@maka/maka-cli 5.127.0 → 5.129.0

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 (887) hide show
  1. package/bundle/typescript/package.json +8 -6
  2. package/bundle/typescript/src/commands/game/sideQuest/archetypes.js +24 -3
  3. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js +11 -5
  4. package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.js +7 -5
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.js +53 -15
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js +2 -1
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/spells.js +11 -5
  8. package/bundle/typescript/src/commands/game/sideQuest/commands/sustain.js +6 -2
  9. package/bundle/typescript/src/commands/game/sideQuest/commands/thread.js +4 -2
  10. package/bundle/typescript/src/commands/game/sideQuest/game.js +10 -3
  11. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +108 -38
  12. package/bundle/typescript/src/commands/game/sideQuest/utilities/catalog.js +5 -0
  13. package/bundle/typescript/src/commands/game/sideQuest/utilities/sustaining.js +36 -0
  14. package/bundle/typescript/src/commands/profile.js +10 -2
  15. package/package.json +8 -6
  16. package/bundle/typescript/src/command.d.ts +0 -37
  17. package/bundle/typescript/src/command.js.map +0 -1
  18. package/bundle/typescript/src/commands/_index.d.ts +0 -28
  19. package/bundle/typescript/src/commands/_index.js.map +0 -1
  20. package/bundle/typescript/src/commands/aws/_index.d.ts +0 -16
  21. package/bundle/typescript/src/commands/aws/_index.js.map +0 -1
  22. package/bundle/typescript/src/commands/aws/aws.command.d.ts +0 -3
  23. package/bundle/typescript/src/commands/aws/aws.command.js.map +0 -1
  24. package/bundle/typescript/src/commands/aws/cecr.sub.cmd.d.ts +0 -1
  25. package/bundle/typescript/src/commands/aws/cecr.sub.cmd.js.map +0 -1
  26. package/bundle/typescript/src/commands/aws/chz.sub.cmd.d.ts +0 -1
  27. package/bundle/typescript/src/commands/aws/chz.sub.cmd.js.map +0 -1
  28. package/bundle/typescript/src/commands/aws/ci.sub.cmd.d.ts +0 -1
  29. package/bundle/typescript/src/commands/aws/ci.sub.cmd.js.map +0 -1
  30. package/bundle/typescript/src/commands/aws/ckp.sub.cmd.d.ts +0 -1
  31. package/bundle/typescript/src/commands/aws/ckp.sub.cmd.js.map +0 -1
  32. package/bundle/typescript/src/commands/aws/csg.sub.cmd.d.ts +0 -1
  33. package/bundle/typescript/src/commands/aws/csg.sub.cmd.js.map +0 -1
  34. package/bundle/typescript/src/commands/aws/decr.sub.cmd.d.ts +0 -1
  35. package/bundle/typescript/src/commands/aws/decr.sub.cmd.js.map +0 -1
  36. package/bundle/typescript/src/commands/aws/di.sub.cmd.d.ts +0 -1
  37. package/bundle/typescript/src/commands/aws/di.sub.cmd.js.map +0 -1
  38. package/bundle/typescript/src/commands/aws/dkp.sub.cmd.d.ts +0 -1
  39. package/bundle/typescript/src/commands/aws/dkp.sub.cmd.js.map +0 -1
  40. package/bundle/typescript/src/commands/aws/dsg.sub.cmd.d.ts +0 -1
  41. package/bundle/typescript/src/commands/aws/dsg.sub.cmd.js.map +0 -1
  42. package/bundle/typescript/src/commands/aws/lecr.sub.cmd.d.ts +0 -1
  43. package/bundle/typescript/src/commands/aws/lecr.sub.cmd.js.map +0 -1
  44. package/bundle/typescript/src/commands/aws/rbi.sub.cmd.d.ts +0 -1
  45. package/bundle/typescript/src/commands/aws/rbi.sub.cmd.js.map +0 -1
  46. package/bundle/typescript/src/commands/aws/rdn.sub.cmd.d.ts +0 -1
  47. package/bundle/typescript/src/commands/aws/rdn.sub.cmd.js.map +0 -1
  48. package/bundle/typescript/src/commands/aws/rkp.sub.cmd.d.ts +0 -1
  49. package/bundle/typescript/src/commands/aws/rkp.sub.cmd.js.map +0 -1
  50. package/bundle/typescript/src/commands/aws/sth.sub.cmd.d.ts +0 -1
  51. package/bundle/typescript/src/commands/aws/sth.sub.cmd.js.map +0 -1
  52. package/bundle/typescript/src/commands/aws/ti.sub.cmd.d.ts +0 -1
  53. package/bundle/typescript/src/commands/aws/ti.sub.cmd.js.map +0 -1
  54. package/bundle/typescript/src/commands/build/_index.d.ts +0 -2
  55. package/bundle/typescript/src/commands/build/_index.js.map +0 -1
  56. package/bundle/typescript/src/commands/build/build.d.ts +0 -3
  57. package/bundle/typescript/src/commands/build/build.js.map +0 -1
  58. package/bundle/typescript/src/commands/build/docker.sub.cmd.d.ts +0 -1
  59. package/bundle/typescript/src/commands/build/docker.sub.cmd.js.map +0 -1
  60. package/bundle/typescript/src/commands/create.d.ts +0 -1
  61. package/bundle/typescript/src/commands/create.js.map +0 -1
  62. package/bundle/typescript/src/commands/debug.d.ts +0 -1
  63. package/bundle/typescript/src/commands/debug.js.map +0 -1
  64. package/bundle/typescript/src/commands/deploy/_index.d.ts +0 -4
  65. package/bundle/typescript/src/commands/deploy/_index.js.map +0 -1
  66. package/bundle/typescript/src/commands/deploy/deploy.command.d.ts +0 -3
  67. package/bundle/typescript/src/commands/deploy/deploy.command.js.map +0 -1
  68. package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.d.ts +0 -1
  69. package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.js.map +0 -1
  70. package/bundle/typescript/src/commands/deploy/github.sub.cmd.d.ts +0 -1
  71. package/bundle/typescript/src/commands/deploy/github.sub.cmd.js.map +0 -1
  72. package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.d.ts +0 -1
  73. package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.js.map +0 -1
  74. package/bundle/typescript/src/commands/env/_index.d.ts +0 -3
  75. package/bundle/typescript/src/commands/env/_index.js.map +0 -1
  76. package/bundle/typescript/src/commands/env/env.command.d.ts +0 -3
  77. package/bundle/typescript/src/commands/env/env.command.js.map +0 -1
  78. package/bundle/typescript/src/commands/env/get.sub.cmd.d.ts +0 -1
  79. package/bundle/typescript/src/commands/env/get.sub.cmd.js.map +0 -1
  80. package/bundle/typescript/src/commands/env/prompt-for-env.d.ts +0 -10
  81. package/bundle/typescript/src/commands/env/prompt-for-env.js.map +0 -1
  82. package/bundle/typescript/src/commands/env/set.sub.cmd.d.ts +0 -1
  83. package/bundle/typescript/src/commands/env/set.sub.cmd.js.map +0 -1
  84. package/bundle/typescript/src/commands/game/_index.d.ts +0 -2
  85. package/bundle/typescript/src/commands/game/_index.js.map +0 -1
  86. package/bundle/typescript/src/commands/game/sideQuest/adept-powers.d.ts +0 -71
  87. package/bundle/typescript/src/commands/game/sideQuest/adept-powers.js.map +0 -1
  88. package/bundle/typescript/src/commands/game/sideQuest/archetypes.d.ts +0 -160
  89. package/bundle/typescript/src/commands/game/sideQuest/archetypes.js.map +0 -1
  90. package/bundle/typescript/src/commands/game/sideQuest/aspects.d.ts +0 -68
  91. package/bundle/typescript/src/commands/game/sideQuest/aspects.js.map +0 -1
  92. package/bundle/typescript/src/commands/game/sideQuest/augmentations.d.ts +0 -207
  93. package/bundle/typescript/src/commands/game/sideQuest/augmentations.js.map +0 -1
  94. package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.d.ts +0 -30
  95. package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.js.map +0 -1
  96. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.d.ts +0 -26
  97. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.js.map +0 -1
  98. package/bundle/typescript/src/commands/game/sideQuest/commands/ar.d.ts +0 -34
  99. package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js.map +0 -1
  100. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.d.ts +0 -65
  101. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.js.map +0 -1
  102. package/bundle/typescript/src/commands/game/sideQuest/commands/assense.d.ts +0 -16
  103. package/bundle/typescript/src/commands/game/sideQuest/commands/assense.js.map +0 -1
  104. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.d.ts +0 -42
  105. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js.map +0 -1
  106. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.d.ts +0 -199
  107. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js.map +0 -1
  108. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +0 -59
  109. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +0 -1
  110. package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.d.ts +0 -21
  111. package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.js.map +0 -1
  112. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.d.ts +0 -39
  113. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js.map +0 -1
  114. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.d.ts +0 -28
  115. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js.map +0 -1
  116. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +0 -64
  117. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +0 -1
  118. package/bundle/typescript/src/commands/game/sideQuest/commands/call.d.ts +0 -72
  119. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +0 -1
  120. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.d.ts +0 -119
  121. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +0 -1
  122. package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.d.ts +0 -6
  123. package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.js.map +0 -1
  124. package/bundle/typescript/src/commands/game/sideQuest/commands/climb.d.ts +0 -48
  125. package/bundle/typescript/src/commands/game/sideQuest/commands/climb.js.map +0 -1
  126. package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.d.ts +0 -19
  127. package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.js.map +0 -1
  128. package/bundle/typescript/src/commands/game/sideQuest/commands/command.d.ts +0 -63
  129. package/bundle/typescript/src/commands/game/sideQuest/commands/command.js.map +0 -1
  130. package/bundle/typescript/src/commands/game/sideQuest/commands/companions.d.ts +0 -69
  131. package/bundle/typescript/src/commands/game/sideQuest/commands/companions.js.map +0 -1
  132. package/bundle/typescript/src/commands/game/sideQuest/commands/compile.d.ts +0 -65
  133. package/bundle/typescript/src/commands/game/sideQuest/commands/compile.js.map +0 -1
  134. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.d.ts +0 -18
  135. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.js.map +0 -1
  136. package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.d.ts +0 -18
  137. package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.js.map +0 -1
  138. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.d.ts +0 -30
  139. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js.map +0 -1
  140. package/bundle/typescript/src/commands/game/sideQuest/commands/crew.d.ts +0 -46
  141. package/bundle/typescript/src/commands/game/sideQuest/commands/crew.js.map +0 -1
  142. package/bundle/typescript/src/commands/game/sideQuest/commands/deck.d.ts +0 -42
  143. package/bundle/typescript/src/commands/game/sideQuest/commands/deck.js.map +0 -1
  144. package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.d.ts +0 -61
  145. package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.js.map +0 -1
  146. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.d.ts +0 -23
  147. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js.map +0 -1
  148. package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.d.ts +0 -14
  149. package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.js.map +0 -1
  150. package/bundle/typescript/src/commands/game/sideQuest/commands/download.d.ts +0 -46
  151. package/bundle/typescript/src/commands/game/sideQuest/commands/download.js.map +0 -1
  152. package/bundle/typescript/src/commands/game/sideQuest/commands/drink.d.ts +0 -14
  153. package/bundle/typescript/src/commands/game/sideQuest/commands/drink.js.map +0 -1
  154. package/bundle/typescript/src/commands/game/sideQuest/commands/drone.d.ts +0 -15
  155. package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js.map +0 -1
  156. package/bundle/typescript/src/commands/game/sideQuest/commands/drop.d.ts +0 -7
  157. package/bundle/typescript/src/commands/game/sideQuest/commands/drop.js.map +0 -1
  158. package/bundle/typescript/src/commands/game/sideQuest/commands/eat.d.ts +0 -14
  159. package/bundle/typescript/src/commands/game/sideQuest/commands/eat.js.map +0 -1
  160. package/bundle/typescript/src/commands/game/sideQuest/commands/edge.d.ts +0 -13
  161. package/bundle/typescript/src/commands/game/sideQuest/commands/edge.js.map +0 -1
  162. package/bundle/typescript/src/commands/game/sideQuest/commands/emote.d.ts +0 -17
  163. package/bundle/typescript/src/commands/game/sideQuest/commands/emote.js.map +0 -1
  164. package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.d.ts +0 -6
  165. package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.js.map +0 -1
  166. package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.d.ts +0 -59
  167. package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.js.map +0 -1
  168. package/bundle/typescript/src/commands/game/sideQuest/commands/equip.d.ts +0 -11
  169. package/bundle/typescript/src/commands/game/sideQuest/commands/equip.js.map +0 -1
  170. package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.d.ts +0 -23
  171. package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.js.map +0 -1
  172. package/bundle/typescript/src/commands/game/sideQuest/commands/fit.d.ts +0 -29
  173. package/bundle/typescript/src/commands/game/sideQuest/commands/fit.js.map +0 -1
  174. package/bundle/typescript/src/commands/game/sideQuest/commands/follow.d.ts +0 -37
  175. package/bundle/typescript/src/commands/game/sideQuest/commands/follow.js.map +0 -1
  176. package/bundle/typescript/src/commands/game/sideQuest/commands/garage.d.ts +0 -15
  177. package/bundle/typescript/src/commands/game/sideQuest/commands/garage.js.map +0 -1
  178. package/bundle/typescript/src/commands/game/sideQuest/commands/give.d.ts +0 -7
  179. package/bundle/typescript/src/commands/game/sideQuest/commands/give.js.map +0 -1
  180. package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +0 -88
  181. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +0 -1
  182. package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.d.ts +0 -38
  183. package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.js.map +0 -1
  184. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +0 -103
  185. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +0 -1
  186. package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.d.ts +0 -16
  187. package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.js.map +0 -1
  188. package/bundle/typescript/src/commands/game/sideQuest/commands/heal.d.ts +0 -53
  189. package/bundle/typescript/src/commands/game/sideQuest/commands/heal.js.map +0 -1
  190. package/bundle/typescript/src/commands/game/sideQuest/commands/hints.d.ts +0 -10
  191. package/bundle/typescript/src/commands/game/sideQuest/commands/hints.js.map +0 -1
  192. package/bundle/typescript/src/commands/game/sideQuest/commands/hop.d.ts +0 -16
  193. package/bundle/typescript/src/commands/game/sideQuest/commands/hop.js.map +0 -1
  194. package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.d.ts +0 -8
  195. package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.js.map +0 -1
  196. package/bundle/typescript/src/commands/game/sideQuest/commands/install.d.ts +0 -21
  197. package/bundle/typescript/src/commands/game/sideQuest/commands/install.js.map +0 -1
  198. package/bundle/typescript/src/commands/game/sideQuest/commands/inv.d.ts +0 -6
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  200. package/bundle/typescript/src/commands/game/sideQuest/commands/jack.d.ts +0 -36
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  202. package/bundle/typescript/src/commands/game/sideQuest/commands/jackpoint.d.ts +0 -24
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  204. package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.d.ts +0 -38
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  206. package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.d.ts +0 -12
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  208. package/bundle/typescript/src/commands/game/sideQuest/commands/journal.d.ts +0 -44
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  216. package/bundle/typescript/src/commands/game/sideQuest/commands/lifestyle.d.ts +0 -23
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  228. package/bundle/typescript/src/commands/game/sideQuest/commands/message.d.ts +0 -44
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  230. package/bundle/typescript/src/commands/game/sideQuest/commands/move.d.ts +0 -194
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  232. package/bundle/typescript/src/commands/game/sideQuest/commands/note.d.ts +0 -99
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  234. package/bundle/typescript/src/commands/game/sideQuest/commands/order.d.ts +0 -19
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  236. package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.d.ts +0 -14
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  238. package/bundle/typescript/src/commands/game/sideQuest/commands/palm.d.ts +0 -16
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  240. package/bundle/typescript/src/commands/game/sideQuest/commands/pan.d.ts +0 -12
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  242. package/bundle/typescript/src/commands/game/sideQuest/commands/pay.d.ts +0 -13
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  244. package/bundle/typescript/src/commands/game/sideQuest/commands/perform.d.ts +0 -13
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  246. package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.d.ts +0 -18
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  248. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +0 -43
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  250. package/bundle/typescript/src/commands/game/sideQuest/commands/players.d.ts +0 -12
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  252. package/bundle/typescript/src/commands/game/sideQuest/commands/posture.d.ts +0 -45
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  254. package/bundle/typescript/src/commands/game/sideQuest/commands/project.d.ts +0 -19
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@@ -1,223 +0,0 @@
1
- import { Player } from '../models/player.js';
2
- import { ICaptureBatch } from '../utilities/generation-capture.js';
3
- import { ISceneSeedJson } from '../types/seed/scene-seed.js';
4
- import { ICrewDossierEntry, RunType } from './scene-chunks.js';
5
- export { FIXER_NAME, LEGACY_FIXER_NAME, isFixerName } from './scene-chunks.js';
6
- export declare class SceneSeedGenerator {
7
- /** Fresh-skeleton pipeline attempts (structural faults promote to a new
8
- * one). Raised from 2 after a real hub session's draft died on its
9
- * second skeleton: generation runs in the background now (the runner
10
- * roams the hub while it builds, and gets pinged when it lands), so a
11
- * third full attempt costs patience nobody is spending at a prompt. */
12
- private static readonly maxPipelineAttempts;
13
- /** Per-pipeline chunk repairs before demanding a fresh skeleton. */
14
- private static readonly maxRepairRounds;
15
- /** Attempts per individual AI call (skeleton or one detail chunk). */
16
- private static readonly maxCallAttempts;
17
- private static readonly SKELETON_TOKENS;
18
- private static readonly ROOMS_TOKENS;
19
- private static readonly NPCS_TOKENS;
20
- private static readonly DEVICES_TOKENS;
21
- private static readonly ITEMS_TOKENS;
22
- /**
23
- * CHUNKED generation (see scene-chunks.ts for the shapes and prompts):
24
- * one compact SKELETON pass fixes the scene's whole structure -- every
25
- * cross-reference the validators check -- then small detail passes flesh
26
- * out rooms, NPCs, puzzles, and items (items last: clue items bake in
27
- * the puzzle passphrases). The assembled scene runs through the same
28
- * validators as ever; a failure regenerates only the chunk responsible
29
- * (classifyRepair) instead of throwing the whole scene away.
30
- *
31
- * `tier` scales scope and stakes; `player` becomes the dossier that
32
- * tailors the job to the runner's archetype and toolkit. Each run
33
- * invents its OWN client Johnson (the fixer stays home in the hub).
34
- */
35
- /**
36
- * `runType` defaults to a fresh pickRunType(player) rather than to
37
- * 'standard', so every caller -- including the server's headless
38
- * engine, which drafts every crew job and shared run and would
39
- * otherwise never see a data run -- gets the gate for free. Passing it
40
- * explicitly is for a caller that has already decided.
41
- */
42
- static generate(logFilePath: string, tier?: number, player?: Player, rumor?: string, crew?: ICrewDossierEntry[], captureSink?: (batch: ICaptureBatch) => void, runType?: RunType): Promise<ISceneSeedJson | null>;
43
- /** The last generate() failure's message -- so the CALLER can tell a
44
- * provider problem (empty credits, bad key) from generation bad luck
45
- * and say something actionable. A real session called Krow six times
46
- * into an out-of-credits key with no way to know why every job
47
- * "fell through". Cleared on success paths implicitly (only read
48
- * right after a null return). */
49
- static lastFailure: string | undefined;
50
- /** The skeleton pass: structure only, fast-validated before any detail pass builds on it. */
51
- private static requestSkeleton;
52
- /** One detail chunk: prompt -> JSON, with one retry feeding the parse error back. */
53
- private static requestChunk;
54
- /**
55
- * Rooms, NPCs, and puzzles are independent given the skeleton -- they
56
- * run in parallel. Items runs after puzzles: each clue item's "details"
57
- * must contain its puzzle's exact passphrase.
58
- */
59
- private static requestAllDetails;
60
- /**
61
- * Saves a validated scene alongside that session's game log (same
62
- * directory as `logFilePath`) so a run can be inspected or replayed later
63
- * -- AI-generated scenes previously only existed in memory for the
64
- * process that generated them.
65
- */
66
- private static saveSeedToDisk;
67
- /**
68
- * Runs the candidate through the exact same synthesis pipeline a real
69
- * session would use, purely to surface referential-integrity errors
70
- * (missing room/item/npc names) before committing to it. Discards the
71
- * resulting Scene either way -- the real session re-synthesizes fresh
72
- * (with AI flavor enabled) once this seed is handed off.
73
- */
74
- private static dryRunValidate;
75
- /**
76
- * The one structural guarantee every other check assumes: every room,
77
- * NPC, and item actually has a real, non-blank "name". Nothing about the
78
- * JSON shape stops a model from emitting `"name": ""` or omitting the
79
- * field outright, and synthesis doesn't validate it either -- it just
80
- * uses whatever's there as a map key and crashes with an opaque error the
81
- * moment something tries to look it up.
82
- */
83
- private static validateBasicStructure;
84
- /**
85
- * A puzzle must belong to exactly one place: a room (via "puzzles[].room")
86
- * or a door (via some "exits[].puzzle" naming it) -- see DOORS AS PUZZLES.
87
- * Synthesis itself doesn't catch either failure mode: an orphaned puzzle
88
- * (neither) silently never appears anywhere in the world, and a
89
- * double-placed one (both) would exist as two disconnected instances of
90
- * "the same" barrier -- solvable in the room without ever needing to open
91
- * the door, or vice versa.
92
- */
93
- /**
94
- * An exit's device must live in the room that declares the exit.
95
- *
96
- * THE ROOM-OWNED RULE MADE ENFORCEABLE rather than merely true. Its
97
- * predecessor validated "placed in a room AND on a door", which
98
- * room ownership makes unrepresentable -- but the same ownership
99
- * makes a NEW incoherence expressible: an exit naming a device that
100
- * stands somewhere else. It fails exactly like a shared door: the way
101
- * locks, and the mechanism is in a room the player has no reason to
102
- * look in.
103
- */
104
- private static validateDevicePlacement;
105
- /**
106
- * The schema says a reward item must have neither "room" nor "heldBy" --
107
- * solving the puzzle (or completing the win condition) is what's supposed
108
- * to bring it into existence for the player -- but nothing ever actually
109
- * enforced that. Found via a real session where a puzzle's rewardItem was
110
- * ALSO "heldBy" the very NPC guarding it: solving the puzzle granted a
111
- * second, phantom copy of the item while the NPC's own real one stayed
112
- * put (and later dropped normally when killed) -- so the player ended up
113
- * with two disconnected copies of "the same" item, and the NPC's own
114
- * dialogue reflected the same confused premise (accusing the player of
115
- * theft for solving a puzzle it had just dared them to solve).
116
- */
117
- private static validateRewardItemPlacement;
118
- /**
119
- * Maps every item that has a concrete location (room, or heldBy an NPC
120
- * whose startLocation gives it one) to that room's name. Shared by the
121
- * reachability BFS and the win-condition checks below.
122
- */
123
- private static buildItemLocationMap;
124
- /**
125
- * Lock-and-key reachability BFS from the start room: a room becomes
126
- * reachable once some already-reachable room has an unlocked exit to it,
127
- * or a locked exit whose key has already been found in a reachable
128
- * location. Rooms marked "reachable: false" are excluded from this
129
- * traversal on purpose -- see validateDoorKeys.
130
- */
131
- private static computeReachableRooms;
132
- /**
133
- * Synthesis itself doesn't catch a locked door whose "keyRequired" names
134
- * an item that doesn't exist, or one that's placed somewhere only
135
- * reachable by first passing through that same door -- both leave the
136
- * player permanently stuck with no way to unlock it (the real bug this
137
- * guards against, found via a real session where a player was stonewalled
138
- * behind a locked door for an entire play session). Also enforces the
139
- * "reachable: false" contract (used for a fixer's inaccessible hideout,
140
- * say): such a room must never connect to a normally-reachable one, in
141
- * either direction, and nothing the player needs to retrieve may live
142
- * inside one.
143
- */
144
- private static validateDoorKeys;
145
- /**
146
- * requiresPuzzle references are structurally valid JSON either way (a
147
- * bad name or a cycle won't make synthesis itself throw), so this walks
148
- * each puzzle's prerequisite chain looking for a reference to a puzzle
149
- * that doesn't exist or a cycle. Chains of any length are fine -- only
150
- * missing references and cycles are rejected.
151
- */
152
- /**
153
- * Every AI-generated scene must have a completable win condition -- this
154
- * is what the "continue into a new job" loop hooks into. Also guards
155
- * against a win condition item that's already sitting in the target
156
- * NPC's own inventory, which would make the "find and deliver it"
157
- * premise nonsensical.
158
- */
159
- private static validateWinCondition;
160
- /**
161
- * THE MEET's structural guarantees (canon p.28, player ruling: every
162
- * run has its own client Johnson). The client must exist, be
163
- * physically meetable, and carry a commlink -- the meet sets the
164
- * terms and the wrap-up pays the lump sum, so a missing or
165
- * unreachable client breaks the whole payment loop. This replaced the
166
- * old "cannot reach Mr. Johnson" convention (an unreachable fixer NPC
167
- * embedded in every run) when the fixer moved out of run scenes.
168
- */
169
- private static validateClient;
170
- /**
171
- * bypassType is a closed enum the engine indexes into (puzzle.ts
172
- * BYPASS_FLAVOR) -- an unvalidated value used to reach a live session
173
- * and crash every "search" in that puzzle's room (the model emitted
174
- * "con" for a social barrier before that type existed). The lookups are
175
- * defensive now, but a bad value would still mean a barrier whose
176
- * bypass route silently doesn't exist -- reject it with the exact
177
- * allowed list instead.
178
- */
179
- /**
180
- * Device kinds, CLAMPED rather than rejected.
181
- *
182
- * This used to throw on an unrecognised bypassType. A kind we cannot
183
- * read is still a device, and rejecting a whole draft -- 20-40s of
184
- * generation -- over one misspelled word is a worse outcome than a
185
- * panel where the model meant something else. assembleScene does the
186
- * same clamp; this one catches a seed that reached us another way.
187
- */
188
- private static clampDeviceKinds;
189
- /**
190
- * Mechanical teeth behind the dossier's "never duplicate their gear"
191
- * rule: the prompt guidance alone was violated on its very first outing
192
- * (an Adept's startingItems included "Weapon Focus Katana" verbatim, and
193
- * the player watched the duplicate bounce off their occupied weapon
194
- * slot). Rejects any startingItem whose name matches something the
195
- * dossier player already carries or wears.
196
- */
197
- private static validateStartingItems;
198
- /**
199
- * A matrix-plane win-condition item must sit in a hasNode room with an
200
- * ice NPC guarding it -- otherwise the whole run is a free walk: jack
201
- * in, ride the grid (physical locks don't gate personas), take the
202
- * file, done. Found via a real session that completed exactly that way
203
- * with zero resistance. Hand-in-hand with the host-vault mechanic
204
- * (matrix items stay sealed until the host is cracked -- see hack.ts /
205
- * take.ts), this guarantees a datarun always has teeth.
206
- */
207
- private static validateMatrixDefense;
208
- /**
209
- * Enforces the "always some way to find the solution" guarantee: every
210
- * puzzle must have a discoverable clue, placed in a different room. None
211
- * of this is caught by synthesis (a puzzle with no clue, or an empty one,
212
- * is still structurally valid), so it's checked separately and treated
213
- * the same as any other validation failure -- it triggers a retry.
214
- *
215
- * Two patterns both count. Found via a real generation that kept getting
216
- * rejected despite being genuinely solvable: a riddle whose answer is a
217
- * real item's own name (e.g. "obsidian keycard", matching an actual item
218
- * called "Obsidian Keycard" sitting in another room) needs no separate
219
- * documentation -- finding it and seeing its name on screen already
220
- * reveals the answer. A Book clue is still required for anything else.
221
- */
222
- private static validateClueItems;
223
- }
@@ -1 +0,0 @@
1
- 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@@ -1,30 +0,0 @@
1
- import { ISceneSeedJson } from '../types/seed/scene-seed.js';
2
- /**
3
- * LEGACY SEEDS BECOME DEVICES AND GUARDS.
4
- *
5
- * Every seed the engine has ever written or generated carries
6
- * `puzzles[]`. They live in shipped JSON, in saved games, in the hub
7
- * seed EMBEDDED in every save, and in a pending run's embedded seed --
8
- * so there is no version of this that only touches new content.
9
- *
10
- * This runs as line 1 of SceneSynthesizer.synthesizeFromJson, which is
11
- * the single choke point every one of those paths already goes through.
12
- * One implementation covers static JSON, AI-generated seeds, resumed
13
- * saves, embedded hub seeds and embedded pending runs, and no caller
14
- * has to remember to ask.
15
- *
16
- * PURE AND IDEMPOTENT. It returns a new object and never mutates its
17
- * input, and migrate(migrate(x)) === migrate(x) -- which matters
18
- * because a migrated seed gets SAVED, then migrated again on the next
19
- * load, for as long as that character lives.
20
- */
21
- /** What a puzzle became, for the log line. */
22
- type Fate = 'person' | 'door-device' | 'room-device' | 'orphan';
23
- export interface IMigrationReport {
24
- seed: ISceneSeedJson;
25
- /** puzzle name -> what it became. Exposed for tests and logging. */
26
- fates: Map<string, Fate>;
27
- }
28
- export declare function migrateLegacySeed(json: ISceneSeedJson): ISceneSeedJson;
29
- export declare function migrateLegacySeedWithReport(json: ISceneSeedJson): IMigrationReport;
30
- export {};
@@ -1 +0,0 @@
1
- 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