@maka/maka-cli 5.127.0 → 5.129.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (887) hide show
  1. package/bundle/typescript/package.json +8 -6
  2. package/bundle/typescript/src/commands/game/sideQuest/archetypes.js +24 -3
  3. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js +11 -5
  4. package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.js +7 -5
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.js +53 -15
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js +2 -1
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/spells.js +11 -5
  8. package/bundle/typescript/src/commands/game/sideQuest/commands/sustain.js +6 -2
  9. package/bundle/typescript/src/commands/game/sideQuest/commands/thread.js +4 -2
  10. package/bundle/typescript/src/commands/game/sideQuest/game.js +10 -3
  11. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +108 -38
  12. package/bundle/typescript/src/commands/game/sideQuest/utilities/catalog.js +5 -0
  13. package/bundle/typescript/src/commands/game/sideQuest/utilities/sustaining.js +36 -0
  14. package/bundle/typescript/src/commands/profile.js +10 -2
  15. package/package.json +8 -6
  16. package/bundle/typescript/src/command.d.ts +0 -37
  17. package/bundle/typescript/src/command.js.map +0 -1
  18. package/bundle/typescript/src/commands/_index.d.ts +0 -28
  19. package/bundle/typescript/src/commands/_index.js.map +0 -1
  20. package/bundle/typescript/src/commands/aws/_index.d.ts +0 -16
  21. package/bundle/typescript/src/commands/aws/_index.js.map +0 -1
  22. package/bundle/typescript/src/commands/aws/aws.command.d.ts +0 -3
  23. package/bundle/typescript/src/commands/aws/aws.command.js.map +0 -1
  24. package/bundle/typescript/src/commands/aws/cecr.sub.cmd.d.ts +0 -1
  25. package/bundle/typescript/src/commands/aws/cecr.sub.cmd.js.map +0 -1
  26. package/bundle/typescript/src/commands/aws/chz.sub.cmd.d.ts +0 -1
  27. package/bundle/typescript/src/commands/aws/chz.sub.cmd.js.map +0 -1
  28. package/bundle/typescript/src/commands/aws/ci.sub.cmd.d.ts +0 -1
  29. package/bundle/typescript/src/commands/aws/ci.sub.cmd.js.map +0 -1
  30. package/bundle/typescript/src/commands/aws/ckp.sub.cmd.d.ts +0 -1
  31. package/bundle/typescript/src/commands/aws/ckp.sub.cmd.js.map +0 -1
  32. package/bundle/typescript/src/commands/aws/csg.sub.cmd.d.ts +0 -1
  33. package/bundle/typescript/src/commands/aws/csg.sub.cmd.js.map +0 -1
  34. package/bundle/typescript/src/commands/aws/decr.sub.cmd.d.ts +0 -1
  35. package/bundle/typescript/src/commands/aws/decr.sub.cmd.js.map +0 -1
  36. package/bundle/typescript/src/commands/aws/di.sub.cmd.d.ts +0 -1
  37. package/bundle/typescript/src/commands/aws/di.sub.cmd.js.map +0 -1
  38. package/bundle/typescript/src/commands/aws/dkp.sub.cmd.d.ts +0 -1
  39. package/bundle/typescript/src/commands/aws/dkp.sub.cmd.js.map +0 -1
  40. package/bundle/typescript/src/commands/aws/dsg.sub.cmd.d.ts +0 -1
  41. package/bundle/typescript/src/commands/aws/dsg.sub.cmd.js.map +0 -1
  42. package/bundle/typescript/src/commands/aws/lecr.sub.cmd.d.ts +0 -1
  43. package/bundle/typescript/src/commands/aws/lecr.sub.cmd.js.map +0 -1
  44. package/bundle/typescript/src/commands/aws/rbi.sub.cmd.d.ts +0 -1
  45. package/bundle/typescript/src/commands/aws/rbi.sub.cmd.js.map +0 -1
  46. package/bundle/typescript/src/commands/aws/rdn.sub.cmd.d.ts +0 -1
  47. package/bundle/typescript/src/commands/aws/rdn.sub.cmd.js.map +0 -1
  48. package/bundle/typescript/src/commands/aws/rkp.sub.cmd.d.ts +0 -1
  49. package/bundle/typescript/src/commands/aws/rkp.sub.cmd.js.map +0 -1
  50. package/bundle/typescript/src/commands/aws/sth.sub.cmd.d.ts +0 -1
  51. package/bundle/typescript/src/commands/aws/sth.sub.cmd.js.map +0 -1
  52. package/bundle/typescript/src/commands/aws/ti.sub.cmd.d.ts +0 -1
  53. package/bundle/typescript/src/commands/aws/ti.sub.cmd.js.map +0 -1
  54. package/bundle/typescript/src/commands/build/_index.d.ts +0 -2
  55. package/bundle/typescript/src/commands/build/_index.js.map +0 -1
  56. package/bundle/typescript/src/commands/build/build.d.ts +0 -3
  57. package/bundle/typescript/src/commands/build/build.js.map +0 -1
  58. package/bundle/typescript/src/commands/build/docker.sub.cmd.d.ts +0 -1
  59. package/bundle/typescript/src/commands/build/docker.sub.cmd.js.map +0 -1
  60. package/bundle/typescript/src/commands/create.d.ts +0 -1
  61. package/bundle/typescript/src/commands/create.js.map +0 -1
  62. package/bundle/typescript/src/commands/debug.d.ts +0 -1
  63. package/bundle/typescript/src/commands/debug.js.map +0 -1
  64. package/bundle/typescript/src/commands/deploy/_index.d.ts +0 -4
  65. package/bundle/typescript/src/commands/deploy/_index.js.map +0 -1
  66. package/bundle/typescript/src/commands/deploy/deploy.command.d.ts +0 -3
  67. package/bundle/typescript/src/commands/deploy/deploy.command.js.map +0 -1
  68. package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.d.ts +0 -1
  69. package/bundle/typescript/src/commands/deploy/galaxy.sub.cmd.js.map +0 -1
  70. package/bundle/typescript/src/commands/deploy/github.sub.cmd.d.ts +0 -1
  71. package/bundle/typescript/src/commands/deploy/github.sub.cmd.js.map +0 -1
  72. package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.d.ts +0 -1
  73. package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.js.map +0 -1
  74. package/bundle/typescript/src/commands/env/_index.d.ts +0 -3
  75. package/bundle/typescript/src/commands/env/_index.js.map +0 -1
  76. package/bundle/typescript/src/commands/env/env.command.d.ts +0 -3
  77. package/bundle/typescript/src/commands/env/env.command.js.map +0 -1
  78. package/bundle/typescript/src/commands/env/get.sub.cmd.d.ts +0 -1
  79. package/bundle/typescript/src/commands/env/get.sub.cmd.js.map +0 -1
  80. package/bundle/typescript/src/commands/env/prompt-for-env.d.ts +0 -10
  81. package/bundle/typescript/src/commands/env/prompt-for-env.js.map +0 -1
  82. package/bundle/typescript/src/commands/env/set.sub.cmd.d.ts +0 -1
  83. package/bundle/typescript/src/commands/env/set.sub.cmd.js.map +0 -1
  84. package/bundle/typescript/src/commands/game/_index.d.ts +0 -2
  85. package/bundle/typescript/src/commands/game/_index.js.map +0 -1
  86. package/bundle/typescript/src/commands/game/sideQuest/adept-powers.d.ts +0 -71
  87. package/bundle/typescript/src/commands/game/sideQuest/adept-powers.js.map +0 -1
  88. package/bundle/typescript/src/commands/game/sideQuest/archetypes.d.ts +0 -160
  89. package/bundle/typescript/src/commands/game/sideQuest/archetypes.js.map +0 -1
  90. package/bundle/typescript/src/commands/game/sideQuest/aspects.d.ts +0 -68
  91. package/bundle/typescript/src/commands/game/sideQuest/aspects.js.map +0 -1
  92. package/bundle/typescript/src/commands/game/sideQuest/augmentations.d.ts +0 -207
  93. package/bundle/typescript/src/commands/game/sideQuest/augmentations.js.map +0 -1
  94. package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.d.ts +0 -30
  95. package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.js.map +0 -1
  96. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.d.ts +0 -26
  97. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.js.map +0 -1
  98. package/bundle/typescript/src/commands/game/sideQuest/commands/ar.d.ts +0 -34
  99. package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js.map +0 -1
  100. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.d.ts +0 -65
  101. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.js.map +0 -1
  102. package/bundle/typescript/src/commands/game/sideQuest/commands/assense.d.ts +0 -16
  103. package/bundle/typescript/src/commands/game/sideQuest/commands/assense.js.map +0 -1
  104. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.d.ts +0 -42
  105. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js.map +0 -1
  106. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.d.ts +0 -199
  107. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js.map +0 -1
  108. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +0 -59
  109. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +0 -1
  110. package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.d.ts +0 -21
  111. package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.js.map +0 -1
  112. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.d.ts +0 -39
  113. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js.map +0 -1
  114. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.d.ts +0 -28
  115. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js.map +0 -1
  116. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +0 -64
  117. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +0 -1
  118. package/bundle/typescript/src/commands/game/sideQuest/commands/call.d.ts +0 -72
  119. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +0 -1
  120. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.d.ts +0 -119
  121. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +0 -1
  122. package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.d.ts +0 -6
  123. package/bundle/typescript/src/commands/game/sideQuest/commands/catalog.js.map +0 -1
  124. package/bundle/typescript/src/commands/game/sideQuest/commands/climb.d.ts +0 -48
  125. package/bundle/typescript/src/commands/game/sideQuest/commands/climb.js.map +0 -1
  126. package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.d.ts +0 -19
  127. package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.js.map +0 -1
  128. package/bundle/typescript/src/commands/game/sideQuest/commands/command.d.ts +0 -63
  129. package/bundle/typescript/src/commands/game/sideQuest/commands/command.js.map +0 -1
  130. package/bundle/typescript/src/commands/game/sideQuest/commands/companions.d.ts +0 -69
  131. package/bundle/typescript/src/commands/game/sideQuest/commands/companions.js.map +0 -1
  132. package/bundle/typescript/src/commands/game/sideQuest/commands/compile.d.ts +0 -65
  133. package/bundle/typescript/src/commands/game/sideQuest/commands/compile.js.map +0 -1
  134. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.d.ts +0 -18
  135. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.js.map +0 -1
  136. package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.d.ts +0 -18
  137. package/bundle/typescript/src/commands/game/sideQuest/commands/container-verbs.js.map +0 -1
  138. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.d.ts +0 -30
  139. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js.map +0 -1
  140. package/bundle/typescript/src/commands/game/sideQuest/commands/crew.d.ts +0 -46
  141. package/bundle/typescript/src/commands/game/sideQuest/commands/crew.js.map +0 -1
  142. package/bundle/typescript/src/commands/game/sideQuest/commands/deck.d.ts +0 -42
  143. package/bundle/typescript/src/commands/game/sideQuest/commands/deck.js.map +0 -1
  144. package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.d.ts +0 -61
  145. package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.js.map +0 -1
  146. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.d.ts +0 -23
  147. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js.map +0 -1
  148. package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.d.ts +0 -14
  149. package/bundle/typescript/src/commands/game/sideQuest/commands/docwagon.js.map +0 -1
  150. package/bundle/typescript/src/commands/game/sideQuest/commands/download.d.ts +0 -46
  151. package/bundle/typescript/src/commands/game/sideQuest/commands/download.js.map +0 -1
  152. package/bundle/typescript/src/commands/game/sideQuest/commands/drink.d.ts +0 -14
  153. package/bundle/typescript/src/commands/game/sideQuest/commands/drink.js.map +0 -1
  154. package/bundle/typescript/src/commands/game/sideQuest/commands/drone.d.ts +0 -15
  155. package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js.map +0 -1
  156. package/bundle/typescript/src/commands/game/sideQuest/commands/drop.d.ts +0 -7
  157. package/bundle/typescript/src/commands/game/sideQuest/commands/drop.js.map +0 -1
  158. package/bundle/typescript/src/commands/game/sideQuest/commands/eat.d.ts +0 -14
  159. package/bundle/typescript/src/commands/game/sideQuest/commands/eat.js.map +0 -1
  160. package/bundle/typescript/src/commands/game/sideQuest/commands/edge.d.ts +0 -13
  161. package/bundle/typescript/src/commands/game/sideQuest/commands/edge.js.map +0 -1
  162. package/bundle/typescript/src/commands/game/sideQuest/commands/emote.d.ts +0 -17
  163. package/bundle/typescript/src/commands/game/sideQuest/commands/emote.js.map +0 -1
  164. package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.d.ts +0 -6
  165. package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.js.map +0 -1
  166. package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.d.ts +0 -59
  167. package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.js.map +0 -1
  168. package/bundle/typescript/src/commands/game/sideQuest/commands/equip.d.ts +0 -11
  169. package/bundle/typescript/src/commands/game/sideQuest/commands/equip.js.map +0 -1
  170. package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.d.ts +0 -23
  171. package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.js.map +0 -1
  172. package/bundle/typescript/src/commands/game/sideQuest/commands/fit.d.ts +0 -29
  173. package/bundle/typescript/src/commands/game/sideQuest/commands/fit.js.map +0 -1
  174. package/bundle/typescript/src/commands/game/sideQuest/commands/follow.d.ts +0 -37
  175. package/bundle/typescript/src/commands/game/sideQuest/commands/follow.js.map +0 -1
  176. package/bundle/typescript/src/commands/game/sideQuest/commands/garage.d.ts +0 -15
  177. package/bundle/typescript/src/commands/game/sideQuest/commands/garage.js.map +0 -1
  178. package/bundle/typescript/src/commands/game/sideQuest/commands/give.d.ts +0 -7
  179. package/bundle/typescript/src/commands/game/sideQuest/commands/give.js.map +0 -1
  180. package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +0 -88
  181. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +0 -1
  182. package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.d.ts +0 -38
  183. package/bundle/typescript/src/commands/game/sideQuest/commands/grapple.js.map +0 -1
  184. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +0 -103
  185. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +0 -1
  186. package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.d.ts +0 -16
  187. package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.js.map +0 -1
  188. package/bundle/typescript/src/commands/game/sideQuest/commands/heal.d.ts +0 -53
  189. package/bundle/typescript/src/commands/game/sideQuest/commands/heal.js.map +0 -1
  190. package/bundle/typescript/src/commands/game/sideQuest/commands/hints.d.ts +0 -10
  191. package/bundle/typescript/src/commands/game/sideQuest/commands/hints.js.map +0 -1
  192. package/bundle/typescript/src/commands/game/sideQuest/commands/hop.d.ts +0 -16
  193. package/bundle/typescript/src/commands/game/sideQuest/commands/hop.js.map +0 -1
  194. package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.d.ts +0 -8
  195. package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.js.map +0 -1
  196. package/bundle/typescript/src/commands/game/sideQuest/commands/install.d.ts +0 -21
  197. package/bundle/typescript/src/commands/game/sideQuest/commands/install.js.map +0 -1
  198. package/bundle/typescript/src/commands/game/sideQuest/commands/inv.d.ts +0 -6
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  200. package/bundle/typescript/src/commands/game/sideQuest/commands/jack.d.ts +0 -36
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  202. package/bundle/typescript/src/commands/game/sideQuest/commands/jackpoint.d.ts +0 -24
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  204. package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.d.ts +0 -38
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  206. package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.d.ts +0 -12
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  208. package/bundle/typescript/src/commands/game/sideQuest/commands/journal.d.ts +0 -44
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  216. package/bundle/typescript/src/commands/game/sideQuest/commands/lifestyle.d.ts +0 -23
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  228. package/bundle/typescript/src/commands/game/sideQuest/commands/message.d.ts +0 -44
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  230. package/bundle/typescript/src/commands/game/sideQuest/commands/move.d.ts +0 -194
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  232. package/bundle/typescript/src/commands/game/sideQuest/commands/note.d.ts +0 -99
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  234. package/bundle/typescript/src/commands/game/sideQuest/commands/order.d.ts +0 -19
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  236. package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.d.ts +0 -14
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  238. package/bundle/typescript/src/commands/game/sideQuest/commands/palm.d.ts +0 -16
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  240. package/bundle/typescript/src/commands/game/sideQuest/commands/pan.d.ts +0 -12
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  242. package/bundle/typescript/src/commands/game/sideQuest/commands/pay.d.ts +0 -13
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  244. package/bundle/typescript/src/commands/game/sideQuest/commands/perform.d.ts +0 -13
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  246. package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.d.ts +0 -18
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  248. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +0 -43
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  250. package/bundle/typescript/src/commands/game/sideQuest/commands/players.d.ts +0 -12
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  252. package/bundle/typescript/src/commands/game/sideQuest/commands/posture.d.ts +0 -45
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  254. package/bundle/typescript/src/commands/game/sideQuest/commands/project.d.ts +0 -19
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@@ -1,68 +0,0 @@
1
- /**
2
- * THE ASPECTED MAGICIAN (SR5 p.69; priority rows p.65) -- the fifth
3
- * path at the Magic column, built 2026-09-02 (maka-cli.com PR #66 named
4
- * the gap and the numbers; this is the engine half it was waiting on).
5
- *
6
- * "An aspected magician ... must choose one, and only one, of the
7
- * following: Sorcery, Conjuring, or Enchanting. They cannot perform any
8
- * of the magical skills associated with the two groups they did not
9
- * select ... They can only learn Counterspelling if they took skills to
10
- * be a spellcaster. Aspected magicians can astrally perceive but cannot
11
- * astrally project." (p.69) Formulae at creation: Magic x 2 per group
12
- * they have (p.69), the same cap the full magician's spellbook uses.
13
- *
14
- * TWO ASPECTS OFFERED, ONE WITHHELD. The engine has spellcasting and
15
- * conjuring; it has no alchemy, artificing or disenchanting at all, so
16
- * an Enchanter would be a magician who can do nothing in play but read
17
- * auras. Per the standing ruling (spells and powers, 2026-09-01): offer
18
- * what the engine can honour and grow the list; a canon name on a path
19
- * the engine cannot enforce is the flattening PR #66 refused. Enchanter
20
- * ships the day alchemy does -- see UNAVAILABLE_ASPECTS, the same shape
21
- * skill-groups.ts uses for groups the engine cannot express.
22
- *
23
- * The web reads this module (loadEngineModule('aspects.js')) for the
24
- * picker vocabulary and the priority numbers; the chargen factory
25
- * validates the payload against it; Player carries `aspect` and the
26
- * verbs consult the predicates it drives.
27
- */
28
- export type Aspect = 'sorcerer' | 'conjurer';
29
- export interface IAspect {
30
- key: Aspect;
31
- name: string;
32
- /** The one magical skill group the aspect keeps (skill-groups.ts key). */
33
- group: 'sorcery' | 'conjuring';
34
- /** What the aspect can do, in play terms. */
35
- effect: string;
36
- page: string;
37
- }
38
- export declare const ASPECTS: IAspect[];
39
- /** The aspect canon has and the engine cannot yet honour, and why. */
40
- export declare const UNAVAILABLE_ASPECTS: {
41
- key: string;
42
- name: string;
43
- group: string;
44
- why: string;
45
- page: string;
46
- }[];
47
- /**
48
- * The Priority Table's Aspected Magician rows (SR5 p.65, verbatim):
49
- * B -- Magic 5, one Rating 4 Magical skill group
50
- * C -- Magic 3, one Rating 2 Magical skill group
51
- * D -- Magic 2
52
- * The group is the aspect's own; there is no other choice to make.
53
- */
54
- export declare const ASPECTED_PRIORITY: Record<'B' | 'C' | 'D', {
55
- magic: number;
56
- groupRating?: number;
57
- }>;
58
- export declare function getAspect(key?: string): IAspect | undefined;
59
- export declare function isAspectKey(key: unknown): key is Aspect;
60
- /**
61
- * The engine skill keys each magical group owns (skill-groups.ts names,
62
- * in the engine's own casing). An aspected magician's payload may carry
63
- * skills from its own group only -- "they cannot perform any of the
64
- * magical skills associated with the two groups they did not select".
65
- */
66
- export declare const MAGICAL_GROUP_SKILLS: Record<'sorcery' | 'conjuring' | 'enchanting', readonly string[]>;
67
- /** Skill keys an aspect FORBIDS: every magical skill outside its own group. */
68
- export declare function forbiddenSkillsFor(aspect: Aspect): string[];
@@ -1 +0,0 @@
1
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@@ -1,207 +0,0 @@
1
- /**
2
- * Cyberware and bioware -- the SR5e augmentation catalog, full-essence
3
- * flavor: everyone starts at Essence 6.0, every piece of 'ware burns some
4
- * away permanently, and the Awakened pay in power (each full point of
5
- * essence lost -- rounded UP, as the book demands -- burns a point of
6
- * Magic or Resonance; see Player.installAug). Installation is SURGERY: it
7
- * happens at a street clinic for nuyen (commands/install.ts), which makes
8
- * chrome the game's first real money sink.
9
- *
10
- * CATALOG POLICY, CHANGED 2026-08-31 BY THE PROJECT OWNER. It used to
11
- * read "every entry here changes real dice -- no flavor-only chrome",
12
- * and that rule is why whole chapters of the books were unbuildable
13
- * here: a smuggling compartment, a cyberlimb, most of Chrome Flesh's
14
- * exotic 'ware. The owner's ruling is that those may be OWNED and BOUGHT
15
- * like vehicles are, so long as the catalog never implies dice it does
16
- * not deliver.
17
- *
18
- * SO THERE ARE TWO KINDS OF ENTRY NOW, and the difference is visible
19
- * rather than inferred:
20
- * - MECHANICAL: carries `effects`, moves real dice through
21
- * Player.bonus and the pool getters that read it.
22
- * - LISTING: carries no `effects`, and its `effect` line OPENS with
23
- * COSMETIC_PREFIX below. You can buy it, install it, pay essence for
24
- * it and see it on your sheet; it rolls nothing.
25
- *
26
- * THE LABEL RIDES `effect` ON PURPOSE. That string is what the sheet and
27
- * the clinic menu already print, so the marker cannot be shown in one
28
- * surface and missed in another -- and IAugmentation's shape is co-owned
29
- * with the web chargen's loader, so a new field would be a contract
30
- * change for a convention a string carries perfectly well. The pairing
31
- * is enforced by a test, not by discipline: an entry with no effects and
32
- * no marker fails, and so does a marked entry that secretly grants dice.
33
- *
34
- * A LISTING IS NOT A PLACEHOLDER FOR A HOOK NOBODY WROTE. Where the book
35
- * gives an effect this engine COULD express, it is still wired -- the
36
- * ruling widened what may be catalogued, not what may be left vague.
37
- */
38
- /** Opens the `effect` of every entry that grants no dice. Read by the
39
- * sheet, the clinic and the test that keeps the two kinds honest. */
40
- export declare const COSMETIC_PREFIX = "cosmetic -- no mechanical effect yet:";
41
- /**
42
- * What an implanted weapon hits for. carries the book's
43
- * (STR + n) codes; a flat is the shock hand's 9S(e).
44
- */
45
- export interface IImplantWeapon {
46
- /** Flat DV, or the + part of a (STR + n) code when dvAttribute is set. */
47
- dv: number;
48
- dvAttribute?: 'strength';
49
- damageType: 'physical' | 'stun';
50
- ap: number;
51
- /** Electricity damage (p.170) -- the shock hand's (e) suffix. */
52
- electric?: boolean;
53
- /** Shots before it needs charging (shock hand: ten per hand, p.458). */
54
- charges?: number;
55
- }
56
- export interface IAugmentation {
57
- /** Stable identifier stored on the player (archetype augs, saves). */
58
- key: string;
59
- name: string;
60
- kind: 'cyberware' | 'bioware';
61
- /**
62
- * The ware grade this entry is priced AT. Absent = standard. Stamped
63
- * by gradedAug below -- and the stamp is the bug it fixes (2026-09-01,
64
- * live playtest: "all my bioware listed as standard but I purchased
65
- * the highest grade"): gradedAug adjusted essence and cost but never
66
- * carried the grade, so installAug's `aug.grade` check read a field
67
- * this interface DID NOT HAVE and recorded nothing. Label lost -- and
68
- * worse, the restore replay re-installed at standard multipliers, so a
69
- * deltaware buyer's essence recomputed at standard on every reload.
70
- * A check whose left side can never be set, hidden by loose typing.
71
- */
72
- grade?: 'used' | 'standard' | 'alphaware' | 'betaware' | 'deltaware';
73
- /** Essence burned on install. Permanent -- there is no uninstall. */
74
- essence: number;
75
- /** Street price in nuyen, paid at the clinic. */
76
- cost: number;
77
- /** One-line mechanical effect, shown on the sheet and the clinic menu. */
78
- effect: string;
79
- /** What waking up from the surgery feels like. */
80
- wakeLine: string;
81
- /** Keys this piece cannot coexist with (checked both directions). */
82
- excludes?: string[];
83
- /**
84
- * WHAT THIS PIECE DOES, in the SHARED effects vocabulary -- the same one
85
- * gear, qualities and every other catalog row speak (user, 2026-09-04:
86
- * "these shapes should be shareable between catalog items").
87
- *
88
- * It was `bonuses: Partial<Record<AugBonusKind, number>>` until then: a
89
- * second shape read by a second reader, which is why a piece of chrome
90
- * and a quality that did the same thing had to be added separately at
91
- * every call site -- and why some call sites added only one of them.
92
- * An effect here defaults to `when: 'installed'`, so a row need not
93
- * spell out that chrome applies once it is in you.
94
- *
95
- * Reflexes stay the one hand-resolved family: the wired tiers SUPERSEDE
96
- * each other rather than stacking, which is a relationship BETWEEN rows
97
- * that no single row can state. The resolver drops the superseded tiers
98
- * before summing (Player.applyingEffects).
99
- */
100
- effects?: ICatalogEffect[];
101
- /**
102
- * A CYBER MELEE WEAPON BUILT INTO THE BODY (core p.458, RAG-checked
103
- * 2026-09-03; xHarA3TNgxZXtZwgp: "we're missing install items, like
104
- * the internal cyberdeck, hidden body compartments, and shock hands").
105
- *
106
- * The book is explicit about the hook: "Attacks with cyber melee
107
- * weapons use Unarmed Combat skill and the Physical limit" -- so this
108
- * REPLACES the bare-fists profile rather than adding a carried weapon.
109
- * That is why it could not ship as a catalog row: nothing reads a
110
- * weapon block that is not in a hand.
111
- */
112
- implantWeapon?: IImplantWeapon;
113
- /**
114
- * A HOUSING, not hardware (Chrome Flesh p.222): on install, the deck
115
- * you are carrying becomes part of you -- non-transferable, and
116
- * unreachable by anything that takes gear off a body.
117
- */
118
- implantsCarriedDeck?: boolean;
119
- page?: string;
120
- /** The book's Availability rating for this piece. */
121
- avail?: number;
122
- /** The book's availability suffix: Restricted / Forbidden. */
123
- legality?: 'R' | 'F';
124
- /** The book's nuyen price at standard grade. */
125
- canonCost?: number;
126
- /** The book's Essence cost, when it differs from the game's. */
127
- canonEssence?: number;
128
- }
129
- /** Every pool chrome can move (cf. Player.augBonus, qualityBonus). */
130
- /**
131
- * THESE ARE POOLS, NOT SKILLS, and two of them share a name with
132
- * something that is (or was) a skill. Read this before assuming they
133
- * are the same thing:
134
- *
135
- * 'firearms' -- a POOL. There is no longer a `firearms` SKILL at all;
136
- * canon splits it into Automatics/Longarms/Pistols
137
- * (p.90). The pool keeps the name because chrome that
138
- * helps you shoot helps you shoot whatever you are
139
- * holding, and because renaming it would churn every
140
- * augmentation entry that keys a bonus on it.
141
- * 'athletics' -- a POOL. That family is split too now: the SKILL is
142
- * gone (Gymnastics/Running/Swimming, p.90) and only the
143
- * pool keeps the name. Chrome that helps you move your
144
- * body helps all three, which is the fan-in working.
145
- *
146
- * MANY SKILLS TO ONE POOL IS THE DESIGN, not an accident of the split:
147
- * 'social' has always served etiquette, negotiation, con and
148
- * intimidation, and 'matrix' has always served hacking and electronic
149
- * warfare. So a split adds skills to a pool's fan-in and changes
150
- * nothing about the pool.
151
- */
152
- import type { ICatalogEffect } from './utilities/effects.js';
153
- export type AugBonusKind = 'initiative' | 'defense' | 'attack' | 'firearms' | 'soak' | 'unarmed-damage' | 'perception' | 'matrix' | 'piloting' | 'social' | 'sneak' | 'athletics' | 'healing' | 'wound-ignore';
154
- /**
155
- * The same chrome, cut to a better tolerance. Grade changes only what
156
- * the surgery COSTS you -- essence and nuyen -- never what the 'ware
157
- * does, which is why IAugmentation carries no grade and augBonus never
158
- * asks. Player request 2026-08-25, made twice: "let's look at grades of
159
- * implants/augmentations."
160
- *
161
- * Multipliers are the p.451 'WARE GRADES table, verified against the
162
- * rulebook: used x1.25 ess / -4 avail / x0.75 cost; alphaware x0.8 /
163
- * +2 / x1.2; deltaware x0.5 / +8 / x2.5. Standard is the baseline the
164
- * catalog above is priced at.
165
- *
166
- * Betaware (x0.7 ess / +4 avail / x1.5 cost) is confirmed against the
167
- * printed p.451 table too -- it was carried here as an interpolation
168
- * until the gear chapter was read straight out of the rulebook.
169
- */
170
- export type AugGrade = 'used' | 'standard' | 'alphaware' | 'betaware' | 'deltaware';
171
- export interface IWareGrade {
172
- grade: AugGrade;
173
- /** Multiplies the catalog's essence cost. */
174
- essenceMult: number;
175
- /** Multiplies the catalog's nuyen price. */
176
- costMult: number;
177
- /** Canon availability shift -- carried for the clinics that gate on
178
- * it; the street clinic gates on `streetLegal` instead. */
179
- availMod: number;
180
- /** false = no back-alley doc cuts this; it needs a dedicated
181
- * beta/delta clinic (p.451, and Missions FAQ p.11 for delta). */
182
- streetLegal: boolean;
183
- blurb: string;
184
- }
185
- export declare const WARE_GRADES: IWareGrade[];
186
- export declare function getGrade(grade?: string): IWareGrade | undefined;
187
- export declare const STANDARD_GRADE: IWareGrade;
188
- /**
189
- * A catalog entry priced at a grade. Essence keeps TWO decimals on
190
- * purpose: at one decimal 0.1 x 0.8 rounds back to 0.1 and alphaware on
191
- * cheap 'ware would buy literally nothing.
192
- */
193
- export declare function gradedAug(aug: IAugmentation, grade: IWareGrade): IAugmentation;
194
- /** Essence for humans: 6 reads "6.0", 5.92 reads "5.92". */
195
- export declare function formatEssence(n: number): string;
196
- /**
197
- * The kinds chrome can declare, as VALUES and not only as a type.
198
- *
199
- * The engine itself no longer needs this: chrome speaks the shared
200
- * effects vocabulary, and Player reads it through the same resolver as
201
- * everything else. What needs it is the BENCH -- effects-fixture.test.ts
202
- * interrogates `augBonus` for every kind it could possibly answer to,
203
- * and a type cannot be enumerated at runtime. It is kept as the one
204
- * place that list is written down, rather than retyped in the test where
205
- * it would quietly fall behind this file.
206
- */
207
- export declare const AUG_BONUS_KINDS: readonly ["initiative", "defense", "attack", "firearms", "soak", "unarmed-damage", "perception", "matrix", "piloting", "social", "sneak", "athletics", "healing", "wound-ignore"];
@@ -1 +0,0 @@
1
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@@ -1,30 +0,0 @@
1
- import { Command, ICommand } from './command.js';
2
- /**
3
- * "abandon" -- walk out on the job for good (mYTCzJbsdZxYsTsZo).
4
- *
5
- * THE DEFAULT MOVED, AND THIS IS WHERE THE OLD ONE WENT. Hailing a cab
6
- * on an unfinished job used to abandon it outright: +1 Notoriety, the
7
- * payout forfeited, the scene destroyed. That is exactly what the
8
- * report objected to -- "I'd like it to not fail the run -- I should be
9
- * able to come and go to the job as I need". So the cab now runs an
10
- * errand and keeps the job standing, and walking out has to be asked
11
- * for by name.
12
- *
13
- * WHY THE IRREVERSIBLE ONE EARNS THE CONFIRM. A round trip is undone by
14
- * getting back in the cab. A walk-out cannot be undone at all: the
15
- * scene is gone, the pay is gone, and the Notoriety is on the sheet.
16
- * Guarding the reversible action while the irreversible one happens by
17
- * default is backwards, and it is the general rule here rather than a
18
- * taste call.
19
- *
20
- * ARMS, DOES NOT ACT. The taxi is still the road out of a scene -- this
21
- * does not invent a second way to travel, it changes what the next cab
22
- * means. Same shape as the unclaimed-pay warning it sits beside
23
- * (Game.forfeitArmed), for the same reason: the sentence that costs you
24
- * something should be one you typed on purpose.
25
- */
26
- export declare class AbandonCommand extends Command implements ICommand {
27
- protected static verb: string;
28
- protected static description: string;
29
- execute(_args?: string[]): Promise<string>;
30
- }
@@ -1 +0,0 @@
1
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@@ -1,26 +0,0 @@
1
- import { Command, ICommand } from './command.js';
2
- /**
3
- * Karma spending: "advance" lists every skill AND attribute with its
4
- * current rating and the cost to raise it; "advance <name>" pays and
5
- * raises. SR5e pricing throughout -- skills at new rating x2 (p.107),
6
- * attributes at new rating x5 (p.105-106) -- with a hard cap of 7 on
7
- * both (the book's natural max is 6, but the shipped archetype spreads
8
- * already run to 7, so the game's ceiling matches its own chargen).
9
- * Magic and Resonance cap at 6 (initiation isn't a system yet), train
10
- * from the BASE talent (essence burn still applies after -- see
11
- * Player.installAug), and can never be bought from zero: karma doesn't
12
- * buy Awakening. Training happens at HOME (any Residence room): between
13
- * jobs, not mid-run, and never mid-exchange. Karma itself is earned on
14
- * job completion (see Scene.checkWinCondition).
15
- */
16
- export declare class AdvanceCommand extends Command implements ICommand {
17
- protected static verb: string;
18
- protected static description: string;
19
- private static readonly MAX_RATING;
20
- private static readonly MAX_TALENT;
21
- private static readonly ATTRIBUTES;
22
- execute(args?: string[]): Promise<string>;
23
- private trainSkill;
24
- private trainAttribute;
25
- private listAdvancement;
26
- }
@@ -1 +0,0 @@
1
- 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@@ -1,34 +0,0 @@
1
- import { Command, ICommand } from './command.js';
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- /**
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- * THE AR SWITCH (player request 2026-08-26: "there should be a way to
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- * toggle AR"). Bare "ar" toggles, "ar on"/"ar off" are explicit, and
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- * either way it answers with what the overlay is showing you now.
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- *
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- * Two different things can put your overlay down and a player is owed
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- * the difference, because the cure for each is different:
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- * - MUTED (this command): your choice, undone by typing "ar" again.
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- * - CUT (arOffline): a hacker did it to you -- "reboot" clears it.
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- * Muting is cosmetic on purpose: the link keeps broadcasting, calls
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- * still land, and the commlink initiative bonus is untouched. You are
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- * turning off the clutter, not the radio.
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- *
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- * RUNNING SILENT IS NOT A THIRD ONE (canon p.229 / p.235-236): silence
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- * is about what you emit, AR about what you receive, so a silent runner
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- * still sees the street. It was listed here until 2026-08-27; see
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- * utilities/ar.ts arSightUp for the full note.
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- */
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- export declare class ArCommand extends Command implements ICommand {
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- protected static verb: string;
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- protected static description: string;
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- execute(args?: string[]): Promise<string>;
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- }
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- /**
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- * "aros" -- the read WITHOUT the toggle (a player checking what is
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- * online should not have to risk flipping their overlay off to find
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- * out). Same list "look" appends; this is it on demand.
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- */
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- export declare class ArosCommand extends Command implements ICommand {
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- protected static verb: string;
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- protected static description: string;
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- execute(_args?: string[]): Promise<string>;
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- }
@@ -1 +0,0 @@
1
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@@ -1,65 +0,0 @@
1
- import { Command, ICommand } from './command.js';
2
- import { ICatalogItem } from '../utilities/catalog-data.js';
3
- /**
4
- * Legwork (SR5e p.387-388): "ask <contact> about <thing>" taps a
5
- * CONTACT's network for real information -- in person or over a live
6
- * call. Two rolls, RAW-shaped: their network (Connection + Intuition,
7
- * standing in for the contact's knowledge test) against your ask
8
- * (Charisma + negotiation + LOYALTY dice, the book's own loyalty bonus,
9
- * plus a drink if you bought one). The LOWER of the two decides the
10
- * tier -- a plugged-in stranger won't spill, and a best friend can't
11
- * share what the street doesn't know.
12
- *
13
- * The intel is REAL: tiers reveal facts pulled from the actual pending
14
- * job's seed (what the client truly wants, who holds it, who to watch
15
- * for) or the truth behind the district's active rumor. Facts land as
16
- * narration deterministically (playable without AI), and the contact's
17
- * AI is told it ALREADY said them, so its reply colors rather than
18
- * contradicts. One pull per contact per homecoming -- networks need
19
- * time to hear things (reset in Game.returnToHub).
20
- */
21
- export declare class AskCommand extends Command implements ICommand {
22
- protected static verb: string;
23
- protected static description: string;
24
- execute(args?: string[]): Promise<string>;
25
- /**
26
- * ASKING A FIXER FOR PAPER (player go 2026-08-27: "I should be able to
27
- * call Mr. Krow as a fixer to get a fake SIN. Let's take a look at how
28
- * to get the job during a conversation.")
29
- *
30
- * Everything this needs already existed and none of it was reachable
31
- * by talking. Fake SINs are in the catalog at canon prices (SR5 p.443:
32
- * cost = Rating x 2,500, availability = Rating x 3, legality F), and
33
- * `source <item> from <contact>` is a working purchase that rolls the
34
- * contact's availability test. Crucially the ROLE_DOMAINS check in
35
- * source.ts is only a DICE BONUS, not a gate -- so a fixer could
36
- * always have sourced paper; nobody could ever ask him to.
37
- *
38
- * The one thing in the way was that a request to the fixer fell
39
- * through to offerWork, which refuses him flat ("Errands? I broker
40
- * RUNS, chummer") -- so the most canon-obvious request in the game hit
41
- * a refusal written for something else entirely.
42
- *
43
- * Deliberately a QUOTE, not a sale: it names real catalog items at
44
- * real prices and hands over the exact command that buys one. A
45
- * dialogue sale that the order system never saw is the bug swagNote
46
- * already exists to prevent (a real session's Ratchet sold a program
47
- * for "six kay" in pure conversation and the customer owned nothing),
48
- * and this must not become a second door into it.
49
- */
50
- private offerGoods;
51
- /**
52
- * A contact putting their own errand on the table (Game.offerGigFrom).
53
- * Loyalty 2 opens the door -- a Loyalty-1 face is still just a
54
- * customer. The fixer is the one contact who never does errands: his
55
- * trade is RUNS, through the existing call flow.
56
- */
57
- private offerWork;
58
- /**
59
- * Real facts by tier, best source first: the pending job's seed, then
60
- * the district's active rumor, then honest street noise. Tier 0 gets
61
- * shrugs from every source -- both rolls have to land.
62
- */
63
- private buildIntel;
64
- }
65
- export declare function matchOrderableGoods(topic: string): ICatalogItem[];
@@ -1 +0,0 @@
1
- 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@@ -1,16 +0,0 @@
1
- import { Command, ICommand } from './command.js';
2
- /**
3
- * Astral perception: read the world's auras without (or while) leaving
4
- * your body. Awakened only. "assense" reads the room -- wards, the magical
5
- * temperature; "assense <name>" reads a person: health, whether they're
6
- * Awakened, the emotional weather on them, and the magic they carry. This
7
- * is the recon tool that makes a mage the crew's lie detector and
8
- * ward-spotter.
9
- */
10
- export declare class AssenseCommand extends Command implements ICommand {
11
- protected static verb: string;
12
- protected static description: string;
13
- execute(args?: string[]): Promise<string>;
14
- /** The room's astral weather -- shared by the toggle-on and projecting paths. */
15
- private readRoom;
16
- }
@@ -1 +0,0 @@
1
- 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@@ -1,42 +0,0 @@
1
- import { Command, ICommand } from './command.js';
2
- import { CombatExchange, IStrikeProfile } from '../utilities/combat-exchange.js';
3
- import { Player } from '../models/player.js';
4
- import { NPC } from '../models/npc.js';
5
- /**
6
- * Shadowrun-style dice-pool combat, one full exchange per command:
7
- *
8
- * 1. Attacker rolls Agility + combat skill + weapon bonus, opposed by the
9
- * defender's Reaction. Net hits land the blow.
10
- * 2. Damage = weapon DV + net hits, soaked by Body + armor (each soak hit
11
- * cancels one box).
12
- * 3. Whatever gets through fills the defender's condition monitor; a full
13
- * track is death.
14
- * 4. If the defender survives, they immediately strike back with the same
15
- * math reversed -- starting a fight means eating one, so a fight is a
16
- * real decision, not a free action.
17
- *
18
- * Wound modifiers (-1 die per 3 boxes taken) apply to every pool on both
19
- * sides, so a fight tilts as it goes. Pools/derivations live on Player
20
- * (getAttackPool() etc.); narration pacing, strike resolution, and death
21
- * handling live in CombatExchange (shared with spell combat -- see
22
- * cast.ts). This command only orchestrates the weapon exchange.
23
- */
24
- export declare class AttackCommand extends Command implements ICommand {
25
- protected static verb: string;
26
- protected static description: string;
27
- execute(args?: string[]): Promise<string>;
28
- /** subdue.ts overrides to false: its strike ignores the equipped gun entirely. */
29
- protected usesEquippedWeapon(): boolean;
30
- /** Overridden by subdue.ts to swap in a stun-dealing strike. undefined = weapon default. */
31
- protected strikeProfile(_exchange: CombatExchange, _target: Player | NPC): IStrikeProfile | undefined;
32
- /** The verb observers see ("attacks" / "moves to subdue"). */
33
- protected actionVerb(): string;
34
- /**
35
- * Post-strike incapacitation, both flavors: a full physical track is a
36
- * death; a full stun track (only reachable via a stun-dealing strike,
37
- * or its overflow) is a live capture. Returns the narration, or null if
38
- * the fallen still stands. Either combatant can be the one who falls --
39
- * initiative order means the aggressor eats preemptive strikes too.
40
- */
41
- protected resolveTakedown(exchange: CombatExchange, fallen: Player | NPC, killer: Player | NPC): Promise<string[] | null>;
42
- }
@@ -1 +0,0 @@
1
- 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