@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.
- package/bundle/typescript/package.json +8 -6
- package/bundle/typescript/src/commands/game/sideQuest/archetypes.js +24 -3
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js +11 -5
- package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.js +7 -5
- package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.js +53 -15
- package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js +2 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/spells.js +11 -5
- package/bundle/typescript/src/commands/game/sideQuest/commands/sustain.js +6 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/thread.js +4 -2
- package/bundle/typescript/src/commands/game/sideQuest/game.js +10 -3
- package/bundle/typescript/src/commands/game/sideQuest/models/player.js +108 -38
- package/bundle/typescript/src/commands/game/sideQuest/utilities/catalog.js +5 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/sustaining.js +36 -0
- package/bundle/typescript/src/commands/profile.js +10 -2
- package/package.json +8 -6
- package/bundle/typescript/src/command.d.ts +0 -37
- package/bundle/typescript/src/command.js.map +0 -1
- package/bundle/typescript/src/commands/_index.d.ts +0 -28
- package/bundle/typescript/src/commands/_index.js.map +0 -1
- package/bundle/typescript/src/commands/aws/_index.d.ts +0 -16
- package/bundle/typescript/src/commands/aws/_index.js.map +0 -1
- package/bundle/typescript/src/commands/aws/aws.command.d.ts +0 -3
- package/bundle/typescript/src/commands/aws/aws.command.js.map +0 -1
- package/bundle/typescript/src/commands/aws/cecr.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/cecr.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/chz.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/chz.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/ci.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/ci.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/ckp.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/ckp.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/csg.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/csg.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/decr.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/decr.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/di.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/di.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/dkp.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/dkp.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/dsg.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/dsg.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/lecr.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/lecr.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/rbi.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/rbi.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/rdn.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/rdn.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/rkp.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/rkp.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/sth.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/sth.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/aws/ti.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/aws/ti.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/build/_index.d.ts +0 -2
- package/bundle/typescript/src/commands/build/_index.js.map +0 -1
- package/bundle/typescript/src/commands/build/build.d.ts +0 -3
- package/bundle/typescript/src/commands/build/build.js.map +0 -1
- package/bundle/typescript/src/commands/build/docker.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/build/docker.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/create.d.ts +0 -1
- package/bundle/typescript/src/commands/create.js.map +0 -1
- package/bundle/typescript/src/commands/debug.d.ts +0 -1
- package/bundle/typescript/src/commands/debug.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/_index.d.ts +0 -4
- package/bundle/typescript/src/commands/deploy/_index.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/deploy.command.d.ts +0 -3
- package/bundle/typescript/src/commands/deploy/deploy.command.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/github.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/deploy/github.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/env/_index.d.ts +0 -3
- package/bundle/typescript/src/commands/env/_index.js.map +0 -1
- package/bundle/typescript/src/commands/env/env.command.d.ts +0 -3
- package/bundle/typescript/src/commands/env/env.command.js.map +0 -1
- package/bundle/typescript/src/commands/env/get.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/env/get.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/env/prompt-for-env.d.ts +0 -10
- package/bundle/typescript/src/commands/env/prompt-for-env.js.map +0 -1
- package/bundle/typescript/src/commands/env/set.sub.cmd.d.ts +0 -1
- package/bundle/typescript/src/commands/env/set.sub.cmd.js.map +0 -1
- package/bundle/typescript/src/commands/game/_index.d.ts +0 -2
- package/bundle/typescript/src/commands/game/_index.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/adept-powers.d.ts +0 -71
- package/bundle/typescript/src/commands/game/sideQuest/adept-powers.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/archetypes.d.ts +0 -160
- package/bundle/typescript/src/commands/game/sideQuest/archetypes.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/aspects.d.ts +0 -68
- package/bundle/typescript/src/commands/game/sideQuest/aspects.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/augmentations.d.ts +0 -207
- package/bundle/typescript/src/commands/game/sideQuest/augmentations.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.d.ts +0 -30
- package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/advance.d.ts +0 -26
- package/bundle/typescript/src/commands/game/sideQuest/commands/advance.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/ar.d.ts +0 -34
- package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/ask.d.ts +0 -65
- package/bundle/typescript/src/commands/game/sideQuest/commands/ask.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/assense.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/assense.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/attack.d.ts +0 -42
- package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.d.ts +0 -199
- package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +0 -59
- package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.d.ts +0 -21
- package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/breach.d.ts +0 -39
- package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/buy.d.ts +0 -28
- package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +0 -64
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/call.d.ts +0 -72
- package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.d.ts +0 -119
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/climb.d.ts +0 -48
- package/bundle/typescript/src/commands/game/sideQuest/commands/climb.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.d.ts +0 -19
- package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/command.d.ts +0 -63
- package/bundle/typescript/src/commands/game/sideQuest/commands/command.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/companions.d.ts +0 -69
- package/bundle/typescript/src/commands/game/sideQuest/commands/companions.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/compile.d.ts +0 -65
- package/bundle/typescript/src/commands/game/sideQuest/commands/compile.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.d.ts +0 -18
- package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.d.ts +0 -18
- package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/cover.d.ts +0 -30
- package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/crew.d.ts +0 -46
- package/bundle/typescript/src/commands/game/sideQuest/commands/crew.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/deck.d.ts +0 -42
- package/bundle/typescript/src/commands/game/sideQuest/commands/deck.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.d.ts +0 -61
- package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.d.ts +0 -23
- package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/download.d.ts +0 -46
- package/bundle/typescript/src/commands/game/sideQuest/commands/download.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/drink.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/drink.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/drone.d.ts +0 -15
- package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/drop.d.ts +0 -7
- package/bundle/typescript/src/commands/game/sideQuest/commands/drop.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/eat.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/eat.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/edge.d.ts +0 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/edge.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/emote.d.ts +0 -17
- package/bundle/typescript/src/commands/game/sideQuest/commands/emote.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.d.ts +0 -59
- package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/equip.d.ts +0 -11
- package/bundle/typescript/src/commands/game/sideQuest/commands/equip.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.d.ts +0 -23
- package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/fit.d.ts +0 -29
- package/bundle/typescript/src/commands/game/sideQuest/commands/fit.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/follow.d.ts +0 -37
- package/bundle/typescript/src/commands/game/sideQuest/commands/follow.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/garage.d.ts +0 -15
- package/bundle/typescript/src/commands/game/sideQuest/commands/garage.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/give.d.ts +0 -7
- package/bundle/typescript/src/commands/game/sideQuest/commands/give.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +0 -88
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.d.ts +0 -38
- package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +0 -103
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/heal.d.ts +0 -53
- package/bundle/typescript/src/commands/game/sideQuest/commands/heal.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/hints.d.ts +0 -10
- package/bundle/typescript/src/commands/game/sideQuest/commands/hints.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/hop.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/hop.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.d.ts +0 -8
- package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/install.d.ts +0 -21
- package/bundle/typescript/src/commands/game/sideQuest/commands/install.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/inv.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/inv.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jack.d.ts +0 -36
- package/bundle/typescript/src/commands/game/sideQuest/commands/jack.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jackpoint.d.ts +0 -24
- package/bundle/typescript/src/commands/game/sideQuest/commands/jackpoint.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.d.ts +0 -38
- package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.d.ts +0 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/journal.d.ts +0 -44
- package/bundle/typescript/src/commands/game/sideQuest/commands/journal.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jump.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/jump.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/kill.d.ts +0 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/kill.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/lead.d.ts +0 -40
- package/bundle/typescript/src/commands/game/sideQuest/commands/lead.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/lifestyle.d.ts +0 -23
- package/bundle/typescript/src/commands/game/sideQuest/commands/lifestyle.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/lock.d.ts +0 -8
- package/bundle/typescript/src/commands/game/sideQuest/commands/lock.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.d.ts +0 -62
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/loot.d.ts +0 -21
- package/bundle/typescript/src/commands/game/sideQuest/commands/loot.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.d.ts +0 -26
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/mark.d.ts +0 -27
- package/bundle/typescript/src/commands/game/sideQuest/commands/mark.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/message.d.ts +0 -44
- package/bundle/typescript/src/commands/game/sideQuest/commands/message.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/move.d.ts +0 -194
- package/bundle/typescript/src/commands/game/sideQuest/commands/move.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/note.d.ts +0 -99
- package/bundle/typescript/src/commands/game/sideQuest/commands/note.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/order.d.ts +0 -19
- package/bundle/typescript/src/commands/game/sideQuest/commands/order.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/palm.d.ts +0 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/palm.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pan.d.ts +0 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/pan.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pay.d.ts +0 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/pay.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/perform.d.ts +0 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/perform.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.d.ts +0 -18
- package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +0 -43
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/players.d.ts +0 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/players.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/posture.d.ts +0 -45
- package/bundle/typescript/src/commands/game/sideQuest/commands/posture.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/project.d.ts +0 -19
- package/bundle/typescript/src/commands/game/sideQuest/commands/project.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.d.ts +0 -21
- package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/read.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/read.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/reboot.d.ts +0 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/reboot.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/register.d.ts +0 -29
- package/bundle/typescript/src/commands/game/sideQuest/commands/register.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/reload.d.ts +0 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/reload.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/rest.d.ts +0 -15
- package/bundle/typescript/src/commands/game/sideQuest/commands/rest.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/review.d.ts +0 -39
- package/bundle/typescript/src/commands/game/sideQuest/commands/review.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/roles.d.ts +0 -34
- package/bundle/typescript/src/commands/game/sideQuest/commands/roles.js.map +0 -1
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- package/bundle/typescript/src/tools/docker/docker.class.js.map +0 -1
- package/bundle/typescript/src/tools/docker/docker.interfaces.d.ts +0 -18
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- package/bundle/typescript/src/tools/https/connection-error.d.ts +0 -79
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- package/bundle/typescript/src/tools/https/https.interface.d.ts +0 -58
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- package/bundle/typescript/src/tools/https/maka-host.d.ts +0 -43
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- package/bundle/typescript/src/tools/log/log.interfaces.d.ts +0 -7
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- package/bundle/typescript/src/tools/mpi/shared-verb.d.ts +0 -20
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- package/bundle/typescript/src/tools/self-update/binary-install.d.ts +0 -215
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- package/bundle/typescript/src/tools/ssh/ssh.class.d.ts +0 -11
- package/bundle/typescript/src/tools/ssh/ssh.class.js.map +0 -1
- package/bundle/typescript/src/tools/ssh/ssh.interfaces.d.ts +0 -21
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- package/bundle/typescript/src/tools/ssl/ssl.class.d.ts +0 -25
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import { Room, Player, Item, NPC, Inventory } from './_index.js';
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import { type Grid } from '../utilities/grids.js';
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import { Logger } from '../utilities/logger.js';
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import { Direction } from '../types/shared/direction-enum.js';
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import Game from '../game.js';
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import { AbstractScene } from '../types/shared/abstracts.js';
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export interface ISceneWinCondition {
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type: 'give' | 'possess';
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item: string;
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toNpc?: string;
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rewardItem?: Item;
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completionMessage: string;
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/** Agreed pay in nuyen -- actually transferred on completion. */
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payout?: number;
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}
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export interface ISceneConstructorConfig {
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player: Player;
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currency?: {
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type: string;
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authorityRoomTags: string[];
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};
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residenceTiers: string[];
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items?: Item[];
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story: string;
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winCondition?: ISceneWinCondition;
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/** A hub scene: the persistent home base -- see ISceneSeedJson.hub. */
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hub?: boolean;
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}
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export declare class Scene extends AbstractScene {
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story: string;
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protected players: Player[];
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protected get player(): Player;
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protected logger: Logger;
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protected actors: Map<string, (Player | NPC)>;
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protected game: Game;
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protected characterLocations: Map<string, Room>;
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private _residenceTiers;
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protected rooms: Record<string, Room>;
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private roomOwnership;
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private itemOwnership;
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private _worldEvents;
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private readonly _maxWorldEvents;
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/**
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* THE SITE IS ALARMED, AND STAYS ALARMED (TRqb2zBphwpDkeXP4, Maka:
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* "The alarm was exciting, but nothing came of it").
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*
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* Until now an alarm was a TRANSIENT: Device.force() returned
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* `alarmed`, bypass-command read it once, pushed a world event and
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* billed heat, and nothing anywhere remembered the site had gone
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* loud. The world event is a 100-entry ring, so even the sentence
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* scrolls away -- nothing could be asked "is this place alarmed?"
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* because nothing held the answer.
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*
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* NOT AN ALERT LEVEL, deliberately. SR5 has no site-wide alert-state
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* ladder -- asked of the rulebooks directly, and the answer was that
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* alert tiers are not a mechanic; individual sites and hosts carry
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* their own security procedures instead. So this is a boolean fact
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* with a reason attached, not an escalating dial canon never wrote.
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*
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* PER-RUN, and PERSISTED. A Scene is built fresh per run
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* (Game.activateRunScene), so a new job starts quiet without anything
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* having to reset it -- but within a run the alarm rides the save,
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* alongside the grapevine it sits next to (see alarmSnapshot below).
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*
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* This shipped as "session-scoped, like Room.hostAlert" and that was
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* wrong: hostAlert is Matrix state canon says lasts until you reboot,
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* while a site alarm is a fact about the PLACE, and the place already
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* persisted its world events. Saving one and not the other let a
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* reload forget the alarm while keeping the sentence about it.
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*/
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private _alarm?;
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private _winCondition?;
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private _completed;
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/** The metroplex's local grid this district rides (SR5 p.220-221). Set by the factory; runs inherit the hub's. */
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localGrid: Grid;
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private _isHub;
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get isHub(): boolean;
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currency: {
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type: string;
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authorityRoomTags: string[];
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};
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constructor(config: ISceneConstructorConfig);
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/**
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* The owning Game, for the narrow cases where an NPC-EXECUTED command
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* must reach Game-level state (a vendor's serve building the player's
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* contact roster -- give.ts). NPC command contexts deliberately carry
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* no `game` (see ICommandConstructor) so NPC AI can't trigger
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* Game-level transitions; this getter is read-access for state, not a
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* license to route transitions through it.
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*/
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get ownerGame(): Game | undefined;
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initialize(game: Game): void;
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updateExits(room: Room): void;
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/**
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* Refreshes the status box (condition monitor, call state). Needed as a
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* Scene-level proxy because combat can be NPC-initiated -- the ui.ts
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* input loop only refreshes status after a player-typed command, so an
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* async NPC attack would otherwise leave stale damage on screen until
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* the player's next keystroke. Optional-chained: harmless before the
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* Game reference is wired (or under a partial test stub).
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*/
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updateStatus(): void;
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private _playerExchangesActive;
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beginPlayerExchange(playerName?: string): void;
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endPlayerExchange(playerName?: string): void;
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isPlayerExchangeActive(playerName?: string): boolean;
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/**
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* CombatExchange.finishExchange() -> here -> the fight autopilot (see
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* utilities/auto-fight.ts). Optional-chained like updateStatus: harmless
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* before the Game reference is wired, or under a partial test stub, or
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* for NPC-vs-NPC fights (the autopilot ignores those itself).
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*/
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notifyExchangeSettled(combatants: (Player | NPC)[]): void;
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/** One pending knockout per HUMAN player, keyed by player name --
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* two humans can be down in two different rooms (symmetric MP). */
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playerKnockouts: Map<string, {
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hostiles: Set<string>;
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spurs: number;
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timer?: ReturnType<typeof setTimeout>;
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}>;
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/** Solo-compat view: the PRIMARY player's pending knockout, in the
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* historical single-record shape. Multiplayer-aware code should ask
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* getKnockout(name) instead. */
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get playerKnockout(): {
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hostiles: Set<string>;
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spurs: number;
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timer?: ReturnType<typeof setTimeout>;
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} | undefined;
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getKnockout(playerName: string): {
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hostiles: Set<string>;
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spurs: number;
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} | undefined;
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/** Fight-side entry: a player just dropped from stun. Hostile names
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* seed the watch list (grows via notifyExchangeSettled); empty means a
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* self-inflicted collapse (drain, backlash) with nobody to fear. */
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beginPlayerKnockout(hostileNames: string[], player?: Player): void;
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private armKnockoutTimer;
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/** Hostiles from the watch list still on their feet in the player's
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* room: present, conscious, and not surrendered. */
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private standingHostiles;
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/** Conscious companions in the player's room -- the reason judgment waits. */
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private consciousAlliesInRoom;
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/**
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* The reckoning. Runs on every settled exchange, every surrender, and a
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* heartbeat timer (fights can stall on an idle AI). Quiet no-op unless a
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* knockout is actually pending and that player is still merely stunned.
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* With no `player` given, sweeps every pending knockout (settled
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* exchanges and surrenders don't know whose fight just ended).
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*/
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maybeResolvePlayerKnockout(fromTimer?: boolean, player?: Player): void;
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private clearPlayerKnockout;
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private spurCompanionsForFallenMaster;
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/** The room settled with the player's side upright: RAW natural
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* recovery (p.207), abstracted to the game's job-scale clock the same
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* way rest is -- unconsciousness itself counted as the rest. */
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private recoverFromKnockout;
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private streetDecidesKnockout;
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/** `cause` is the engine's own death line -- see Game.close. */
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endGame(cause?: string): Promise<void>;
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isInitalized(): boolean;
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updateInventory(playerInventory: Inventory): void;
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setOwner(entity: Room | Item, owner: string): void;
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getOwner(entity: Room | Item): string | undefined;
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getOwnedItemsBy(owner: string): Item[];
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getOwnedRoomsBy(owner: string): Room[];
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addActor(actor: Player | NPC): void;
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removeActor(name: string): void;
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/**
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* PERSISTENCE-ONLY removal (see utilities/persistence.ts
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* applyHubOverlay): take a seed-spawned actor out of a freshly-loaded
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* scene because the SAVE says they're dead. No gear spill (the saved
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* room inventories already hold everything the corpse dropped before
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* the save), no performAction narration, no onActorRemoved (the
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* companion roster is empty at load time). Everything else about
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* removal -- observer unbinding, map hygiene -- matches removeActor.
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*/
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removeActorQuietly(name: string): void;
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get worldEvents(): readonly string[];
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restoreWorldEvents(events: string[]): void;
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/**
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* THE ALARM SURVIVES A RELOAD, and it took a peer asking to notice.
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*
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* It shipped session-scoped, justified as "like Room.hostAlert -- a
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* Scene is built fresh per run". That reasoning was WRONG for this
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* field. hostAlert is Matrix state canon says lasts until you reboot;
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* a site alarm is a fact about the PLACE, and the place already
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* persists its grapevine two methods up (worldEvents, last 40).
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*
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* So the alarm did not ride the save while the world events beside it
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* did. NOT REACHABLE TODAY, and the first version of this comment
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* wrongly said it was: requestSave refuses off-hub (game.ts:3017,
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* `this.scene !== this._hubScene` -- the same condition as `onRun`),
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* so there is no mid-run save to take, and the two callers that raise
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* an alarm are both run-scene verbs. The shipped hub seed carries no
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* forceable device either.
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*
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* It is fixed anyway, on the argument that was underneath the wrong
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* one: a fact about a PLACE that sits beside a fact that persists
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* should persist, and the moment anything raises an alarm somewhere
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* saveable -- a hub with a lock, an autonomy driver that alarms a
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* site -- the gap becomes a live bug with no test to catch it.
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*
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* Optional on the way in: saves written before this field come back
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* quiet, which is the honest reading of a save that never recorded it.
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*/
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alarmSnapshot(): {
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reason: string;
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count: number;
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} | undefined;
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restoreAlarm(alarm?: {
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reason: string;
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count: number;
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}): void;
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exportOwnership(): {
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rooms: [string, string][];
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items: [string, string][];
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};
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restoreOwnership(rooms: [string, string][], items: [string, string][]): void;
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getActor(name: string): Player | NPC | undefined;
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get allActors(): (Player | NPC)[];
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getActorsInRoom(room: Room): (Player | NPC)[];
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private normalize;
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addRoom(room: Room): void;
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removeRoom(roomName: string): boolean;
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addItemToRoom(item: Item, roomName: string): void;
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setCharacterLocation(character: Player | NPC, roomName: string): void;
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getCharacterLocation(character: Player | NPC): Room | undefined;
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/**
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* A sustained PHYSICAL BARRIER spell (Player.sustainedBarrier)
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* sealing this room's exit in `direction` -- checked from BOTH sides
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* of the doorway (the wall is in the frame, not painted on one face).
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* go.ts refuses traversal for every meat-plane actor while it holds.
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*/
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barrierSealing(room: Room, direction: string, kind?: 'physical' | 'mana'): {
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caster: string;
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force: number;
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} | undefined;
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determineStartRoom(): Room;
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getPlayer(): Player;
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getPlayers(): Player[];
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getPlayerByName(name: string): Player | undefined;
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/**
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* True when `actor` is one of the scene's HUMAN players (vs an NPC or
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* companion shell). The multiplayer-aware replacement for the old
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* `actor === scene.getPlayer()` identity checks -- use this wherever
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* the question is "is this a human" rather than "is this the local
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* terminal's player".
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|
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*/
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249
|
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isHumanControlled(actor: Player | NPC): boolean;
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|
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/** A second human joins the live scene (shared runs, late join):
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* spawn them into `room` and register them like any actor. */
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252
|
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addPlayer(player: Player, room: Room): void;
|
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253
|
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/** Human players who died in THIS scene. Solo play ends the game on
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|
254
|
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* the primary's death before this matters; shared runs continue
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|
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* while any human still stands. */
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|
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deadPlayers: Set<string>;
|
|
257
|
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markPlayerDead(player: Player): void;
|
|
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|
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isCompleted(): boolean;
|
|
259
|
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/**
|
|
260
|
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* Set once synthesis has resolved the win condition's rewardItem (if any)
|
|
261
|
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* to a real Item -- the constructor runs before items exist, so this
|
|
262
|
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* can't be passed in up front.
|
|
263
|
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*/
|
|
264
|
-
setWinCondition(condition: ISceneWinCondition): void;
|
|
265
|
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getWinCondition(): ISceneWinCondition | undefined;
|
|
266
|
-
/**
|
|
267
|
-
* True when `actorName` is the recipient of a 'give' win condition (the
|
|
268
|
-
* job-giver the player needs to deliver to). Used to stop that same actor
|
|
269
|
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* from completing their own job by autonomously taking the delivery item
|
|
270
|
-
* from their own room -- possession-based completion is meant to reward
|
|
271
|
-
* a genuine hand-off (the player's own give/call, or a *different* NPC
|
|
272
|
-
* helping out), not the job-giver picking up their own reward.
|
|
273
|
-
*/
|
|
274
|
-
isWinConditionTarget(actorName: string): boolean;
|
|
275
|
-
/**
|
|
276
|
-
* Checks whether `possessorName` now holding `itemName` satisfies this
|
|
277
|
-
* scene's win condition -- deliberately possession-based, not tied to a
|
|
278
|
-
* specific verb. For a 'give' condition, the player handing it over and
|
|
279
|
-
* an NPC grabbing it under their own initiative both count: if the target
|
|
280
|
-
* NPC ends up with what they wanted, the job is done either way. For a
|
|
281
|
-
* 'possess' condition (no delivery target -- just a macguffin the player
|
|
282
|
-
* needs to get their hands on), it's satisfied as soon as the player
|
|
283
|
-
* holds it. On a match, grants the optional reward, marks the scene
|
|
284
|
-
* completed, and announces it directly to the player's screen (not just
|
|
285
|
-
* via the calling command's own return value), since the trigger may be
|
|
286
|
-
* an NPC's autonomous action the player never typed themselves. Returns
|
|
287
|
-
* null if there's no win condition, it's already been met, or this
|
|
288
|
-
* doesn't satisfy it.
|
|
289
|
-
*/
|
|
290
|
-
checkWinCondition(itemName: string, possessorName: string): string | null;
|
|
291
|
-
/**
|
|
292
|
-
* Money actually landing in the runner's hands: accumulates on ONE
|
|
293
|
-
* certified credstick across jobs (minting a same-named stick per job
|
|
294
|
-
* would silently overwrite in the name-keyed inventory), with the
|
|
295
|
-
* SINner tax (p.84-85) skimmed at source. Shared by the wrap-up
|
|
296
|
-
* settlement (Game.onClientInteraction) and the legacy instant
|
|
297
|
-
* payout above. Returns what moved, or undefined when the stick
|
|
298
|
-
* couldn't be handed over.
|
|
299
|
-
*/
|
|
300
|
-
payRunner(amount: number, label: string): {
|
|
301
|
-
net: number;
|
|
302
|
-
tax: number;
|
|
303
|
-
} | undefined;
|
|
304
|
-
private payOne;
|
|
305
|
-
addWorldEvent(event: string): void;
|
|
306
|
-
/**
|
|
307
|
-
* THE SITE HAS GONE LOUD. Idempotent in the sense that matters: a
|
|
308
|
-
* second alarm does not "re-raise" anything, it counts and replaces
|
|
309
|
-
* the reason, so the newest noise is the one an NPC hears about.
|
|
310
|
-
*/
|
|
311
|
-
raiseAlarm(reason: string): void;
|
|
312
|
-
/** Has this site gone loud at any point this run? */
|
|
313
|
-
get alarmRaised(): boolean;
|
|
314
|
-
/** The standing line, or undefined while the run is still quiet. */
|
|
315
|
-
get alarmSummary(): string | undefined;
|
|
316
|
-
getWorldEventsSummary(): string;
|
|
317
|
-
getRooms(): Record<string, Room>;
|
|
318
|
-
listRooms(): string[];
|
|
319
|
-
getRoom(roomName: string): Room;
|
|
320
|
-
connectRooms(roomNameA: string, direction: Direction, roomNameB: string, keyItemOrSolution?: string): void;
|
|
321
|
-
private hasRoomSupportingResidence;
|
|
322
|
-
private hasRoomSupportingEmployment;
|
|
323
|
-
private hasItemSupportingAddiction;
|
|
324
|
-
validateLifestyleSupport(): void;
|
|
325
|
-
getCurrencyType(): string;
|
|
326
|
-
isValidCurrencyCarrier(item: Item): boolean;
|
|
327
|
-
getCurrencyAggregationByTag(): Record<string, Record<string, number>>;
|
|
328
|
-
get residenceTiers(): string[];
|
|
329
|
-
set residenceTiers(tiers: string[]);
|
|
330
|
-
isValidResidenceTier(tier: string): boolean;
|
|
331
|
-
}
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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@@ -1,224 +0,0 @@
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/**
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* SR5e Qualities (core p.71-85): the traits that make a spread a PERSON.
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* Positive qualities cost karma, negative ones refund it, and the ledger
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* starts at the book's 25 creation karma (p.71) -- so an archetype's
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* quality picks decide the karma it walks onto the street with
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* (see startingKarma / archetypes.ts). Deliberately archetype-baked
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* rather than point-buy, same philosophy as the archetype pick itself:
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* one select and you're playing.
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*
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* Catalog policy: every entry has a REAL mechanical hook -- no
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* flavor-only traits (player decision). Where the book's effect targets
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* a subsystem this game doesn't have, the entry adapts to the nearest
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* real hook and says so in its comment. Karma values are RAW (p.73-74
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* summary tables) throughout.
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*/
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import type { ICatalogEffect, ICatalogChoice } from './utilities/effects.js';
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/**
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* A pick a quality requires -- THE SHARED ONE, re-exported under the name
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* this file and the web already use.
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*
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* It moved to utilities/effects.ts on 2026-09-04: a choice is not a
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* quality's idea. A Hardwire is an AUGMENTATION that gives +2 to a
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* chosen skill and asks exactly the same question, and a declaration
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* that lives on IQuality means the picker gets rebuilt for chrome, then
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* again for spells. See ICatalogChoice for the full note.
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*/
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export type IQualityChoice = ICatalogChoice;
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export interface IQuality {
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key: string;
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name: string;
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kind: 'positive' | 'negative';
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32
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/** RAW karma: the cost (positive) or the refund (negative). */
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karma: number;
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34
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/** One line of what it does IN THIS GAME -- shown on the sheet. */
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35
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effect: string;
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36
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/** SR5e core page, for the curious. */
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37
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page: string;
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38
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/**
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* RATED QUALITY (contract 2026-09-02): `karma` is the cost PER RATING
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40
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* and this is the ceiling (p.74 Focused Concentration 4/rating to 6,
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41
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* p.76 Magic Resistance 6/rating to 4, p.81 Gremlins 4/rating to 4 --
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42
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* RAG-checked). Absent = a flat quality. A player's rating lives in
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43
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* Player.qualityRatings; absent there = 1.
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44
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*/
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45
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maxRating?: number;
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46
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/**
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47
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* OFF CREATION, with the reason: canon is clear but the engine has no
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48
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* seat for the effect yet (no overflow track, no inherent limits but
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49
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* Social, no grooming state). A shop must not sell what nothing can
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50
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* run. Existing holders keep it, dormant, and the sheet says so.
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*/
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52
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retired?: string;
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53
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/**
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54
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* PATH GATE, canon-adjudicated (the field the web's gating audit asked
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55
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* for -- read live, never hand-listed web-side):
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56
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* 'awakened' -- needs a Magic rating (p.72 Astral Chameleon,
|
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57
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* p.76 Mentor Spirit/Spirit Affinity, p.78 Astral
|
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58
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-
* Beacon all say so in their own text)
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59
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* 'mundane' -- FORBIDDEN to the Awakened (p.76 Magic
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60
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* Resistance: "Characters with a Magic rating
|
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61
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* cannot take this quality")
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62
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* 'caster-or-technomancer' -- spellcasters and technomancers only
|
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63
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* (p.74 Focused Concentration)
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64
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* Absent = anyone. Metatype-gated qualities (Human-Looking, Elf Poser,
|
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65
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* Ork Poser) are deliberately NOT in this catalog: the engine models no
|
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66
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* metatype, and a gate it cannot check is a rule it cannot keep.
|
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67
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*/
|
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68
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requires?: 'awakened' | 'mundane' | 'caster-or-technomancer';
|
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69
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-
/**
|
|
70
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* Another quality this one is built on (Cutting Aces p.151 Mnemonic
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71
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-
* Vault: "Prerequisite: Memory Palace"). The chargen factory refuses a
|
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72
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* payload that carries the dependant without its base; the web gates
|
|
73
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* the pick the same way.
|
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74
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*/
|
|
75
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-
requiresQuality?: string;
|
|
76
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/**
|
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77
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* WHAT THE ENGINE WOULD NEED before this quality does anything
|
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78
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* (user, 2026-09-04: "tag the ones that have no game engine
|
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79
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* mechanic, so we can focus on what would work today").
|
|
80
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*
|
|
81
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* ABSENT MEANS IT WORKS TODAY -- either it declares `effects` that a
|
|
82
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* pool reads, or it has bespoke code of its own. Present means the
|
|
83
|
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* quality is currently sold for karma and delivers nothing, and the
|
|
84
|
-
* string names the missing seat rather than just flagging it, so the
|
|
85
|
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* list doubles as the backlog. Distinct from `retired`, which is
|
|
86
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* about a quality nobody may BUY any more; an inert quality is on
|
|
87
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* sale and honest about being unfinished.
|
|
88
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*
|
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89
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* NOT PLAYER-FACING. THE PRESENCE OF THIS FIELD IS; THE STRING IS NOT.
|
|
90
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* It is written for whoever will build the missing seat -- "no craving
|
|
91
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* clock and no withdrawal state", "specializations are not modelled" --
|
|
92
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* and a player reading that learns nothing they can act on. A surface
|
|
93
|
-
* warning a player off an inert quality should say so in its own
|
|
94
|
-
* words and use `name` and `effect`, which ARE written for them.
|
|
95
|
-
*
|
|
96
|
-
* Flagged because it nearly went the other way: the web was about to
|
|
97
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-
* render this string verbatim under each quality in the picker
|
|
98
|
-
* (2026-09-04). Two audiences, one field, and the engineering half is
|
|
99
|
-
* the one that would have shipped.
|
|
100
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*/
|
|
101
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-
inert?: string;
|
|
102
|
-
/**
|
|
103
|
-
* WHICH KIND OF MECHANIC THIS IS (user, 2026-09-04: "do a pass on
|
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104
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* all qualities, and put them into like-categories").
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105
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*
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106
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* Required, so a quality cannot be added without someone deciding
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107
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* what shape its rule has. The families are about the MECHANIC, not
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108
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* about whether this engine runs it yet -- which is the point: a
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109
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* `pool` quality carrying no `effects` is a visible gap, where the
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110
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* same quality filed as "narrative" would be a gap nobody could see.
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111
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*
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112
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* 'pool' flat dice on something the engine already rolls
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113
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* 'attribute' moves a stored attribute, once, at install
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114
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* 'ceiling' moves a maximum -- what you MAY buy, not what you have
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115
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* 'limit' moves an Inherent limit (Physical/Mental/Social)
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116
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* 'substitution' a different attribute or skill stands in on a named test
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117
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* 'threshold' changes a threshold, or what counts as a hit or a glitch
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118
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* 'engine-rule' has its own bespoke implementation, not expressible as dice
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119
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* 'condition' needs a persistent state this engine does not keep
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120
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* 'narrative' canon gives it no dice at all -- fiction and GM adjudication
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121
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*/
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122
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family: 'pool' | 'attribute' | 'ceiling' | 'limit' | 'substitution' | 'threshold' | 'engine-rule' | 'condition' | 'narrative';
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123
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/**
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124
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* The pick this quality cannot work without (see IQualityChoice).
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125
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* A quality carrying this one is not finished at purchase: chargen
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126
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* must ask, and the answer must be stored, or it does nothing.
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127
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*/
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128
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choice?: IQualityChoice;
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129
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/**
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130
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* A quality that cannot be held alongside this one. Canon states the
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131
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* Lucky / Exceptional Attribute pair outright (p.65-66: "either ...
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132
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* not both"), because both spend the same idea on the same sheet.
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133
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*/
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134
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-
excludesQuality?: string;
|
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135
|
-
/**
|
|
136
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* WHAT IT DOES, as data (2026-09-04, "put real stats into them").
|
|
137
|
-
*
|
|
138
|
-
* The same vocabulary gear and chrome already speak, so a quality
|
|
139
|
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* that adds +2 to a pool declares it exactly the way a smartlink
|
|
140
|
-
* does, and the catalog can print a quality's mechanics instead of
|
|
141
|
-
* only its prose. Player.qualityBonus reads these, and a rated
|
|
142
|
-
* quality multiplies by the rating held when the effect says
|
|
143
|
-
* `scaleBy: 'rating'`.
|
|
144
|
-
*
|
|
145
|
-
* ABSENT IS A REAL ANSWER, and the common one. Most of SR5's
|
|
146
|
-
* qualities do not resolve to a flat pool modifier -- Home Ground
|
|
147
|
-
* picks a domain, Indomitable picks a limit, Guts resists fear,
|
|
148
|
-
* Sensitive System doubles Essence loss -- and several are already
|
|
149
|
-
* implemented as their own rule rather than as dice (First
|
|
150
|
-
* Impression is consumed once per job, the SINner tax cuts a payout,
|
|
151
|
-
* Gremlins changes what counts as a glitch). Those carry NO entry on
|
|
152
|
-
* purpose: an effect nothing reads is a stat block that lies, and an
|
|
153
|
-
* effect duplicating a rule implemented elsewhere would double it.
|
|
154
|
-
* `effect` above stays the human sentence in every case.
|
|
155
|
-
*/
|
|
156
|
-
effects?: ICatalogEffect[];
|
|
157
|
-
}
|
|
158
|
-
/** Everyone starts character creation with 25 karma (SR5e p.71). */
|
|
159
|
-
export declare const CREATION_KARMA = 25;
|
|
160
|
-
export declare function resolveQualityKey(key: string): {
|
|
161
|
-
key: string;
|
|
162
|
-
rating: number;
|
|
163
|
-
pick?: string;
|
|
164
|
-
};
|
|
165
|
-
/** Every legacy slug that resolves to a key plus a pick, for tests and tooling. */
|
|
166
|
-
export declare const LEGACY_CHOICE_SLUGS: string[];
|
|
167
|
-
/** A quality by saved or offered key, legacy forms resolved. Retired
|
|
168
|
-
* rows resolve too (their holder's sheet still names them); a shop
|
|
169
|
-
* filters on `retired` itself. */
|
|
170
|
-
export declare function getQuality(key?: string): IQuality | undefined;
|
|
171
|
-
/** What a quality costs (or refunds) at the rating given: per-rating for rated entries. */
|
|
172
|
-
export declare function qualityKarma(q: IQuality, rating?: number): number;
|
|
173
|
-
/**
|
|
174
|
-
* The creation-karma ledger (SR5e p.71): 25, minus what the positive
|
|
175
|
-
* qualities cost, plus what the negative ones refund. This is the RAW
|
|
176
|
-
* remainder BEFORE the end-of-chargen split below.
|
|
177
|
-
*/
|
|
178
|
-
export declare function startingKarma(qualityKeys?: string[], ratings?: Record<string, number>): number;
|
|
179
|
-
export declare const KARMA_CARRYOVER_MAX = 7;
|
|
180
|
-
export declare const KARMA_TO_NUYEN_MAX = 10;
|
|
181
|
-
export declare const KARMA_NUYEN_RATE = 2000;
|
|
182
|
-
/** The p.95 ceiling on money held out of the Resources pool at creation:
|
|
183
|
-
* "5,000 nuyen or less... any remaining over 5,000 is lost". Lives beside
|
|
184
|
-
* the other creation-ledger constants; chargen-factory re-exports it. */
|
|
185
|
-
export declare const HELD_NUYEN_MAX = 5000;
|
|
186
|
-
/** 5 karma buys one full Power Point at creation (SR5 p.69-70; the p.71
|
|
187
|
-
* worked example spends 10 for 2; Run Faster p.64-65 restates it).
|
|
188
|
-
* Core p.102's checklist says 2 and is the outlier -- see
|
|
189
|
-
* ICombatAttributes.powerPoints for why 5 wins. */
|
|
190
|
-
export declare const KARMA_PER_POWER_POINT = 5;
|
|
191
|
-
/**
|
|
192
|
-
* EVERY DRAW ON THE CREATION POOL, IN ONE PLACE.
|
|
193
|
-
*
|
|
194
|
-
* Three features spend the same 25 karma: qualities (here), a mystic
|
|
195
|
-
* adept's Power Points (SR5 p.69-70), and the queued skill-overage
|
|
196
|
-
* feature. Three features each subtracting their own share somewhere
|
|
197
|
-
* else is how a double-spend hides -- the remainder looks right to each
|
|
198
|
-
* of them and wrong in total. One function that takes all three makes
|
|
199
|
-
* that arithmetically impossible, and makes the full set of consumers
|
|
200
|
-
* visible in a single signature.
|
|
201
|
-
*
|
|
202
|
-
* ORDER IS THE RULE: every draw reduces the remainder BEFORE the
|
|
203
|
-
* carryover/nuyen split, never after. Splitting first and deducting
|
|
204
|
-
* afterwards would let a character bank 7 karma they had already spent.
|
|
205
|
-
*
|
|
206
|
-
* `skillOverage` is declared now and passed by nobody yet. That is
|
|
207
|
-
* deliberate and coordinated: the feature is queued, and the alternative
|
|
208
|
-
* -- adding the parameter when it lands -- means changing this signature
|
|
209
|
-
* and every caller at the moment the double-spend risk is highest.
|
|
210
|
-
*/
|
|
211
|
-
export interface ICreationDraws {
|
|
212
|
-
qualities?: string[];
|
|
213
|
-
/** Rating per rated quality key (contract 2026-09-02); absent = 1. Priced karma x rating. */
|
|
214
|
-
qualityRatings?: Record<string, number>;
|
|
215
|
-
/** Power Points a mystic adept bought (SR5 p.69-70). */
|
|
216
|
-
powerPoints?: number;
|
|
217
|
-
/** Karma spent on skills past the priority allowance. Not yet wired. */
|
|
218
|
-
skillOverage?: number;
|
|
219
|
-
}
|
|
220
|
-
/** What the ledger remainder actually becomes at the table: banked karma + starting cash. */
|
|
221
|
-
export declare function creationSplit(draws?: ICreationDraws | string[]): {
|
|
222
|
-
karma: number;
|
|
223
|
-
nuyen: number;
|
|
224
|
-
};
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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|