@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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@@ -1,36 +0,0 @@
1
- /**
2
- * SUBDUING (SR5e p.195) state helpers -- the "restrain" layer a real
3
- * session asked for when an NPC kept bolting. The grapple itself lives as
4
- * name references on the two Players (see Player.grappledBy/grappling);
5
- * these helpers VALIDATE lazily wherever a gate consults them, so a
6
- * holder who died, fled, or vanished releases the hold on the next check
7
- * instead of needing cleanup hooks in every death/exit path.
8
- */
9
- export interface IGrappleActor {
10
- name: string;
11
- grappledBy?: string;
12
- grappleThreshold?: number;
13
- grappling?: string;
14
- currentLocation: unknown;
15
- isIncapacitated(): boolean;
16
- }
17
- interface IActorLookup {
18
- getActor(name: string): IGrappleActor | undefined | null;
19
- }
20
- /** RAW Physical limit: ceil((STR x 2 + BOD + REA) / 3). */
21
- export declare function physicalLimit(a: {
22
- strength: number;
23
- body: number;
24
- reaction: number;
25
- }): number;
26
- /** Drops both ends of a grapple, whichever ends still exist. */
27
- export declare function releaseGrapple(held?: IGrappleActor | null, holder?: IGrappleActor | null): void;
28
- /**
29
- * Who has this actor locked down RIGHT NOW -- undefined (after clearing
30
- * the stale link) when the holder is gone, down, elsewhere, or no longer
31
- * claims the hold.
32
- */
33
- export declare function heldBy(actor: IGrappleActor, scene: IActorLookup): IGrappleActor | undefined;
34
- /** The mirror check: whom this actor is still validly holding. */
35
- export declare function holding(actor: IGrappleActor, scene: IActorLookup): IGrappleActor | undefined;
36
- export {};
@@ -1 +0,0 @@
1
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@@ -1,63 +0,0 @@
1
- import type { Room } from '../models/room.js';
2
- /**
3
- * WHAT A GRID OBJECT ANSWERS TO (KzoqWjfYB9SnmsvQu).
4
- *
5
- * A player reported typing the name the scene had just shown them and
6
- * being told nothing answered to it. The cause was that every verb kept
7
- * its own idea of the host's name and none of them matched what the game
8
- * PRINTS:
9
- *
10
- * - map.ts renders the host as the room's name: "● Circuit Bazaar --
11
- * host HR 3".
12
- * - look.ts renders it as "● The Circuit Bazaar host [HR 3]", in a
13
- * line that ends "('mark' softens it first)".
14
- * - mark.ts accepted ONLY /^(host|node|the host)$/ -- while its own
15
- * success line calls the target `the ${room.name} host`. It printed
16
- * the exact string it refused.
17
- * - look.ts accepted the room name but not its own "the <room> host"
18
- * label.
19
- *
20
- * One list, so the printer and the resolver cannot drift apart again.
21
- *
22
- * EXACT MATCH ON A NORMALIZED ALIAS, never substring. `a.includes(b) ||
23
- * b.includes(a)` is how "the shack" starts matching a room called "The
24
- * Shack Behind The Shack" -- and worse, how a short query matches
25
- * everything. The alias list is explicit and comparison is equality, so
26
- * a name either answers or it does not.
27
- */
28
- /** Every string the room's host answers to, normalized. */
29
- export declare function hostAliases(room: Room): string[];
30
- /**
31
- * Does `query` name the host of `room`? False when the room has no host
32
- * at all -- the aliases of a node that is not there must never resolve.
33
- */
34
- export declare function matchesHostName(query: string, room: Room): boolean;
35
- /**
36
- * The shortest honest way to tell a player what the host here answers
37
- * to. The old refusal said the host "goes by 'host'" -- true, and
38
- * useless: it named one accepted form and hid the rest, including the
39
- * one the player had just read off the screen.
40
- */
41
- /**
42
- * THE HOST'S NAME IN PROSE, with exactly one article.
43
- *
44
- * Rooms are named freely and some of them begin with "The" -- both of
45
- * the repro builder's own rooms do. Thirteen call sites wrote
46
- * `The ${room.name} host` by hand, so those rooms rendered as
47
- *
48
- * ● The The Approach host [HR 3] -- sculpted ice geometry...
49
- *
50
- * Cosmetic, but not harmless: it surfaced on every Matrix repro bench,
51
- * where a reviewer meeting "The The" reasonably suspects the FIXTURE is
52
- * broken and stops trusting the bench -- which is the one thing a bench
53
- * cannot afford.
54
- *
55
- * One helper, article-aware, so a room name is never concatenated to a
56
- * hand-written article again.
57
- */
58
- export declare function hostLabel(room: Room, opts?: {
59
- capital?: boolean;
60
- }): string;
61
- export declare function hostNameHint(room: Room): string;
62
- /** Does `query` name the cameras of wherever the actor is standing? */
63
- export declare function matchesCameraName(query: string): boolean;
@@ -1 +0,0 @@
1
- {"version":3,"file":"grid-names.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/grid-names.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAGlD;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH,2DAA2D;AAC3D,MAAM,UAAU,WAAW,CAAC,IAAU;IACpC,MAAM,IAAI,GAAG,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IACvC,MAAM,IAAI,GAAG,CAAC,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,UAAU,EAAE,KAAK,CAAC,CAAC;IAC7D,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC;QAAE,OAAO,IAAI,CAAC;IACnC,OAAO;QACL,GAAG,IAAI;QACP,8BAA8B;QAC9B,IAAI;QACJ,iEAAiE;QACjE,GAAG,IAAI,OAAO,EAAE,OAAO,IAAI,OAAO;QAClC,GAAG,IAAI,OAAO,EAAE,OAAO,IAAI,OAAO;KACnC,CAAC;AACJ,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,eAAe,CAAC,KAAa,EAAE,IAAU;IACvD,IAAI,CAAC,IAAI,CAAC,OAAO;QAAE,OAAO,KAAK,CAAC;IAChC,MAAM,CAAC,GAAG,cAAc,CAAC,KAAK,CAAC,CAAC;IAChC,OAAO,CAAC,CAAC,MAAM,GAAG,CAAC,IAAI,WAAW,CAAC,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;AACvD,CAAC;AAED;;;;;GAKG;AACH;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,SAAS,CAAC,IAAU,EAAE,OAA8B,EAAE;IACpE,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,EAAE,CAAC,CAAC;IAC/C,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,IAAI,IAAI,OAAO,CAAC;AACxD,CAAC;AAED,MAAM,UAAU,YAAY,CAAC,IAAU;IACrC,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,uCAAuC,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;AACjF,CAAC;AAED;;;;;;;;;;;;;;;GAeG;AACH,MAAM,YAAY,GAAG,8FAA8F,CAAC;AAEpH,uEAAuE;AACvE,MAAM,UAAU,iBAAiB,CAAC,KAAa;IAC7C,OAAO,YAAY,CAAC,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC,CAAC;AAClD,CAAC"}
@@ -1,58 +0,0 @@
1
- import type { Player } from '../models/player.js';
2
- import type { Room } from '../models/room.js';
3
- /**
4
- * THE GRID HAS NO STREETS (user canon check 2026-09-02; SR5 pp.217-218,
5
- * p.246). Jacked in and outside a host, a persona is on its grid: "a
6
- * black flatland under a black sky" where the icons are the only things
7
- * -- devices, personas, and the hosts hanging overhead. Hosts "are part
8
- * of the Matrix rather than a single device, so you can access them from
9
- * anywhere without worrying about the distance involved" (p.246); every
10
- * other icon dims with real-world distance (p.217-218), and distance is
11
- * NOISE (p.230-231).
12
- *
13
- * What that replaces: the engine used to model the grid as the district
14
- * with a filter on -- "go <any room>" jumped the persona to a street's
15
- * "patch of grid", and hosts, PANs and files were reachable only from the
16
- * patch under them. There are no patches now. The persona's position on
17
- * the grid IS its body's room (Player.currentLocation stays put), a host
18
- * is entered from anywhere by name, and the rest of the district's icons
19
- * are in reach at a distance.
20
- *
21
- * DISTANCE, HONESTLY: the noise table (p.230) steps at 100 m, 1 km, 10 km,
22
- * 100 km. A hub district is a neighbourhood -- every room of it within a
23
- * kilometre of every other -- so this engine has exactly two bands: the
24
- * body's own room (0) and the rest of the district (-1, the 101-1000 m
25
- * row). Runs happen in one district too. A finer model would need a
26
- * distance the seeds do not carry, and inventing metres between rooms
27
- * would be a rule the book did not write.
28
- */
29
- export declare const DISTRICT_NOISE = 1;
30
- /** Where the persona stands: inside a host, that host's room; on the grid, the body's room. */
31
- export declare function gridVicinity(actor: Player): Room;
32
- /** The hosts hanging overhead -- every one in the scene the persona can see. */
33
- export declare function hostsInReach(rooms: Record<string, Room>, actor: Player): Room[];
34
- /** The host standing over a room, if any (the room IS its host in this engine). */
35
- export declare function hostOver(room: Room | undefined): Room | undefined;
36
- /**
37
- * A host by any name the game shows for it (grid-names.ts), from
38
- * anywhere on the grid. Bare "host" (or nothing) means the one over the
39
- * persona's vicinity, else nothing -- with several overhead, a bare word
40
- * cannot pick.
41
- */
42
- export declare function resolveHostInReach(rooms: Record<string, Room>, actor: Player, query: string): Room | undefined;
43
- /** Noise between the persona and a room's icons: 0 for the vicinity (and inside a host), -DISTRICT_NOISE dice elsewhere. */
44
- export declare function noiseFor(actor: Player, room: Room): number;
45
- /** Every room whose icons are in reach, the vicinity first, each with its noise. */
46
- export declare function roomsInReach(rooms: Record<string, Room>, actor: Player): {
47
- room: Room;
48
- noise: number;
49
- }[];
50
- /** The Mechanics-column word for a far icon, or nothing when it is near. */
51
- export declare function noiseNote(noise: number): string;
52
- /**
53
- * One line per host for the map and the Map dock: the icon, its label,
54
- * its rating, and the persona's standing with it.
55
- */
56
- export declare function hostLine(room: Room, actor: Player): string;
57
- /** The Map dock's one-line host: icon, name, rating, standing -- cut to the dock. */
58
- export declare function hostDockLine(room: Room, actor: Player, width: number): string;
@@ -1 +0,0 @@
1
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@@ -1,65 +0,0 @@
1
- import { Player } from '../models/player.js';
2
- import type { Host } from '../models/host.js';
3
- import { Room } from '../models/room.js';
4
- import { Scene } from '../models/scene.js';
5
- /**
6
- * The grid's icon inventory for one room -- everything a persona can
7
- * ACT on, each with its verb (player rulings 2026-08-23/24: "it's hard
8
- * to tell WHAT is the thing I can act on"; "I shouldn't see Places...
9
- * only their tags if they are online"). Meat furniture -- spots,
10
- * exits, prose places -- is deliberately absent: if it isn't
11
- * broadcasting, it isn't here. Shared by look.ts (gridLook) and go.ts
12
- * (grid-jump arrivals). Glyphs match the grid map: ● host, ◆ persona,
13
- * ▣ PAN, ▲ dangerous device, ◇ data. (There is no air-gapped-host glyph
14
- * any more -- see hhSWzLSXECFtfoAGa and canReachHost.)
15
- */
16
- export declare function gridIcons(scene: Scene, actor: Player, room: Room): string[];
17
- /**
18
- * THE ROOM AS THE GRID DRAWS IT (player ruling 2026-08-26: "looking in
19
- * the matrix shouldn't show the meatworld"). A persona's `look` used to
20
- * open with the room's own meat prose -- steam off the noodle pot, the
21
- * cracked vinyl, whoever is leaning on the counter. None of that is
22
- * where a persona stands: the grid OVERLAYS a space, it does not
23
- * furnish it, and a decker reading furniture they cannot touch (from a
24
- * body slumped rooms away) is the plane fiction coming apart.
25
- *
26
- * So this is the orientation that replaces the prose: the room's NAME
27
- * -- icons are labelled, and the grid map (map.ts) lists rooms by name
28
- * for exactly the same reason -- and how dense the local grid is. The
29
- * host itself is deliberately NOT described here: it is an ICON, and
30
- * gridIcons below already names it with its state and its verbs.
31
- */
32
- export declare function gridSculpt(actor: Player, room: Room): string;
33
- /**
34
- * The icons rendered as the standard cyan block, or the thin-grid line.
35
- *
36
- * THERE IS NO AR OUT HERE (backlog 3teN4oNvyzbLpi8xK; canon p.229 USER
37
- * MODES, p.217-218 VIRTUAL VISIONS). Both callers -- go.ts's grid
38
- * arrival and look.ts's gridLook -- are gated on plane 'matrix', which
39
- * in this engine is full VR: the body goes limp and every sense comes
40
- * from the Matrix. The empty case used to call the quiet ground
41
- * "ambient AR clutter", but an ARO hangs on a physical object and a
42
- * persona is not in the physical world to see one. commands/ar.ts has
43
- * refused `aros` in VR all along ("You're IN it -- 'look' is your
44
- * overlay out here"); this is that same ruling reaching the prose.
45
- */
46
- /**
47
- * The icons a persona sees. Inside a host: the host's interior, as
48
- * before. On the grid: the hosts overhead (all of them, reachable from
49
- * anywhere), the icons near the body's room, and -- dimmer, with the
50
- * noise they cost -- the icons in the rest of the district (SR5
51
- * pp.217-218: "the farther away devices are from you in the real world,
52
- * the dimmer their icons"). `rooms` absent means the caller has only
53
- * the one room, and the block reads as it always did.
54
- */
55
- export declare function gridIconBlock(scene: Scene, actor: Player, room: Room, rooms?: Record<string, Room>): string;
56
- /**
57
- * THE ROOM DOCK INSIDE A HOST (user, 2026-09-02: "the room drawn when
58
- * entering a host looks just like the room my meat body is in"). It was:
59
- * the dock drew the body's room. A host has no floor plan to draw --
60
- * its interior is a sculpted space with its own rules (SR5 p.219,
61
- * p.246) -- so the dock shows what a persona inside one can see: the
62
- * host, its rating, your marks and its alarm, the ice with its damage,
63
- * the other personas, and the files. Cut to the dock's rows and columns.
64
- */
65
- export declare function hostInteriorPanel(scene: Scene, actor: Player, host: Host, rows: number, cols: number): string[];
@@ -1 +0,0 @@
1
- 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@@ -1,72 +0,0 @@
1
- /**
2
- * GRIDS (SR5 p.220-222, p.233, p.240) -- increment 3 of the Matrix
3
- * position model (2026-09-02).
4
- *
5
- * - The public grid is free to anyone and "the Barrens of the Matrix": it
6
- * costs the user -2 on every Matrix action taken from it (p.233).
7
- * - A local grid is a metroplex's own; a global grid belongs to one of the
8
- * Big Ten (p.21-23; "ten publicly known global grids, one for each of
9
- * the Big Ten", p.234). Neither penalises its own users.
10
- * - Your grid is your lifestyle's (p.222 "Your Grid"): Low or lower gets
11
- * the public grid; Middle a local grid; High one Big Ten global grid of
12
- * your choosing; Luxury any grid you like.
13
- * - Acting against a target on ANOTHER grid costs -2 (p.233); inside a host
14
- * no grid penalty applies at all -- "the grid you're on doesn't really
15
- * matter" (p.246).
16
- * - Grid Hop (p.240): Complex Action, no test, needs access to the
17
- * destination; without it, Hack on the Fly against 4 dice (local) or 6
18
- * (global) hops you illegally, and a failed attempt does not alert.
19
- */
20
- export type GridKind = 'public' | 'local' | 'global';
21
- export type GridKey = 'public' | `local:${string}` | `global:${string}`;
22
- export interface Grid {
23
- key: GridKey;
24
- kind: GridKind;
25
- /** As the game prints it: "the public grid", "the Neon Strip local grid", "the Renraku grid". */
26
- name: string;
27
- /** p.233: the public grid's own toll on its users' actions. */
28
- userPenalty: 0 | -2;
29
- }
30
- export declare const PUBLIC_GRID: Grid;
31
- export declare function localGrid(district: string): Grid;
32
- export declare function globalGrid(corp: string): Grid;
33
- /** The Big Ten of 2075 (SR5 p.21-23), each with a global grid (p.234). */
34
- export declare const BIG_TEN: readonly string[];
35
- /**
36
- * The High-lifestyle provider until chargen offers the pick (p.222: "pick
37
- * one of the Big Ten"). A PLACEHOLDER, chosen for being first in the
38
- * book's own list, not for any fiction; the save carries the real choice
39
- * in `gridProvider` once the web generator asks for it.
40
- */
41
- export declare const DEFAULT_GRID_PROVIDER: string;
42
- /** Unknown on either side is NOT "another grid" -- no penalty on a guess. */
43
- export declare function sameGrid(a: Grid | undefined, b: Grid | undefined): boolean;
44
- /** p.222 "Your Grid": the grid a lifestyle buys. */
45
- export declare function homeGrid(lifestyleTier: string, district: Grid, provider?: string): Grid;
46
- /**
47
- * Every grid a lifestyle has legitimate access to, for a legal hop (p.240).
48
- * Public is free to all; Middle adds the local grid; High adds its chosen
49
- * global grid; Luxury can be "on any grid you want".
50
- */
51
- export declare function gridsWithAccess(lifestyleTier: string, district: Grid, provider?: string): Grid[];
52
- export declare function hasAccess(lifestyleTier: string, district: Grid, target: Grid, provider?: string): boolean;
53
- /** p.240: the grid's defence against an illegal Hack on the Fly hop. Public is free -- no test. */
54
- export declare function hopDefenceDice(target: Grid): 0 | 4 | 6;
55
- /**
56
- * A grid by what a player types: "public", "local", the district's name,
57
- * a Big Ten name, or "global <corp>". Undefined when nothing answers.
58
- */
59
- export declare function resolveGridName(query: string, district: Grid): Grid | undefined;
60
- export interface GridModifier {
61
- total: number;
62
- /** Mechanics-column words, one per penalty applied. */
63
- parts: string[];
64
- }
65
- /**
66
- * The dice a grid costs an action (p.233): the user's own grid toll (public
67
- * -2) plus -2 when the target sits on another grid. Inside a host, none of
68
- * it applies. Unknown grids cost nothing.
69
- */
70
- export declare function gridActionModifier(actorGrid: Grid | undefined, inside: boolean, targetGrid: Grid | undefined): GridModifier;
71
- /** The Mechanics-column suffix for a modifier, or nothing when it costs nothing. */
72
- export declare function gridNote(mod: GridModifier): string;
@@ -1 +0,0 @@
1
- {"version":3,"file":"grids.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/grids.ts"],"names":[],"mappings":"AA+BA,MAAM,IAAI,GAAG,CAAC,CAAS,EAAU,EAAE,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,WAAW,EAAE,CAAC,OAAO,CAAC,aAAa,EAAE,GAAG,CAAC,CAAC,OAAO,CAAC,QAAQ,EAAE,EAAE,CAAC,CAAC;AAE7G,MAAM,CAAC,MAAM,WAAW,GAAS,EAAE,GAAG,EAAE,QAAQ,EAAE,IAAI,EAAE,QAAQ,EAAE,IAAI,EAAE,iBAAiB,EAAE,WAAW,EAAE,CAAC,CAAC,EAAE,CAAC;AAE7G,MAAM,UAAU,SAAS,CAAC,QAAgB;IACxC,OAAO,EAAE,GAAG,EAAE,SAAS,IAAI,CAAC,QAAQ,CAAC,EAAE,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,OAAO,QAAQ,CAAC,IAAI,EAAE,aAAa,EAAE,WAAW,EAAE,CAAC,EAAE,CAAC;AACtH,CAAC;AAED,MAAM,UAAU,UAAU,CAAC,IAAY;IACrC,OAAO,EAAE,GAAG,EAAE,UAAU,IAAI,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,IAAI,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,OAAO,EAAE,WAAW,EAAE,CAAC,EAAE,CAAC;AAC1G,CAAC;AAED,0EAA0E;AAC1E,MAAM,CAAC,MAAM,OAAO,GAAsB;IACxC,MAAM,EAAE,cAAc,EAAE,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,QAAQ,EAAE,SAAS,EAAE,cAAc,EAAE,UAAU,EAAE,QAAQ;CACjH,CAAC;AAEF;;;;;GAKG;AACH,MAAM,CAAC,MAAM,qBAAqB,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;AAEhD,6EAA6E;AAC7E,MAAM,UAAU,QAAQ,CAAC,CAAmB,EAAE,CAAmB;IAC/D,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;QAAE,OAAO,IAAI,CAAC;IAC1B,OAAO,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,CAAC;AACzB,CAAC;AAED,MAAM,QAAQ,GAAG,CAAC,IAAY,EAAU,EAAE,CACxC,CAAC,QAAQ,EAAE,UAAU,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,EAAE,CAAC,WAAW,EAAE,CAAC,CAAC;AAE/F,oDAAoD;AACpD,MAAM,UAAU,QAAQ,CAAC,aAAqB,EAAE,QAAc,EAAE,WAAmB,qBAAqB;IACtG,MAAM,IAAI,GAAG,QAAQ,CAAC,aAAa,CAAC,CAAC;IACrC,IAAI,IAAI,IAAI,CAAC;QAAE,OAAO,WAAW,CAAC,CAAY,sCAAsC;IACpF,IAAI,IAAI,KAAK,CAAC;QAAE,OAAO,QAAQ,CAAC,CAAc,yBAAyB;IACvE,OAAO,UAAU,CAAC,QAAQ,CAAC,CAAC,CAAkB,0CAA0C;AAC1F,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,eAAe,CAAC,aAAqB,EAAE,QAAc,EAAE,WAAmB,qBAAqB;IAC7G,MAAM,IAAI,GAAG,QAAQ,CAAC,aAAa,CAAC,CAAC;IACrC,MAAM,KAAK,GAAW,CAAC,WAAW,CAAC,CAAC;IACpC,IAAI,IAAI,IAAI,CAAC;QAAE,KAAK,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IACpC,IAAI,IAAI,KAAK,CAAC;QAAE,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC,CAAC;IACjD,IAAI,IAAI,IAAI,CAAC;QAAE,KAAK,MAAM,IAAI,IAAI,OAAO;YAAE,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC;IACxE,OAAO,KAAK,CAAC;AACf,CAAC;AAED,MAAM,UAAU,SAAS,CAAC,aAAqB,EAAE,QAAc,EAAE,MAAY,EAAE,WAAmB,qBAAqB;IACrH,OAAO,eAAe,CAAC,aAAa,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,KAAK,MAAM,CAAC,GAAG,CAAC,CAAC;AAC5F,CAAC;AAED,mGAAmG;AACnG,MAAM,UAAU,cAAc,CAAC,MAAY;IACzC,OAAO,MAAM,CAAC,IAAI,KAAK,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;AACxE,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,eAAe,CAAC,KAAa,EAAE,QAAc;IAC3D,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,WAAW,EAAE,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,CAAC,OAAO,CAAC,UAAU,EAAE,EAAE,CAAC,CAAC;IACpF,IAAI,CAAC,KAAK,EAAE;QAAG,OAAO,SAAS,CAAC;IAChC,IAAI,CAAC,KAAK,QAAQ,IAAI,CAAC,KAAK,SAAS;QAAE,OAAO,WAAW,CAAC;IAC1D,IAAI,CAAC,KAAK,OAAO,IAAI,IAAI,CAAC,CAAC,CAAC,KAAK,QAAQ,CAAC,GAAG,CAAC,KAAK,CAAC,QAAQ,CAAC,MAAM,CAAC;QAAE,OAAO,QAAQ,CAAC;IACtF,MAAM,QAAQ,GAAG,CAAC,CAAC,OAAO,CAAC,YAAY,EAAE,EAAE,CAAC,CAAC;IAC7C,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,WAAW,EAAE,KAAK,QAAQ,IAAI,IAAI,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC;IAC3F,OAAO,IAAI,CAAC,CAAC,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;AAC7C,CAAC;AAQD;;;;GAIG;AACH,MAAM,UAAU,kBAAkB,CAAC,SAA2B,EAAE,MAAe,EAAE,UAA4B;IAC3G,IAAI,MAAM;QAAE,OAAO,EAAE,KAAK,EAAE,CAAC,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC;IAC3C,MAAM,KAAK,GAAa,EAAE,CAAC;IAC3B,IAAI,KAAK,GAAG,CAAC,CAAC;IACd,IAAI,SAAS,EAAE,WAAW,EAAE,CAAC;QAAC,KAAK,IAAI,SAAS,CAAC,WAAW,CAAC;QAAC,KAAK,CAAC,IAAI,CAAC,eAAe,SAAS,CAAC,WAAW,EAAE,CAAC,CAAC;IAAC,CAAC;IACnH,IAAI,SAAS,IAAI,UAAU,IAAI,CAAC,QAAQ,CAAC,SAAS,EAAE,UAAU,CAAC,EAAE,CAAC;QAAC,KAAK,IAAI,CAAC,CAAC;QAAC,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAAC,CAAC;IAC7G,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAC1B,CAAC;AAED,oFAAoF;AACpF,MAAM,UAAU,QAAQ,CAAC,GAAiB;IACxC,OAAO,GAAG,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,KAAK,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;AAClE,CAAC"}
@@ -1,42 +0,0 @@
1
- /**
2
- * THE NOTE A SESSION LEAVES FOR ITS LAUNCHER.
3
- *
4
- * The game runs in a spawned child that holds the terminal through
5
- * blessed, so it cannot start another game itself -- two blessed
6
- * screens on one terminal is the exact failure the "parent is the
7
- * guaranteed janitor" rule exists to prevent. When the player asks to
8
- * drop into a repro bench, the game therefore seals its save, writes
9
- * this file, and exits 0. The parent reads it, plays the bench, and
10
- * relaunches the same runner on a resume.
11
- *
12
- * Deliberately a FILE and not an exit code: an exit code carries about
13
- * three bits and this needs to name an item. It also survives the child
14
- * dying between writing and exiting, which an in-memory channel would
15
- * not.
16
- */
17
- export interface IHandoff {
18
- kind: 'repro';
19
- itemId: string;
20
- }
21
- export declare function handoffPath(sessionDir: string): string;
22
- /** Leave the note. Failure is the caller's to handle -- a session that
23
- * cannot write one must not pretend it handed off. */
24
- export declare function writeHandoff(sessionDir: string, handoff: IHandoff): void;
25
- /**
26
- * READ THE NOTE AND DESTROY IT, in that order.
27
- *
28
- * SINGLE USE IS A CORRECTNESS REQUIREMENT, not tidiness. A handoff left
29
- * on disk fires again on the NEXT exit, and the one after that -- the
30
- * player would be dropped into the same bench every time they tried to
31
- * quit, with no way out but deleting a file they do not know exists.
32
- *
33
- * The delete happens in a `finally`, so it also runs when the read or
34
- * the parse throws. A note that cannot be understood is still a note
35
- * that has been consumed; leaving a malformed one behind would produce
36
- * exactly the loop above, except silent.
37
- *
38
- * Anything unrecognised returns undefined rather than throwing: the
39
- * caller's next move is to carry on with the player's game, and a
40
- * corrupt byte on disk must never cost somebody their session.
41
- */
42
- export declare function takeHandoff(sessionDir: string): IHandoff | undefined;
@@ -1 +0,0 @@
1
- {"version":3,"file":"handoff.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/handoff.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,IAAI,CAAC;AACpB,OAAO,IAAI,MAAM,MAAM,CAAC;AAuBxB,MAAM,UAAU,WAAW,CAAC,UAAkB;IAC5C,OAAO,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,cAAc,CAAC,CAAC;AAC/C,CAAC;AAED;uDACuD;AACvD,MAAM,UAAU,YAAY,CAAC,UAAkB,EAAE,OAAiB;IAChE,EAAE,CAAC,aAAa,CAAC,WAAW,CAAC,UAAU,CAAC,EAAE,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,EAAE,MAAM,CAAC,CAAC;AAC7E,CAAC;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,WAAW,CAAC,UAAkB;IAC5C,MAAM,IAAI,GAAG,WAAW,CAAC,UAAU,CAAC,CAAC;IACrC,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,IAAI,CAAC;QAAE,OAAO,SAAS,CAAC;IAC3C,IAAI,GAAuB,CAAC;IAC5B,IAAI,CAAC;QACH,GAAG,GAAG,EAAE,CAAC,YAAY,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;IACtC,CAAC;IAAC,MAAM,CAAC;QACP,OAAO,SAAS,CAAC;IACnB,CAAC;YAAS,CAAC;QACT,IAAI,CAAC;YAAC,EAAE,CAAC,MAAM,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC,CAAC;QAAC,CAAC;QAAC,MAAM,CAAC,CAAC,kBAAkB,CAAC,CAAC;IACxE,CAAC;IACD,IAAI,CAAC;QACH,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAa,CAAC;QAC3C,IAAI,MAAM,EAAE,IAAI,KAAK,OAAO;YAAE,OAAO,SAAS,CAAC;QAC/C,IAAI,OAAO,MAAM,CAAC,MAAM,KAAK,QAAQ,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE;YAAE,OAAO,SAAS,CAAC;QACjF,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;IAClD,CAAC;IAAC,MAAM,CAAC;QACP,OAAO,SAAS,CAAC;IACnB,CAAC;AACH,CAAC"}
@@ -1,25 +0,0 @@
1
- import type { Player } from '../models/player.js';
2
- import type { NPC } from '../models/npc.js';
3
- /**
4
- * THE LAST THING THAT HURT A PLAYER OUTSIDE AN EXCHANGE.
5
- *
6
- * A CombatExchange settles its own dead (resolveTakedown). Everything else
7
- * that lands damage on a player -- IC biofeedback, dumpshock, a blow to an
8
- * empty body -- only writes the track and walks away, so a decker whose
9
- * heart stopped under Black IC kept typing "look" and "go up" (user report
10
- * 2026-09-02). Those sites leave a note here; harm-settlement.ts reads it
11
- * when the next command finds the track full, so the collapse names what
12
- * did it instead of a generic "you collapse".
13
- */
14
- export interface HarmNote {
15
- /** Who or what, for the log and the game-over line. */
16
- by: string;
17
- /** The actor behind it when there is one; the fallen stands in otherwise. */
18
- actor?: Player | NPC;
19
- /** The collapse line for the primary player, when the default reads wrong. */
20
- fall?: string;
21
- /** The GAME OVER banner, when the default reads wrong. */
22
- gameOver?: string;
23
- }
24
- export declare function noteHarm(actor: Player, note: HarmNote): void;
25
- export declare function takeHarmNote(actor: Player): HarmNote | undefined;
@@ -1 +0,0 @@
1
- {"version":3,"file":"harm-note.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/harm-note.ts"],"names":[],"mappings":"AAyBA,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAoB,CAAC;AAEjD,MAAM,UAAU,QAAQ,CAAC,KAAa,EAAE,IAAc;IACpD,QAAQ,CAAC,GAAG,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;AAC5B,CAAC;AAED,MAAM,UAAU,YAAY,CAAC,KAAa;IACxC,MAAM,IAAI,GAAG,QAAQ,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;IACjC,QAAQ,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;IACvB,OAAO,IAAI,CAAC;AACd,CAAC"}
@@ -1,29 +0,0 @@
1
- import type { Scene } from '../models/scene.js';
2
- import type { Player } from '../models/player.js';
3
- /**
4
- * HARM NOBODY SETTLED (user report 2026-09-02: "I got killed, but I can
5
- * still look and move around").
6
- *
7
- * The exchange settles the dead it makes; the other damage sites -- IC
8
- * biofeedback (ic.ts), dumpshock (planes.ts), a blow to an empty body --
9
- * write the track and walk away. Game.runInputAs calls this before and
10
- * after every command, so a track that filled anywhere is judged the
11
- * moment the player next acts, and never later than the same command.
12
- *
13
- * Canon:
14
- * - A full Physical track is a death by the engine's standing rule
15
- * (attack.ts resolveTakedown) -- the same door, so DocWagon, the shared-
16
- * run permadeath and the game-over banner all behave as they do in a
17
- * fight.
18
- * - Out cold in VR: "If you become unconscious while in VR, your commlink
19
- * or deck automatically switches you to AR, unless you are link-locked"
20
- * (SR5 p.229). The switch is graceful -- no dumpshock. Link-locked, the
21
- * persona stays in VR, defenceless, until the lock breaks.
22
- * - Then the knockout the fight code already keeps (Scene.beginPlayerKnockout):
23
- * the room settles around the body, and you come to or you do not.
24
- *
25
- * Returns the narration to append to the command's output; empty when
26
- * nothing needed settling or it already was (deadPlayers, a knockout in
27
- * progress).
28
- */
29
- export declare function settleUnresolvedHarm(scene: Scene, actor: Player): Promise<string[]>;
@@ -1 +0,0 @@
1
- {"version":3,"file":"harm-settlement.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/harm-settlement.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AACrC,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAC1C,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,MAAM,CAAC,KAAK,UAAU,oBAAoB,CAAC,KAAY,EAAE,KAAa;IACpE,IAAI,KAAK,CAAC,WAAW,CAAC,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC;QAAE,OAAO,EAAE,CAAC;IACjD,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE;QAAE,OAAO,EAAE,CAAC;IACzD,MAAM,MAAM,GAAG,MAAM,CAAC,WAAW,EAAE,CAAC;IAEpC,IAAI,KAAK,CAAC,MAAM,EAAE,EAAE,CAAC;QACnB,MAAM,IAAI,GAAG,YAAY,CAAC,KAAK,CAAC,CAAC;QACjC,MAAM,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,WAAW,CAAC;QACnC,MAAM,QAAQ,GAAG,IAAI,cAAc,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QAC1D,OAAO,QAAQ,CAAC,YAAY,CAAC,KAAK,EAAE,IAAI,EAAE,KAAK,IAAI,KAAK,EAAE;YACxD,QAAQ,EAAE,IAAI,EAAE,IAAI,IAAI,mBAAmB,KAAK,CAAC,eAAe,CAAC,IAAI,KAAK,EAAE,YAAY;YACxF,YAAY,EAAE,IAAI,EAAE,QAAQ,IAAI,iBAAiB,KAAK,CAAC,IAAI,kBAAkB,EAAE,GAAG;SACnF,CAAC,CAAC;IACL,CAAC;IAED,IAAI,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,CAAC;QAAE,OAAO,EAAE,CAAC;IAC7C,MAAM,IAAI,GAAG,YAAY,CAAC,KAAK,CAAC,CAAC;IACjC,MAAM,KAAK,GAAa,EAAE,CAAC;IAC3B,IAAI,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;QAC7B,IAAI,KAAK,CAAC,YAAY,CAAC,IAAI,GAAG,CAAC,EAAE,CAAC;YAChC,KAAK,CAAC,IAAI,CAAC,0JAA0J,CAAC,CAAC;QACzK,CAAC;aAAM,CAAC;YACN,KAAK,CAAC,IAAI,CAAC,GAAG,WAAW,CAAC,KAAK,EAAE,KAAK,EAAE;gBACtC,MAAM,EAAE,iJAAiJ;aAC1J,CAAC,CAAC,CAAC;QACN,CAAC;IACH,CAAC;IACD,MAAM,QAAQ,GAAG,IAAI,cAAc,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;IAC1D,KAAK,CAAC,IAAI,CAAC,GAAG,MAAM,QAAQ,CAAC,qBAAqB,CAAC,IAAI,EAAE,KAAK,IAAI,KAAK,EAAE,KAAK,CAAC,CAAC,CAAC;IACjF,OAAO,KAAK,CAAC;AACf,CAAC"}
@@ -1,8 +0,0 @@
1
- /** Hosting processes (the shared-run server) force hints on/off for the
2
- * whole process without reading or writing any config file. Pass
3
- * undefined to fall back to the config-file preference. */
4
- export declare function overrideHints(on: boolean | undefined): void;
5
- export declare function hintsEnabled(): boolean;
6
- export declare function setHints(on: boolean): void;
7
- /** The wrapper: didactic text while hints are on, silence after. */
8
- export declare function hint(text: string): string;
@@ -1 +0,0 @@
1
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@@ -1,9 +0,0 @@
1
- import { NPC } from '../models/npc.js';
2
- import type { Scene } from '../models/scene.js';
3
- import type { Host } from '../models/host.js';
4
- /** Launch one IC of this kind inside the host, as an actor. Returns undefined when the scene cannot host actors. */
5
- export declare function spawnIC(scene: Scene, host: Host, kind: string): NPC | undefined;
6
- /** Take a crashed IC out of the host: its name off the running list, its actor out of the scene, its kind queued to relaunch. */
7
- export declare function crashIC(scene: Scene | undefined, host: Host, kind: string): void;
8
- /** Every running IC whose actor has been crashed (its monitor filled, or its code sheared apart). */
9
- export declare function crashedIC(host: Host): string[];
@@ -1 +0,0 @@
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