@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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@@ -1,137 +0,0 @@
1
- /**
2
- * Shadowrun-style d6 dice pools: roll N six-siders, every 5 or 6 is a hit.
3
- * A "glitch" is rolling 1s on more than half the pool (something went ugly
4
- * even if you succeeded); a "critical glitch" is glitching with zero hits
5
- * (it went ugly AND you failed). Pure functions, no game-state knowledge --
6
- * combat resolution lives in commands/attack.ts.
7
- */
8
- export interface IDiceRoll {
9
- pool: number;
10
- rolls: number[];
11
- /** Hits that COUNT -- after any limit has capped them. */
12
- hits: number;
13
- /** Hits the dice actually showed, before the limit. Equal to `hits`
14
- * on an unlimited test. */
15
- rawHits: number;
16
- /** The cap that applied, when one did. */
17
- limit?: number;
18
- /** Whether the cap actually BOUND -- i.e. threw hits away. A limit
19
- * that never binds is indistinguishable from no limit, so this is
20
- * what lets a reader (and a play-tester) tell them apart. */
21
- limited: boolean;
22
- /** A limit of zero or less reached rollPool. That is a CALLER BUG --
23
- * no SR5 limit is ever zero -- so the limit is ignored rather than
24
- * silently making the test unwinnable, and this says so out loud
25
- * through formatRoll. */
26
- limitIgnored: boolean;
27
- glitch: boolean;
28
- criticalGlitch: boolean;
29
- }
30
- /**
31
- * LIMITS (SR5 p.46-47). A limit caps the number of hits you may COUNT
32
- * from a test; it is never a die added to the pool. The book writes it
33
- * in brackets -- `Hacking + Logic [Sleaze]` -- and p.244 files the
34
- * whole Matrix action list by which limit it uses.
35
- *
36
- * It caps RAW hits, before an opposed test subtracts the defender's,
37
- * and net hits are then taken from the capped number (p.46-47, worked
38
- * through at p.195). It is NOT applied to the defender: limits apply
39
- * only to pools built from a skill plus an attribute, and a defence
40
- * like Intuition + Firewall has no skill in it (p.46-47, and the melee
41
- * example at p.174 -- "no limit because there is no skill involved").
42
- * So callers pass a limit on the ACTING roll only.
43
- *
44
- * GLITCHES ARE UNAFFECTED, and half of that is canon while half is a
45
- * decision this engine had to make. A glitch is more than half the dice
46
- * showing 1 (p.45-46) -- nothing to do with hits, so a limit cannot
47
- * touch it. A CRITICAL glitch is a glitch with no hit achieved, and the
48
- * book does not say whether a hit thrown away by a limit still counts
49
- * as achieved. Asked directly and the rulebooks are silent, so rather
50
- * than invent a rule this reads the RAW dice: you rolled a 5, you
51
- * achieved a hit, the limit only stopped you counting it. In practice
52
- * the two readings never diverge -- a real limit is at least 1, so a
53
- * roll with any raw hit keeps at least one counted hit.
54
- */
55
- /** Roll options: `gremlins` = how many fewer 1s a glitch needs (SR5 p.81, Gremlins per rating). */
56
- export interface IRollOptions {
57
- gremlins?: number;
58
- }
59
- export declare function scriptRolls(hits: number[] | undefined): void;
60
- /** How many scripted rolls are still queued -- so a test can assert it
61
- * consumed exactly what it meant to, rather than trailing extras into
62
- * the next assertion. */
63
- export declare function scriptedRollsRemaining(): number;
64
- export declare function rollPool(pool: number, limit?: number, opts?: IRollOptions): IDiceRoll;
65
- /**
66
- * One-line render of a roll for the game log, e.g.: "8d6 -> 4 hits"
67
- * Pool and hits only. The individual faces have been through two
68
- * displays and out again: the numeric dump ("[6 5 5 3 2 1 4 6]") was
69
- * the bulk of the Mechanics column's noise, and the sparkline that
70
- * replaced it ("▂█▄▁▇▃▇█", right-justified) read as blobs across a
71
- * full combat. Playtest verdict: the pool size and the hits tell the
72
- * story; glitches still announce themselves.
73
- */
74
- export declare function formatRoll(roll: IDiceRoll): string;
75
- /**
76
- * AN INITIATIVE ROLL IS NOT A DICE POOL (SR5 p.159, p.474).
77
- *
78
- * "To determine a character's Initiative Score, make an Initiative Test
79
- * rolling the character's Initiative Dice and adding the total to your
80
- * Initiative attribute" -- the faces are SUMMED, not counted as hits,
81
- * and the sum is added to an attribute. Highest score acts first.
82
- *
83
- * That is a different mechanic from everything else in this file, which
84
- * is why it gets its own function rather than a flag on rollPool. The
85
- * engine used to roll initiative THROUGH rollPool and compare hits,
86
- * which quietly changed the shape of the whole thing: 3d6 counting
87
- * hits spans 0-3 and clusters at 1, while 3d6 summed onto an attribute
88
- * of 9 spans 12-27. Hits made a fast character barely faster than a
89
- * slow one, and made the dice nearly irrelevant next to the attribute
90
- * -- which is the opposite of what initiative dice are for.
91
- *
92
- * GLITCHES DO NOT APPLY. A glitch is a property of a TEST (p.45-46);
93
- * an Initiative Test spends its dice as a magnitude, and the book
94
- * attaches no glitch rule to it. Nothing here reports one.
95
- */
96
- export interface IInitiativeRoll {
97
- /** Reaction + Intuition, Data Processing + Intuition, Intuition x 2... */
98
- attribute: number;
99
- /** How many D6 -- 1 base, 3 cold-sim, 4 hot-sim, 3 astral; max 5. */
100
- dice: number;
101
- rolls: number[];
102
- /** The faces ADDED UP. The whole point. */
103
- total: number;
104
- /** attribute + total. Highest acts first (p.159). */
105
- score: number;
106
- }
107
- /**
108
- * THE 5D6 CEILING is canon and belongs here rather than at each caller,
109
- * because every source of extra dice is subject to it: p.229-230 says
110
- * enhancements "cannot take you past the maximum of 5D6 Initiative
111
- * Dice" for VR, p.258 repeats it for the Overclocking echo, and p.288
112
- * caps Increase Reflexes the same way. A rule every caller must obey is
113
- * a rule no caller should have to remember.
114
- */
115
- export declare const MAX_INITIATIVE_DICE = 5;
116
- export declare function rollInitiativeScore(attribute: number, dice: number): IInitiativeRoll;
117
- /**
118
- * One line for the Mechanics ticker: "9 + 3d6 (4+2+6=12) = 21".
119
- *
120
- * The faces ARE shown here, unlike formatRoll, and deliberately: a
121
- * summed roll's spread is the information -- "I rolled 3 on three dice"
122
- * is the story of a lost initiative, and a bare total cannot tell it.
123
- * The pool renderer dropped faces because 12 dice of hit/miss were
124
- * noise; five dice of magnitude are not.
125
- */
126
- export declare function formatInitiative(roll: IInitiativeRoll): string;
127
- /**
128
- * WHAT AN INITIATIVE PASS COSTS (p.160): "everyone subtracts 10 from
129
- * their Initiative Score", and anyone still above zero acts again.
130
- *
131
- * Exported because combat-exchange measures its extra strike against
132
- * it. Between two actors, "the winner is still ahead after both drop
133
- * 10" reduces to a gap wider than 10 -- the book's number, not a tuned
134
- * one, which is the whole reason the old 3-net-hits threshold could not
135
- * simply be kept.
136
- */
137
- export declare const INITIATIVE_PASS_DROP = 10;
@@ -1 +0,0 @@
1
- {"version":3,"file":"dice.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/dice.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAqDH;;;;;;;;;;;;;;;;;;GAkBG;AACH,IAAI,YAAkC,CAAC;AACvC,MAAM,UAAU,WAAW,CAAC,IAA0B;IACpD,YAAY,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;AAC9C,CAAC;AACD;;0BAE0B;AAC1B,MAAM,UAAU,sBAAsB;IACpC,OAAO,YAAY,EAAE,MAAM,IAAI,CAAC,CAAC;AACnC,CAAC;AAED,MAAM,UAAU,QAAQ,CAAC,IAAY,EAAE,KAAc,EAAE,OAAqB,EAAE;IAC5E,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC;IAC3C,MAAM,QAAQ,GAAG,YAAY,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC,SAAS,CAAC;IAC5F,MAAM,KAAK,GAAG,QAAQ,KAAK,SAAS;QAClC,gEAAgE;QAChE,0DAA0D;QAC1D,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAChF,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;IAC1E,MAAM,OAAO,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC;IACjD,MAAM,IAAI,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,MAAM,CAAC;IAC/C,sEAAsE;IACtE,wEAAwE;IACxE,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC;IACnG,MAAM,MAAM,GAAG,IAAI,GAAG,CAAC,IAAI,IAAI,IAAI,MAAM,CAAC;IAE1C,MAAM,MAAM,GAAG,KAAK,KAAK,SAAS,IAAI,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,KAAK,GAAG,CAAC,CAAC;IAC1E,MAAM,YAAY,GAAG,KAAK,KAAK,SAAS,IAAI,CAAC,MAAM,CAAC;IACpD,MAAM,IAAI,GAAG,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC;IAErE,OAAO;QACL,IAAI,EAAE,IAAI;QACV,KAAK;QACL,IAAI;QACJ,OAAO;QACP,KAAK,EAAE,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,SAAS;QAC7C,OAAO,EAAE,MAAM,IAAI,IAAI,GAAG,OAAO;QACjC,YAAY;QACZ,gEAAgE;QAChE,oEAAoE;QACpE,mCAAmC;QACnC,cAAc,EAAE,MAAM,IAAI,OAAO,KAAK,CAAC;QACvC,MAAM;KACP,CAAC;AACJ,CAAC;AAED;;;;;;;;GAQG;AACH,MAAM,UAAU,UAAU,CAAC,IAAe;IACxC,IAAI,IAAI,CAAC,IAAI,KAAK,CAAC;QAAE,OAAO,wBAAwB,CAAC;IACrD,MAAM,SAAS,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,EAAE,CAAC;IAChG,mEAAmE;IACnE,sEAAsE;IACtE,qEAAqE;IACrE,qEAAqE;IACrE,qEAAqE;IACrE,sBAAsB;IACtB,MAAM,QAAQ,GAAG,IAAI,CAAC,YAAY;QAChC,CAAC,CAAC,+DAA+D;QACjE,CAAC,CAAC,IAAI,CAAC,OAAO;YACZ,CAAC,CAAC,kBAAkB,IAAI,CAAC,KAAK,KAAK,IAAI,CAAC,OAAO,UAAU;YACzD,CAAC,CAAC,IAAI,CAAC,KAAK,KAAK,SAAS;gBACxB,CAAC,CAAC,WAAW,IAAI,CAAC,KAAK,GAAG;gBAC1B,CAAC,CAAC,EAAE,CAAC;IACX,OAAO,GAAG,IAAI,CAAC,IAAI,SAAS,IAAI,CAAC,IAAI,OAAO,IAAI,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,GAAG,QAAQ,GAAG,SAAS,EAAE,CAAC;AAClG,CAAC;AAmCD;;;;;;;GAOG;AACH,MAAM,CAAC,MAAM,mBAAmB,GAAG,CAAC,CAAC;AAErC,MAAM,UAAU,mBAAmB,CAAC,SAAiB,EAAE,IAAY;IACjE,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC,CAAC;IAChD,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IAC1E,MAAM,KAAK,GAAG,KAAK,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;IACpF,MAAM,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;IACnD,OAAO,EAAE,SAAS,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,GAAG,KAAK,EAAE,CAAC;AAC5E,CAAC;AAED;;;;;;;;GAQG;AACH,MAAM,UAAU,gBAAgB,CAAC,IAAqB;IACpD,IAAI,IAAI,CAAC,IAAI,KAAK,CAAC;QAAE,OAAO,GAAG,IAAI,CAAC,SAAS,gBAAgB,IAAI,CAAC,KAAK,EAAE,CAAC;IAC1E,OAAO,GAAG,IAAI,CAAC,SAAS,MAAM,IAAI,CAAC,IAAI,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,IAAI,CAAC,KAAK,OAAO,IAAI,CAAC,KAAK,EAAE,CAAC;AACtG,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,CAAC"}
@@ -1,33 +0,0 @@
1
- /**
2
- * DOCWAGON CONTRACTS (SR5e p.450), canon-first (player rulings: canon
3
- * prices as an aspirational money sink; a "contract year" = 12
4
- * homecomings; resuscitation is the sanctioned carve-out to permadeath
5
- * -- overflow past Body stays instant death, p.170).
6
- *
7
- * Book facts carried faithfully: four tiers; armed trauma team in under
8
- * ten minutes; resuscitation 5,000; HTR 5,000 with 20,000 death
9
- * compensation per DocWagon employee killed in the extraction; Gold = 1
10
- * free resuscitation/yr + half-price HTR; Platinum = 4 free + free HTR
11
- * (death comp still bills); Super-Platinum = 5 free + no HTR charge +
12
- * no death comp. Basic's annual price isn't in our excerpts -- 5,000 is
13
- * the canon-approximate street figure. Extraterritorial corp property
14
- * (where DocWagon won't fly) is deferred to a future scene flag.
15
- */
16
- export type DocwagonTier = 'basic' | 'gold' | 'platinum' | 'super-platinum';
17
- export interface IDocwagonTierDef {
18
- price: number;
19
- freeResuscs: number;
20
- htrFee: number;
21
- deathComp: boolean;
22
- blurb: string;
23
- }
24
- export declare const RESUSC_FEE = 5000;
25
- export declare const DEATH_COMP = 20000;
26
- export declare const CONTRACT_YEAR_HOMECOMINGS = 12;
27
- export declare const DOCWAGON_TIERS: Record<DocwagonTier, IDocwagonTierDef>;
28
- export interface IDocwagonContract {
29
- tier: DocwagonTier;
30
- resuscsLeft: number;
31
- homecomingsLeft: number;
32
- }
33
- export declare function newContract(tier: DocwagonTier): IDocwagonContract;
@@ -1 +0,0 @@
1
- {"version":3,"file":"docwagon.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/docwagon.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAYH,MAAM,CAAC,MAAM,UAAU,GAAG,IAAI,CAAC;AAC/B,MAAM,CAAC,MAAM,UAAU,GAAG,KAAK,CAAC;AAChC,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,CAAC;AAE5C,MAAM,CAAC,MAAM,cAAc,GAA2C;IACpE,KAAK,EAAE;QACL,KAAK,EAAE,IAAI,EAAE,WAAW,EAAE,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI;QAC1D,KAAK,EAAE,0GAA0G;KAClH;IACD,IAAI,EAAE;QACJ,KAAK,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI;QAC3D,KAAK,EAAE,oEAAoE;KAC5E;IACD,QAAQ,EAAE;QACR,KAAK,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,SAAS,EAAE,IAAI;QACxD,KAAK,EAAE,qFAAqF;KAC7F;IACD,gBAAgB,EAAE;QAChB,KAAK,EAAE,MAAM,EAAE,WAAW,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,SAAS,EAAE,KAAK;QAC1D,KAAK,EAAE,uHAAuH;KAC/H;CACF,CAAC;AAQF,MAAM,UAAU,WAAW,CAAC,IAAkB;IAC5C,OAAO;QACL,IAAI;QACJ,WAAW,EAAE,cAAc,CAAC,IAAI,CAAC,CAAC,WAAW;QAC7C,eAAe,EAAE,yBAAyB;KAC3C,CAAC;AACJ,CAAC"}
@@ -1,76 +0,0 @@
1
- import type { Player } from '../models/player.js';
2
- import type { NPC } from '../models/npc.js';
3
- import type { Room } from '../models/room.js';
4
- /**
5
- * WHO CAN OVERHEAR A MURMUR (playtest, Deditri: "a private place for
6
- * calls"). A call is audible to the room, and that is correct and
7
- * load-bearing -- it is how a table learns what a partner is arranging,
8
- * and NPC AIs react to the half of a conversation they catch. What was
9
- * missing was anywhere to GO to avoid it: say.ts's call fan-out
10
- * iterated `room.getActors()` flat, while ordinary speech (Room.say)
11
- * had been spot-local since the "at" spots pass. Two code paths
12
- * answering "who hears this" had drifted apart, so ducking into the
13
- * booths changed nothing -- Patch at the bar and Old Cray in the booths
14
- * overheard you either way.
15
- *
16
- * The place to duck into already existed. The hub seeds carry it and
17
- * the fiction was already written for it: "High-backed booths built for
18
- * quiet deals", "the dim table nobody chooses by accident", the Night
19
- * Market's "shadowed edge". Nothing new is invented here; the call path
20
- * just respects the position everyone else already respects.
21
- *
22
- * THE RULE, and why it is not Room.say's rule: room speech that finds
23
- * nobody at your spot escalates to a SHOUT and carries room-wide -- that
24
- * is how you call across a bar. A commlink held to your face never
25
- * escalates; talking quietly into it is the whole point of it. So a
26
- * murmur reaches your spot and stops there.
27
- *
28
- * WHAT DOES NOT BUY PRIVACY, deliberately:
29
- * - CIRCULATING (no atSpot) is the compat state and means "anywhere in
30
- * the room" -- it both reaches and is reached by everything. It is
31
- * also the common case, and it stays exactly as loud as it has always
32
- * been.
33
- * - THE OPEN FLOOR is a real position but it is bare ground in the
34
- * middle of the room, no cover, always visible (see spots.ts). Being
35
- * apart from people is not the same as being out of earshot, and a
36
- * runner muttering into their link in the middle of a bar is not
37
- * having a private call.
38
- * Privacy is furniture you go and stand at. You never get it by
39
- * accident, and you never get it by standing back.
40
- *
41
- * Position is read off `Player.atSpot` through spots.ts on every call.
42
- * Nothing here caches, stores, or derives a second notion of where
43
- * anybody is.
44
- */
45
- /**
46
- * Everyone in the speaker's room close enough to catch a murmur.
47
- * From a named spot: whoever shares it, plus anyone circulating.
48
- * From the open floor or while circulating: the whole room.
49
- */
50
- export declare function murmurAudience(speaker: Player): (Player | NPC)[];
51
- export interface EarshotReading {
52
- /** The room declares named places at all. When it doesn't there is
53
- * nowhere in THIS room to duck into and the answer is another room. */
54
- spotted: boolean;
55
- /** Where the speaker stands; undefined = circulating (see spots.ts). */
56
- spot?: string;
57
- /** Circulating or on the open floor: nothing between you and the room. */
58
- inTheOpen: boolean;
59
- /** Who would catch a murmur from here. */
60
- audience: (Player | NPC)[];
61
- /** Nobody would. */
62
- unheard: boolean;
63
- /** Named places here with nobody at them -- where to go instead. */
64
- quiet: string[];
65
- }
66
- export declare function readEarshot(speaker: Player): EarshotReading;
67
- /**
68
- * Named places in this room that nobody is standing at -- the honest
69
- * answer to "so where do I go", thresholds sorted to the back. A
70
- * CIRCULATING actor is at none of them and all of them at once (the
71
- * compat rule), so their presence disqualifies every spot: there is
72
- * nowhere to get away from somebody who is everywhere. The open floor
73
- * is never offered; it is the one position that explicitly buys
74
- * nothing.
75
- */
76
- export declare function quietSpotsIn(room: Room, speaker: Player): string[];
@@ -1 +0,0 @@
1
- {"version":3,"file":"earshot.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/earshot.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AAEvE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwCG;AAEH;;;;GAIG;AACH,MAAM,UAAU,cAAc,CAAC,OAAe;IAC5C,MAAM,MAAM,GAAG,OAAO,CAAC,eAAe,CAAC,SAAS,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,OAAO,CAAC,CAAC;IAC9E,MAAM,IAAI,GAAG,MAAM,CAAC,OAAO,CAAC,CAAC;IAC7B,IAAI,IAAI,KAAK,SAAS,IAAI,IAAI,KAAK,UAAU;QAAE,OAAO,MAAM,CAAC;IAC7D,OAAO,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAW,CAAC,CAAC,CAAC;AAC5D,CAAC;AAkBD,MAAM,UAAU,WAAW,CAAC,OAAe;IACzC,MAAM,IAAI,GAAG,OAAO,CAAC,eAAe,CAAC;IACrC,MAAM,IAAI,GAAG,MAAM,CAAC,OAAO,CAAC,CAAC;IAC7B,MAAM,QAAQ,GAAG,cAAc,CAAC,OAAO,CAAC,CAAC;IACzC,OAAO;QACL,OAAO,EAAE,WAAW,CAAC,IAAI,CAAC;QAC1B,IAAI;QACJ,SAAS,EAAE,IAAI,KAAK,SAAS,IAAI,IAAI,KAAK,UAAU;QACpD,QAAQ;QACR,OAAO,EAAE,QAAQ,CAAC,MAAM,KAAK,CAAC;QAC9B,KAAK,EAAE,YAAY,CAAC,IAAI,EAAE,OAAO,CAAC;KACnC,CAAC;AACJ,CAAC;AAED;;;;;;GAMG;AACH,MAAM,OAAO,GAAG,qCAAqC,CAAC;AAEtD;;;;;;;;GAQG;AACH,MAAM,UAAU,YAAY,CAAC,IAAU,EAAE,OAAe;IACtD,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC;QAAE,OAAO,EAAE,CAAC;IAClC,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,OAAO,CAAC,CAAC;IAC3D,IAAI,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,MAAM,CAAC,CAAW,CAAC,KAAK,SAAS,CAAC;QAAE,OAAO,EAAE,CAAC;IACnE,MAAM,KAAK,GAAG,IAAI,GAAG,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,MAAM,CAAC,CAAW,CAAC,CAAC,CAAC,CAAC;IAC5D,MAAM,IAAI,GAAG,MAAM,CAAC,OAAO,CAAC,CAAC;IAC7B,MAAM,KAAK,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI,EAAE,CAAC;SAC7B,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;SAChB,MAAM,CAAC,IAAI,CAAC,EAAE,CAAC,IAAI,KAAK,UAAU,IAAI,IAAI,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC;IAC5E,OAAO,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;AACzF,CAAC"}
@@ -1,248 +0,0 @@
1
- /**
2
- * THE EFFECTS VOCABULARY -- the shared language every catalog row uses to
3
- * say what it DOES, rather than only what it is.
4
- *
5
- * It lived in catalog-data.ts until qualities needed it too (2026-09-04,
6
- * "put real stats into them"). catalog-data.ts imports QUALITIES, so
7
- * qualities.ts cannot import catalog-data.ts back without a runtime
8
- * cycle -- and this vocabulary is exactly the part both of them need.
9
- * So it moved DOWN here, to a module with no runtime imports of its own:
10
- * both of its imports are `import type`, which TypeScript erases, so
11
- * this file adds no edge to the module graph at all. catalog-data.ts
12
- * re-exports every name below, so nothing that already imported them
13
- * from there -- the web's seed included -- has to change.
14
- */
15
- import type { SkillName } from '../models/player.js';
16
- import type { AugBonusKind } from '../augmentations.js';
17
- export type EffectPool = AugBonusKind | 'pan-defense' | 'matrix-soak' | 'biofeedback' | 'toxin' | 'climbing' | 'matrix-attack' | 'matrix-sleaze' | 'drain-resist';
18
- export type EffectLimit = 'physical' | 'mental' | 'social' | 'accuracy';
19
- export type EffectAttribute = 'body' | 'agility' | 'reaction' | 'strength' | 'willpower' | 'logic' | 'intuition' | 'charisma' | 'edge' | 'magic' | 'resonance' | 'reach' | 'armor-bonus';
20
- export type EffectMatrixAttribute = 'attack' | 'sleaze' | 'dataProcessing' | 'firewall' | 'damage';
21
- /** A capability is a flag the engine asks for by key (Player.hasCapability). */
22
- export type EffectCapability = 'dni' | 'smartlink' | 'smartgun' | 'low-light' | 'thermographic' | 'no-fog' | 'silenced' | 'full-body' | 'autopicker' | 'maglock-opposed' | 'killing-hands' | 'masking';
23
- /**
24
- * A modifier the row grants while it applies. `value` is a NUMBER, never a
25
- * string: every reader adds it, and a string would need parsing at each
26
- * one and would drift in the web's seed. `scaleBy` multiplies it by the
27
- * row's `ratingValue` (rating), the cast Force (force) or the hits of a
28
- * sustained spell (hits). `when` defaults by kind: a wearable's effects
29
- * apply worn, a weapon's held, a program's running, a data soft's stored,
30
- * a mod's fitted, an augmentation's installed, a quality's held.
31
- */
32
- export type ICatalogEffect = {
33
- type: 'dice';
34
- category: 'skills';
35
- property: SkillName | 'chosen';
36
- value: number;
37
- scaleBy?: EffectScale;
38
- when?: EffectWhen;
39
- only?: string;
40
- } | {
41
- type: 'dice';
42
- category: 'pools';
43
- property: EffectPool | 'chosen';
44
- value: number;
45
- scaleBy?: EffectScale;
46
- when?: EffectWhen;
47
- only?: string;
48
- } | {
49
- type: 'limit';
50
- category: 'limits';
51
- property: EffectLimit;
52
- value: number;
53
- scaleBy?: EffectScale;
54
- when?: EffectWhen;
55
- only?: string;
56
- } | {
57
- type: 'attribute';
58
- category: 'attributes';
59
- property: EffectAttribute;
60
- value: number;
61
- scaleBy?: EffectScale;
62
- when?: EffectWhen;
63
- only?: string;
64
- } | {
65
- type: 'attribute';
66
- category: 'matrix';
67
- property: EffectMatrixAttribute;
68
- value: number;
69
- scaleBy?: EffectScale;
70
- when?: EffectWhen;
71
- only?: string;
72
- } | {
73
- type: 'initiative';
74
- category: 'pools';
75
- property: 'dice' | 'score';
76
- value: number;
77
- scaleBy?: EffectScale;
78
- when?: EffectWhen;
79
- only?: string;
80
- } | {
81
- type: 'flag';
82
- category: 'capability';
83
- property: EffectCapability;
84
- value: number;
85
- scaleBy?: EffectScale;
86
- when?: EffectWhen;
87
- only?: string;
88
- } | {
89
- type: 'forbid';
90
- category: 'skills' | 'attributes';
91
- property: SkillName | EffectAttribute | 'chosen';
92
- when?: EffectWhen;
93
- } | {
94
- type: 'cap';
95
- category: 'skills';
96
- property: SkillName | 'chosen';
97
- value: number;
98
- scaleBy?: EffectScale;
99
- when?: EffectWhen;
100
- only?: string;
101
- } | {
102
- type: 'cap';
103
- category: 'attributes';
104
- property: EffectAttribute | 'chosen';
105
- value: number;
106
- scaleBy?: EffectScale;
107
- when?: EffectWhen;
108
- only?: string;
109
- };
110
- /**
111
- * What `value` is multiplied by when the effect says so.
112
- *
113
- * 'rating' a gear row's ratingValue, or a rated quality's rating
114
- * 'force' the Force a spell was cast at
115
- * 'hits' the hits a sustained spell landed
116
- * 'level' an adept power's level (p.308: powers are bought in levels)
117
- * 'grade' initiation or submersion grade (Centering multiplies by it)
118
- */
119
- export type EffectScale = 'rating' | 'force' | 'hits' | 'level' | 'grade';
120
- /**
121
- * THE STATE AN EFFECT NEEDS to be applying. Every source of a stat
122
- * modifier in the game names one of these, which is what lets a single
123
- * resolver walk all of them: gear is worn, held, carried, running,
124
- * stored or fitted; chrome is installed; a quality is held; a spell is
125
- * sustained; an adept power is innate; a metamagic is initiated.
126
- *
127
- * 'innate' is deliberately shared between an adept's power and a
128
- * metatype's own trait: both are things the character simply IS, with
129
- * no object to carry and no state to enter, and a resolver that had to
130
- * tell them apart would be drawing a distinction nothing reads.
131
- */
132
- export type EffectWhen = 'worn' | 'held' | 'carried' | 'running' | 'stored' | 'fitted' | 'installed' | 'held-quality' | 'sustained' | 'innate' | 'initiated';
133
- /**
134
- * A PICK THE ROW REQUIRES before it can do anything.
135
- *
136
- * Aptitude (p.72) names a skill; Exceptional Attribute (p.73-74) names an
137
- * attribute; a Hardwire names the skill it wires. Until the pick is made
138
- * the row is inert -- there is no sensible default, and choosing one for
139
- * the player would be the engine picking their character concept. So the
140
- * pick is DECLARED on the row, travels with it, and is what a chargen UI
141
- * collects; the holder's answer lives in Player.picks, and an effect
142
- * written against `property: 'chosen'` resolves through it.
143
- *
144
- * IT LIVES HERE, NOT ON IQuality, because a choice is not a quality's
145
- * idea (mjmcee, 2026-09-04: "when we see an augmentation give +2 to a
146
- * skill (hardwire) that needs a choice by a user, that SAME LANE can
147
- * apply to a quality, spell, etc."). It was declared on IQuality first,
148
- * which would have meant rebuilding the same picker for chrome, then
149
- * again for spells -- a declaration at one end and a consumer at the
150
- * other, once per row kind.
151
- *
152
- * NOT TO BE CONFUSED WITH THE KEY-PREFIX CONVENTION, which is the OTHER
153
- * way a pick is encoded today: `incompetent-hacking`,
154
- * `codeslinger-hack-on-the-fly` and five more bake the answer into the
155
- * slug. Those keys are written into saves, so retiring them is a
156
- * migration rather than a rename -- but new choice-bearing rows use this,
157
- * and the prefixes are the thing being retired, not the pattern to copy.
158
- */
159
- export interface ICatalogChoice {
160
- /**
161
- * What kind of thing is being named.
162
- *
163
- * A pick's VALUE is always the engine's own word for the thing -- a
164
- * SkillName, an attribute name, a pool name -- never a display
165
- * label. That is what lets `property: 'chosen'` resolve without a
166
- * translation table: Codeslinger's pick IS `matrix-sleaze`, and the
167
- * UI is free to show "Hack on the Fly" over it.
168
- */
169
- of: 'skill' | 'skill-group' | 'attribute' | 'matrix-action' | 'hazard-class';
170
- /**
171
- * The values this pick may take, when the set is CLOSED. A skill or
172
- * an attribute pick leaves this absent -- the legal set is the
173
- * engine's own skill or attribute list, and copying it here is how a
174
- * second copy goes stale. A Matrix action or a hazard class has two
175
- * members and no list to point at, so it names them.
176
- */
177
- from?: string[];
178
- /** The question to put to the player, in their words. Player-facing. */
179
- prompt: string;
180
- /**
181
- * Values the pick may NOT take. Exceptional Attribute cannot name Edge
182
- * (p.73-74, p.65-66) -- that is what Lucky is for, which is also why
183
- * the two qualities exclude each other.
184
- */
185
- excludes?: string[];
186
- }
187
- /**
188
- * WHAT A ROW REFUSES TO BE HELD WITH, in one shape for every kind.
189
- *
190
- * Counted by maka-cli-com-c3 on 2026-09-04: the catalog declares 69
191
- * restrictions and the server enforced ONE of them, hand-written. A
192
- * build could take Wired Reflexes I alongside a synaptic booster, or all
193
- * three vision enhancements at once, and be stamped valid. Same failure
194
- * as the choice had -- declared at one end, no consumer at the other --
195
- * and the same fix: one shape, so one pass enforces all of them.
196
- *
197
- * DERIVED, NOT RETYPED. The sources keep the per-kind fields that read
198
- * well where they live (`IAugmentation.excludes`, `IQuality.requires`,
199
- * `IQuality.excludesQuality`, `IQuality.requiresQuality`); the catalog
200
- * row assembles them into this. So there is nothing new to author and
201
- * nothing that can fall out of step with its source.
202
- *
203
- * THE ENGINE DECLARES, THE SERVER ENFORCES. Nothing here is checked
204
- * engine-side: whether a build is legal is maka-cli.com's call, and this
205
- * exists so that call can be made once instead of 69 times.
206
- */
207
- export interface ICatalogRestrictions {
208
- /** Slugs this row cannot be held alongside, in either direction. */
209
- excludes?: string[];
210
- /** Slugs that must be held for this row to be legal. */
211
- needs?: string[];
212
- /**
213
- * A path gate: 'awakened' needs a Magic rating, 'mundane' is forbidden
214
- * TO the Awakened, 'caster-or-technomancer' is what it says.
215
- */
216
- path?: 'awakened' | 'mundane' | 'caster-or-technomancer';
217
- }
218
- /**
219
- * WHICH SOURCE an applying effect came from.
220
- *
221
- * The unified accessor sums every lane; the older per-source getters each
222
- * sum exactly one. That separation is not permanent architecture -- it is
223
- * what makes the migration reviewable. While a call site still reads
224
- * `augBonus(k) + qualityBonus(k)` by hand, those two must not see each
225
- * other's effects, or every such site would silently double. Once a site
226
- * has moved to `bonus(k)`, the lanes stop mattering to it.
227
- */
228
- export type EffectLane = 'gear' | 'chrome' | 'quality' | 'adept' | 'initiate' | 'innate' | 'sustained';
229
- /** The lanes the legacy `gearBonus`/`gearLimit` getters answer for. */
230
- export declare const GEAR_LANES: readonly EffectLane[];
231
- /** The lane the chrome getter answers for. */
232
- export declare const CHROME_LANES: readonly EffectLane[];
233
- /** The lane the quality getters answer for. */
234
- export declare const QUALITY_LANES: readonly EffectLane[];
235
- /** The lanes the Art reaches through: adept powers and metamagics. */
236
- export declare const ART_LANES: readonly EffectLane[];
237
- /** The adept lane alone -- a power, without the metamagics riding along. */
238
- export declare const ADEPT_LANES: readonly EffectLane[];
239
- /**
240
- * How much an effect's value is multiplied by, given the scale the source
241
- * handed the resolver: a gear rating, a quality rating, an adept power's
242
- * level, or an initiation grade. They are ONE number to the resolver --
243
- * each lane knows which of them it is passing -- so this stays a single
244
- * comparison rather than a per-lane branch.
245
- */
246
- export declare function scaleOf(effect: {
247
- scaleBy?: EffectScale;
248
- }, scale: number): number;
@@ -1 +0,0 @@
1
- {"version":3,"file":"effects.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/effects.ts"],"names":[],"mappings":"AA+NA,uEAAuE;AACvE,MAAM,CAAC,MAAM,UAAU,GAA0B,CAAC,MAAM,CAAC,CAAC;AAE1D,8CAA8C;AAC9C,MAAM,CAAC,MAAM,YAAY,GAA0B,CAAC,QAAQ,CAAC,CAAC;AAE9D,+CAA+C;AAC/C,MAAM,CAAC,MAAM,aAAa,GAA0B,CAAC,SAAS,CAAC,CAAC;AAEhE,sEAAsE;AACtE,MAAM,CAAC,MAAM,SAAS,GAA0B,CAAC,OAAO,EAAE,UAAU,CAAC,CAAC;AAEtE,4EAA4E;AAC5E,MAAM,CAAC,MAAM,WAAW,GAA0B,CAAC,OAAO,CAAC,CAAC;AAE5D;;;;;;GAMG;AACH,MAAM,UAAU,OAAO,CAAC,MAAiC,EAAE,KAAa;IACtE,QAAQ,MAAM,CAAC,OAAO,EAAE,CAAC;QACvB,0DAA0D;QAC1D,qEAAqE;QACrE,8DAA8D;QAC9D,mEAAmE;QACnE,kEAAkE;QAClE,mEAAmE;QACnE,2BAA2B;QAC3B,KAAK,QAAQ,CAAC;QACd,KAAK,OAAO,CAAC;QACb,KAAK,OAAO,CAAC;QACb,KAAK,MAAM;YACT,OAAO,KAAK,CAAC;QACf,kEAAkE;QAClE,iCAAiC;QACjC;YACE,OAAO,CAAC,CAAC;IACb,CAAC;AACH,CAAC"}
@@ -1,44 +0,0 @@
1
- /**
2
- * THE EVENT ENVELOPE (Phase C): every piece of player-visible output,
3
- * as data. The solo game never sees these -- its Logger paints blessed
4
- * widgets directly, exactly as it always has -- but a headless session
5
- * (the maka-cli.com shared-run server) swaps in an emitter that turns
6
- * the same Logger calls into a stream of GameEvents, each stamped with
7
- * who may see it, for the per-player DDP publications to filter on.
8
- *
9
- * Design rulings (plan file, Phase C M2):
10
- * - `visibleTo` is resolved AT EMIT TIME -- the engine knows who is
11
- * co-located NOW; room membership changes, so filtering at publish
12
- * time against a live room would be stale.
13
- * - Scope is AMBIENT by default: during a handleInputAs dispatch the
14
- * emitting session knows the acting player, and defaults log/
15
- * transcript lines to that actor's room and meta lines to the actor
16
- * alone. Only the handful of structural sites pass explicit scopes.
17
- */
18
- export type Channel = 'log' | 'meta' | 'transcript' | 'status' | 'system';
19
- /** Semantic visibility intent. 'all' = the whole table. */
20
- export type Scope = 'all' | {
21
- room: string;
22
- } | {
23
- actor: string;
24
- };
25
- export interface GameEvent {
26
- /** Per-session monotonic sequence -- the subscription cursor. */
27
- seq: number;
28
- ts: number;
29
- channel: Channel;
30
- /** The intent, kept for debugging alongside its resolution. */
31
- scope: Scope;
32
- /** Resolved at emit time: player NAMES who may see this, or 'all'. */
33
- visibleTo: 'all' | string[];
34
- /** log keeps {color-fg} render tags; transcript arrives pre-stripped. */
35
- text: string;
36
- /** Originating actor, when the dispatch context knows one. */
37
- actor?: string;
38
- /** Machine-readable marker for system events:
39
- * 'death' | 'joined' | 'left' | 'settled' | 'ko' | ... */
40
- kind?: string;
41
- data?: Record<string, unknown>;
42
- }
43
- /** Strips blessed render tags -- the same regex Logger.transcript uses. */
44
- export declare function stripRenderTags(text: string): string;
@@ -1 +0,0 @@
1
- {"version":3,"file":"emitter.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/emitter.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG;AA0BH,2EAA2E;AAC3E,MAAM,UAAU,eAAe,CAAC,IAAY;IAC1C,OAAO,IAAI,CAAC,OAAO,CAAC,YAAY,EAAE,EAAE,CAAC,CAAC;AACxC,CAAC"}