
179
- export declare function isObjectiveItem(scene: Scene | undefined, itemName: string): boolean;
180
- /** `★ ` when this is the objective, '' otherwise -- a prefix, so the
181
- * marker sits to the LEFT of the name (the note's own placement). */
182
- export declare function objectiveMark(scene: Scene | undefined, itemName: string): string;
183
- /**
184
- * The "you can see them, but you can't touch them" refusal. When a target
185
- * name matches someone in the room on a plane the actor perceives but
186
- * can't reach (today: an astral projector eyeing a meat body), returns a
187
- * line naming the actual rule -- because "Present: no one" right after
188
- * "look" listed that very person's aura reads as a bug, not a boundary
189
- * (real session: three attempts on a visible Mr. Krow, all told "no one").
190
- * Returns null when no cross-plane match, so callers fall through to
191
- * their normal miss handling. `deed` picks the phrasing: a weapon strike,
192
- * a combat spell, or touch-range support magic.
193
- */
194
- export declare function crossPlaneRefusal(scene: Scene, actor: Player, room: Room, targetName: string, deed: 'strike' | 'spell' | 'touch'): string | null;
195
- export declare function returnToBody(scene: Scene, actor: Player, opts?: {
196
- forced?: boolean;
197
- reason?: string;
198
- }): string[];
199
- /**
200
- * A meat-plane attack on an empty body: one UNANSWERED strike -- no
201
- * defense roll (nobody's home), meat soak only (Body + worn armor; the
202
- * plane-aware getSoakPool would wrongly price the persona's firewall) --
203
- * then the owner is slammed back into a body under attack, paying the
204
- * forced-return toll on top of whatever got through. Returns the full
205
- * narration; the caller announces it.
206
- */
207
- export declare function resolveBodyAttack(scene: Scene, attacker: Player | NPC, victim: Player | NPC): string[];
208
- /**
209
- * "go astral" IS NOT A DIRECTION, AND SAYING SO IS NOT ENOUGH
210
- * (LFmjA76izZ62NDjAv: "astral projection has no clear mechanic" -- the
211
- * player reached for it and got a movement refusal).
212
- *
213
- * The mechanic was there the whole time and well built: `project` leaves
214
- * the body, `return` comes back, and the entry text explains the
215
- * read-only rule. What the player could not do was FIND it. Measured
216
- * against the shipped build, every natural phrasing missed:
217
- *
218
- * go astral -> "That is not a way to go" (a move-ish response)
219
- * astral -> "I don't understand the command 'astral'."
220
- * astral project -> same
221
- * astral projection -> same
222
- *
223
- * This is the codebase's own recurring lesson, one verb over: any word a
224
- * player could reasonably read as a command has to be CLAIMED before
225
- * they reach for it, or the default swallows it. `backlog` learned it
226
- * when "accept" filed an item called "accept"; `move` learned it when
227
- * "east door" walked to the wrong door.
228
- *
229
- * A PLANE IS SOMEWHERE YOU GO, in the only sense a player means it -- so
230
- * naming one after `go` should name the verb that takes you there rather
231
- * than refusing as though the word were nonsense.
232
- */
233
- export declare function planeChangeHint(word: string, from: Player['plane']): string | undefined;
234
- /**
235
- * STAYING ASTRAL (SR5 core p.314), and the toll that replaced it.
236
- *
237
- * Canon: "a magician can remain astrally projected for a number of hours
238
- * equal to their Magic Rating x 2. If they stay out longer, their astral
239
- * being ceases to exist and their body dies." Returning WITHIN that
240
- * limit costs nothing -- the rules describe no damage and no price for a
241
- * normal return.
242
- *
243
- * This engine had it the other way round: no time limit at all, and an
244
- * invented snap-back toll (stun per room moved, resisted by Willpower +
245
- * 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
- * "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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@@ -1,50 +0,0 @@
1
- import { BacklogOutcome } from './backlog.js';
2
- /**
3
- * IS THIS ACCOUNT A PLAY-TESTER? (backlog wave 2, item D: "let's remove
4
- * Seattle Backlog for non playtesters".)
5
- *
6
- * The server has held the answer since the backlog shipped -- the
7
- * game-backlog API is role-gated and hands a 403 to everyone who is not
8
- * a play-tester or game-admin. The CLIENT has never known it, which is
9
- * why `backlog` sits in the help index for every player alive and then
10
- * refuses the ones who try it. Offering a thing that can only say no is
11
- * worse than not offering it.
12
- *
13
- * There is no "what are my roles" endpoint -- utilities/backlog.ts's
14
- * fetchRoles is admin-only and 403s the very people we need to classify.
15
- * So the role is inferred from the one signal the server already gives
16
- * everybody: ask the backlog for its list and read the answer.
17
- *
18
- * ok -> play-tester (or admin; same privilege here)
19
- * forbidden -> logged in, definitely NOT a play-tester
20
- * anything else (no login, expired, offline) -> UNKNOWN
21
- *
22
- * UNKNOWN IS NOT "NO", and the difference matters in both directions.
23
- * The menu hides on anything but a confirmed yes, so a stranger never
24
- * sees it -- but the VERB stays registered, so a play-tester on a train
25
- * with no signal can still type "backlog" and file the thing they just
26
- * noticed. Discovery is gated; capability is not.
27
- *
28
- * One probe per session, cached, fire-and-forget. It never blocks a
29
- * boot and never throws: fetchBacklog swallows its own errors, and an
30
- * unresolved probe simply leaves the answer at UNKNOWN.
31
- */
32
- type Standing = 'unknown' | 'playtester' | 'outsider';
33
- /** What one backlog outcome tells us about the account behind it. */
34
- export declare function standingFromOutcome(outcome: BacklogOutcome): Standing;
35
- /** Fold in an answer we got for free: every real backlog call already
36
- * classifies the account, so a player who files or lists an item
37
- * settles their own standing without a second request. */
38
- export declare function noteBacklogOutcome(outcome: BacklogOutcome): void;
39
- /** True ONLY for a confirmed play-tester. Drives what the help index
40
- * offers; never gates the verb itself. */
41
- export declare function isPlaytester(): boolean;
42
- /** Start the one probe for this session. Safe to call more than once --
43
- * later calls join the first. Skipped entirely for a runner who is
44
- * anonymous or logged out, since neither can reach the board anyway. */
45
- export declare function probePlaytesterStanding(opts: {
46
- anonymous: boolean;
47
- }): Promise<void>;
48
- /** Tests and a fresh session start from nothing. */
49
- export declare function resetPlaytesterStanding(): void;
50
- export {};
@@ -1 +0,0 @@
1
- {"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"}
@@ -1,4 +0,0 @@
1
- /** Reads one key from the sideQuest preference block (cached for the
2
- * process; first call touches disk, never import time). */
3
- export declare function getPref<T>(key: string, fallback: T): T;
4
- export declare function setPref<T>(key: string, value: T): void;
@@ -1 +0,0 @@
1
- {"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"}
@@ -1,93 +0,0 @@
1
- import type { IArchetype } from '../archetypes.js';
2
- /**
3
- * A PREGEN GOES TO THE WEB TO BE BOUND (user, 2026-09-03): "if they choose
4
- * to bind the pre-gen character, I'd like the chargen sheet to open the
5
- * UI, so they can validate and optionally adjust. So, it shouldn't
6
- * directly drop into their account." And: "capture the name and gender of
7
- * the character, and land on the 'review' step of chargen."
8
- *
9
- * So binding a pregen no longer writes a bound save. The CLI creates a
10
- * chargen WORKSHEET through the site's own API (the same collection the
11
- * Forge wizard edits), fills it from the archetype -- attributes as spend
12
- * over the human minimums, the skills, the qualities, the chrome at
13
- * standard grade, the catalog slugs as gear lines, the spellbook and
14
- * powers, the name and gender -- and opens the wizard on it at Review.
15
- * The runner is born when the player finalizes there, exactly as a
16
- * web-built one is, and launch sources her from the cloud afterwards.
17
- *
18
- * A pregen's spread is a spread, not a priority build, so the validator
19
- * will have things to say on arrival. That is the feature: the player
20
- * sees the ledger and settles it in the UI instead of the engine quietly
21
- * accepting a sheet no worksheet could produce.
22
- *
23
- * The URL shape and the `open` query are CO-OWNED with the web side
24
- * (cli-login.tsx allowedNext, character-generator.tsx open(id)) -- do not
25
- * reshape here alone -- and see HANDOFF_STEP on why no step index rides
26
- * along with it.
27
- */
28
- /**
29
- * NO STEP NUMBER TRAVELS FROM HERE (maka-cli-com-c3, 2026-09-03). The
30
- * wizard lands an `?open=` arrival on Review by itself, deriving the index
31
- * from its own STEPS array. That array has already been reordered once
32
- * (Magic moved ahead of Attributes), and a literal in this repo would be
33
- * a second home for a list that moves -- the next inserted step would put
34
- * players on Lifestyle with nothing announcing it. A worksheet starts at
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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@@ -1,21 +0,0 @@
1
- /**
2
- * WHEN DOES THE PRESENCE HEARTBEAT FIRE? (P0, 2026-08-30: live players
3
- * cut from crew seats in shared runs.)
4
- *
5
- * The gate used to be one word -- "at the hub" -- on the reasonable
6
- * ground that a run is nobody's business. But the presence doc is not
7
- * only the street's player list: the server reads its SLUG to decide
8
- * whose seats are still real, and a beat carrying a different slug
9
- * dissolves that account's seats (member seats to 'left', led seats to
10
- * 'revoked'). So the process that most needs to hold the doc -- a runner
11
- * sitting in a live shared run -- was the only one not beating, for the
12
- * whole run. Any other beat on the account, such as a stale second
13
- * terminal parked at its own hub with an older character, won the doc
14
- * uncontested and cut the seat at heartbeat cadence.
15
- *
16
- * Extracted from Game.beatPresence so the rule can be tested without a
17
- * Game, a hub, or a socket. It is deliberately the WHOLE gate: a caller
18
- * that reimplements part of it inline is the bug this file exists to
19
- * prevent coming back.
20
- */
21
- export declare function presenceBeatAllowed(atHub: boolean, holdsLiveSeat: boolean): boolean;
@@ -1 +0,0 @@
1
- {"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"}
@@ -1,55 +0,0 @@
1
- /**
2
- * DECK SOFTWARE (SR5e p.245-246). Programs are chips you BUY (catalog:
3
- * Software rows, sourced through the Data Broker), carry in the deck's
4
- * library (your inventory), and LOAD into running memory -- each deck
5
- * runs a limited number at once (the p.227 Programs column), storage is
6
- * unlimited. Effects land where the engine already computes Matrix math:
7
- * attribute nudges ride Item.attack/sleaze/dataProcessing/firewall, the
8
- * rest hook their named call sites directly (hasProgram checks).
9
- *
10
- * Canon status: hacking-program pricing (250 nuyen, avail 4) and the
11
- * Armor/Biofeedback Filter/Exploit effects are cited; common-program
12
- * pricing and the remaining effects are canon-approximate translations
13
- * to this engine's pools.
14
- */
15
- export interface IProgram {
16
- key: string;
17
- name: string;
18
- kind: 'common' | 'hacking';
19
- cost: number;
20
- availability: number;
21
- /** Player-facing effect line, shown by "deck" and the catalog. */
22
- effect: string;
23
- }
24
- export declare const PROGRAMS: IProgram[];
25
- export declare function getProgram(key: string): IProgram | undefined;
26
- /** Loose lookup: key/name exact first, then substring either way. */
27
- export declare function findProgram(query: string): IProgram | undefined;
28
- /**
29
- * Attribute nudges a loaded program grants its deck (consumed inside
30
- * Item's attack/sleaze/dataProcessing/firewall getters).
31
- */
32
- export declare const PROGRAM_ATTR_MODS: Record<string, Partial<Record<'attack' | 'sleaze' | 'dataProcessing' | 'firewall', number>>>;
33
- /**
34
- * Agent software (p.246): rating x 2,000 nuyen, avail rating x 3 (cited
35
- * for ratings 4-6). The AgentCommand reads the best carried agent chip's
36
- * rating off its name; without one the deck's own dog-brain fallback
37
- * rating applies.
38
- */
39
- export declare function agentRatingFromName(name: string): number | undefined;
40
- /**
41
- * DATA SOFTS (SR5 p.441-442, RAG-checked 2026-09-02): plain files that run
42
- * on a commlink or a deck, no 'ware needed, and give +1 to a LIMIT, never
43
- * dice. Not cyberprograms: they take no running slot and "load" never
44
- * offers them. Datasoft is kept as a file with no effect -- the engine
45
- * has no Knowledge tests for its Mental-limit bonus to land on, and it
46
- * is off the shelf until it does.
47
- */
48
- export interface IDataSoft {
49
- key: string;
50
- name: string;
51
- effect: string;
52
- }
53
- export declare const DATA_SOFTS: IDataSoft[];
54
- export declare function getSoft(key: string): IDataSoft | undefined;
55
- export declare function findSoft(query: string): IDataSoft | undefined;
@@ -1 +0,0 @@
1
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@@ -1,16 +0,0 @@
1
- import { Scene } from '../models/scene.js';
2
- import { Room } from '../models/room.js';
3
- /**
4
- * When a combat target isn't in the room, work out where they actually are
5
- * and phrase it as something actionable -- found via a real session where a
6
- * player ping-ponged between two rooms and the hostile NPC's AI loop just
7
- * spammed dozens of failed "attack" commands at the empty room instead of
8
- * chasing. The failed command's RESULT string is the one thing guaranteed
9
- * to land in an NPC's AI history, so putting the literal next command in it
10
- * ("go west" to chase) is what converts flailing into pursuit. Works for
11
- * the player too: attacking someone who just fled tells you where they ran.
12
- *
13
- * Returns undefined when the name matches nobody in the scene at all --
14
- * the caller keeps its ordinary "no such person" message for that.
15
- */
16
- export declare function describeFledTarget(scene: Scene, fromRoom: Room, targetName: string): string | undefined;
@@ -1 +0,0 @@
1
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