@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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- /**
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- * HEADLESS SESSIONS (Phase C M2): the engine without blessed -- for the
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- * maka-cli.com shared-run server (and any harness). One process hosts
4
- * many sessions; each runs inside its own AsyncLocalStorage context
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- * (session-context.ts) so the ~350 bare Logger.getInstance() call sites
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- * resolve to the session's EmitterLogger, which turns the whole output
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- * stream into GameEvents (emitter.ts) stamped with per-player
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- * visibility.
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- *
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- * Never import ui.ts from here (it is an entry script with top-level
11
- * await); this module's graph is require(esm)-compatible for the Meteor
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- * server (Node 22.12+/24).
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- */
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- import Game from './game.js';
15
- import { Player } from './models/_index.js';
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- import { Logger } from './utilities/logger.js';
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- import { GameEvent, Scope } from './utilities/emitter.js';
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- import { ISaveFileV1, ISavedPlayer } from './types/save-file.js';
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- import { ISceneSeedJson } from './types/seed/scene-seed.js';
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- /**
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- * The session's Logger: same shape the whole engine already talks to,
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- * but every player-visible line becomes a GameEvent through `sink`.
23
- * Channels: 'log' (world narrative, render tags intact) and 'meta'
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- * (mechanics ticker) from the engine's own calls; 'status' and 'system'
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- * from the session handle. The solo transcript/write/error file sinks
26
- * become the `debug` callback (write/error) or nothing (transcript --
27
- * the log/meta events ARE the record).
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- */
29
- export declare class EmitterLogger extends Logger {
30
- private sink;
31
- private debug;
32
- private seq;
33
- private gameRef?;
34
- constructor(sink: (ev: GameEvent) => void, debug?: (line: string) => void);
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- /** Late-bound: the Game exists only after the logger (models construct
36
- * against Logger.getInstance() during synthesis). */
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- bindGame(get: () => Game | undefined): void;
38
- private emit;
39
- /** Emit-time resolution (design ruling): room scopes name the human
40
- * players standing in that room NOW. */
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- private resolveVisible;
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- /** Ambient default (design ruling): during a dispatch, narrative goes
43
- * to the acting player's room, dice to their eyes only. Outside any
44
- * dispatch (scene beats, timers), the whole table sees it. */
45
- private ambient;
46
- log(message: string, scope?: Scope): void;
47
- logWithColor(message: string, color?: string, scope?: Scope): void;
48
- meta(message: string, color?: string, scope?: Scope): void;
49
- transcript(_message: string): void;
50
- write(message: string): void;
51
- error(message: string): void;
52
- hasScreen(): boolean;
53
- /** One player's HUD, as an event only they can see. */
54
- status(playerName: string, lines: string[]): void;
55
- /** Machine-readable session beats: death, joined, left, settled... */
56
- system(text: string, scope: Scope, kind?: string, data?: Record<string, unknown>): void;
57
- }
58
- export interface HeadlessOptions {
59
- sessionId: string;
60
- /** The run seed (Krow output / hand-authored scene JSON). */
61
- seed: ISceneSeedJson;
62
- /** Save docs, one per human; players[0] is the leader/primary. */
63
- players: ISaveFileV1[];
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- /** The tier this scene was GENERATED at. The solo arrival path sets
65
- * it from the same number; a headless boot had no way to say it and
66
- * sat at the default 1, which then rode into the save snapshot and
67
- * the next draft (audit 2026-08-27). Omitted keeps the old default. */
68
- tier?: number;
69
- useAi?: boolean;
70
- sink: (ev: GameEvent) => void;
71
- debug?: (line: string) => void;
72
- /** Shared-run permadeath (non-primary humans route through here). */
73
- onPlayerDeath?: (playerName: string) => void;
74
- /** DocWagon HTR pulled a player off the job alive -- the hosting
75
- * server writes their snapshot back and marks them 'left'. */
76
- onPlayerExtracted?: (playerName: string) => void;
77
- }
78
- export interface HeadlessSession {
79
- game: Game;
80
- logger: EmitterLogger;
81
- /** Runs `input` as the named player; serialized by the game's queue. */
82
- command(actorName: string, input: string): Promise<{
83
- text: string | null;
84
- verb: string;
85
- }>;
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- /** Late join: builds the character from their save and spawns them at
87
- * the scene's start room. */
88
- addPlayer(save: ISaveFileV1): Promise<string>;
89
- /** Emits every player's current HUD as status events. */
90
- pushStatus(): void;
91
- /** Save-shaped snapshot per living player (server persistence). */
92
- snapshotPlayers(): Record<string, ISavedPlayer>;
93
- /** The player's DocWagon contract as it stands NOW (spent resuscs and
94
- * all) -- the server writes it back so usage persists. */
95
- docwagonFor(actorName: string): unknown;
96
- dispose(): Promise<void>;
97
- }
98
- /** Exported for the hosting server: scene generation (party dossiers)
99
- * and session boot both build live Players from GameSaves docs. Call
100
- * inside a session context (models construct against getInstance). */
101
- export declare function buildPlayerFromSave(save: ISaveFileV1): Player;
102
- export declare function createHeadlessSession(opts: HeadlessOptions): Promise<HeadlessSession>;
@@ -1 +0,0 @@
1
- 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@@ -1,32 +0,0 @@
1
- /**
2
- * A METAMAGIC (SR5e p.325-326) or a technomancer's ECHO (p.257-258), as
3
- * the engine holds one. Types only: the rows themselves are catalog rows
4
- * of kind 'metamagic' on maka-cli.com, and utilities/catalog.ts's
5
- * metamagicFor()/catalogMetamagics() rebuild this shape from them.
6
- *
7
- * Lived inside commands/initiate.ts until 2026-09-05, beside the array
8
- * that is now gone; moved out so models/player.ts and the catalog client
9
- * can name the type without importing a command.
10
- */
11
- import type { ICatalogEffect } from './utilities/effects.js';
12
- export interface IMetamagic {
13
- key: string;
14
- name: string;
15
- /** Who can take it: casters (magic, not adept), adepts, or technomancers. */
16
- path: 'caster' | 'adept' | 'techno';
17
- effect: string;
18
- page: string;
19
- /**
20
- * WHAT IT DOES, in the shared effects vocabulary (2026-09-04). A
21
- * metamagic applies once 'initiated', and `scaleBy: 'grade'` multiplies
22
- * by the initiation or submersion grade -- which is what Centering's
23
- * "+grade dice" means.
24
- *
25
- * ONLY THE FLAT ONES CARRY EFFECTS, and the rest are rules of their own
26
- * shape in models/player.ts: Quickening changes whether a sustained
27
- * spell BILLS you, Overclocking adds a die only in hot-sim, and the two
28
- * Matrix upgrades move a persona attribute that is computed rather than
29
- * summed. Writing those as dice would be a stat block that lies.
30
- */
31
- effects?: ICatalogEffect[];
32
- }
@@ -1 +0,0 @@
1
- {"version":3,"file":"metamagics.js","sourceRoot":"","sources":["../../../../../../src/commands/game/sideQuest/metamagics.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG"}
@@ -1,55 +0,0 @@
1
- import type { ICatalogEffect } from './utilities/effects.js';
2
- /**
3
- * SR5e METATYPES (core p.66, Metatype Attribute Table; racial abilities on
4
- * the same page; sprint rates p.162).
5
- *
6
- * ROWS ONLY, AND DELIBERATELY SO. This engine models no metatype -- there
7
- * is no field on Player, none in the player seed, none in chargen, and
8
- * models/player.ts says so at length where SPRINT_METERS_PER_HIT is
9
- * defined. Nothing here changes that. What this file does is make the
10
- * DATA real and citable, so the catalog can show what a metatype is and
11
- * the web can price a priority column against it, and so that the day a
12
- * character can BE one, the table it needs already exists and has been
13
- * read off the page rather than remembered.
14
- *
15
- * Until then every character this engine can represent is human-baseline,
16
- * which is not a shortcut: it is the one row of this table the engine has
17
- * a character for.
18
- *
19
- * WHY THE PDF AND NOT THE RAG: this is a table, and the retrieval drops
20
- * table rows -- a known limitation of the lore server, met before on gear
21
- * stats. Every number below was read from the printed table.
22
- */
23
- export interface IMetatype {
24
- key: string;
25
- name: string;
26
- /** One line for the picker: what living in this body is like. */
27
- description: string;
28
- /** Starting rating / natural maximum, per attribute (p.66). */
29
- attributes: Record<string, {
30
- min: number;
31
- max: number;
32
- }>;
33
- /**
34
- * Metres gained per hit on a Sprint test (p.162). Humans, elves and
35
- * orks cover 2; dwarfs and trolls, 1.
36
- */
37
- sprintMetersPerHit: 1 | 2;
38
- /**
39
- * What this body costs to keep, as a multiplier on Lifestyle (p.66). A
40
- * dwarf pays 20% more, a troll twice over -- doorways, furniture and
41
- * food all scale. Absent = the ordinary cost.
42
- */
43
- lifestyleCostMult?: number;
44
- /** Racial abilities, in the shared effects vocabulary. */
45
- effects?: ICatalogEffect[];
46
- /**
47
- * The Priority Table's metatype column (p.65): special attribute
48
- * points per priority letter; a letter absent = not offered at that
49
- * priority. The web chargen prices its metatype pick from this.
50
- */
51
- priority?: Partial<Record<'A' | 'B' | 'C' | 'D' | 'E', number>>;
52
- page: string;
53
- }
54
- /** Every metatype's Essence starts at 6 (p.66); none of them varies. */
55
- export declare const STARTING_ESSENCE = 6;
@@ -1 +0,0 @@
1
- {"version":3,"file":"metatypes.js","sourceRoot":"","sources":["../../../../../../src/commands/game/sideQuest/metatypes.ts"],"names":[],"mappings":"AAoDA,wEAAwE;AACxE,MAAM,CAAC,MAAM,gBAAgB,GAAG,CAAC,CAAC;AAElC,qEAAqE;AACrE,uEAAuE;AACvE,mDAAmD"}
@@ -1,16 +0,0 @@
1
- import blessed from 'blessed';
2
- /**
3
- * A live memory-under-pressure minigame, distinct from lockpicking's
4
- * continuous timing bar but matching its shape: a short random passcode
5
- * flashes on screen, then hides -- the player has to key it back in, in
6
- * order, before a countdown runs out. Any wrong digit, or running out of
7
- * time, ends the attempt as a loss immediately (same "one mistake and it's
8
- * over" tension as lockpicking -- a real bypass attempt is a single risky
9
- * roll, not endless free retries).
10
- *
11
- * Takes over the screen's focus for its own overlay box and restores
12
- * nothing itself -- the caller's normal input flow (ui.ts always refocuses
13
- * the input box after every command resolves) puts things back once this
14
- * Promise resolves.
15
- */
16
- export declare function playHackMinigame(screen: blessed.Widgets.Screen): Promise<boolean>;
@@ -1 +0,0 @@
1
- {"version":3,"file":"hack-minigame.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/minigames/hack-minigame.ts"],"names":[],"mappings":"AAAA,OAAO,OAAO,MAAM,SAAS,CAAC;AAE9B,MAAM,WAAW,GAAG,CAAC,CAAC;AACtB,MAAM,MAAM,GAAG,WAAW,CAAC;AAC3B,MAAM,SAAS,GAAG,IAAI,CAAC,CAAI,qDAAqD;AAChF,MAAM,YAAY,GAAG,IAAI,CAAC,CAAC,2DAA2D;AACtF,MAAM,OAAO,GAAG,GAAG,CAAC;AAEpB;;;;;;;;;;;;;GAaG;AACH,MAAM,UAAU,gBAAgB,CAAC,MAA8B;IAC7D,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;QAC7B,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,CAAC;YACtB,MAAM,EAAE,MAAM;YACd,GAAG,EAAE,QAAQ;YACb,IAAI,EAAE,QAAQ;YACd,KAAK,EAAE,EAAE;YACT,MAAM,EAAE,EAAE;YACV,MAAM,EAAE,EAAE,IAAI,EAAE,MAAM,EAAE;YACxB,KAAK,EAAE,aAAa;YACpB,IAAI,EAAE,IAAI;YACV,KAAK,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,SAAS,EAAE,EAAE;SACrC,CAAC,CAAC;QAEH,MAAM,IAAI,GAAa,KAAK,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,WAAW,EAAE,EAAE,GAAG,EAAE,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QACpH,MAAM,OAAO,GAAa,EAAE,CAAC;QAC7B,IAAI,QAAQ,GAAG,IAAI,CAAC;QACpB,IAAI,QAAQ,GAAG,KAAK,CAAC;QACrB,IAAI,MAAM,GAAG,YAAY,CAAC;QAE1B,SAAS,MAAM;YACb,IAAI,QAAQ,EAAE,CAAC;gBACb,GAAG,CAAC,UAAU,CACZ,qDAAqD;oBACrD,KAAK,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CACzB,CAAC;YACJ,CAAC;iBAAM,CAAC;gBACN,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACvF,GAAG,CAAC,UAAU,CACZ,6DAA6D,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ;oBAC7F,KAAK,OAAO,MAAM;oBAClB,gFAAgF,CACjF,CAAC;YACJ,CAAC;YACD,MAAM,CAAC,MAAM,EAAE,CAAC;QAClB,CAAC;QAED,SAAS,MAAM,CAAC,MAAe;YAC7B,IAAI,QAAQ;gBAAE,OAAO;YACrB,QAAQ,GAAG,IAAI,CAAC;YAChB,YAAY,CAAC,WAAW,CAAC,CAAC;YAC1B,aAAa,CAAC,iBAAiB,CAAC,CAAC;YACjC,GAAG,CAAC,OAAO,EAAE,CAAC;YACd,MAAM,CAAC,MAAM,EAAE,CAAC;YAChB,OAAO,CAAC,MAAM,CAAC,CAAC;QAClB,CAAC;QAED,SAAS,WAAW,CAAC,KAAa;YAChC,IAAI,QAAQ,IAAI,QAAQ;gBAAE,OAAO;YACjC,IAAI,KAAK,KAAK,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,CAAC;gBACnC,MAAM,CAAC,KAAK,CAAC,CAAC;gBACd,OAAO;YACT,CAAC;YACD,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACpB,IAAI,OAAO,CAAC,MAAM,IAAI,WAAW,EAAE,CAAC;gBAClC,MAAM,CAAC,IAAI,CAAC,CAAC;gBACb,OAAO;YACT,CAAC;YACD,MAAM,EAAE,CAAC;QACX,CAAC;QAED,KAAK,MAAM,KAAK,IAAI,MAAM,EAAE,CAAC;YAC3B,GAAG,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,EAAE,GAAG,EAAE,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC;QAC7C,CAAC;QAED,uEAAuE;QACvE,qEAAqE;QACrE,oEAAoE;QACpE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC;QAEpC,MAAM,WAAW,GAAG,UAAU,CAAC,GAAG,EAAE;YAClC,QAAQ,GAAG,KAAK,CAAC;YACjB,MAAM,EAAE,CAAC;QACX,CAAC,EAAE,SAAS,CAAC,CAAC;QAEd,MAAM,iBAAiB,GAAG,WAAW,CAAC,GAAG,EAAE;YACzC,IAAI,QAAQ,IAAI,QAAQ;gBAAE,OAAO;YACjC,MAAM,IAAI,OAAO,CAAC;YAClB,IAAI,MAAM,IAAI,CAAC,EAAE,CAAC;gBAChB,MAAM,CAAC,KAAK,CAAC,CAAC;gBACd,OAAO;YACT,CAAC;YACD,MAAM,EAAE,CAAC;QACX,CAAC,EAAE,OAAO,CAAC,CAAC;QAEZ,GAAG,CAAC,KAAK,EAAE,CAAC;QACZ,MAAM,EAAE,CAAC;IACX,CAAC,CAAC,CAAC;AACL,CAAC"}
@@ -1,15 +0,0 @@
1
- import blessed from 'blessed';
2
- /**
3
- * A live timing minigame: a marker sweeps back and forth across a gauge,
4
- * and the player presses SPACE while it's inside the target zone to set
5
- * each pin. All pins must be set to win; missing a press, or pressing 'q'
6
- * to give up, ends the attempt as a loss immediately (steady-hands
7
- * tension -- one mistake and it's over, matching how a real bypass
8
- * attempt is a single risky roll, not endless free retries).
9
- *
10
- * Takes over the screen's focus for its own overlay box and restores
11
- * nothing itself -- the caller's normal input flow (ui.ts always refocuses
12
- * the input box after every command resolves) puts things back once this
13
- * Promise resolves.
14
- */
15
- export declare function playLockpickMinigame(screen: blessed.Widgets.Screen): Promise<boolean>;
@@ -1 +0,0 @@
1
- {"version":3,"file":"lockpick-minigame.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/minigames/lockpick-minigame.ts"],"names":[],"mappings":"AAAA,OAAO,OAAO,MAAM,SAAS,CAAC;AAE9B,MAAM,SAAS,GAAG,CAAC,CAAC;AACpB,MAAM,WAAW,GAAG,EAAE,CAAC,CAAG,kCAAkC;AAC5D,MAAM,UAAU,GAAG,CAAC,CAAC,CAAK,0CAA0C;AACpE,MAAM,OAAO,GAAG,EAAE,CAAC,CAAO,wBAAwB;AAElD;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,oBAAoB,CAAC,MAA8B;IACjE,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;QAC7B,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,CAAC;YACtB,MAAM,EAAE,MAAM;YACd,GAAG,EAAE,QAAQ;YACb,IAAI,EAAE,QAAQ;YACd,KAAK,EAAE,WAAW,GAAG,EAAE;YACvB,MAAM,EAAE,EAAE;YACV,MAAM,EAAE,EAAE,IAAI,EAAE,MAAM,EAAE;YACxB,KAAK,EAAE,eAAe;YACtB,IAAI,EAAE,IAAI;YACV,KAAK,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE;SAClC,CAAC,CAAC;QAEH,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,IAAI,QAAQ,GAAG,CAAC,CAAC;QACjB,IAAI,SAAS,GAAG,CAAC,CAAC;QAClB,IAAI,SAAS,GAAG,eAAe,EAAE,CAAC;QAClC,IAAI,QAAQ,GAAG,KAAK,CAAC;QAErB,SAAS,eAAe;YACtB,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,WAAW,GAAG,UAAU,CAAC,CAAC,CAAC;QAChE,CAAC;QAED,SAAS,MAAM;YACb,MAAM,KAAK,GAAG,KAAK,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,WAAW,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE;gBACzD,IAAI,CAAC,KAAK,QAAQ;oBAAE,OAAO,0BAA0B,CAAC;gBACtD,MAAM,MAAM,GAAG,CAAC,IAAI,SAAS,IAAI,CAAC,GAAG,SAAS,GAAG,UAAU,CAAC;gBAC5D,OAAO,MAAM,CAAC,CAAC,CAAC,wBAAwB,CAAC,CAAC,CAAC,GAAG,CAAC;YACjD,CAAC,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YAEZ,MAAM,WAAW,GAAG,KAAK,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,SAAS,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;YAErG,GAAG,CAAC,UAAU,CACZ,OAAO,OAAO,GAAG,CAAC,OAAO,SAAS,MAAM;gBACxC,IAAI,KAAK,OAAO;gBAChB,2DAA2D;gBAC3D,aAAa,WAAW,EAAE,CAC3B,CAAC;YACF,MAAM,CAAC,MAAM,EAAE,CAAC;QAClB,CAAC;QAED,SAAS,MAAM,CAAC,MAAe;YAC7B,IAAI,QAAQ;gBAAE,OAAO;YACrB,QAAQ,GAAG,IAAI,CAAC;YAChB,aAAa,CAAC,QAAQ,CAAC,CAAC;YACxB,GAAG,CAAC,OAAO,EAAE,CAAC;YACd,MAAM,CAAC,MAAM,EAAE,CAAC;YAChB,OAAO,CAAC,MAAM,CAAC,CAAC;QAClB,CAAC;QAED,GAAG,CAAC,GAAG,CAAC,CAAC,OAAO,CAAC,EAAE,GAAG,EAAE;YACtB,IAAI,QAAQ;gBAAE,OAAO;YACrB,MAAM,MAAM,GAAG,QAAQ,IAAI,SAAS,IAAI,QAAQ,GAAG,SAAS,GAAG,UAAU,CAAC;YAC1E,IAAI,CAAC,MAAM,EAAE,CAAC;gBACZ,MAAM,CAAC,KAAK,CAAC,CAAC;gBACd,OAAO;YACT,CAAC;YACD,OAAO,EAAE,CAAC;YACV,IAAI,OAAO,IAAI,SAAS,EAAE,CAAC;gBACzB,MAAM,CAAC,IAAI,CAAC,CAAC;gBACb,OAAO;YACT,CAAC;YACD,SAAS,GAAG,eAAe,EAAE,CAAC;YAC9B,QAAQ,GAAG,CAAC,CAAC;YACb,SAAS,GAAG,CAAC,CAAC;YACd,MAAM,EAAE,CAAC;QACX,CAAC,CAAC,CAAC;QAEH,uEAAuE;QACvE,qEAAqE;QACrE,oEAAoE;QACpE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC;QAEpC,MAAM,QAAQ,GAAG,WAAW,CAAC,GAAG,EAAE;YAChC,QAAQ,IAAI,SAAS,CAAC;YACtB,IAAI,QAAQ,IAAI,WAAW,GAAG,CAAC,IAAI,QAAQ,IAAI,CAAC;gBAAE,SAAS,IAAI,CAAC,CAAC,CAAC;YAClE,MAAM,EAAE,CAAC;QACX,CAAC,EAAE,OAAO,CAAC,CAAC;QAEZ,GAAG,CAAC,KAAK,EAAE,CAAC;QACZ,MAAM,EAAE,CAAC;IACX,CAAC,CAAC,CAAC;AACL,CAAC"}
@@ -1,8 +0,0 @@
1
- export * from './container.js';
2
- export * from './door.js';
3
- export * from './inventory.js';
4
- export * from './item.js';
5
- export * from './npc.js';
6
- export * from './player.js';
7
- export * from './room.js';
8
- export * from './scene.js';
@@ -1 +0,0 @@
1
- {"version":3,"file":"_index.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/models/_index.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC;AAC/B,cAAc,WAAW,CAAC;AAC1B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,WAAW,CAAC;AAC1B,cAAc,UAAU,CAAC;AACzB,cAAc,aAAa,CAAC;AAC5B,cAAc,WAAW,CAAC;AAC1B,cAAc,YAAY,CAAC"}
@@ -1,78 +0,0 @@
1
- import { Inventory } from './inventory.js';
2
- /**
3
- * A CONTAINER -- room furniture that holds items (the inventory pass,
4
- * user-directed 2026-09-01: a footlocker in the hideout first, scene
5
- * crates later).
6
- *
7
- * ROOM-OWNED, NEVER AN ITEM, and that is the load-bearing decision: the
8
- * user ruled bags-in-packs OUT, and an Item with contents would be
9
- * takeable by every carry verb -- take, take-all's sweep, equip's
10
- * auto-take, loot -- each needing a "but not this one" guard, and one
11
- * missed guard is a bag in the pack, silently. A Room-owned structure is
12
- * unreachable by carry verbs BY CONSTRUCTION. The engine's own precedent
13
- * is Room.bodies ({name, cell, inventory} on the room, looted with
14
- * adjacency gating): a container is a body that doesn't decay and can
15
- * shut.
16
- *
17
- * Contents live in this.inventory and NEVER in room.inventory -- which
18
- * is why look/search/take-all cannot leak a closed container's contents
19
- * by accident: they iterate room.inventory and this is not in it.
20
- *
21
- * Devices stay what they are (a one-item grantsItem on open); grafting
22
- * storage onto them would drag the barrier/affordance machinery into
23
- * loot. Locks (increment 2) will mirror Door.unlockItemOrSolution rather
24
- * than attach a Device -- two objects for one crate is two sources of
25
- * truth about whether it opens, the recorded two-validators fault.
26
- */
27
- export interface IContainerConfig {
28
- name: string;
29
- description: string;
30
- /** Reach gate, same contract as Device.atSpot / Item.atSpot.
31
- * undefined = reachable from anywhere in the room (the compat rule --
32
- * the hideout is spotless in v1 and this is what makes that fine). */
33
- atSpot?: string;
34
- /** Starts SHUT unless the seed says otherwise -- closed is the state
35
- * that hides contents, and hiding is a container's whole job. */
36
- open?: boolean;
37
- /** Increment 2 -- carried in the model now so the seed shape never
38
- * needs a second migration. */
39
- locked?: boolean;
40
- unlockItemOrSolution?: string;
41
- /** Owner actor name: only they open/see into/put/take. The hideout
42
- * footlocker sets this to the player -- it IS the secure stash's
43
- * tangible face. */
44
- secureFor?: string;
45
- }
46
- export declare class Container {
47
- readonly name: string;
48
- readonly description: string;
49
- readonly atSpot?: string;
50
- open: boolean;
51
- locked: boolean;
52
- readonly unlockItemOrSolution?: string;
53
- readonly secureFor?: string;
54
- readonly inventory: Inventory;
55
- constructor(config: IContainerConfig);
56
- /** Whether this actor may see into / reach into it at all. */
57
- canAccess(actorName: string): boolean;
58
- /**
59
- * May this actor open it right now? Refusals NAME the cure (the
60
- * no-bare-denial rule): a lock points at its key or the pick, a
61
- * secure container names its owner.
62
- */
63
- openFor(actorName: string): {
64
- ok: true;
65
- } | {
66
- ok: false;
67
- refusal: string;
68
- };
69
- /** Persistence-only, the Device.restoreState pattern: lay saved state
70
- * over a fresh construction without re-running any rules. */
71
- restoreState(state: {
72
- open?: boolean;
73
- locked?: boolean;
74
- }): void;
75
- /** One line for look/search when shut or unopenable -- contents never
76
- * named. What "closed hides contents" means, rendered. */
77
- closedLine(): string;
78
- }
@@ -1 +0,0 @@
1
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@@ -1,265 +0,0 @@
1
- import { Item } from './item.js';
2
- import { DeviceKind } from '../utilities/affordances.js';
3
- export interface IDeviceConfig {
4
- kind: DeviceKind;
5
- name: string;
6
- description: string;
7
- /** The credential this device answers to. ONLY meaningful on a
8
- * 'panel' -- see the note on `code` below. */
9
- code?: string;
10
- /** An item that opens it outright -- a keycard, a physical key. */
11
- keyItem?: Item;
12
- /** Handed over when it opens (a safe's contents). */
13
- grantsItem?: Item;
14
- /** Where in its room it physically stands. Unset = anywhere. */
15
- atSpot?: string;
16
- /** The exit of its own room that opening this device unseals. */
17
- opensExit?: string;
18
- openMessage?: string;
19
- refuseMessage?: string;
20
- /** DEVICE RATING (p.234/p.356). Omitted takes the kind's default --
21
- * see DEFAULT_DEVICE_RATING. Meaningless on a 'ward', which is not
22
- * electronics at all. */
23
- rating?: number;
24
- /** BARRIER RATINGS (p.197-198): Structure (the condition monitor) and
25
- * Armor (what it soaks with). Omitted takes barrierDefaultsFor(). */
26
- structure?: number;
27
- armor?: number;
28
- /** The seed's footprint, only to pick the barrier default tier. */
29
- footprint?: 'small' | 'medium' | 'large';
30
- /** Wireless mode. Defaults on for electronics, and is always off on a
31
- * 'ward'. A device with its wireless off has no icon to find and
32
- * nothing to reach from the grid. */
33
- wireless?: boolean;
34
- }
35
- /**
36
- * WHAT A SHUT THING RATES WHEN NOBODY SAID (canon p.356 DEVICE RATINGS,
37
- * which prices a door lock at 2, and p.234, where a device's Data
38
- * Processing and Firewall are both simply its Device Rating).
39
- *
40
- * A 'ward' is deliberately absent: it is the Art, not electronics, and
41
- * giving it a rating would be inventing a device where canon has none.
42
- * broadcastsAro() answers false for it on the same grounds -- see
43
- * kbWdrysBQSahg67cA, where the ask was "anything that can be HACKED must
44
- * be a device", not "everything in the room is".
45
- */
46
- export declare const DEFAULT_DEVICE_RATING: Partial<Record<DeviceKind, number>>;
47
- /**
48
- * THE BOOK'S BARRIER TIERS (p.197 Barrier Ratings, RAG-checked 2026-09-03):
49
- * Structure / Armor. Fragile is standard glass; Reinforced is a security
50
- * door, armored glass, Kevlar wallboard; Heavy is concrete or a metal
51
- * beam. A device seed that says neither gets Reinforced -- the ordinary
52
- * locked door -- or Heavy when its footprint is large. A ward is the Art
53
- * and has no Structure to shoot.
54
- */
55
- export declare const BARRIER_TIERS: {
56
- readonly fragile: {
57
- readonly structure: 1;
58
- readonly armor: 2;
59
- };
60
- readonly reinforced: {
61
- readonly structure: 8;
62
- readonly armor: 12;
63
- };
64
- readonly heavy: {
65
- readonly structure: 12;
66
- readonly armor: 20;
67
- };
68
- };
69
- export declare function barrierDefaultsFor(kind: DeviceKind, footprint?: 'small' | 'medium' | 'large'): {
70
- structure: number;
71
- armor: number;
72
- };
73
- /** A seed's rating, kept to the range the book uses (1-12, the same
74
- * clamp as Host.clampRating) so a typo cannot make a lock impossible
75
- * or free. */
76
- export declare function clampDeviceRating(rating: number): number;
77
- /**
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- * A DEVICE: a thing in a room that is shut and can be opened.
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- *
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- * The replacement for Puzzle, and the difference is not cosmetic. A
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- * puzzle was a riddle wearing the costume of an object -- it had an
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- * answer, a prerequisite, a "solved" flag and a burnable shortcut, and
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- * the fiction had to be bent around that shape. A device is an OBJECT
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- * with an interface, and the verbs that work it are the ones that would
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- * work the real thing. The user's framing is the whole specification:
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- * "A lock is not a puzzle, it has a key. A keypad has an interface (to
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- * use). An NPC in the doorway can be persuaded/bluffed/conned to move
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- * aside. A persistent forcewall can be dispelled."
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- *
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- * A DEVICE IS ALWAYS ROOM-OWNED. There is no Device hanging off a Door,
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- * because a keypad beside a grate physically stands in ONE room -- the
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- * one you have to be standing in to reach it. Puzzles could be attached
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- * to a door OR placed in a room, which meant every consumer had to
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- * handle both, two validators had to agree about it, and a normaliser
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- * had to reconcile them; the comments record that fault family killing
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- * two consecutive generations. Being in a room is not a special case
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- * here, it is the only case.
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- *
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- * STATE IS EXACTLY ONE FIELD: `open`. Not solved-and-burned-and-locked;
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- * a thing is shut or it isn't. Everything else -- whether you may try,
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- * what it says when you get it wrong, what opening it does -- is
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- * derived from the kind and the config.
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- *
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- * A CODE ONLY BELONGS ON A PANEL. User ruling, verbatim: "if it's a
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- * _mechanical_ lock, it has a key or can be picked. You can't talk at a
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- * _mechanical_ lock." A 'lock' therefore opens by key or by force, and
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- * a 'ward' by the Art -- neither has anything to hear a phrase with.
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- * The migration enforces this by dropping the phrase off anything that
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- * isn't a panel.
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- */
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- export declare class Device {
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- readonly kind: DeviceKind;
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- name: string;
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- description: string;
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- code?: string;
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- keyItem?: Item;
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- grantsItem?: Item;
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- atSpot?: string;
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- opensExit?: string;
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- /**
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- * MARKS ON THIS DEVICE, placer -> count (max 3, p.236).
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- *
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- * A SLAVED DEVICE IS ITS OWN ICON (Data Trails p.87-88, and the
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- * reason uMQAhaAysgaKpWFkn decomposes): a decker already standing
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- * inside a host still rolls Hacking + Logic [Sleaze] versus this
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- * device's OWN DR + Firewall to get a mark on it, and only then can
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- * a Control Device action work it. Owning the host is not owning
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- * the door.
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- *
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- * Session state, like every other mark ledger -- a persona reboot
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- * clears what it placed (utilities/marks.ts).
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- */
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- marksBy: Map<string, number>;
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- openMessage: string;
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- refuseMessage: string;
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- /** The whole of this device's state. */
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- open: boolean;
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- /**
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- * DEVICE RATING, and the wireless mode that decides whether anything
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- * can see it (kbWdrysBQSahg67cA, Deditri: "anything that can be hacked
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- * must be a device, with a device rating and any device that is
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- * wireless enabled (and on) will have an ARO").
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- *
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- * `open` is still the whole of the device's PUZZLE state -- these two
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- * are the Matrix presence of the object, which is a different
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- * question and does not change when it opens. A cracked keypad is
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- * still a keypad standing on the grid.
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- */
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- rating: number;
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- wireless: boolean;
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- /**
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- * WHAT IT IS MADE OF (p.197-198): Structure is the condition monitor
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- * shooting it fills, Armor is what it soaks with. Reaching Structure
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- * makes a hole big enough to be a way through -- the barrier opens,
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- * with the same finality as a bricked deck. utilities/barrier-combat.ts
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- * is the only writer.
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- */
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- readonly structure: number;
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- readonly armor: number;
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- private _barrierDamage;
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- /**
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- * THE LOCKSMITH EXTENDED TEST IN PROGRESS (p.48, p.359-360): picking a
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- * maglock by hand accumulates hits toward Rating x 2 across attempts,
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- * one die fewer each time. Every `pick` is one interval of the same
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- * test, so the running total lives on the lock. One worker at a time:
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- * a different actor starting over resets it. Cleared when the device
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- * opens. Session-only -- a lock half-picked when you quit is a lock.
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- */
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- private _pickProgress?;
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- constructor(config: IDeviceConfig);
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- isOpen(): boolean;
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- /** The running test for this actor -- fresh when nobody, or somebody else, was working it. */
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- pickProgressFor(actorName: string): {
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- actorName: string;
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- hits: number;
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- attempts: number;
177
- };
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- resetPickProgress(): void;
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- /** The hits a hand-pick needs in total: Rating x 2 (p.359-360). */
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- get pickThreshold(): number;
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- get barrierDamage(): number;
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- /** Boxes actually taken; a ward has nothing to fill. */
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- takeBarrierDamage(boxes: number): number;
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- /** Damage has reached Structure: there is a hole where the barrier was. */
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- get isHoled(): boolean;
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- /** "Structure 8 / Armor 12, 3/8" -- the panel's line. */
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- barrierSummary(): string;
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- /**
189
- * IS THERE AN ICON HERE TO FIND? Wireless mode on, and a rating that
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- * means it is electronics at all.
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- *
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- * Both surfaces ask this one predicate -- utilities/ar.ts for the
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- * street's overlay and utilities/grid-view.ts for a persona's icon
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- * list -- because the two views disagreeing about one object is the
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- * exact fault this codebase keeps having to close (see the gun in
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- * aroTags, AKfemBJJWJP99nx8K).
197
- */
198
- broadcastsAro(): boolean;
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- /** Data Processing and Firewall are both simply the Device Rating
200
- * (p.234). Named rather than inlined so a future rating that is not
201
- * flat has one place to change. */
202
- get firewall(): number;
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- get dataProcessing(): number;
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- /**
205
- * An UNATTENDED device stands in its Device Rating for the Mental
206
- * attribute it does not have (p.237-238): a door lock nobody is
207
- * watching defends a Control Device action with Rating + Firewall.
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- * Nothing consumes this yet -- hack.ts's panel route is still the
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- * bypass rail -- so it is declared where the rating lives rather than
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- * guessed at a call site later.
211
- */
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- get unattendedDefencePool(): number;
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- /** Every verb that works this device, for telling the player exactly
214
- * what they may type. */
215
- verbs(): string[];
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- /**
217
- * OFFER a credential or a key to this device -- the deterministic
218
- * route, from solve(). Succeeds when the code matches or the right
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- * item is in hand; a device with neither can only be forced.
220
- *
221
- * No prerequisite branch: `requiresPuzzle` is gone. A thing that
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- * needs something else to happen first is modelled by that something
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- * else -- a door that is locked, a person in the way -- not by a
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- * device refusing on behalf of a puzzle elsewhere.
225
- */
226
- offer(providedAnswer: string, held: {
227
- hasItem(name: string): boolean;
228
- }): {
229
- success: boolean;
230
- message: string;
231
- };
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- /**
233
- * MAY this device be forced by the given verb -- the gate, from
234
- * checkBypassGate(). Two of that method's four refusals are gone with
235
- * the concepts behind them: 'locked' (no prerequisites) and 'burned'
236
- * (no one-shot shortcut; a lock you failed to pick is a lock you can
237
- * try again, which is what a lock is).
238
- */
239
- canForce(verb: string): {
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- allowed: boolean;
241
- message?: string;
242
- };
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- /**
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- * Apply an outcome decided elsewhere (a skill roll in the command).
245
- * Assumes canForce() passed. No burn write -- failing to force a
246
- * thing does not spend the thing.
247
- */
248
- force(succeeded: boolean): {
249
- success: boolean;
250
- message: string;
251
- alarmed: boolean;
252
- };
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- /**
254
- * The wrong-verb answer, in this device's own fiction -- keyed on what
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- * it IS, never on what was typed.
256
- */
257
- wrongRouteMessage(): string;
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- /** The coaching line, behind the hints toggle. */
259
- getHint(): string | undefined;
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- /** Persistence-only: one flag in, nothing out. */
261
- restoreState(state: {
262
- open: boolean;
263
- damage?: number;
264
- }): void;
265
- }