@maka/maka-cli 5.127.0 → 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 (875) hide show
  1. package/bundle/typescript/package.json +8 -6
  2. package/bundle/typescript/src/commands/profile.js +10 -2
  3. package/package.json +8 -6
  4. package/bundle/typescript/src/command.d.ts +0 -37
  5. package/bundle/typescript/src/command.js.map +0 -1
  6. package/bundle/typescript/src/commands/_index.d.ts +0 -28
  7. package/bundle/typescript/src/commands/_index.js.map +0 -1
  8. package/bundle/typescript/src/commands/aws/_index.d.ts +0 -16
  9. package/bundle/typescript/src/commands/aws/_index.js.map +0 -1
  10. package/bundle/typescript/src/commands/aws/aws.command.d.ts +0 -3
  11. package/bundle/typescript/src/commands/aws/aws.command.js.map +0 -1
  12. package/bundle/typescript/src/commands/aws/cecr.sub.cmd.d.ts +0 -1
  13. package/bundle/typescript/src/commands/aws/cecr.sub.cmd.js.map +0 -1
  14. package/bundle/typescript/src/commands/aws/chz.sub.cmd.d.ts +0 -1
  15. package/bundle/typescript/src/commands/aws/chz.sub.cmd.js.map +0 -1
  16. package/bundle/typescript/src/commands/aws/ci.sub.cmd.d.ts +0 -1
  17. package/bundle/typescript/src/commands/aws/ci.sub.cmd.js.map +0 -1
  18. package/bundle/typescript/src/commands/aws/ckp.sub.cmd.d.ts +0 -1
  19. package/bundle/typescript/src/commands/aws/ckp.sub.cmd.js.map +0 -1
  20. package/bundle/typescript/src/commands/aws/csg.sub.cmd.d.ts +0 -1
  21. package/bundle/typescript/src/commands/aws/csg.sub.cmd.js.map +0 -1
  22. package/bundle/typescript/src/commands/aws/decr.sub.cmd.d.ts +0 -1
  23. package/bundle/typescript/src/commands/aws/decr.sub.cmd.js.map +0 -1
  24. package/bundle/typescript/src/commands/aws/di.sub.cmd.d.ts +0 -1
  25. package/bundle/typescript/src/commands/aws/di.sub.cmd.js.map +0 -1
  26. package/bundle/typescript/src/commands/aws/dkp.sub.cmd.d.ts +0 -1
  27. package/bundle/typescript/src/commands/aws/dkp.sub.cmd.js.map +0 -1
  28. package/bundle/typescript/src/commands/aws/dsg.sub.cmd.d.ts +0 -1
  29. package/bundle/typescript/src/commands/aws/dsg.sub.cmd.js.map +0 -1
  30. package/bundle/typescript/src/commands/aws/lecr.sub.cmd.d.ts +0 -1
  31. package/bundle/typescript/src/commands/aws/lecr.sub.cmd.js.map +0 -1
  32. package/bundle/typescript/src/commands/aws/rbi.sub.cmd.d.ts +0 -1
  33. package/bundle/typescript/src/commands/aws/rbi.sub.cmd.js.map +0 -1
  34. package/bundle/typescript/src/commands/aws/rdn.sub.cmd.d.ts +0 -1
  35. package/bundle/typescript/src/commands/aws/rdn.sub.cmd.js.map +0 -1
  36. package/bundle/typescript/src/commands/aws/rkp.sub.cmd.d.ts +0 -1
  37. package/bundle/typescript/src/commands/aws/rkp.sub.cmd.js.map +0 -1
  38. package/bundle/typescript/src/commands/aws/sth.sub.cmd.d.ts +0 -1
  39. package/bundle/typescript/src/commands/aws/sth.sub.cmd.js.map +0 -1
  40. package/bundle/typescript/src/commands/aws/ti.sub.cmd.d.ts +0 -1
  41. package/bundle/typescript/src/commands/aws/ti.sub.cmd.js.map +0 -1
  42. package/bundle/typescript/src/commands/build/_index.d.ts +0 -2
  43. package/bundle/typescript/src/commands/build/_index.js.map +0 -1
  44. package/bundle/typescript/src/commands/build/build.d.ts +0 -3
  45. package/bundle/typescript/src/commands/build/build.js.map +0 -1
  46. package/bundle/typescript/src/commands/build/docker.sub.cmd.d.ts +0 -1
  47. package/bundle/typescript/src/commands/build/docker.sub.cmd.js.map +0 -1
  48. package/bundle/typescript/src/commands/create.d.ts +0 -1
  49. package/bundle/typescript/src/commands/create.js.map +0 -1
  50. package/bundle/typescript/src/commands/debug.d.ts +0 -1
  51. package/bundle/typescript/src/commands/debug.js.map +0 -1
  52. package/bundle/typescript/src/commands/deploy/_index.d.ts +0 -4
  53. package/bundle/typescript/src/commands/deploy/_index.js.map +0 -1
  54. package/bundle/typescript/src/commands/deploy/deploy.command.d.ts +0 -3
  55. package/bundle/typescript/src/commands/deploy/deploy.command.js.map +0 -1
  56. package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.d.ts +0 -1
  57. package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.js.map +0 -1
  58. package/bundle/typescript/src/commands/deploy/github.sub.cmd.d.ts +0 -1
  59. package/bundle/typescript/src/commands/deploy/github.sub.cmd.js.map +0 -1
  60. package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.d.ts +0 -1
  61. package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.js.map +0 -1
  62. package/bundle/typescript/src/commands/env/_index.d.ts +0 -3
  63. package/bundle/typescript/src/commands/env/_index.js.map +0 -1
  64. package/bundle/typescript/src/commands/env/env.command.d.ts +0 -3
  65. package/bundle/typescript/src/commands/env/env.command.js.map +0 -1
  66. package/bundle/typescript/src/commands/env/get.sub.cmd.d.ts +0 -1
  67. package/bundle/typescript/src/commands/env/get.sub.cmd.js.map +0 -1
  68. package/bundle/typescript/src/commands/env/prompt-for-env.d.ts +0 -10
  69. package/bundle/typescript/src/commands/env/prompt-for-env.js.map +0 -1
  70. package/bundle/typescript/src/commands/env/set.sub.cmd.d.ts +0 -1
  71. package/bundle/typescript/src/commands/env/set.sub.cmd.js.map +0 -1
  72. package/bundle/typescript/src/commands/game/_index.d.ts +0 -2
  73. package/bundle/typescript/src/commands/game/_index.js.map +0 -1
  74. package/bundle/typescript/src/commands/game/sideQuest/adept-powers.d.ts +0 -71
  75. package/bundle/typescript/src/commands/game/sideQuest/adept-powers.js.map +0 -1
  76. package/bundle/typescript/src/commands/game/sideQuest/archetypes.d.ts +0 -160
  77. package/bundle/typescript/src/commands/game/sideQuest/archetypes.js.map +0 -1
  78. package/bundle/typescript/src/commands/game/sideQuest/aspects.d.ts +0 -68
  79. package/bundle/typescript/src/commands/game/sideQuest/aspects.js.map +0 -1
  80. package/bundle/typescript/src/commands/game/sideQuest/augmentations.d.ts +0 -207
  81. package/bundle/typescript/src/commands/game/sideQuest/augmentations.js.map +0 -1
  82. package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.d.ts +0 -30
  83. package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.js.map +0 -1
  84. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.d.ts +0 -26
  85. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.js.map +0 -1
  86. package/bundle/typescript/src/commands/game/sideQuest/commands/ar.d.ts +0 -34
  87. package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js.map +0 -1
  88. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.d.ts +0 -65
  89. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.js.map +0 -1
  90. package/bundle/typescript/src/commands/game/sideQuest/commands/assense.d.ts +0 -16
  91. package/bundle/typescript/src/commands/game/sideQuest/commands/assense.js.map +0 -1
  92. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.d.ts +0 -42
  93. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js.map +0 -1
  94. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.d.ts +0 -199
  95. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js.map +0 -1
  96. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +0 -59
  97. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +0 -1
  98. package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.d.ts +0 -21
  99. package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.js.map +0 -1
  100. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.d.ts +0 -39
  101. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js.map +0 -1
  102. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.d.ts +0 -28
  103. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js.map +0 -1
  104. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +0 -64
  105. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +0 -1
  106. package/bundle/typescript/src/commands/game/sideQuest/commands/call.d.ts +0 -72
  107. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +0 -1
  108. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.d.ts +0 -119
  109. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +0 -1
  110. package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.d.ts +0 -6
  111. package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.js.map +0 -1
  112. package/bundle/typescript/src/commands/game/sideQuest/commands/climb.d.ts +0 -48
  113. package/bundle/typescript/src/commands/game/sideQuest/commands/climb.js.map +0 -1
  114. package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.d.ts +0 -19
  115. package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.js.map +0 -1
  116. package/bundle/typescript/src/commands/game/sideQuest/commands/command.d.ts +0 -63
  117. package/bundle/typescript/src/commands/game/sideQuest/commands/command.js.map +0 -1
  118. package/bundle/typescript/src/commands/game/sideQuest/commands/companions.d.ts +0 -69
  119. package/bundle/typescript/src/commands/game/sideQuest/commands/companions.js.map +0 -1
  120. package/bundle/typescript/src/commands/game/sideQuest/commands/compile.d.ts +0 -65
  121. package/bundle/typescript/src/commands/game/sideQuest/commands/compile.js.map +0 -1
  122. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.d.ts +0 -18
  123. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.js.map +0 -1
  124. package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.d.ts +0 -18
  125. package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.js.map +0 -1
  126. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.d.ts +0 -30
  127. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js.map +0 -1
  128. package/bundle/typescript/src/commands/game/sideQuest/commands/crew.d.ts +0 -46
  129. package/bundle/typescript/src/commands/game/sideQuest/commands/crew.js.map +0 -1
  130. package/bundle/typescript/src/commands/game/sideQuest/commands/deck.d.ts +0 -42
  131. package/bundle/typescript/src/commands/game/sideQuest/commands/deck.js.map +0 -1
  132. package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.d.ts +0 -61
  133. package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.js.map +0 -1
  134. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.d.ts +0 -23
  135. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js.map +0 -1
  136. package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.d.ts +0 -14
  137. package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.js.map +0 -1
  138. package/bundle/typescript/src/commands/game/sideQuest/commands/download.d.ts +0 -46
  139. package/bundle/typescript/src/commands/game/sideQuest/commands/download.js.map +0 -1
  140. package/bundle/typescript/src/commands/game/sideQuest/commands/drink.d.ts +0 -14
  141. package/bundle/typescript/src/commands/game/sideQuest/commands/drink.js.map +0 -1
  142. package/bundle/typescript/src/commands/game/sideQuest/commands/drone.d.ts +0 -15
  143. package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js.map +0 -1
  144. package/bundle/typescript/src/commands/game/sideQuest/commands/drop.d.ts +0 -7
  145. package/bundle/typescript/src/commands/game/sideQuest/commands/drop.js.map +0 -1
  146. package/bundle/typescript/src/commands/game/sideQuest/commands/eat.d.ts +0 -14
  147. package/bundle/typescript/src/commands/game/sideQuest/commands/eat.js.map +0 -1
  148. package/bundle/typescript/src/commands/game/sideQuest/commands/edge.d.ts +0 -13
  149. package/bundle/typescript/src/commands/game/sideQuest/commands/edge.js.map +0 -1
  150. package/bundle/typescript/src/commands/game/sideQuest/commands/emote.d.ts +0 -17
  151. package/bundle/typescript/src/commands/game/sideQuest/commands/emote.js.map +0 -1
  152. package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.d.ts +0 -6
  153. package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.js.map +0 -1
  154. package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.d.ts +0 -59
  155. package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.js.map +0 -1
  156. package/bundle/typescript/src/commands/game/sideQuest/commands/equip.d.ts +0 -11
  157. package/bundle/typescript/src/commands/game/sideQuest/commands/equip.js.map +0 -1
  158. package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.d.ts +0 -23
  159. package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.js.map +0 -1
  160. package/bundle/typescript/src/commands/game/sideQuest/commands/fit.d.ts +0 -29
  161. package/bundle/typescript/src/commands/game/sideQuest/commands/fit.js.map +0 -1
  162. package/bundle/typescript/src/commands/game/sideQuest/commands/follow.d.ts +0 -37
  163. package/bundle/typescript/src/commands/game/sideQuest/commands/follow.js.map +0 -1
  164. package/bundle/typescript/src/commands/game/sideQuest/commands/garage.d.ts +0 -15
  165. package/bundle/typescript/src/commands/game/sideQuest/commands/garage.js.map +0 -1
  166. package/bundle/typescript/src/commands/game/sideQuest/commands/give.d.ts +0 -7
  167. package/bundle/typescript/src/commands/game/sideQuest/commands/give.js.map +0 -1
  168. package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +0 -88
  169. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +0 -1
  170. package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.d.ts +0 -38
  171. package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.js.map +0 -1
  172. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +0 -103
  173. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +0 -1
  174. package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.d.ts +0 -16
  175. package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.js.map +0 -1
  176. package/bundle/typescript/src/commands/game/sideQuest/commands/heal.d.ts +0 -53
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  178. package/bundle/typescript/src/commands/game/sideQuest/commands/hints.d.ts +0 -10
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  180. package/bundle/typescript/src/commands/game/sideQuest/commands/hop.d.ts +0 -16
  181. package/bundle/typescript/src/commands/game/sideQuest/commands/hop.js.map +0 -1
  182. package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.d.ts +0 -8
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  184. package/bundle/typescript/src/commands/game/sideQuest/commands/install.d.ts +0 -21
  185. package/bundle/typescript/src/commands/game/sideQuest/commands/install.js.map +0 -1
  186. package/bundle/typescript/src/commands/game/sideQuest/commands/inv.d.ts +0 -6
  187. package/bundle/typescript/src/commands/game/sideQuest/commands/inv.js.map +0 -1
  188. package/bundle/typescript/src/commands/game/sideQuest/commands/jack.d.ts +0 -36
  189. package/bundle/typescript/src/commands/game/sideQuest/commands/jack.js.map +0 -1
  190. package/bundle/typescript/src/commands/game/sideQuest/commands/jackpoint.d.ts +0 -24
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  192. package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.d.ts +0 -38
  193. package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.js.map +0 -1
  194. package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.d.ts +0 -12
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  196. package/bundle/typescript/src/commands/game/sideQuest/commands/journal.d.ts +0 -44
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  198. package/bundle/typescript/src/commands/game/sideQuest/commands/jump.d.ts +0 -16
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  200. package/bundle/typescript/src/commands/game/sideQuest/commands/kill.d.ts +0 -13
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  202. package/bundle/typescript/src/commands/game/sideQuest/commands/lead.d.ts +0 -40
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  204. package/bundle/typescript/src/commands/game/sideQuest/commands/lifestyle.d.ts +0 -23
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  206. package/bundle/typescript/src/commands/game/sideQuest/commands/lock.d.ts +0 -8
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  220. package/bundle/typescript/src/commands/game/sideQuest/commands/note.d.ts +0 -99
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  232. package/bundle/typescript/src/commands/game/sideQuest/commands/perform.d.ts +0 -13
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  234. package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.d.ts +0 -18
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  236. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +0 -43
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  238. package/bundle/typescript/src/commands/game/sideQuest/commands/players.d.ts +0 -12
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  240. package/bundle/typescript/src/commands/game/sideQuest/commands/posture.d.ts +0 -45
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  242. package/bundle/typescript/src/commands/game/sideQuest/commands/project.d.ts +0 -19
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  244. package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.d.ts +0 -21
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  246. package/bundle/typescript/src/commands/game/sideQuest/commands/read.d.ts +0 -6
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  248. package/bundle/typescript/src/commands/game/sideQuest/commands/reboot.d.ts +0 -12
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  250. package/bundle/typescript/src/commands/game/sideQuest/commands/register.d.ts +0 -29
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  252. package/bundle/typescript/src/commands/game/sideQuest/commands/reload.d.ts +0 -14
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  254. package/bundle/typescript/src/commands/game/sideQuest/commands/rest.d.ts +0 -15
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@@ -1,108 +0,0 @@
1
- /**
2
- * SR5e RESONANCE ACTIONS (core p.250) -- the technomancer's own action
3
- * list, and the Resonance-side counterpart to the Matrix actions every
4
- * other decker shares.
5
- *
6
- * WHY THIS IS A TABLE AND NOT SEVEN STRINGS IN SEVEN FILES.
7
- *
8
- * Backlog item SoopwuTFBwayCGhM9 ("check page 250 for resonance
9
- * actions, right now we have several missing") could only be ANSWERED
10
- * by laying the book's list beside the game's verbs -- and once that
11
- * comparison exists, leaving it in a commit message means the next
12
- * person re-derives it. So the comparison lives here, in the `verb`
13
- * field, where it is machine-checkable rather than remembered.
14
- *
15
- * The audit that produced it, in one line each:
16
- * present -- Compile, Decompile, Register, Thread (already built)
17
- * present -- COMMAND SPRITE, via the generic `order` verb. This one
18
- * nearly got filed as missing: order.ts picks out of
19
- * `game.companions` with no kind filter, so it has always
20
- * reached sprites. A "missing" feature that already
21
- * exists gets built twice and the second one wins quietly.
22
- * built -- KILL COMPLEX FORM, added as `unravel` against this
23
- * audit (see unravel.ts).
24
- * built -- CALL/DISMISS SPRITE, added on `recall` by the
25
- * sprite-lifecycle work, which imports `name` and
26
- * `actionType` from here rather than restating them.
27
- *
28
- * ALL SEVEN NOW HAVE VERBS, so the audit's missing set is empty. That
29
- * is the finished state, not an absent check -- see the note in
30
- * resonance-actions.test.ts about what the tripwire proves once it
31
- * empties, because an empty expectation is indistinguishable from one
32
- * that never asserted anything.
33
- *
34
- * `verb` IS THE AUDIT, AND IT IS CHECKED: resonance-actions.test.ts
35
- * asserts that every verb named here is really registered in game.ts.
36
- * Write a verb that does not exist and the suite fails.
37
- *
38
- * WHAT IT DOES NOT CATCH, stated plainly because a comment claiming a
39
- * guarantee the test does not give is worse than no comment: nothing
40
- * detects "somebody implemented Kill Complex Form and forgot to fill in
41
- * its verb". No property of a command's NAME proves which canon action
42
- * it implements -- an early version of the test tried to guess one from
43
- * the other and immediately produced a false positive (`call` is
44
- * registered, as the PHONE command, nothing to do with sprites). What
45
- * the suite does instead is pin the missing set exactly, so changing it
46
- * is a conscious edit rather than a silent drift.
47
- *
48
- * CITATIONS ARE FIRST-CLASS. Every action type and Test line below was
49
- * pinned individually against the rulebooks rather than read off one
50
- * contents-page retrieval, because the failure mode this table exists
51
- * to prevent is a plausible-sounding invented mechanic. Where canon
52
- * could not be confirmed the field is LEFT EMPTY -- see `actionType`.
53
- */
54
- /** Which verb, if any, reaches this action in the game today.
55
- *
56
- * `undefined` means NOT IMPLEMENTED, and is asserted as such. When a
57
- * missing action is built, filling this in is the one edit needed --
58
- * and the suite will demand it, because an unimplemented entry whose
59
- * verb suddenly resolves is a table that has gone stale. */
60
- export type ResonanceVerb = string | undefined;
61
- export interface IResonanceAction {
62
- key: string;
63
- /** The book's own name for the action, verbatim from p.250. This is
64
- * the string every surface must render -- imported, never retyped
65
- * (backlog-session-2 imports it for the Call/Dismiss verb). */
66
- name: string;
67
- /**
68
- * SR5e action type, verbatim.
69
- *
70
- * OPTIONAL ON PURPOSE, and the reason is worth keeping: this field
71
- * was very nearly shipped `undefined` for Register Sprite on the
72
- * strength of one retrieval that did not happen to include it. A
73
- * targeted second query returned "Register Sprite (Complex Action)"
74
- * from the section heading itself. All seven are confirmed today --
75
- * but the field stays optional so that the NEXT action added here can
76
- * be honest about a gap instead of guessing, which is the same rule
77
- * the sprite powers follow.
78
- */
79
- actionType?: 'Simple' | 'Complex';
80
- /** The book's Test line, verbatim. `undefined` where the book itself
81
- * gives none -- the two Simple actions genuinely print "Test: n/a",
82
- * which is canon saying "no roll", not canon being unavailable. */
83
- test?: string;
84
- /** What it does, in one line, for a player reading a list. */
85
- effect: string;
86
- /** See ResonanceVerb. */
87
- verb: ResonanceVerb;
88
- /** SR5e core page. */
89
- page: string;
90
- }
91
- /**
92
- * All seven, in the book's own alphabetical order (p.250).
93
- *
94
- * Kept in canon order rather than "implemented first" order so that
95
- * comparing this against the page is a straight read down the column --
96
- * which is exactly the check the backlog item asked for, and a check
97
- * nobody will run again if it needs re-sorting first.
98
- */
99
- export declare const RESONANCE_ACTIONS: IResonanceAction[];
100
- /** The book's list, for a caller that wants the canon side alone. */
101
- export declare const RESONANCE_ACTION_NAMES: string[];
102
- /** Look one up by key. Used by the surfaces that render a single
103
- * action's name and type rather than the whole table. */
104
- export declare function resonanceAction(key: string): IResonanceAction | undefined;
105
- /** The canon actions this game does NOT yet reach with any verb.
106
- *
107
- * The backlog item's actual question, answerable in code. */
108
- export declare function unimplementedResonanceActions(): IResonanceAction[];
@@ -1 +0,0 @@
1
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@@ -1 +0,0 @@
1
- {"version":3,"file":"_index.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/scenes/_index.ts"],"names":[],"mappings":""}
@@ -1,130 +0,0 @@
1
- import { type SkillName } from './skills.js';
2
- /**
3
- * SR5e SKILL GROUPS (core p.90) as chargen vocabulary.
4
- *
5
- * A skill group is bought at one rating and every skill in it is held at
6
- * that rating. The web expands a group into its members before the
7
- * payload reaches buildPlayerFromChargen, so nothing at runtime changes:
8
- * this file exists so the DEFINITIONS live in the engine and are read
9
- * live, exactly as ARCHETYPES and QUALITIES are, rather than being
10
- * re-encoded in web code where the two would drift.
11
- *
12
- * THE GROUPS ARE DERIVED, NOT HAND-LISTED, and that is the point.
13
- * SR5_GROUPS below is the book's table copied straight down; the engine's
14
- * own vocabulary is SKILL_NAMES; and SKILL_GROUPS is what falls out when
15
- * you intersect them and apply the ruling. Nobody maintains the exposed
16
- * list, so nobody can forget to -- and if the condensed skills below are
17
- * ever restored, the groups follow without this file being edited.
18
- *
19
- * ALL FIFTEEN ARE AVAILABLE, EACH AT FULL CANON MEMBERSHIP. That is new.
20
- * This engine used to CONDENSE several canon skills into one -- gymnastics/
21
- * running/swimming were a single `athletics`, automatics/pistols/longarms
22
- * a single `firearms`, banishing/summoning/binding a single `conjuring`
23
- * -- which left nine of the fifteen groups with fewer than two members
24
- * here, and so not groups at all. Restoring the vocabulary fixed that,
25
- * and this file needed no edit for it: the derivation simply started
26
- * returning more.
27
- *
28
- * THE RULING SURVIVES ANYWAY (user-confirmed), because the condition can
29
- * return the moment a skill is retired without a replacement:
30
- *
31
- * - a group with >= 2 surviving members is exposed, covering EXACTLY
32
- * those members;
33
- * - a group reduced below 2 is not exposed as a group at all, and says
34
- * WHY rather than silently vanishing;
35
- * - no invented replacement members, and no group dropped merely for
36
- * having lost one skill.
37
- *
38
- * Each group carries its REAL member list, and any canon member it lacks,
39
- * so the web can show the truth rather than the book's roster. Both are
40
- * empty of surprises today -- every group is complete -- and that is a
41
- * fact worth publishing rather than one to infer.
42
- *
43
- * WHAT THIS FILE DOES NOT DECIDE, because canon puts it outside the
44
- * engine's reach: at creation, group points and individual skill points
45
- * are SEPARATE POOLS, a group CANNOT be broken, and individual points
46
- * cannot raise a member above the group rating (p.88, Step Five). Once
47
- * the web expands a group into per-skill ratings, the engine cannot tell
48
- * a group-bought 4 from an individually-bought 4 -- so that rule is
49
- * enforceable ONLY in the validator that sees the unexpanded payload.
50
- * Written down here so the next reader knows it was considered and
51
- * placed, rather than missed.
52
- */
53
- export interface ISkillGroup {
54
- key: string;
55
- name: string;
56
- /** The members this engine actually has, in SKILL_NAMES vocabulary. */
57
- skills: SkillName[];
58
- /** Canon members with no counterpart here -- carried so an absence can
59
- * be explained rather than silently dropped. */
60
- missing: string[];
61
- page: string;
62
- }
63
- /**
64
- * The highest rating a group may be bought at during creation (p.88 Step
65
- * Five; p.131 names 6 "the maximum skill level for starting player
66
- * characters"). Aptitude's rating-7 exception is written for one SKILL
67
- * (p.72) and the books do not extend it to a group, so it is
68
- * deliberately absent rather than assumed.
69
- */
70
- export declare const SKILL_GROUP_CREATION_CAP = 6;
71
- /** How many surviving members a group needs to still be a group. */
72
- export declare const MIN_GROUP_MEMBERS = 2;
73
- /**
74
- * THE RULE, AS A FUNCTION OF THE VOCABULARY -- and it is a function so
75
- * that it can be TESTED.
76
- *
77
- * Every canon group is currently full, so the >= MIN_GROUP_MEMBERS
78
- * filter never fires and the unavailable list is empty. That is the
79
- * right outcome and a coverage hazard at the same time: a rule nothing
80
- * exercises is a rule nothing is holding, and this one is user-ratified
81
- * (a group with fewer than two surviving members is not offered, and
82
- * says why). Taking the held-set as a parameter lets a test hand it a
83
- * reduced vocabulary and watch the threshold actually decide.
84
- *
85
- * Learned one PR earlier, the hard way: a mutant that swapped which
86
- * skill a climb rolls SURVIVED, because every fixture granted all three
87
- * at the same rating and the wrong read gave the same number. A branch
88
- * no fixture can distinguish is untested however green the suite is.
89
- */
90
- export declare function deriveSkillGroups(held: ReadonlySet<string>): {
91
- exposed: ISkillGroup[];
92
- unavailable: {
93
- name: string;
94
- kept: string[];
95
- reason: string;
96
- }[];
97
- };
98
- /**
99
- * The groups this engine offers. Currently ALL FIFTEEN, each at full
100
- * canon membership -- so no group carries a `missing` entry and the
101
- * unavailable list below is empty. That was not true before the
102
- * vocabulary was restored, and the machinery for the other case is kept
103
- * (and tested) because the condition can return.
104
- */
105
- export declare const SKILL_GROUPS: ISkillGroup[];
106
- /**
107
- * The book's groups this engine cannot offer, with the reason -- so the
108
- * web can EXPLAIN an absence instead of leaving a player to wonder where
109
- * a group went. A silent gap is the shape that gets re-reported.
110
- *
111
- * EMPTY TODAY. Kept because it is the honest answer if a skill is ever
112
- * retired without a replacement, and because an empty list is a fact
113
- * worth publishing: .com can render "all fifteen available" from it
114
- * rather than inferring it.
115
- */
116
- export declare const UNAVAILABLE_SKILL_GROUPS: {
117
- name: string;
118
- kept: string[];
119
- reason: string;
120
- }[];
121
- /**
122
- * The member skills of one group, by key -- empty for a name that is not
123
- * a group.
124
- *
125
- * Incompetent (p.81) is taken per GROUP and bars every skill in it, so a
126
- * pick naming `stealth` has to reach palming, sneaking and disguise. This
127
- * is the one place that expansion happens; Player.isForbidden calls it
128
- * rather than carrying its own copy of the table.
129
- */
130
- export declare function skillsInGroup(group: string): SkillName[];
@@ -1 +0,0 @@
1
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@@ -1,17 +0,0 @@
1
- /**
2
- * THE SKILL VOCABULARY, in a module with no imports of its own.
3
- *
4
- * It lived in models/player.ts until 2026-09-04, which was fine until
5
- * Player needed to ask skill-groups.ts which skills a GROUP holds --
6
- * Incompetent (p.81) bars a whole group. skill-groups.ts imports
7
- * SKILL_NAMES to derive its table AT MODULE LOAD, so that import closed
8
- * a runtime cycle and 232 suites stopped loading with "Cannot access
9
- * SKILL_NAMES before initialization".
10
- *
11
- * Moving the vocabulary DOWN is the fix rather than deferring the
12
- * table: both modules need these names and neither needs the other for
13
- * them. models/player.ts re-exports both, so every existing importer is
14
- * untouched.
15
- */
16
- export type SkillName = 'blades' | 'clubs' | 'unarmed' | 'gunnery' | 'astral-combat' | 'cybercombat' | 'sneaking' | 'perception' | 'palming' | 'escape-artist' | 'disguise' | 'hacking' | 'locksmith' | 'computer' | 'electronic-warfare' | 'hardware' | 'negotiation' | 'con' | 'intimidation' | 'etiquette' | 'leadership' | 'performance' | 'instruction' | 'first-aid' | 'medicine' | 'assensing' | 'spellcasting' | 'counterspelling' | 'piloting' | 'conjuring' | 'compiling' | 'decompiling' | 'registering' | 'software' | 'impersonation' | 'ritual-spellcasting' | 'gymnastics' | 'running' | 'swimming' | 'automatics' | 'pistols' | 'longarms' | 'banishing' | 'summoning' | 'binding' | 'cybertechnology' | 'alchemy' | 'disenchanting' | 'artificing' | 'aeronautics-mechanic' | 'industrial-mechanic' | 'automotive-mechanic' | 'nautical-mechanic' | 'navigation' | 'tracking' | 'survival' | 'archery' | 'free-fall' | 'heavy-weapons' | 'throwing-weapons' | 'exotic-melee' | 'exotic-ranged';
17
- export declare const SKILL_NAMES: SkillName[];
@@ -1 +0,0 @@
1
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@@ -1,135 +0,0 @@
1
- /**
2
- * SR5e SPELLS as chargen vocabulary AND casting mechanics -- ONE source.
3
- *
4
- * Until now a magician "knew every spell innately": magic>0 could cast
5
- * anything, and there was no spellbook to choose. That is a canon
6
- * deviation (a magician SELECTS a limited set at creation, p.281/p.300),
7
- * and the fix is the same shape as SKILL_GROUPS -- put the definitions in
8
- * the engine, read them live via loadEngineModule, and let the web build
9
- * a picker against them rather than re-encoding a list that would drift.
10
- *
11
- * OPTION (a), the user's ruling: this catalog holds exactly the spells the
12
- * engine can actually CAST today (cast.ts drives every one of them), so a
13
- * spell you can choose is a spell that works -- no entry that lies. The
14
- * list grows as more spells gain real mechanics, and this file is the one
15
- * place a new spell is added (mechanics + catalog metadata together), so
16
- * cast.ts and the chargen picker can never disagree about what exists.
17
- *
18
- * DRAIN is priced off Force at cast time: drain = max(2, Force +
19
- * drainOffset) (p.281). The catalog carries the offset so the picker can
20
- * show the book's drain formula; the Force dial itself is chosen at cast.
21
- */
22
- import type { ICatalogEffect } from './utilities/effects.js';
23
- export type SpellCategory = 'Combat' | 'Detection' | 'Health' | 'Illusion' | 'Manipulation';
24
- export interface ISpell {
25
- key: string;
26
- /** Display name, the book's. */
27
- name: string;
28
- /**
29
- * TYPE, RANGE AND DURATION -- the book's own three lines, which this
30
- * engine did not store until 2026-09-04 and which are the reason spells
31
- * were kept out of the catalog ("I don't see any spells, or qualities
32
- * there. The catalog should cover ALL things that can be obtained in
33
- * the game, backed by canon" -- user, 2026-09-04).
34
- *
35
- * Every value below was read off the spell's own stat block, verified
36
- * against the RAG where it would answer and against the rulebook PDF
37
- * where it would not. None is inferred from a sibling: Acid Stream,
38
- * Flamethrower, Knockout, Shatter and Clout all had to come from the
39
- * page, because the retrieval kept describing them through whichever
40
- * spell they were printed beside.
41
- *
42
- * MANA spells affect the mind and are resisted with Willpower; PHYSICAL
43
- * ones affect the body. 'LOS(A)' is line-of-sight AREA, 'touch' means
44
- * the cast walks you onto their spot first. Duration 'I'nstantaneous,
45
- * 'S'ustained (it bills you until you drop it), 'P'ermanent.
46
- */
47
- type: 'mana' | 'physical';
48
- range: 'LOS' | 'LOS(A)' | 'touch';
49
- duration: 'I' | 'S' | 'P';
50
- category: SpellCategory;
51
- /**
52
- * RAW drain formula offset: drain = max(2, Force + offset). Tuned so the
53
- * DEFAULT Force (the caster's Magic) reproduces the pre-Force numbers.
54
- *
55
- * SOFTER THAN THE BOOK, AND BY MORE THAN THIS USED TO CLAIM. It said "a
56
- * couple are a point softer"; measured against the printed Drain values
57
- * while cataloguing the spells (2026-09-04) it is five of them, by two
58
- * or three points each: Increase Reflexes (book F, here F-3), Armor
59
- * (F-2 / F-4), Physical Barrier (F-1 / F-3), Invisibility (F-2 / F-4)
60
- * and Fireball (F-1 / F-2). The tuning is a deliberate house choice and
61
- * is left alone here -- but a comment that undercounts its own
62
- * deviations is worse than no comment, so this one now names them.
63
- */
64
- drainOffset: number;
65
- /**
66
- * Combat spells: what soaks the hit (p.283). 'willpower' = DIRECT mana;
67
- * 'body' = DIRECT physical; 'armor' = INDIRECT elemental (full soak
68
- * minus AP floor(Force/3)).
69
- */
70
- soak?: 'willpower' | 'body' | 'armor';
71
- /** Damage lands on the STUN track. */
72
- stun?: boolean;
73
- /**
74
- * AREA spell: resolves against the named target, then splashes the room.
75
- *
76
- * NOT simply `range === 'LOS(A)'`, which is why both fields exist. This
77
- * one is a DAMAGE mechanic -- who else in the room takes the hit -- and
78
- * the two barrier spells are printed at LOS (A) while splashing nobody:
79
- * their area is the wall they raise, not a blast. So a spell may be
80
- * area-ranged without this flag, but never the reverse.
81
- */
82
- area?: boolean;
83
- /** TOUCH range: the cast walks you onto their spot first. */
84
- touch?: boolean;
85
- page: string;
86
- /**
87
- * WHICH ROUTINE CASTS IT.
88
- *
89
- * commands/cast.ts dispatched on a hand-written switch listing all
90
- * twenty-one keys by name, so a spell added to this file did nothing
91
- * at all until somebody remembered to edit that switch too -- data at
92
- * one end, a hand-written consumer at the other, which is the shape
93
- * this codebase has spent the week removing.
94
- *
95
- * Naming the routine here makes a new Combat spell PURE DATA: fifteen
96
- * of them already share one implementation, and the sixteenth needs
97
- * no code. The other four routines are genuinely different acts --
98
- * mending someone, hardening them, holding an effect up, raising a
99
- * wall -- and each is named rather than guessed at from the category,
100
- * because Health holds both Heal and Increase Reflexes and they are
101
- * not cast the same way.
102
- */
103
- cast: 'combat' | 'heal' | 'armor' | 'sustained-utility' | 'barrier';
104
- /**
105
- * WHAT IT DOES TO ITS TARGET WHILE SUSTAINED, in the shared effects
106
- * vocabulary. `when: 'sustained'` is the state it applies in, and
107
- * `scaleBy: 'hits'` multiplies by the hits the cast landed -- the
108
- * Armor spell grants a point of soak per hit, so the number is not
109
- * in the row.
110
- *
111
- * ONLY FOR SPELLS WHOSE EFFECT IS A MODIFIER ON SOMEBODY. The two
112
- * barrier spells raise a wall in a room: that is world state, read
113
- * by models/scene.ts, and the lane could not carry it without
114
- * pretending a wall is a dice pool.
115
- *
116
- * Every Combat spell is Instantaneous and carries none of this --
117
- * its damage is resolved at cast time by commands/cast.ts.
118
- */
119
- effects?: ICatalogEffect[];
120
- }
121
- /**
122
- * THE ROWS ARE NOT HERE. Every spell the engine casts is a catalog row
123
- * of kind 'spell' on maka-cli.com; utilities/catalog.ts's spellFor() and
124
- * catalogSpells() rebuild ISpell from a row, and cast.ts dispatches on
125
- * the row's `cast`. A spell added to the fixture with a `cast` the engine
126
- * implements is castable the same day, with no edit here.
127
- */
128
- /**
129
- * How many spells a magician may KNOW at character creation: Magic x 2
130
- * (p.100, "Maximum number of spells... known at Character Creation equals
131
- * Magic Rating x 2"). A per-character cap, not a constant -- the web
132
- * computes it from the chosen Magic; exported as a helper so the number
133
- * lives in one place.
134
- */
135
- export declare const spellCreationCap: (magic: number) => number;
@@ -1 +0,0 @@
1
- {"version":3,"file":"spells.js","sourceRoot":"","sources":["../../../../../../src/commands/game/sideQuest/spells.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;GAoBG;AA6GH;;;;;;GAMG;AAEH;;;;;;GAMG;AACH,MAAM,CAAC,MAAM,gBAAgB,GAAG,CAAC,KAAa,EAAU,EAAE,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC"}
@@ -1,88 +0,0 @@
1
- /**
2
- * SR5e SPRITE POWERS (core p.256-257) and the sprite database's power
3
- * assignments (p.259).
4
- *
5
- * Backlog item Sz7EmXnyRYK4RYqxt, in the reporter's words: "sprite
6
- * actions should be listed some how, found on pages 256, 257 and 258,
7
- * sprites have abilities unique to them that not even technomancers
8
- * have." That last clause is the whole point of the feature -- a
9
- * technomancer's own surface (`thread`, complex forms) says nothing
10
- * about what the thing standing next to them can do, so the abilities
11
- * that make each sprite type worth compiling are invisible at the exact
12
- * moment you choose one.
13
- *
14
- * WHY A SEPARATE MODULE FROM compile.ts's SPRITE_TYPES. The obvious
15
- * home is a `powers` field on ISpriteType, and it is the wrong one
16
- * right now: compile.ts is the sprite LIFECYCLE surface, owned by
17
- * another session mid-repair. Powers are catalogue. Keying this table
18
- * by the same five keys costs one join and keeps the two edits from
19
- * landing in one file. If the lifecycle work settles and someone wants
20
- * them merged later, the join is the seam to delete.
21
- *
22
- * ALL NINE POWERS ARE CANON-CONFIRMED, each pinned by its own targeted
23
- * query rather than read off a contents page -- the standing rule for
24
- * this work being that a wrong power on a sprite is worse than a
25
- * missing one. Nothing here is inferred, and nothing was left out for
26
- * lack of a citation. Every one of the nine is assigned to at least one
27
- * sprite type, and the five types' assignments account for all nine
28
- * exactly once -- the book's own list closes.
29
- *
30
- * WHAT THIS IS NOT. These are REFERENCE, not mechanics: no power below
31
- * is wired to a die roll in this engine yet, and `sprites.ts` says so
32
- * on the panel rather than implying otherwise. Listing an ability the
33
- * game cannot actually perform, without saying so, is the same defect
34
- * as a refusal naming a route that does not exist -- the game has paid
35
- * for that shape more than once. The listing answers "what is this
36
- * thing FOR", which is what was asked; it does not promise a verb.
37
- */
38
- export interface ISpritePower {
39
- key: string;
40
- /** The book's own name. */
41
- name: string;
42
- /** What it does, close to the book's wording but readable at a
43
- * terminal -- this is a player-facing panel, not a rules quote. */
44
- effect: string;
45
- /** The book's Test line, where the power has one. `undefined` is
46
- * canon saying "no roll" (Camouflage, Hash, Stability, Watermark are
47
- * states the sprite maintains, not attacks it makes) -- NOT canon
48
- * being unavailable. */
49
- test?: string;
50
- /** SR5e core page. */
51
- page: string;
52
- }
53
- /** All nine, alphabetical as the book lists them (p.256). */
54
- export declare const SPRITE_POWERS: ISpritePower[];
55
- /**
56
- * The sprite database's assignments (p.259), keyed to compile.ts's
57
- * SPRITE_TYPES so the two join on the same five keys.
58
- *
59
- * Skills are the book's, listed because they explain the powers: a
60
- * machine sprite has Hardware, which is what Diagnostics and Gremlins
61
- * both roll. The pairing is the answer to "why would I compile this
62
- * one", which is the question the item is really about.
63
- */
64
- export interface ISpritePowerSet {
65
- /** Matches a key in compile.ts's SPRITE_TYPES. */
66
- spriteKey: string;
67
- /** Keys into SPRITE_POWERS. */
68
- powers: string[];
69
- /** The book's skill list for the type. */
70
- skills: string[];
71
- page: string;
72
- }
73
- export declare const SPRITE_POWER_SETS: ISpritePowerSet[];
74
- /** One power by key. */
75
- export declare function spritePower(key: string): ISpritePower | undefined;
76
- /** The powers a given sprite type has, resolved. Unknown type -> []. */
77
- export declare function powersForSprite(spriteKey: string): ISpritePower[];
78
- /** The skills the book gives a sprite type. Unknown type -> []. */
79
- export declare function skillsForSprite(spriteKey: string): string[];
80
- /**
81
- * A single use of a sprite power costs one TASK (p.254). Sustaining one
82
- * it has already started does not cost more -- unless you change it,
83
- * such as switching targets.
84
- *
85
- * Lives here as the one line every surface that mentions a power needs
86
- * beside it, so the cost is not re-stated (and re-worded) per panel.
87
- */
88
- export declare const SPRITE_POWER_TASK_RULE = "Using a power costs one task. Sustaining one already running is free -- until you change it, such as switching targets (p.254).";
@@ -1 +0,0 @@
1
- {"version":3,"file":"sprite-powers.js","sourceRoot":"","sources":["../../../../../../src/commands/game/sideQuest/sprite-powers.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AAkBH,6DAA6D;AAC7D,MAAM,CAAC,MAAM,aAAa,GAAmB;IAC3C;QACE,GAAG,EAAE,YAAY;QACjB,IAAI,EAAE,YAAY;QAClB,MAAM,EAAE,+NAA+N;QACvO,IAAI,EAAE,SAAS;QACf,IAAI,EAAE,OAAO;KACd;IACD;QACE,GAAG,EAAE,QAAQ;QACb,IAAI,EAAE,QAAQ;QACd,MAAM,EAAE,0eAA0e;QAClf,IAAI,EAAE,sDAAsD;QAC5D,IAAI,EAAE,WAAW;KAClB;IACD;QACE,GAAG,EAAE,aAAa;QAClB,IAAI,EAAE,aAAa;QACnB,MAAM,EAAE,oQAAoQ;QAC5Q,IAAI,EAAE,2CAA2C;QACjD,IAAI,EAAE,OAAO;KACd;IACD;QACE,GAAG,EAAE,gBAAgB;QACrB,IAAI,EAAE,gBAAgB;QACtB,MAAM,EAAE,mUAAmU;QAC3U,IAAI,EAAE,0DAA0D;QAChE,IAAI,EAAE,OAAO;KACd;IACD;QACE,GAAG,EAAE,UAAU;QACf,IAAI,EAAE,UAAU;QAChB,MAAM,EAAE,sMAAsM;QAC9M,IAAI,EAAE,uDAAuD;QAC7D,IAAI,EAAE,OAAO;KACd;IACD;QACE,GAAG,EAAE,MAAM;QACX,IAAI,EAAE,MAAM;QACZ,MAAM,EAAE,4OAA4O;QACpP,IAAI,EAAE,SAAS;QACf,IAAI,EAAE,OAAO;KACd;IACD;QACE,GAAG,EAAE,WAAW;QAChB,IAAI,EAAE,WAAW;QACjB,MAAM,EAAE,+PAA+P;QACvQ,IAAI,EAAE,SAAS;QACf,IAAI,EAAE,OAAO;KACd;IACD;QACE,GAAG,EAAE,aAAa;QAClB,IAAI,EAAE,aAAa;QACnB,MAAM,EAAE,0KAA0K;QAClL,IAAI,EAAE,SAAS;QACf,IAAI,EAAE,OAAO;KACd;IACD;QACE,GAAG,EAAE,WAAW;QAChB,IAAI,EAAE,WAAW;QACjB,MAAM,EAAE,oQAAoQ;QAC5Q,IAAI,EAAE,SAAS;QACf,IAAI,EAAE,OAAO;KACd;CACF,CAAC;AAqBF,MAAM,CAAC,MAAM,iBAAiB,GAAsB;IAClD,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,CAAC,QAAQ,EAAE,MAAM,CAAC,EAAE,MAAM,EAAE,CAAC,UAAU,EAAE,SAAS,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE;IACpG,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,CAAC,aAAa,CAAC,EAAE,MAAM,EAAE,CAAC,UAAU,EAAE,oBAAoB,EAAE,SAAS,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE;IACrH,EAAE,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC,YAAY,EAAE,WAAW,CAAC,EAAE,MAAM,EAAE,CAAC,UAAU,EAAE,oBAAoB,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE;IACrH,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,CAAC,gBAAgB,CAAC,EAAE,MAAM,EAAE,CAAC,UAAU,EAAE,aAAa,EAAE,SAAS,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE;IACjH,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,WAAW,CAAC,EAAE,MAAM,EAAE,CAAC,UAAU,EAAE,oBAAoB,EAAE,UAAU,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE;CAClJ,CAAC;AAEF,wBAAwB;AACxB,MAAM,UAAU,WAAW,CAAC,GAAW;IACrC,OAAO,aAAa,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC;AAChD,CAAC;AAED,wEAAwE;AACxE,MAAM,UAAU,eAAe,CAAC,SAAiB;IAC/C,MAAM,GAAG,GAAG,iBAAiB,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,SAAS,KAAK,SAAS,CAAC,CAAC;IACnE,IAAI,CAAC,GAAG;QAAE,OAAO,EAAE,CAAC;IACpB,sEAAsE;IACtE,6DAA6D;IAC7D,OAAO,GAAG,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAqB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;AACnF,CAAC;AAED,mEAAmE;AACnE,MAAM,UAAU,eAAe,CAAC,SAAiB;IAC/C,OAAO,iBAAiB,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,SAAS,KAAK,SAAS,CAAC,EAAE,MAAM,IAAI,EAAE,CAAC;AAC9E,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,CAAC,MAAM,sBAAsB,GACjC,iIAAiI,CAAC"}
@@ -1,47 +0,0 @@
1
- export declare enum Size {
2
- Tiny = "tiny",
3
- Small = "small",
4
- Medium = "medium",
5
- Large = "large",
6
- VeryLarge = "very_large"
7
- }
8
- export declare enum Rating {
9
- Common = "common",
10
- Standard = "standard",
11
- Rare = "rare",
12
- Legendary = "legendary",
13
- MilitaryGrade = "military_grade",
14
- Poor = "poor",
15
- Street = "street"
16
- }
17
- export declare enum Category {
18
- Weapon = "weapon",
19
- Shield = "shield",
20
- Key = "key",
21
- Gloves = "gloves",
22
- Helmet = "helmet",
23
- Hat = "hat",
24
- Boots = "boots",
25
- LegArmor = "leg_armor",
26
- ArmArmor = "arm_armor",
27
- BodyArmor = "body_armor",
28
- Book = "book",
29
- Cup = "cup",
30
- Unknown = "unknown",
31
- CurrencyContainer = "currency_container",
32
- Medical = "medical",
33
- Consumable = "consumable",
34
- Tool = "tool",
35
- Misc = "misc",
36
- Game = "game",
37
- Pharmaceutical = "pharmaceutical",
38
- Electronics = "electronics"
39
- }
40
- export declare enum Direction {
41
- NORTH = "north",
42
- EAST = "east",
43
- SOUTH = "south",
44
- WEST = "west",
45
- UP = "up",
46
- DOWN = "down"
47
- }
@@ -1 +0,0 @@
1
- {"version":3,"file":"enums.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/types/enums.ts"],"names":[],"mappings":"AAAA,MAAM,CAAN,IAAY,IAMX;AAND,WAAY,IAAI;IACd,qBAAa,CAAA;IACT,uBAAe,CAAA;IACf,yBAAiB,CAAA;IACjB,uBAAe,CAAA;IACf,gCAAwB,CAAA;AAC9B,CAAC,EANW,IAAI,KAAJ,IAAI,QAMf;AAED,MAAM,CAAN,IAAY,MAQX;AARD,WAAY,MAAM;IAChB,2BAAiB,CAAA;IACf,+BAAqB,CAAA;IACrB,uBAAa,CAAA;IACb,iCAAuB,CAAA;IACvB,0CAAgC,CAAA;IAChC,uBAAa,CAAA;IACb,2BAAiB,CAAA;AACrB,CAAC,EARW,MAAM,KAAN,MAAM,QAQjB;AAED,MAAM,CAAN,IAAY,QAsBX;AAtBD,WAAY,QAAQ;IAClB,6BAAiB,CAAA;IACf,6BAAiB,CAAA;IACjB,uBAAW,CAAA;IACX,6BAAiB,CAAA;IACjB,6BAAiB,CAAA;IACjB,uBAAW,CAAA;IACX,2BAAe,CAAA;IACf,kCAAsB,CAAA;IACtB,kCAAsB,CAAA;IACtB,oCAAwB,CAAA;IACxB,yBAAa,CAAA;IACb,uBAAW,CAAA;IACX,+BAAmB,CAAA;IACnB,oDAAwC,CAAA;IACxC,+BAAmB,CAAA;IACnB,qCAAyB,CAAA;IACzB,yBAAa,CAAA;IACb,yBAAa,CAAA;IACb,yBAAa,CAAA;IACb,6CAAiC,CAAA;IACjC,uCAA2B,CAAA;AAC/B,CAAC,EAtBW,QAAQ,KAAR,QAAQ,QAsBnB;AAED,MAAM,CAAN,IAAY,SAOX;AAPD,WAAY,SAAS;IACnB,4BAAe,CAAA;IACb,0BAAa,CAAA;IACb,4BAAe,CAAA;IACf,0BAAa,CAAA;IACb,sBAAS,CAAA;IACT,0BAAa,CAAA;AACjB,CAAC,EAPW,SAAS,KAAT,SAAS,QAOpB"}
@@ -1,59 +0,0 @@
1
- import { Item } from '../models/item.js';
2
- export type Inventory = Item[];
3
- export type HeadEquipment = {
4
- eyes: Item | null;
5
- ears: Item | null;
6
- skull: Item | null;
7
- mouth: Item | null;
8
- nose: Item | null;
9
- commlink: Item | null;
10
- trodes: Item | null;
11
- };
12
- export type TorsoEquipment = {
13
- clothing: Item | null;
14
- armorVest: Item | null;
15
- armorCoat: Item | null;
16
- backpack: Item | null;
17
- tacticalRig: Item | null;
18
- shoulder: Item | null;
19
- bandolier: Item | null;
20
- };
21
- export type LegEquipment = {
22
- pants: Item | null;
23
- thighRig: Item | null;
24
- hip: Item | null;
25
- };
26
- export type FeetEquipment = {
27
- boots: Item | null;
28
- ankle: Item | null;
29
- };
30
- export type ArmsEquipment = {
31
- forearm: Item | null;
32
- bicep: Item | null;
33
- cyberware: Item | null;
34
- };
35
- export type GlovesEquipment = {
36
- gloves: Item | null;
37
- wrist: Item | null;
38
- };
39
- export type LeftHandEquipment = {
40
- weapon: Item | null;
41
- shield: Item | null;
42
- ring: Item | null;
43
- device: Item | null;
44
- };
45
- export type RightHandEquipment = {
46
- weapon: Item | null;
47
- ring: Item | null;
48
- device: Item | null;
49
- };
50
- export type PlayerEquipment = {
51
- head: HeadEquipment | null;
52
- torso: TorsoEquipment | null;
53
- legs: LegEquipment | null;
54
- feet: FeetEquipment | null;
55
- arms: ArmsEquipment | null;
56
- gloves: GlovesEquipment | null;
57
- leftHand: LeftHandEquipment | null;
58
- rightHand: RightHandEquipment | null;
59
- };
@@ -1 +0,0 @@
1
- {"version":3,"file":"player-equipment.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/types/player-equipment.ts"],"names":[],"mappings":""}