@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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@@ -1,669 +0,0 @@
1
- import type { Room, IRoomSpot } from '../models/room.js';
2
- import type { Player } from '../models/player.js';
3
- import { Direction } from '../types/shared/direction-enum.js';
4
- import { GridCoord, ITerrainRegion } from './room-grid.js';
5
- /**
6
- * Intra-room locations ("at" spots -- player request: every room felt
7
- * like everything stood at your elbow; walking into the bar had both
8
- * NPCs on you instantly, and you could pick a lock from across the
9
- * room). A room MAY declare named spots (door, bar, booths...); actors,
10
- * items, and puzzles MAY be positioned at one.
11
- *
12
- * THE COMPAT RULE (sacred, two layers):
13
- * 1. A room with NO spots is one implicit whole-room spot -- every
14
- * helper here short-circuits and behavior is exactly the pre-spots
15
- * game. Old seeds never set spots.
16
- * 2. UNPOSITIONED = CIRCULATING: anything without an atSpot is
17
- * "anywhere in the room" -- it reaches everything and everything
18
- * reaches it, and it gets no cover. Companions, spirits, and
19
- * un-migrated NPCs can never strand. Only explicitly positioned
20
- * things gate.
21
- *
22
- * Spots are a MEAT-plane concept: a Matrix host has no barstools, and
23
- * astral space overlays the room whole -- off-meat actors read as
24
- * unpositioned.
25
- *
26
- * Every spot comparison in the game goes through these helpers -- no
27
- * call site rolls its own.
28
- */
29
- export declare function spotsActive(room: Room | undefined): boolean;
30
- /**
31
- * The IMPLICIT spot every spotted room has: the open floor. "move away"
32
- * stands you here -- deliberately at none of the named places (player
33
- * request: "I don't want to be at the door, bar, booths, or back
34
- * corner"). It is a REAL position, not the circulating compat state:
35
- * you don't reach the bar from out here, and an NPC who wants you
36
- * steps onto the open floor too -- that's where you both are. No cover,
37
- * always visible: standing apart has a price.
38
- */
39
- export declare const OPEN_FLOOR = "open floor";
40
- /** Fuzzy-resolves a typed name ("booth") to a declared spot ("booths"),
41
- * or "away"/"open floor"/"middle" to the implicit OPEN_FLOOR. */
42
- export declare function resolveSpot(room: Room | undefined, name: string): IRoomSpot | undefined;
43
- /**
44
- * The actor's validated position: undefined when the room isn't
45
- * spotted, the actor is off-meat, unpositioned, or names a spot the
46
- * room no longer has (stale writes read as circulating, never as a
47
- * phantom position).
48
- */
49
- export declare function spotOf(actor: Player): string | undefined;
50
- /** Whether two actors share a spot (callers already gate same-room). */
51
- export declare function sameSpot(a: Player, b: Player): boolean;
52
- /** Whether an actor can reach a positioned thing (item/puzzle/exit). */
53
- export declare function canReach(actor: Player, targetSpot: string | undefined): boolean;
54
- /**
55
- * ROOM GRIDS (spatial wave 2026-08-25): the spot-name-level wrappers
56
- * around utilities/room-grid.ts's coordinate primitives -- everything
57
- * ABOVE this line still only ever touches spot NAMES; nothing but
58
- * these three functions (and Room.ensureGrid itself) ever sees a
59
- * GridCoord. All three return undefined/0 when the room has no grid
60
- * (THE COMPAT RULE: a spotless room never synthesizes one) or the
61
- * named spot doesn't exist in it.
62
- */
63
- export declare function spotCell(room: Room, spotName: string): GridCoord | undefined;
64
- /** Every cell physically filled by furniture -- the full footprint of
65
- * each named place (a bar runs several cells), minus the open floor
66
- * (bare ground) and minus any OPEN doorway (a threshold you stand in,
67
- * see openThresholds). Nobody stands here and movement goes around. */
68
- export declare function furnitureCells(room: Room): Set<string>;
69
- /** The ONE cell a doorway is reached from: directly opposite the door,
70
- * one step in from its wall (player ruling 2026-08-25 -- "a south door
71
- * requires you can move through the cell one unit north of it"). This
72
- * is what makes a doorway a chokepoint worth holding. Undefined for
73
- * up/down exits, which have no wall to stand off, and for an approach
74
- * that would fall outside the room. */
75
- export declare function approachCellFor(room: Room, direction: Direction): GridCoord | undefined;
76
- /**
77
- * Who is standing in the way of this doorway -- in the threshold itself
78
- * or in its single approach cell. A body in either one holds the door
79
- * (the 2026-08-25 ruling): squeezing past is not on offer here the way
80
- * it is in open floor, because there is no second route to a doorway.
81
- *
82
- * `mover` never blocks themselves, and neither do their OWN companions:
83
- * a spirit that follows you at your heel gets seated beside you, which
84
- * would routinely park it on your approach cell and wall you into the
85
- * room you just walked into.
86
- */
87
- /**
88
- * A FIXTURE sitting in a doorway or on its single approach cell -- the
89
- * non-living half of doorwayBlocker (playtest 2026-08-25: "I shouldn't
90
- * be able to 'go' a direction if something is in the way of it").
91
- * Synthesis reserves those cells so this should never fire on a
92
- * generated room; it stays as the guard for hand-authored seeds, which
93
- * can declare a spot anywhere they like.
94
- */
95
- export declare function doorwayFurniture(room: Room, direction: Direction): string | undefined;
96
- /**
97
- * Who actually HOLDS the way -- someone with a reason to stop you.
98
- *
99
- * Originally this was every non-ally on the threshold, which made any
100
- * bystander who happened to drift onto the doorway cell into a brick
101
- * wall (playtest 2026-08-25: Mr. Vane, the runner's own meet contact,
102
- * parked in the down doorway and sealed the room. Jax -- under a
103
- * standing "follow" order -- could not obey it, improvised a grapple to
104
- * shift him, and trapped himself: holding someone forbids walking away,
105
- * so his next "go down" refused too. He read as disobedient; he was
106
- * cornered by this rule). A doorway is a chokepoint when someone is
107
- * CONTESTING it, not when someone is merely standing there.
108
- */
109
- export declare function doorwayBlocker(room: Room, direction: Direction, mover: Player): Player | undefined;
110
- /**
111
- * Move a non-hostile body off an exit so the way opens, returning their
112
- * name (or undefined if nobody needed to move / nowhere to put them).
113
- * The player ruling that drove this: "if I try to move to a location a
114
- * party member is, they should move aside."
115
- */
116
- export declare function yieldDoorway(room: Room, direction: Direction, mover: Player): string | undefined;
117
- export declare function seatingIn(room: Room): Map<string, GridCoord>;
118
- /**
119
- * One tactical step (player request 2026-08-25: "move south 2"). Walks
120
- * up to `count` cells in a cardinal direction from wherever the actor's
121
- * body actually is, stopping at the first square it cannot enter -- a
122
- * wall, furniture, uncleared terrain, or somebody standing there. No
123
- * squeezing: this is a deliberate step, so it stops rather than
124
- * shouldering through.
125
- *
126
- * Returns the cell reached and how many steps were actually taken, plus
127
- * what stopped it short. Nothing is mutated -- commands/move.ts commits
128
- * the result.
129
- */
130
- export declare function stepFrom(room: Room, mover: Player, direction: Direction, count: number): {
131
- cell?: GridCoord;
132
- taken: number;
133
- blockedBy?: 'wall' | 'furniture' | 'terrain' | 'someone';
134
- /** Who stopped it, when `blockedBy` is 'someone'. The caller needs the
135
- * name to decide whether the mover can SEE them -- a body still
136
- * blocks the square either way, but the sentence about it changes. */
137
- blocker?: string;
138
- };
139
- /**
140
- * The named place a stepped-to cell counts as being "at" -- whichever
141
- * fixture the cell touches (its own footprint or any neighbour of it),
142
- * else the open floor. This is what keeps `atSpot` authoritative for
143
- * every interaction while the body stands on an arbitrary square:
144
- * step up beside the bar and you are AT the bar, step away and you are
145
- * on open ground.
146
- */
147
- export declare function spotForCell(room: Room, cell: GridCoord): string;
148
- /**
149
- * A cell `mover` could stand in at or beside `target` -- the general
150
- * form of seating, for walking to something that is not a named place.
151
- * Used by "move to <body>": the fallen keep a cell but no spot, and you
152
- * still need to be able to walk over and go through their pockets.
153
- */
154
- export declare function standingRoomNear(room: Room, target: GridCoord, mover: Player): GridCoord | undefined;
155
- /**
156
- * WHERE THIS ACTOR'S BODY IS -- the ONE answer to "where are they", and
157
- * the only one any surface may consult (2QpCcKFKCynk9jYoX).
158
- *
159
- * It used to refuse for anyone circulating: `spotOf(actor) === undefined
160
- * -> undefined`. seatingIn had already given those bodies a drift seat
161
- * so the minimap could DRAW them, and the comment there said plainly
162
- * that a derived seat was "a place to DRAW someone, never a position
163
- * they hold". That split is the defect the player rejected the first
164
- * fix over: "Mr. Vesper is NOT where I'm standing, and is not within
165
- * reach. If he's within reach, I should see him next to me in the room
166
- * map." The map drew him across the bar while every reach check
167
- * answered "right where you stand", because distance fell through to 0.
168
- *
169
- * The ruling: "NPCs, while need not have a location, need to have
170
- * coordinates. These coordinates govern distance to the Player. The
171
- * artificial 'exists in the entire room' is wrong."
172
- *
173
- * So the drift seat IS the position now. Having no named SPOT is not
174
- * the same as having no PLACE -- a man working a room is somewhere in
175
- * it at any moment, and that somewhere is what the map has been drawing
176
- * all along.
177
- *
178
- * This file already fixed the mirror image of this bug once (see
179
- * seatingIn's picket note, 9nMy3GdTuyKck2aDR): two representations of
180
- * position disagreeing, with the check reading the one the fiction does
181
- * not. The direction that has to win is the same one -- the grid agrees
182
- * with what the player can see.
183
- *
184
- * Still undefined off the meat plane or in a room with no grid: a
185
- * persona and an astral form genuinely hold no floor, and the compat
186
- * rule says a spotless room never synthesizes a grid.
187
- */
188
- export declare function actorCell(room: Room, actor: Player, seats?: Map<string, GridCoord>): GridCoord | undefined;
189
- /**
190
- * ADJACENT, in metres. The grid's cell is 2m (METERS_PER_CELL), so one
191
- * step -- orthogonal or diagonal -- is the finest "next to me" this
192
- * model can express; 2m orthogonally, ~2.83m corner to corner.
193
- *
194
- * NOT presented as a canon number, because canon does not give one for
195
- * bare melee range: the nearest hard figure is Interception at "one
196
- * meter (+1 meter per point of Reach)" (SR5 p.194), and the core melee
197
- * section was NOT among the retrieved excerpts, so claiming 1m as the
198
- * rule would be asserting something unverified. What is defensible is
199
- * that a cell is this engine's atom of position, and the player's own
200
- * words for the test are "next to me in the room map".
201
- */
202
- export declare const ADJACENT_METERS: number;
203
- /** Everything you have to walk AROUND rather than through: other
204
- * people's bodies and the furniture itself. findPath treats these as a
205
- * soft block (see its pass order) so they steer a route without ever
206
- * making a destination unreachable. `mover` is always excluded -- you
207
- * never block yourself. */
208
- export declare function occupiedCells(room: Room, mover?: Player): Set<string>;
209
- /**
210
- * WHO is standing in each blocked cell -- the same people occupiedCells
211
- * counts, but still named. Movement needs the name and not merely the
212
- * square: "someone's in the way" is only a true sentence if the player
213
- * can actually see the someone (z5RQFYA5yZjuwDSzT: "I'm getting a
214
- * 'somone's in the way' message, but no one is here on the map").
215
- *
216
- * Returns cell key -> actor name. Actor objects would be handier and are
217
- * deliberately not returned: this runs on every pathing pass, and the
218
- * one caller that narrates looks the body up once, where it narrates.
219
- */
220
- export declare function standingOccupants(room: Room, mover?: Player): Map<string, string>;
221
- /** The cell `mover` would end up in on arriving at `spotName` -- their
222
- * seat around that fixture, with everyone else's seats already taken.
223
- * This, not the fixture's anchor, is where movement actually paths to:
224
- * the anchor is furniture now, and nobody stands inside the bar. */
225
- export declare function seatFor(room: Room, spotName: string, mover: Player): GridCoord | undefined;
226
- /** Straight-line meters between two actors' BODIES -- the distance
227
- * combat should use, now that people stand beside their furniture
228
- * rather than inside it. Falls back to their spots' own separation
229
- * when either has no seat (circulating, or a gridless room). */
230
- export declare function actorDistanceMeters(room: Room, a: Player, b: Player): number;
231
- /** The walkable route between two spots, or undefined when terrain
232
- * blocks every route (see move.ts / ensureAtSpot for the refusal).
233
- * Purely geometric -- bodies and furniture are NOT considered, because
234
- * the only thing that may hard-refuse a crossing is terrain; see
235
- * routeForMove for the version movement actually walks. */
236
- export declare function pathBetweenSpots(room: Room, from: string, to: string): GridCoord[] | undefined;
237
- /**
238
- * The route a body actually walks: seat to seat, steering around other
239
- * people and around the furniture (player ruling 2026-08-25 -- "cannot
240
- * move through, only around"). Reports whether it had to SQUEEZE past
241
- * somebody, which move.ts narrates.
242
- *
243
- * Bodies and furniture are soft blocks by design (see findPath's pass
244
- * order): a crowded room slows you down and makes you go the long way,
245
- * but it can never strand you. Only terrain hard-refuses, and that
246
- * check stays in pathBetweenSpots where it always was.
247
- */
248
- export declare function routeForMove(room: Room, mover: Player, toSpot: string): {
249
- path?: GridCoord[];
250
- squeezed: boolean;
251
- };
252
- export declare function spotDistanceMeters(room: Room, from: string, to: string): number;
253
- /**
254
- * Is this actor actually IN cover right now?
255
- *
256
- * True only while they are still standing where they took it (see
257
- * Player.coverAtSpot). TAKE COVER is a Simple Action, SR5e p.166, and
258
- * the +2/+4 on the Defense Test (p.190) is the defender's for having
259
- * spent it -- so merely standing near a crate is not cover, and
260
- * stepping away from one ends it without anything having to notice.
261
- */
262
- export declare function isInCover(actor: Player): boolean;
263
- /** Take cover where this actor stands. Callers check availability
264
- * first (see coverAvailableFor) -- this only records the choice. */
265
- export declare function takeCoverHere(actor: Player): void;
266
- /**
267
- * What cover this actor's own position offers, if any -- the tagged
268
- * rating of the spot they stand at. Terrain occluders between two
269
- * particular cells are a per-shot fact and belong to the exchange (see
270
- * combat-exchange.ts); this is the "is there anything here to get
271
- * behind at all" question TAKE COVER has to answer before it can be
272
- * spent.
273
- */
274
- export declare function coverAvailableFor(actor: Player): 'partial' | 'good' | undefined;
275
- /** Every place in this room that offers something to get behind --
276
- * so a refusal can name where the cover actually is. */
277
- export declare function coverSpotsIn(room: Room): string[];
278
- /** Cover between two spots (see room-grid.ts coverBetween) -- honors a
279
- * cover-tagged DEFENDER spot first (the same check combat-exchange.ts
280
- * makes), falling back to a terrain occluder on the line between. */
281
- export declare function spotCoverBetween(room: Room, from: string, to: string): 'partial' | 'good' | undefined;
282
- /** How many z-levels the route between two spots climbs via a risky
283
- * 'climb' link (stairs/ladder never roll anything) -- undefined when
284
- * the crossing never touches one. See move.ts's Athletics check. */
285
- export declare function spotClimbSteps(room: Room, from: string, to: string): number | undefined;
286
- /**
287
- * Re-seats the OPEN FLOOR on the emptiest ground in the room, and
288
- * returns whether it moved (playtest 2026-08-25: "'move away' is an
289
- * actual location" -- it was pinned to one synthesized cell near the
290
- * centroid, so peeling off always put you in the same square no matter
291
- * who was standing where). "Away" should mean AWAY: the cell that
292
- * maximises distance from the people you're stepping back from, then
293
- * from the room's fixtures.
294
- *
295
- * Scored lexicographically -- people first, furniture as the
296
- * tie-break -- over cells that exist, aren't sealed behind terrain,
297
- * and that `mover` can actually reach. Anyone ALREADY on the open
298
- * floor is excluded from the avoid-set: they're the ones this cell
299
- * belongs to, and counting them would have it flee itself.
300
- *
301
- * Callers must invoke this BEFORE setting `atSpot = OPEN_FLOOR`; the
302
- * grid is transient display/geometry state (never serialized), so a
303
- * reload simply re-derives the synthesized default -- see the
304
- * determinism contract in room-grid.ts.
305
- */
306
- export declare function reseatOpenFloor(room: Room, mover: Player): boolean;
307
- /** Which terrain region is sealing the route from `from` to `to`, and
308
- * the Puzzle that clears it (for the bypass verb) -- undefined when
309
- * the room has no grid, or (a synthesis edge case) a region blocks
310
- * the path but its device can no longer be found. */
311
- export declare function blockingRegion(room: Room, from: string, to: string): {
312
- region: ITerrainRegion;
313
- device: import('../models/device.js').Device;
314
- } | undefined;
315
- /** One refusal voice for a terrain-blocked crossing -- always names
316
- * the obstacle AND the verbs that actually work it. */
317
- /**
318
- * WHY THE WALK YOU ARE ABOUT TO ADVERTISE WOULD BE REFUSED -- or
319
- * undefined when it would not (2D6uZWqiWn9Mrhunc: "cannot move to steel
320
- * door, there is a wall around it").
321
- *
322
- * Every surface that says "it's over there, `move to <spot>`" decided
323
- * that with `canReach`, which is spot EQUALITY, while the walk itself is
324
- * gated by `pathBetweenSpots`, which is a ROUTE. Two notions of "can I
325
- * get there", computed by different code, with the ADVICE using the
326
- * weaker one -- so anything behind blocking terrain got a listing that
327
- * sent the player at the very thing sealing the way.
328
- *
329
- * 57f506db fixed that for the BARRIER listing in search.ts and left its
330
- * siblings: the item listings in take.ts, look.ts and search.ts ask the
331
- * same weak question about the same rooms. This is that fix, extracted,
332
- * so the remaining sites share it instead of each growing a fourth copy.
333
- *
334
- * THE PATHFIND COMES FIRST AND IS NOT OPTIONAL. `blockingRegion`
335
- * answers "would clearing this region open a path", never "is the way
336
- * shut" -- it names a region even when the route is already open. Every
337
- * caller has to gate it behind a failed `pathBetweenSpots`, and the
338
- * first cut of the original fix did not, which would have reported a
339
- * seal on a room you can walk straight across. Holding that ordering in
340
- * ONE place is most of why this function exists.
341
- *
342
- * Undefined means "no reason not to walk", which includes the cases
343
- * where the question cannot be asked at all: a circulating actor, a spot
344
- * that is not on the grid, a room with no grid. Those are not seals, and
345
- * reporting them as such would ground a player over a missing lookup.
346
- */
347
- export declare function sealedRouteTo(room: Room, actor: Player, target: string | undefined): string | undefined;
348
- /**
349
- * The first of `targets` the actor could actually walk to, or undefined
350
- * when every one of them is sealed off.
351
- *
352
- * The companion to sealedRouteTo, for the advice that has a CHOICE. A
353
- * refusal naming cover, a quiet spot to take a call at, a place to stand
354
- * -- each picks one out of a list, and each used to pick `[0]` without
355
- * asking whether the walk exists. Suggesting a reachable one is better
356
- * advice than explaining why the first is unreachable, and it is the
357
- * same question either way.
358
- */
359
- export declare function firstReachable(room: Room, actor: Player, targets: readonly string[]): string | undefined;
360
- export declare function terrainRefusal(region: ITerrainRegion, targetLabel: string, device?: import('../models/device.js').Device): string;
361
- /**
362
- * The same voice, for a LOCKED DOOR rather than blocking terrain
363
- * (blocker 2026-08-27, "the barrier isn't allowing me to
364
- * hack/pick/breach it"). `go` and `unlock` are where a player meets a
365
- * barrier before they know it is one, and both used to refuse without
366
- * naming a single route out -- go.ts said only "the door is locked",
367
- * unlock.ts only "you don't have the key". Neither mentioned that the
368
- * lock was workable, or how.
369
- *
370
- * Returns a TAIL to append (leading space), or '' when there is
371
- * genuinely nothing to name: a plain keyed door has no device, and
372
- * inventing a route would mislead worse than silence.
373
- */
374
- export declare function lockedRouteHint(room: Room, direction: Direction, door: {
375
- heldBy?: {
376
- device: string;
377
- room: string;
378
- };
379
- }): string;
380
- /**
381
- * WHAT KIND OF WAY THROUGH a spot's name describes, or undefined when
382
- * it isn't a way through at all (a bar, a workbench, the stalls).
383
- *
384
- * THE ONE DOORWAY PREDICATE (item A, 2026-08-27). There were two
385
- * separately-written copies of this regex -- here in entrySpotFor and
386
- * in Room.namedDoorwayFor -- free to drift apart, and neither knew the
387
- * distinction that actually matters: a "back door" is a LATERAL way
388
- * through and a "way down" is a VERTICAL one. Kind-blindness is what
389
- * let namedDoorwayFor bind a spot called "the back door" to a DOWN
390
- * exit, which put the basement's barrier at the back door (the player's
391
- * report) and, because vertical exits are centre-placed, simultaneously
392
- * put the back door in the middle of the room (the older report). One
393
- * defect, two bug reports.
394
- *
395
- * This is a PERMANENT component, not a migration shim. Generation is
396
- * moving toward binding every exit to a spot explicitly, but that data
397
- * is model-written: validation can make it right more often, never
398
- * always. And every scene seeded before that lands has nothing but
399
- * names, forever. So this is the honest floor under a seed that is
400
- * silent or lying, and it is the LAST resort -- an explicit
401
- * room.exitSpots binding always wins.
402
- *
403
- * Vertical is tested FIRST on purpose: "entry stairs" is a stair, not
404
- * an entry, and the shipped Chapel Crypt seed depends on reading it
405
- * that way.
406
- */
407
- export type DoorwayKind = 'lateral' | 'vertical';
408
- export declare function doorwayKindOf(spotName: string): DoorwayKind | undefined;
409
- /** The kind of way through a given direction NEEDS. */
410
- export declare function exitDoorwayKind(direction: Direction): DoorwayKind;
411
- /**
412
- * The spot an exit is reachable from. Seed-declared (room.exitSpots)
413
- * first; else a spot named like a doorway OF THE RIGHT KIND; else
414
- * undefined = the exit is usable from anywhere (compat).
415
- */
416
- export declare function exitSpot(room: Room, direction: Direction): string | undefined;
417
- /** Where an arrival through `direction` (the direction WALKED, from the
418
- * far side) stands: at this room's matching exit spot; else the room's
419
- * doorway-named spot; else its first spot (a positioned room always
420
- * positions the arriving player -- that's what makes gating bite). */
421
- /**
422
- * Where you physically land walking in through `arrivedFrom`: IN the
423
- * doorway you just came through (player ruling 2026-08-25 -- "when I
424
- * enter the night market from the east, I should arrive on the western
425
- * entrance"). The threshold is a standable cell now, so arrival no
426
- * longer has to be rounded to whichever named place happens to own that
427
- * exit -- Night Market's seed puts three of its exits "at the stalls",
428
- * which is right for LEAVING (that's the spot you must stand at to go)
429
- * but wrong for arriving, and used to materialise you ten metres inside
430
- * the room.
431
- *
432
- * Returns the exact cell plus the spot it counts as, or undefined when
433
- * the room has no grid, the direction has no doorway, or someone is
434
- * already standing in it -- all of which fall back to entrySpotFor.
435
- */
436
- export declare function arrivalAt(room: Room, arrivedFrom: Direction | undefined): {
437
- cell: GridCoord;
438
- spot: string;
439
- } | undefined;
440
- export declare function entrySpotFor(room: Room, arrivedFrom: Direction | undefined): string | undefined;
441
- /**
442
- * "the <place>", without doubling the article. Spot names come from
443
- * seeds, and a generated one may already carry its own determiner:
444
- * `at the ${name}` then renders "at the the back door" (item B,
445
- * 2026-08-27). Shipped seeds all use bare names ("door", "bar"), which
446
- * is why this only ever showed up in generated scenes.
447
- *
448
- * Returns the display form only -- the name itself is unchanged, since
449
- * that is what "move to <name>" has to match on.
450
- */
451
- export declare function theSpot(spotName: string, paint?: (s: string) => string): string;
452
- /** One refusal voice for every spot gate -- always names the cure. */
453
- export declare function spotRefusal(targetLabel: string, spotName: string): string;
454
- /**
455
- * Auto-move for object work (take/pick/hack/solve): out of combat you
456
- * just walk over -- one narration line, no ceremony (the user's ask was
457
- * that you CAN'T do it from across the room, not that you must type two
458
- * commands). Mid-exchange nobody strolls: refuse like go.ts does, and
459
- * the Phase-2 crossing machinery will make it cost instead.
460
- *
461
- * ROOM GRIDS (spatial wave 2026-08-25): checks the route FIRST -- an
462
- * uncleared barrier refuses the crossing even out of combat, always
463
- * naming the obstacle and the mechanism (utilities/room-grid.ts /
464
- * terrainRefusal). Rooms with no synthesized grid (still the common
465
- * case -- most spotted rooms carry no terrain hints) never pay for the
466
- * pathfind: spotDistanceMeters/pathBetweenSpots short-circuit to
467
- * "reachable" the same instant canReach already would have.
468
- */
469
- export declare function ensureAtSpot(actor: Player, targetSpot: string | undefined): {
470
- line?: string;
471
- refusal?: string;
472
- };
473
- /**
474
- * REACH FOR A WAY OUT -- the doorway twin of ensureAtSpot
475
- * (aJdfMkkSJ4CfY3ky3: "I'm able to open a door from more than 1 unit
476
- * away from it, I should have to stand right next to it").
477
- *
478
- * They were. exitSpot() answers undefined for an exit that no named
479
- * place owns, and `canReach(actor, undefined)` is TRUE by the compat
480
- * rule -- so an unbound door was workable from anywhere in the room.
481
- * Not a rare corner: 5 of the 28 exits across both shipped scenes are
482
- * unbound, including the locked east door of Krow's Den, which the
483
- * player could open from the far side of the desk.
484
- *
485
- * The reason the gate could not simply be closed is that a spot is the
486
- * only thing it knew how to gate ON, and these exits have none. But a
487
- * doorway has always had GEOMETRY: every room is matrixed
488
- * (Room.ensureGrid), so each exit owns a cell, and approachCellFor is
489
- * already "the ONE cell a doorway is reached from" -- the player's own
490
- * "one unit" made literal, ruled on 2026-08-25. So this gates on the
491
- * CELL when no spot is available, which needs no spot invented and
492
- * works in generated rooms as well as the five shipped ones.
493
- *
494
- * IT WALKS YOU, IT DOES NOT REFUSE YOU, and that is deliberate: it is
495
- * the rule ensureAtSpot already states -- "the user's ask was that you
496
- * CAN'T do it from across the room, not that you must type two
497
- * commands". A bound doorway has always strolled you over and said so;
498
- * an unbound one silently let you act at a distance. Now both cross,
499
- * both narrate, and both refuse mid-exchange.
500
- *
501
- * Both compat rules survive intact. A room with NO named places is
502
- * still ungated (rule 1), and an actor who is circulating still reaches
503
- * everything (rule 2) -- so no companion, spirit or un-migrated NPC can
504
- * strand on a doorway it was never positioned against.
505
- */
506
- export declare function ensureAtExit(actor: Player, direction: Direction): {
507
- line?: string;
508
- refusal?: string;
509
- };
510
- export { SPOT_COLOR } from './log-style.js';
511
- /**
512
- * Weaves the room's places into its PROSE: every spot name already in
513
- * the description gets the keyword color. When the full name isn't
514
- * there, the spot's HEAD NOUN is tried next -- generated prose
515
- * paraphrases ("stacked with crates" for the "stacked crates" spot),
516
- * and coloring the noun the author actually wrote beats bolting a list
517
- * onto good prose (playtest note: the "Also here:" tail didn't flow).
518
- * Only places the prose never touches at all get appended, as a
519
- * sentence in the game's voice.
520
- */
521
- export declare function highlightSpots(room: Room, text: string): string;
522
- export declare const ACTOR_COLOR = "green";
523
- /** The RAW cover threshold guarding a spot (p.135-136: Normal 2 for
524
- * partial cover, Hidden 4 for good) -- 0 when nothing tucks there. */
525
- export declare function coverThreshold(room: Room, spotName: string | undefined): number;
526
- /**
527
- * PERCEPTION AT RANGE (SR5 p.135-136 Perception Test Modifiers,
528
- * RAG-verified): "object/sound not in immediate vicinity" -2, "object/
529
- * sound far away" -3. Canon names the bands but never puts meters on
530
- * them, so the metre cuts are OURS -- pinned to the scale the game
531
- * already speaks in, SR5 p.185's pistol brackets: short range 5 m is
532
- * "immediate vicinity", medium 20 m is where "far away" begins.
533
- *
534
- * This became load-bearing with the 2026-08-25 room resize: a `huge`
535
- * room is 32x22 m, so a stallholder clocking a runner the instant they
536
- * step through the far door was the room being too small, not the NPC
537
- * being sharp (playtest: "would Skitter even notice me?").
538
- */
539
- export declare const IMMEDIATE_VICINITY_M = 5;
540
- export declare const FAR_AWAY_M = 20;
541
- export declare function perceptionRangeModifier(meters: number): number;
542
- /**
543
- * The Perception threshold to pick someone out: p.136's "Normal" 2 for
544
- * a pedestrian, 4 for anyone in good cover -- and ZERO for a person
545
- * standing in the open inside `FAR_AWAY_M`, where seeing them is not a
546
- * test at all.
547
- *
548
- * That last clause is deliberate calibration, not laziness. Requiring a
549
- * test past `IMMEDIATE_VICINITY_M` was tried first and was far too
550
- * blind: it had the regulars in a 24x16 m bar failing to register
551
- * someone walking in twelve metres away. Canon's -2/-3 are about
552
- * resolving DETAIL at range, not about whether a human body registers
553
- * at all, so the test starts where "far away" does. A 32x22 m market
554
- * still hides you from the far stall; a bar does not.
555
- */
556
- export declare function noticeThreshold(room: Room, target: Player, meters: number): number;
557
- /**
558
- * Whether `observer` would register `target` at all right now, WITHOUT
559
- * rolling -- the passive read used by NPC reactions and by the room
560
- * map. Their Perception pool stands in for an average roll (pool/4,
561
- * SR5's own rule of thumb of one hit per four dice) so a sharp-eyed
562
- * fixer notices what a distracted teenager misses, and the range
563
- * modifier from p.135-136 applies.
564
- *
565
- * Deliberately NOT a dice roll: this fires on every movement event in
566
- * the room, and a random result would have NPCs blinking in and out of
567
- * awareness between one step and the next.
568
- */
569
- export declare function wouldNotice(observer: Player, target: Player): boolean;
570
- /**
571
- * HOW FAR A VOICE CARRIES. Canon has no rule for this (RAG-checked:
572
- * p.135-136 covers Perception modifiers, p.441 white-noise generators,
573
- * nothing on speech range), so these bands are a documented RULING
574
- * pinned to the same 5 m / 20 m scale as perception above.
575
- *
576
- * The point is that a big room should SOUND big: before the 2026-08-25
577
- * resize every cross-spot remark got one flat "(calling across the
578
- * room)" tag, which in a 32x22 m market read as a stallholder holding a
579
- * casual conversation at a dead bellow (playtest: "he's basically
580
- * screaming").
581
- */
582
- export type VoiceBand = 'conversation' | 'raised' | 'shout' | 'yell';
583
- export declare function voiceBandFor(meters: number): VoiceBand;
584
- /** The tag appended to speech that has to travel -- empty at
585
- * conversational range, where it would just be noise. */
586
- export declare function voiceTag(band: VoiceBand): string;
587
- /** Records that `viewer` has picked `target` out of their cover here --
588
- * a spot they keep (Room.revealedBy) so every later read, the room
589
- * map included, knows they've been seen. */
590
- export declare function revealActor(room: Room, viewer: Player, target: Player): void;
591
- /** Everyone `viewer` has already picked out of cover in this room. */
592
- export declare function revealedTo(room: Room, viewer: Player): ReadonlySet<string>;
593
- /** Runs a Perception result against every covered occupant, banking
594
- * whoever it beats. Called by the verbs that constitute LOOKING (look,
595
- * search) so the room map reflects what the player has actually made
596
- * out. Returns the newly-revealed actors, for callers that narrate. */
597
- export declare function revealWithPerception(room: Room, viewer: Player, hits: number): Player[];
598
- /**
599
- * Actors in `room` visible to `viewer` without a fresh roll: the viewer
600
- * first, then anyone perceivable who is either standing in the open or
601
- * has ALREADY been picked out of their cover (Room.revealedBy -- see
602
- * revealWithPerception). Shared by highlightActors (prose) and
603
- * utilities/room-view.ts (the room minimap). Coloring or drawing
604
- * someone still unspotted would hand over a presence the Perception
605
- * test is there to guard.
606
- */
607
- export declare function visibleActorsIn(room: Room, viewer: Player): Player[];
608
- /**
609
- * IS `target` HIDDEN FROM `viewer` RIGHT NOW -- the ONE answer to "who
610
- * is present here", shared by the prose (whoIsWhereLine) and the map
611
- * (visibleActorsIn -> room-view.ts).
612
- *
613
- * IT IS ONE FUNCTION BECAUSE IT WAS TWO (item S6b4TLQWq46RN5kGu: "an
614
- * NPC that I can see when I do 'look' is not there on the room map").
615
- * Both surfaces answered the same question and answered it differently:
616
- * the prose applied a COVER test only, while the map ran `wouldNotice`,
617
- * which is a DISTANCE test. Past FAR_AWAY_M even someone standing in
618
- * the open needs a passive threshold of 2 while the range modifier is
619
- * -3, so on a `huge` room that is unreachable for any ordinary runner
620
- * -- the far side of a dock was simply never drawn. `look` said "Dock
621
- * Guard at the rusted gate"; the map showed an empty yard.
622
- *
623
- * THE PROSE WAS RIGHT, and the map already carried half the evidence: a
624
- * crew exemption added when "a companion across a big room quietly
625
- * failed it and dropped off the map". That was this same bug, found
626
- * once and fixed for allies only, because the report was about allies.
627
- * The exemption survives here as the ally clause -- it is still true,
628
- * it was just never the whole rule.
629
- *
630
- * WHAT THIS DELIBERATELY IS NOT: `wouldNotice`. That function keeps the
631
- * distance model and keeps its caller (models/npc.ts -- whether an NPC
632
- * REACTS to something across the room, which is a different question
633
- * and genuinely range-dependent). Nothing here changes it.
634
- *
635
- * Nothing is leaked by aligning the two, which is the check that
636
- * matters when a fix makes a surface more permissive: the prose already
637
- * named every non-cover occupant at any range, so the map is catching
638
- * up to what the player was being told, not learning something new.
639
- */
640
- export declare function concealedFrom(room: Room, viewer: Player, target: Player): boolean;
641
- /**
642
- * Colors the names of PRESENT, OBVIOUS people in a room's prose (player
643
- * request: places got the keyword treatment; actual NPCs deserve one
644
- * too). Only actors standing in the open are painted: coloring someone
645
- * tucked behind cover would confirm a presence the Perception check is
646
- * supposed to guard -- if stale prose names a hidden watcher, the text
647
- * stays flat and gives nothing away. Tries the full name, then its
648
- * distinctive words ("Krow" for "Mr. Krow").
649
- */
650
- export declare function highlightActors(room: Room, text: string, viewer: Player): string;
651
- /**
652
- * The compact who-stands-where line ('look' reads "You at the door,
653
- * Patch at the bar, Old Cray at the booths (cover)"): OCCUPIED places
654
- * only, viewer first, co-occupants grouped, circulating actors trailing.
655
- *
656
- * Casing the room is a PERCEPTION check (player ruling): pass the
657
- * viewer's Observe-in-Detail hits and occupants tucked at cover-tagged
658
- * spots need the RAW thresholds (p.135-136: Normal 2 for partial cover,
659
- * Hidden 4 for good cover) or they're silently omitted -- the booth ate
660
- * them. People in the open, at YOUR spot, or circulating are simply
661
- * seen, no dice (a pedestrian in plain view isn't a test). Omit `hits`
662
- * for the all-seeing form (NPC prompts -- residents know their room).
663
- */
664
- export declare function whoIsWhereLine(room: Room, viewer: Player, hits?: number): string;
665
- /**
666
- * The "who stands where" lines for the bare "move" list and NPC prompts:
667
- * door (you), bar -- Mama Wu, booths (cover)
668
- */
669
- export declare function describeSpotRoster(room: Room, viewer?: Player): string[];