@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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@@ -1,230 +0,0 @@
1
- import { NPC } from '../models/npc.js';
2
- import { Room } from '../models/room.js';
3
- import { Player } from '../models/player.js';
4
- import { GridCoord } from './room-grid.js';
5
- import type { Scene } from '../models/scene.js';
6
- /**
7
- * THE EPHEMERAL NPC GOVERNOR (7ALf6u7PvTg6TZSm7, Maka: "an ephemeral NPC
8
- * AI governer. This would handle non-scene generated NPCs, like
9
- * authority checking SINs, hostile mobs, neutral npcs that don't impact
10
- * the storyline/job").
11
- *
12
- * THE SPINE OF THE DESIGN: an ephemeral VOICES a result the engine has
13
- * already computed. It never decides anything. The SIN sweep's officer
14
- * is a mouth for mechanics that already work -- wandRead returns the
15
- * band, addHeat bills it, the fake burns -- so the worst a bad brief can
16
- * do is produce bad dialogue, never a wrong ruling. Every later kind
17
- * (mobs, bystanders) rides these same rails, and the rails are the
18
- * reason this is safe to grow.
19
- *
20
- * THE EPHEMERAL / CHARACTER BOUNDARY, stated as law:
21
- * - an ephemeral is NOT IN THE PLOT -- no run, client, objective or
22
- * payout reaches its brief;
23
- * - an ephemeral CANNOT CREATE OBLIGATIONS -- no prices, no jobs, no
24
- * items, no promises the world would have to honor later.
25
- * A patrolman who starts discussing your Johnson has become a
26
- * character, and characters have to persist. These two denials are what
27
- * keep an ephemeral disposable; without them the first interesting
28
- * conversation mints a debt the save file cannot pay.
29
- *
30
- * ONE GOVERNOR. Spawning, despawning and the brief trim all live here,
31
- * and nothing else in the engine mints an ephemeral. A second spawn
32
- * site is how a "temporary" NPC ends up outliving the scene.
33
- *
34
- * NO SAVE PERSISTENCE -- ephemeral means ephemeral (ruling). The
35
- * mid-fight-save worry is already answered by the engine rather than by
36
- * anything here: requestSave's guards only write at safe beats, and a
37
- * mob fight is not one, so a load can neither resurrect a dead officer
38
- * nor vanish one mid-swing. See despawn() below, which is where that
39
- * reasoning has to be true.
40
- */
41
- /**
42
- * How long this body is allowed to exist. ALWAYS EXPLICIT -- an implicit
43
- * lifetime is how the "temporary" patrolman is still standing there
44
- * three rooms later.
45
- *
46
- * 'exchange' -- for as long as the player is talking to them. A
47
- * mid-exchange walkout ends the exchange; the officer
48
- * does not follow through the save file.
49
- * 'room' -- while the player is in this room.
50
- * 'fight' -- while the fight lasts. Mob despawn is FIGHT-scoped, not
51
- * room-scoped, on purpose: walking out of the room is a
52
- * thing you do DURING a fight, and a mob that evaporated
53
- * because you backed through a doorway would be a
54
- * retreat that wins by itself.
55
- */
56
- export type EphemeralScope = 'exchange' | 'room' | 'fight';
57
- export type EphemeralKind = 'authority' | 'mob' | 'bystander';
58
- export interface IEphemeralMark {
59
- kind: EphemeralKind;
60
- until: EphemeralScope;
61
- /** The room they were spawned into -- what 'room' scope is measured against. */
62
- roomName: string;
63
- /**
64
- * WHERE AN AUTHORITY PLANTED ITSELF. A post is a promise to stay, and
65
- * it has to be WRITTEN DOWN to be kept: a derived drift seat is
66
- * recomputed from whoever else is in the room, so an officer with no
67
- * recorded post slides a square sideways every time somebody new
68
- * walks in. See tickEphemerals.
69
- */
70
- postCell?: GridCoord;
71
- /** How many player actions this body has lived through -- its own clock. */
72
- ticks: number;
73
- }
74
- /** Every ephemeral currently standing, by NPC name. */
75
- export type EphemeralRegistry = Map<string, IEphemeralMark>;
76
- /** What the governor needs of the Game, kept narrow so this is testable. */
77
- export interface IEphemeralHost {
78
- scene: Scene;
79
- ephemerals: EphemeralRegistry;
80
- /**
81
- * EVERY NAME EVER ISSUED THIS SESSION, and the fix for the third
82
- * rejection of this feature (Maka: "The NPC that is spawned, while ok,
83
- * is just following me around. If I move west, it moves west with me").
84
- *
85
- * It never did move. The registry proves it: the body in the room you
86
- * left was despawned and a NEW one spawned in the room you arrived at.
87
- * But both naming helpers asked "is this name free RIGHT NOW", and
88
- * despawn runs first, so the pool reset to the top on every arrival --
89
- * the next bystander was always Ravi, the next gangers always
90
- * Halloweener and Ancient, and the arrival line was the same sentence
91
- * word for word. A harness walking two streets printed "Halloweener
92
- * and Ancient peel off a wall" twice, on different dice.
93
- *
94
- * IDENTITY IS THE ENTIRE OF WHAT A PLAYER CAN OBSERVE ABOUT A PASSING
95
- * FACE. There is no other handle: no history, no inventory they
96
- * remember, nothing but a name and a one-line reason for standing
97
- * there. Recycle the name and you have not made a second stranger --
98
- * you have made the first one walk. So the ledger is CUMULATIVE and
99
- * never forgets, which is precisely what distinguishes it from asking
100
- * the scene.
101
- */
102
- spentNames: Set<string>;
103
- }
104
- /**
105
- * Bring one into the world. Returns the NPC, or null when the name is
106
- * already taken -- the same refusal spawnCompanionShell makes, and for
107
- * the same reason: two actors answering to one name is a bug nobody can
108
- * see until a command picks the wrong one.
109
- */
110
- export declare function spawnEphemeral(host: IEphemeralHost, opts: {
111
- name: string;
112
- description: string;
113
- kind: EphemeralKind;
114
- until: EphemeralScope;
115
- room: Room;
116
- combat: Partial<import('../models/player.js').ICombatAttributes>;
117
- }): NPC | null;
118
- /**
119
- * Remove every ephemeral whose scope has ended.
120
- *
121
- * WHY NO SAVE HOOK IS NEEDED HERE, which is the ruling's reasoning and
122
- * has to be true at exactly this line: ephemerals are never written to
123
- * the save file, so there is nothing to reconcile on load. The obvious
124
- * worry -- a save landing mid-fight, resurrecting a dead mob or erasing
125
- * a live one -- is already answered upstream: requestSave's guards only
126
- * write at safe beats and a fight is not one. So a load never sees a
127
- * half-finished ephemeral, and this function is the only thing that
128
- * ever ends one.
129
- *
130
- * Returns the names removed, so a caller can say so once.
131
- */
132
- export declare function despawnEphemerals(host: IEphemeralHost, opts: {
133
- /** Where the player is NOW -- 'room'/'exchange' scopes end elsewhere. */
134
- playerRoomName?: string;
135
- /** True while a fight is running; 'fight'-scoped bodies stay up. */
136
- fightActive?: boolean;
137
- /** Ends everything regardless of scope (scene teardown). */
138
- all?: boolean;
139
- }): string[];
140
- /**
141
- * IS THIS BODY ONE OF MINE? The question every OTHER driver has to ask,
142
- * given one home so there is only ever one answer.
143
- *
144
- * THE OVERLAP IS REAL, and it is not obvious from either side.
145
- * spawnEphemeral calls `scene.addActor`, which writes into the same Map
146
- * that `Scene.allActors` enumerates -- so every ephemeral is in the
147
- * scene's actor list right now. Any driver that walks the scene and
148
- * filters `instanceof NPC` picks up the officer, the gangers and the
149
- * bystanders along with the cast.
150
- *
151
- * WHOSE GUARD, stated as a rule rather than a preference (agreed with
152
- * backlog-session-2 for the alarm driver, TRqb): this governor iterates
153
- * the REGISTRY and can never reach a scene NPC, so a narrow enumerator
154
- * needs no guard. A BROAD enumerator can reach mine. The guard belongs
155
- * to whoever holds the superset, because that is the only side where
156
- * the mistake is possible -- and the mistake is one body taking two
157
- * beats per player action, which nothing visibly fails on.
158
- *
159
- * EXPORTED RATHER THAN LEFT AS `if (npc.ephemeral)` AT EACH CALLER, for
160
- * the reason that decides most of this file: if the marking ever moves
161
- * off that field, one place changes instead of N, and the ones that did
162
- * not change would fail SILENTLY. A hand-rolled copy of a one-line
163
- * predicate is exactly the shape that survives a refactor while
164
- * quietly meaning nothing.
165
- */
166
- /**
167
- * THE UNION IS DELIBERATE and cost a build to learn. Typed only as
168
- * `{ ephemeral?: unknown }`, TypeScript's WEAK TYPE check rejects
169
- * `isEphemeral(player)` outright -- "Player has no properties in common"
170
- * -- because every property of that shape is optional and Player carries
171
- * none of them. A predicate a caller cannot pass a Player to is useless
172
- * to the exact driver it was written for, since walking the scene hands
173
- * you `Player | NPC`. Naming both members makes each an exact match and
174
- * leaves the structural form for anything else.
175
- *
176
- * Jest was green on this; only `npm run build` caught it.
177
- */
178
- export declare function isEphemeral(actor: Player | NPC | {
179
- ephemeral?: unknown;
180
- } | undefined | null): boolean;
181
- /**
182
- * THE ONE NAMING PATH, for the same reason there is one spawn path: two
183
- * naming helpers is how two of them end up called Ravi.
184
- *
185
- * A name must be free in the scene AND unspent this session. When the
186
- * pool runs dry it keeps counting rather than refusing -- a street that
187
- * quietly stops having people on it is a worse bug than a stranger
188
- * called "Ravi 4", and refusing was what the old helper did after eight
189
- * faces.
190
- *
191
- * `offset` rotates the starting point so a batch spawned together
192
- * (gangers) does not read as an alphabetical roll-call.
193
- */
194
- export declare function claimEphemeralName(host: IEphemeralHost, pool: readonly string[], offset?: number): string | undefined;
195
- /**
196
- * THE AGENDA. One player action is one beat for every ephemeral in the
197
- * room, and each kind spends it differently.
198
- *
199
- * WHY THIS HANGS OFF THE COMMAND DISPATCH, which is the same choice
200
- * withICTurn made and for the same reason: an ephemeral is not a combat
201
- * actor, so there is no turn loop to live in, and hooking one verb
202
- * would give a mob permission to close only while you happened to be
203
- * walking. It closes while you look, while you talk, while you check
204
- * your gear. That is what makes it opposition rather than furniture.
205
- *
206
- * WHAT THIS IS NOT: it is NOT what made the NPC seem to follow the
207
- * player. Nothing here existed when that was reported -- an ephemeral
208
- * spawned, stood on a derived cell, and was deleted, and the only
209
- * motion in the whole feature was the illusion the recycled name
210
- * created. This is the other half of the same rejection: the premise
211
- * of the feature is bodies with their OWN placement, and a body that
212
- * never acts has no placement to call its own.
213
- *
214
- * Returns narration for the player, which only a mob ever produces --
215
- * a bystander is scenery until spoken to (npc.ts, both silence guards)
216
- * and an officer holding still is the absence of an event, not one.
217
- */
218
- export declare function tickEphemerals(host: IEphemeralHost, player: Player): string[];
219
- /**
220
- * The two denials that make an ephemeral disposable, as prompt text.
221
- *
222
- * FULL LENGTH, DELIBERATELY. Everything else in an ephemeral's brief is
223
- * trimmed hard -- no command help, no objective, no payout, no client,
224
- * no wares, no history -- but the honesty pins are not where the budget
225
- * gets saved. They are the majority of what remains precisely because
226
- * the rest went, and trimming a denial is the exact economy that
227
- * reintroduces the bug the denial exists to prevent. A shorter pin does
228
- * not produce a shorter answer; it produces a confident wrong one.
229
- */
230
- export declare function ephemeralDenials(role: string): string;
@@ -1 +0,0 @@
1
- {"version":3,"file":"ephemeral.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/ephemeral.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,GAAG,EAAE,MAAM,kBAAkB,CAAC;AAGvC,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AACrC,OAAO,EAAE,eAAe,EAAE,MAAM,iCAAiC,CAAC;AAClE,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,gBAAgB,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC/F,OAAO,EAAa,eAAe,EAAE,MAAM,gBAAgB,CAAC;AA2G5D;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAC,IAAoB,EAAE,IAOpD;IACC,IAAI,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC;QACnC,MAAM,CAAC,WAAW,EAAE,CAAC,KAAK,CAAC,yBAAyB,IAAI,CAAC,IAAI,iCAAiC,CAAC,CAAC;QAChG,OAAO,IAAI,CAAC;IACd,CAAC;IACD,MAAM,GAAG,GAAG,IAAI,GAAG,CAAC;QAClB,MAAM,EAAE,EAAE;QACV,WAAW,EAAE,IAAI,CAAC,WAAW;QAC7B,uBAAuB,EAAE,EAAE,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,aAAa,EAAE,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE;KAClG,EAAE,IAAI,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;IACpC,GAAG,CAAC,KAAK,GAAG,MAAM,CAAC;IACnB,oEAAoE;IACpE,kEAAkE;IAClE,oCAAoC;IACpC,GAAG,CAAC,SAAS,GAAG,EAAE,IAAI,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,QAAQ,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;IAC3F,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;IACzB,IAAI,CAAC,KAAK,CAAC,oBAAoB,CAAC,GAAG,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IACrD,GAAG,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;IACvB,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,EAAE,GAAG,CAAC,SAAS,CAAC,CAAC;IAC9C,mEAAmE;IACnE,kEAAkE;IAClE,kEAAkE;IAClE,qBAAqB;IACrB,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAC/B,MAAM,CAAC,WAAW,EAAE,CAAC,KAAK,CAAC,sBAAsB,IAAI,CAAC,IAAI,KAAK,IAAI,CAAC,IAAI,WAAW,IAAI,CAAC,KAAK,QAAQ,IAAI,CAAC,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;IACxH,OAAO,GAAG,CAAC;AACb,CAAC;AAED;;;;;;;;;;;;;GAaG;AACH,MAAM,UAAU,iBAAiB,CAAC,IAAoB,EAAE,IAOvD;IACC,MAAM,OAAO,GAAa,EAAE,CAAC;IAC7B,KAAK,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC;QAChD,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG;YACpB,CAAC,CAAC,IAAI;YACN,CAAC,CAAC,IAAI,CAAC,KAAK,KAAK,OAAO;gBACtB,CAAC,CAAC,IAAI,CAAC,WAAW,KAAK,KAAK;gBAC5B,4DAA4D;gBAC5D,oDAAoD;gBACpD,CAAC,CAAC,IAAI,CAAC,cAAc,KAAK,SAAS,IAAI,IAAI,CAAC,cAAc,KAAK,IAAI,CAAC,QAAQ,CAAC;QACjF,IAAI,CAAC,KAAK;YAAE,SAAS;QACrB,IAAI,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,IAAI,CAAC,YAAY,GAAG;YAAE,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QAC3E,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAC7B,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IACrB,CAAC;IACD,IAAI,OAAO,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;QACvB,MAAM,CAAC,WAAW,EAAE,CAAC,KAAK,CAAC,yBAAyB,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;IAC7E,CAAC;IACD,OAAO,OAAO,CAAC;AACjB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH;;;;;;;;;;;GAWG;AACH,MAAM,UAAU,WAAW,CACzB,KAAgE;IAEhE,OAAQ,KAAoD,EAAE,SAAS,IAAI,IAAI,CAAC;AAClF,CAAC;AAED;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,kBAAkB,CAAC,IAAoB,EAAE,IAAuB,EAAE,MAAM,GAAG,CAAC;IAC1F,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC;QAAE,OAAO,SAAS,CAAC;IACxC,MAAM,IAAI,GAAG,CAAC,CAAS,EAAW,EAAE,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;IACxF,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;QACrC,MAAM,IAAI,GAAG,IAAI,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC;QAC9C,IAAI,IAAI,CAAC,IAAI,CAAC;YAAE,OAAO,IAAI,CAAC;IAC9B,CAAC;IACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC;QAC7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACrC,MAAM,SAAS,GAAG,GAAG,IAAI,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,EAAE,CAAC;YAC7D,IAAI,IAAI,CAAC,SAAS,CAAC;gBAAE,OAAO,SAAS,CAAC;QACxC,CAAC;IACH,CAAC;IACD,OAAO,SAAS,CAAC;AACnB,CAAC;AAED;;;;;;;;;;;;GAYG;AACH,SAAS,KAAK,CAAC,IAAY,EAAE,IAAY;IACvC,IAAI,CAAC,GAAG,UAAU,GAAG,IAAI,CAAC;IAC1B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;QACrC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC;IAClD,CAAC;IACD,OAAO,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;AACrC,CAAC;AAED,mEAAmE;AACnE,SAAS,SAAS,CAAC,GAAQ;IACzB,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,cAAc,GAAG,eAAe,CAAC,CAAC,CAAC;AACvE,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,MAAM,UAAU,cAAc,CAAC,IAAoB,EAAE,MAAc;IACjE,MAAM,KAAK,GAAa,EAAE,CAAC;IAC3B,IAAI,MAAM,CAAC,KAAK,KAAK,MAAM;QAAE,OAAO,KAAK,CAAC;IAC1C,MAAM,IAAI,GAAG,MAAM,CAAC,eAAe,CAAC;IACpC,IAAI,CAAC,IAAI;QAAE,OAAO,KAAK,CAAC;IAExB,KAAK,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;QAC3C,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;QACtC,IAAI,CAAC,CAAC,GAAG,YAAY,GAAG,CAAC,IAAI,GAAG,CAAC,eAAe,EAAE;YAAE,SAAS;QAC7D,iEAAiE;QACjE,oEAAoE;QACpE,mEAAmE;QACnE,+CAA+C;QAC/C,IAAI,GAAG,CAAC,eAAe,KAAK,IAAI;YAAE,SAAS;QAC3C,IAAI,CAAC,KAAK,IAAI,CAAC,CAAC;QAEhB,iEAAiE;QACjE,4DAA4D;QAC5D,IAAI,IAAI,CAAC,IAAI,KAAK,WAAW,EAAE,CAAC;YAAC,QAAQ,CAAC,IAAI,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC;YAAC,SAAS;QAAC,CAAC;QAEvE,8DAA8D;QAC9D,iEAAiE;QACjE,gEAAgE;QAChE,kEAAkE;QAClE,mDAAmD;QACnD,IAAI,IAAI,CAAC,KAAK,GAAG,CAAC;YAAE,SAAS;QAE7B,IAAI,IAAI,CAAC,IAAI,KAAK,KAAK,EAAE,CAAC;YAAC,MAAM,CAAC,G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@@ -1,124 +0,0 @@
1
- import type { Player } from '../models/player.js';
2
- import type { Item } from '../models/item.js';
3
- import { IDiceRoll } from './dice.js';
4
- /**
5
- * FIRST AID (SR5 core p.205-206, with the gear rules at p.208/p.450).
6
- *
7
- * The engine already HAD a first-aid roll -- buried inside `use <medkit>`
8
- * -- and it was wrong in a family rather than in one place, which is why
9
- * this module exists at all. Every deviation below was measured against
10
- * the book before it was touched:
11
- *
12
- * canon engine, before this module
13
- * ----------------------------------- ---------------------------------
14
- * threshold 2, NET hits heal a box hits + 1 + quality: an all-miss
15
- * roll still closed a box
16
- * max healed = First Aid RATING no cap at all -- kit quality was
17
- * the only thing that scaled
18
- * [Mental] limit (+ medkit rating) no limit applied to the roll
19
- * once per set of wounds spammable
20
- * treats Stun OR Physical physical only
21
- * critical glitch: +1D3 boxes no glitch consequence
22
- * not after magical healing no interaction with the spell
23
- *
24
- * The single most load-bearing consequence, and the reason this is worth
25
- * doing: the RATING CAP inverts who is good at medicine. Before, an
26
- * unskilled runner with an expensive kit out-healed a trained medic with
27
- * a cheap one. Canon says the skill is the ceiling and the gear is the
28
- * help -- medics matter.
29
- *
30
- * TWO ENGINE MAPPINGS, labelled as such (the ic.ts / astralMoveBudget
31
- * house style: canon fixes the ratio, the unit is ours):
32
- *
33
- * 1. MEDKIT RATING. Canon rates medkits 1-6. This engine rates all gear
34
- * on one Common..MilitaryGrade tier (Item.qualityBonus, 0-4), because
35
- * gear tier is the whole progression system. So kit Rating is
36
- * `qualityBonus + 1`: a common kit is Rating 1, a milspec one Rating
37
- * 5. The +1 is not decoration -- a Rating 0 kit would heal nothing in
38
- * an untrained hand, and canon has no Rating 0 medkit.
39
- *
40
- * 2. WIRELESS. p.208 gives a wireless kit a dice bonus; p.450 gives the
41
- * rating to the limit. This engine has no per-item wireless toggle,
42
- * and the Sixth World default is wireless-on, so kits are treated as
43
- * wireless and BOTH apply -- which is exactly what p.208's own worked
44
- * example does (Mental 6 + medkit 4 = limit 10).
45
- *
46
- * NOT MODELLED, deliberately, and each one is engine-lacks-the-noun
47
- * rather than a rule we disagree with:
48
- *
49
- * - "within 1 hour of the damage" (p.205). sideQuest has no elapsed
50
- * game clock -- see the same note in planes.ts -- so there is no
51
- * "when" to compare against. The once-per-set-of-wounds lock below
52
- * carries the anti-spam intent that the hour was there to serve.
53
- * - "Complex Action, one per Combat Turn per box" (p.206). The engine
54
- * has no action budget; combat is exchange-based and no verb spends
55
- * an action. Importing canon's PERMISSION to heal mid-fight without
56
- * its PRICE is a real gap, and it is called out in heal.ts.
57
- */
58
- export declare const FIRST_AID_THRESHOLD = 2;
59
- export type WoundTrack = 'physical' | 'stun';
60
- export interface IFirstAidResult {
61
- roll: IDiceRoll;
62
- /** Boxes actually closed (0 on a failure or a critical glitch). */
63
- healed: number;
64
- /** Boxes ADDED by a critical glitch (p.206). */
65
- worsened: number;
66
- /** Hits over the threshold, before the cap and before armor. */
67
- netHits: number;
68
- /** The rating cap that applied -- skill, or kit rating if untrained. */
69
- cap: number;
70
- capBound: boolean;
71
- halvedByArmor: boolean;
72
- track: WoundTrack;
73
- }
74
- /**
75
- * Canon rates medkits 1-6; this engine rates gear 0-4. See mapping 1 in
76
- * the file header -- the +1 keeps a common kit useful in untrained hands.
77
- */
78
- export declare function medkitRating(kit?: Item): number;
79
- /**
80
- * The ceiling on boxes (p.205: "the maximum damage healable with the
81
- * First Aid skill is equal to the skill's rating").
82
- *
83
- * Defaulting would make that ceiling ZERO -- the skill rating is 0, so a
84
- * bare-handed amateur heals nothing however well they roll. p.208 is what
85
- * rescues the untrained case: with a kit, "she can still make an
86
- * untrained First Aid test using her Logic attribute minus 1 die and the
87
- * device's rating IN PLACE OF her First Aid skill". The kit stands in for
88
- * the skill, so it stands in as the cap too.
89
- */
90
- export declare function firstAidCap(medic: Player, kit?: Item): number;
91
- /**
92
- * First Aid + Logic (p.205), defaulting at Logic - 1 (p.130), plus the
93
- * wireless kit's rating as dice (p.208) -- but only ONCE: when untrained
94
- * the rating is already standing in for the skill, so adding the wireless
95
- * bonus on top would pay the same kit twice.
96
- *
97
- * Quick Healer (p.77) and the medic's OWN wound modifiers (p.205 sends
98
- * you to the Healing Modifiers table, and your own penalties travel with
99
- * you) ride on top. Floored at 1: SR5 never rolls a zero pool.
100
- */
101
- export declare function firstAidPool(medic: Player, kit?: Item): number;
102
- /** [Mental], plus the kit's rating (p.208's worked example: 6 + 4 = 10). */
103
- export declare function firstAidLimit(medic: Player, kit?: Item): number;
104
- /**
105
- * "divide the net effect in half (rounded up) if the victim being treated
106
- * is wearing any kind of full-body armor" (p.205-206).
107
- *
108
- * Read off the equipped slots by name, the same duck-typing the rest of
109
- * the gear code uses (Item.isArmor, isFence) so generated kit works
110
- * without a schema change.
111
- */
112
- export declare function inFullBodyArmor(patient: Player): boolean;
113
- /**
114
- * Why this treatment cannot happen, or undefined if it can. Ordered so
115
- * the most informative refusal wins: a player who is out of options
116
- * should be told the reason that is actually blocking them.
117
- */
118
- export declare function firstAidRefusal(medic: Player, patient: Player, kit: Item | undefined, track: WoundTrack): string | undefined;
119
- /**
120
- * Runs the test and applies the outcome. Callers MUST have cleared
121
- * firstAidRefusal first -- this function assumes the treatment is legal
122
- * and always consumes the once-per-wounds application.
123
- */
124
- export declare function performFirstAid(medic: Player, patient: Player, kit: Item, track: WoundTrack): IFirstAidResult;
@@ -1 +0,0 @@
1
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@@ -1,129 +0,0 @@
1
- /**
2
- * Shared fuzzy name-matching, extracted from Inventory's item resolution so
3
- * actor targeting (attack.ts, cast.ts) behaves the same way "take" does --
4
- * found via a real session where "cast manabolt at mr krow" failed against
5
- * "Mr. Krow" over a missing period. Three tiers, in order of confidence:
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- *
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- * 1. Exact match on the loosely-normalized strings (case, punctuation,
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- * and extra whitespace ignored -- "mr krow" == "Mr. Krow").
9
- * 2. Substring containment, either direction -- short aliases ("krow"),
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- * or extra/missing words at the edges.
11
- * 3. Word-overlap with light per-word typo tolerance (Levenshtein <= 1
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- * on words longer than 3 chars, stopwords ignored) -- misspellings
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- * and reordered/inserted words.
14
- *
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- * A tier only matches when it produces exactly ONE candidate (or a clear
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- * best score) -- an ambiguous guess deliberately misses rather than
17
- * picking someone at random.
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- */
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- export declare const STOPWORDS: Set<string>;
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- /** Lowercase, punctuation becomes whitespace, collapse whitespace.
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- * Punctuation SPLITS rather than vanishes: "Mr.Krow" must normalize to
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- * "mr krow", not "mrkrow" (a real session's missing space made the
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- * fixer unreachable). */
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- export declare function normalizeLoose(s: string): string;
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- export declare function significantWords(s: string): string[];
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- export declare function wordsAreCloseEnough(a: string, b: string): boolean;
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- /**
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- * Damerau-Levenshtein (OSA variant): like plain Levenshtein but a swap of
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- * two adjacent letters counts as ONE edit, not two -- transpositions
30
- * ("jhonson" for "johnson", "teh" for "the") are the single most common
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- * typo class, and plain Levenshtein prices them out of the <=1 tolerance.
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- */
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- export declare function levenshteinDistance(a: string, b: string): number;
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- /** Which tier produced a match: 1 exact-normalized, 2 substring
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- * containment, 3 word-overlap/typo. Lower = more confident -- callers
36
- * juggling two candidate pools (call.ts: NPCs vs street players) use
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- * it as the precedence rule. */
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- export type MatchTier = 1 | 2 | 3;
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- /**
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- * Picks the single name from `names` that `input` most plausibly refers
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- * to, or undefined when nothing (or more than one thing) qualifies.
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- * Returns the ORIGINAL name string, not the normalized form.
43
- */
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- export declare function fuzzyPickName(input: string, names: string[], opts?: IPickOptions): string | undefined;
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- /**
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- * WHICH COMMAND DID THEY MEAN -- for VERBS only, which is why it is not
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- * fuzzyPickName (vkDz3cquad25GACpm).
48
- *
49
- * "decend" is one letter from "descend". It also CONTAINS "end", and
50
- * the shared matcher's tier-2 rule fires when the input contains a
51
- * candidate -- so it answered `end`, the game ran end-call, and the
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- * player was told "You're not on a call." Their report reads as a
53
- * missing verb; what happened is worse than missing, because a
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- * different command ran and gave an answer that made sense for itself.
55
- *
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- * A near-miss SPELLING therefore beats a substring here. The pass fires
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- * only on a UNIQUE edit-distance-1 hit, and only a word that is not a
58
- * registered command ever reaches it -- a real verb dispatches long
59
- * before. Between "you typed a word one letter off a command" and "your
60
- * word happens to contain a shorter command", the typo is the better
61
- * bet every time. Substring matching stays as the fallback, which is
62
- * what keeps "inv" reaching inventory.
63
- *
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- * Verbs only, deliberately. The same reordering across item and NPC
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- * names would be a much broader bet on a much noisier vocabulary; the
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- * verb list is small, closed, and distinct.
67
- */
68
- export declare function guessVerb(verb: string, knownVerbs: string[]): string | undefined;
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- /**
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- * PICKING BY NUMBER (player request 2026-08-27: "for listed options,
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- * having a number to reference from an option list would make it easier
72
- * ... could have an index for the user to say 'go 4'").
73
- *
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- * `index: true` lets a bare number stand for the nth entry of `names`,
75
- * counting from 1. It rides THIS resolver rather than getting one of
76
- * its own, deliberately: two independently-written resolvers that can
77
- * disagree is the family that produced the duplicated doorway regexes
78
- * and the duplicated place colour, both of which we collapsed rather
79
- * than maintained. A number is just another way to say a name.
80
- *
81
- * It is OPT-IN, and that matters as much as the feature. ~50 call sites
82
- * share this resolver and most of them never print a list -- `attack 3`
83
- * with no numbered roster on screen would be a false affordance, and an
84
- * unpredictable one. Only a caller that actually SHOWS a numbered list
85
- * passes this, and it must pass the same array in the same order it
86
- * rendered (see log-style.ts optionMark).
87
- */
88
- export interface IPickOptions {
89
- index?: boolean;
90
- }
91
- /**
92
- * Take a LEADING 1-based index off the front of `input` and hand back
93
- * the position plus the untouched remainder.
94
- *
95
- * The remainder is returned verbatim on purpose: callers like
96
- * `backlog review 3 the door was already open` are carrying a human's
97
- * free prose after the number, and prose that gets re-parsed, trimmed
98
- * into tokens or lower-cased is prose that arrives wrong.
99
- *
100
- * `at` is a ZERO-based array position; the number the player typed is
101
- * one-based, because the list they read was printed from 1.
102
- *
103
- * THIS FUNCTION IS PURE AND HOLDS NO ORDER OF ITS OWN. It never sorts,
104
- * caches or fetches, so the guarantee that a list has not reshuffled
105
- * between being printed and being answered belongs to the caller that
106
- * owns the list -- there is nothing here that could provide it, and a
107
- * helper that appeared to would be worse than one that plainly doesn't.
108
- *
109
- * Shares its rules with the `index` option above rather than restating
110
- * them: same 1-based counting, same "outside the list is a miss, never
111
- * a nearest guess". fuzzyPickName's index path is literally this
112
- * function with the remainder required to be empty.
113
- */
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- export type IndexPick = {
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- ok: true;
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- at: number;
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- rest: string;
118
- } | {
119
- ok: false;
120
- reason: 'empty' | 'not-a-number' | 'out-of-range';
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- message: string;
122
- };
123
- export declare function takeIndex(input: string, count: number): IndexPick;
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- /** fuzzyPickName plus WHICH tier matched -- same result, same order of
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- * tiers, no behavior change for wrapper callers. */
126
- export declare function fuzzyPickNameDetailed(input: string, names: string[], opts?: IPickOptions): {
127
- name: string;
128
- tier: MatchTier;
129
- } | undefined;
@@ -1 +0,0 @@
1
- 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@@ -1,94 +0,0 @@
1
- /**
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- * WHAT THE GENERATOR THREW AWAY.
3
- *
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- * Measured 2026-08-26 across 20 session folders: 19 job attempts, 3 valid
5
- * scenes, 12 give-ups. The error strings survived in game.log; the model
6
- * output that caused them did not. `saveSeedToDisk` is reachable only on
7
- * the line AFTER validation succeeds, so every rejected candidate was
8
- * garbage-collected -- and a parse failure lost even more, since
9
- * `parseJsonReply` throws the bare JSON error ("Unterminated string at
10
- * position 8231") without one character of the text.
11
- *
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- * That left the corpus success-only and prompt-free: accepted outputs
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- * (post-assembly, not verbatim), and rejection REASONS with no rejected
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- * text. Nothing usable for measuring which faults are distinct rather
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- * than the same fault re-emitted per attempt, and nothing at all to train
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- * on later. This module keeps the (prompt, reply, error) triple instead.
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- *
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- * ── PRIVACY, DELIBERATELY ────────────────────────────────────────────
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- * These files are named `scene-fail-*.json`, which does NOT match
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- * session-telemetry's upload allowlist (`/^scene-job-[\w.-]*\.json$/`).
21
- * That mismatch is the entire point and must not be "tidied up":
22
- *
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- * - Uploaded logs are, in session-telemetry's own words, "readable by
24
- * all logged-in players".
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- * - A skeleton prompt embeds buildPlayerDossier verbatim -- the
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- * runner's name, stated gender, full attributes, augmentations, and
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- * free-text notoriety reasons.
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- * - It also embeds canonBlock: retrieved excerpts of indexed PUBLISHED
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- * rulebook and adventure material. Pushing those into a store every
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- * player can read is redistribution of licensed text, which is a
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- * worse problem than the PII.
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- * - `redact()` masks only emails and 40+ char token-shaped strings. It
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- * masks none of the above.
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- *
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- * So captures stay LOCAL by default. Sharing them is a decision for the
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- * player to make explicitly, not a side effect of a filename matching a
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- * regex written for something else.
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- */
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- export type CaptureStage = 'skeleton' | 'rooms' | 'npcs' | 'puzzles' | 'items' | 'assemble';
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- export type CaptureOutcome = 'parse-error' | 'validation-error' | 'accepted';
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- interface ICaptureRecord {
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- stage: CaptureStage;
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- outcome: CaptureOutcome;
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- pipeline: number;
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- attempt: number;
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- round?: number;
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- provider?: string;
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- model?: string;
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- error?: string;
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- /** classifyRepair's verdict -- itself a training target. */
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- repairTarget?: string;
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- prompt: string;
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- reply: string;
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- notes?: string[];
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- }
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- /** One generation's worth of records, handed to a sink instead of a
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- * file. The server stores this; nothing here decides how. */
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- export interface ICaptureBatch {
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- capturedAt: string;
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- tier: number;
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- outcome: 'accepted' | 'gave-up';
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- records: ICaptureRecord[];
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- }
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- export declare class GenerationCapture {
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- private static records;
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- private static sessionDir;
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- private static tier;
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- /** Bounded so a pathological run can't fill a session folder. Worst
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- * case here is ~500 KB, well under any telemetry file cap. */
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- private static readonly MAX_RECORDS;
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- /** Distinguishes repeat generations within one session -- see flush(). */
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- private static flushCount;
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- /**
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- * A destination that is NOT a directory. The server generates crew
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- * jobs and shared runs in the headless engine and has no filesystem
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- * home for them -- `game-sessions-methods.ts` honestly passes
77
- * `logFilePath: ""` for exactly that reason. Empty is falsy, so
78
- * sessionDir came out undefined and record() returned on its first
79
- * line: the HIGHEST-VOLUME generation path captured nothing at all,
80
- * silently, from the moment capture shipped. Found in review
81
- * 2026-08-26.
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- *
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- * The fix is not for the server to fake a path -- it genuinely has
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- * nowhere to write, and a file on the EC2 box is a file nothing
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- * sweeps. It hands us a sink instead and stores the batch itself.
86
- */
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- private static sink;
88
- static begin(logFilePath: string, tier: number, sink?: (batch: ICaptureBatch) => void): void;
89
- static record(rec: ICaptureRecord): void;
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- /** Writes only when something was actually captured. Never throws --
91
- * a corpus is a nice-to-have and must never cost the player a run. */
92
- static flush(outcome: 'accepted' | 'gave-up'): void;
93
- }
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- export {};
@@ -1 +0,0 @@
1
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