@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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@@ -1,186 +0,0 @@
1
- import type { Scene } from '../models/scene.js';
2
- import type { Player } from '../models/player.js';
3
- import type { Room } from '../models/room.js';
4
- /**
5
- * INTRUSION COUNTERMEASURES -- the host's side of the roll (SR5 p.247-248).
6
- *
7
- * This closes the standing note on Room.hostAttributes(): "the only
8
- * mechanical use SR5 gives a Host Rating is IC rolling Host Rating x 2
9
- * (p.247-248), and this engine has no IC -- `hostAlert` is a flag and
10
- * 'ice hunting' is prose; nothing rolls on the host's side anywhere."
11
- * A host now rolls. hostRating is no longer read by nothing.
12
- *
13
- * PHASE 1 SHIPS TWO TYPES: Patrol and Probe. The other ten citable types
14
- * (Killer, Sparky, Black, Blaster, Acid, Binder, Jammer, Marker,
15
- * Scramble, Track) land in later phases, and are deliberately ABSENT
16
- * from the table below rather than present-and-inert -- a host must not
17
- * advertise ice it cannot run, which is the same rule
18
- * commands/advertised-verbs.test.ts enforces for verbs.
19
- *
20
- * TAR BABY and CRASH IC ARE LEFT OUT ON PURPOSE, and this is a canon
21
- * statement rather than a backlog note: they appear in published host
22
- * lists (False Flag p.31-32, p.37-38; Data Trails p.100) but the
23
- * rulebooks give no mechanics for either. Three differently-phrased
24
- * retrievals found none. Data Trails p.56-57 describes a "Tarball"
25
- * CYBERPROGRAM -- a decker's program, not the IC -- and reaching for it
26
- * would be inventing an ability, which CLAUDE.md rates worse than a
27
- * missing one. If a page turns up, they are a table row each.
28
- */
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- /** What the host rolls, for every IC that attacks: Host Rating x 2,
30
- * LIMITED by the host's Attack (p.247-248). The bracket is a cap on
31
- * hits and never a die in the pool -- see dice.ts. */
32
- export declare function icAttackPool(room: Room): {
33
- pool: number;
34
- limit: number;
35
- };
36
- /**
37
- * The target's defence against an attacking IC: INTUITION + FIREWALL
38
- * (p.248, named identically on Black, Killer and Probe).
39
- *
40
- * Built from Player.panDefence()'s components rather than its total, on
41
- * purpose. That method's `silent`/`scrub`/`sneak` terms exist because a
42
- * hidden PAN must be FOUND before it can be hit; IC inside the host has
43
- * already found you -- it is attacking, not searching -- and canon
44
- * writes this defence as the two attributes flat. Taking the total would
45
- * hand the defender up to +5 dice the book does not give them.
46
- *
47
- * Reusing the components keeps the technomancer rule (a living persona's
48
- * Firewall is Willpower, p.251) and the correction that Firewall is a
49
- * WHOLE attribute here, both of which panDefence already carries.
50
- */
51
- export declare function icDefencePool(actor: Player): number;
52
- /** A fresh interval in Combat Turns for this host's next sweep. */
53
- export declare function rollPatrolInterval(hostRating: number): number;
54
- export type ICKind = 'patrol' | 'probe' | 'damage' | 'reducer' | 'scramble' | 'track';
55
- /** Which Matrix attribute a reducer eats (p.248). */
56
- export type MatrixAttr = 'attack' | 'sleaze' | 'dataProcessing' | 'firewall';
57
- export interface IICType {
58
- readonly name: string;
59
- readonly kind: ICKind;
60
- /** Patrol has NO Attack rating and never makes an attack test (p.248). */
61
- readonly attacks: boolean;
62
- /** Patrol "does not take Matrix damage when it fails" (p.248). */
63
- readonly hurtByFailure: boolean;
64
- /**
65
- * Sparky and Black carry biofeedback; Killer does not (p.248). A
66
- * second, SEPARATE hit on the user -- see dealDamage().
67
- */
68
- readonly biofeedback?: boolean;
69
- /**
70
- * Blaster's biofeedback "can only cause Stun damage" even in hot-sim
71
- * (p.248) -- the one exception to the hot-sim rule, and the whole
72
- * difference between Grey IC and Black.
73
- */
74
- readonly stunOnly?: boolean;
75
- /** Black and Blaster link-lock on a successful hit (p.248). */
76
- readonly linkLock?: boolean;
77
- /** The attribute a 'reducer' eats (p.248). */
78
- readonly reduces?: MatrixAttr;
79
- /** Marks the host must already hold for a conditional IC to bite. */
80
- readonly marksNeeded?: number;
81
- }
82
- /**
83
- * LAUNCH ORDER. Canon fixes the RATE (one per Combat Turn) and the CAPS
84
- * (up to Host Rating running; never two of one type) but says nothing
85
- * about which program a host reaches for first. Patrol leads here for a
86
- * reason canon does give: "most hosts have Patrol IC running at all
87
- * times" (p.248), so on any host that has noticed you, Patrol is the one
88
- * already up rather than one it had to launch.
89
- */
90
- export declare const IC_TYPES: readonly IICType[];
91
- export interface IICTurn {
92
- /** Story lines for the player. */
93
- lines: string[];
94
- /** Ticker lines -- dice, for the Mechanics pane. */
95
- meta: string[];
96
- /** Lines the whole table should see. */
97
- world: string[];
98
- /**
99
- * The deck crashed under an IC hit and the persona owes a forced dump.
100
- * Reported rather than performed: leaveMatrix needs the Scene, this
101
- * module deliberately does not take one, and the caller already holds
102
- * it. Same division hack.ts uses for the convergence dump.
103
- */
104
- bricked?: boolean;
105
- /** Scramble IC force-rebooted the persona (p.248). Same division as
106
- * `bricked`: reported here, performed by the caller that holds the
107
- * Scene. */
108
- scrambled?: boolean;
109
- /** Track IC handed the runner's physical location to the authorities
110
- * (p.249). The caller owns what the world does about it. */
111
- traced?: boolean;
112
- }
113
- /**
114
- * Does this host act at all this turn?
115
- *
116
- * `hostAlert` IS canon's launch condition, already set in the right
117
- * place: hack.ts sets it exactly when a blown sleaze gets the intruder
118
- * MADE, which is p.247's "the host launches IC when it notices someone
119
- * doing something unauthorized". No new trigger is invented here -- the
120
- * world event hack.ts already prints promises "ice hunting", and this is
121
- * the code that finally pays that promise.
122
- *
123
- * A CRACKED HOST NO LONGER STOPS, and that ruling is retired on purpose.
124
- * It predated ice entirely, and canon has no "cracked host stops
125
- * defending" -- a host that notices an intrusion launches IC (p.247),
126
- * full stop. Worse, once `enter` gated the inside, the exemption became
127
- * half of a closed loop: the only ways into a host are a mark or a
128
- * crack, a mark made you legitimate and a crack silenced the ice, so
129
- * NOTHING ever ran. hostCracked keeps its other meanings -- the room's
130
- * maglocks fall, the vault unseals -- but it stops being an immunity.
131
- */
132
- export declare function hostIsHunting(room: Room, actor: Player): boolean;
133
- /**
134
- * IS THIS PERSONA A LEGITIMATE USER? (p.248, Patrol.)
135
- *
136
- * Marks are what tell a host you belong -- Patrol's own entry is where
137
- * the rules tie marks to being a legitimate user, and hack.ts already
138
- * says the same thing from the other side ("enough marks and the host
139
- * thinks they belong"). So a persona holding at least one mark on this
140
- * host is not what Patrol is hunting for, and the `mark` verb finally
141
- * buys something defensive rather than only softening a later crack.
142
- */
143
- export declare function looksLegitimate(room: Room, actor: Player): boolean;
144
- /**
145
- * AMBIENT PATROL -- the host's own eyes, before anyone has been made.
146
- *
147
- * This is the half of Patrol IC that Phase 1 could not reach, and
148
- * without it the ice was very nearly unreachable: the only way to wake
149
- * it was to fail a sleaze, and against a flat threshold of 2 a competent
150
- * decker essentially never does. Measured on the Phase 1 build: twelve
151
- * runs, twelve cracked hosts, zero sightings. Canon puts the detection
152
- * on the host (p.248: "most hosts have Patrol IC running at all times",
153
- * and it is the program that hunts illegal activity), so a Patrol that
154
- * only ran AFTER you were spotted was a partial implementation of the
155
- * one program whose whole job is spotting.
156
- *
157
- * WHAT IT ROLLS. Canon does not print Patrol's dice pool, and this says
158
- * so rather than pretending: the pool is the general IC rule (Host
159
- * Rating x 2, p.247) and the bracket is the one the Matrix Perception
160
- * action carries ([Data Processing], p.241). Both halves are cited; the
161
- * combination is the engine's, because the book never spells it out.
162
- *
163
- * WHAT IT TAKES TO BE SEEN, which canon IS explicit about (p.235): an
164
- * icon that is not running silent is spotted AUTOMATICALLY, with no test
165
- * at all. Running silent turns it into an Opposed test against Logic +
166
- * Sleaze (p.236/241), and a tie goes to the hider.
167
- */
168
- export declare function ambientPatrol(room: Room, actor: Player): IICTurn;
169
- /**
170
- * THE HOST'S WHOLE TURN: its eyes if it has not made you, its ice if it
171
- * has. One entry point, so the caller never has to know which half of
172
- * the host is awake.
173
- */
174
- export declare function runHostTurn(room: Room, actor: Player, scene?: Scene): IICTurn;
175
- /**
176
- * ONE COMBAT TURN of the host's ice.
177
- *
178
- * THE TURN MAPPING IS AN ENGINE MAPPING, NOT A RULE, and is labelled so
179
- * deliberately. Canon paces IC in Combat Turns -- one program launched
180
- * per turn, at the beginning of it. sideQuest has no Matrix initiative
181
- * structure to hang that on, so ONE PLAYER ACTION TAKEN INSIDE AN
182
- * ALERTED HOST counts as one Combat Turn. That is the closest structural
183
- * analogue available; it is not something the book says, and it is not
184
- * dressed up as a citation.
185
- */
186
- export declare function runICTurn(room: Room, actor: Player, scene?: Scene): IICTurn;
@@ -1 +0,0 @@
1
- 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@@ -1,62 +0,0 @@
1
- /**
2
- * WHAT THE GAME IS ALLOWED TO CALL A REAL PERSON.
3
- *
4
- * A live seat carries two identities: the ACCOUNT HANDLE the person
5
- * signed up with, and the RUNNER NAME they chose to be called in the
6
- * fiction. Shared runs scope to the account in several places on
7
- * purpose (2026-08-26), so the handle is legitimately present all
8
- * through the seat plumbing -- and that is fine, right up until it
9
- * reaches a player's screen.
10
- *
11
- * A handle is that person's identity across the whole site. Printing
12
- * it where a runner name belongs exposes something they never put in
13
- * the game (blocker: "I see 'doubleglizzy' when I should see
14
- * 'Sherry'"). The leaks were not one bug but a habit -- four separate
15
- * renders, two unconditional and two `?? handle` fallbacks that only
16
- * showed themselves when a runner name went missing.
17
- *
18
- * So the rule lives in a function instead of in four people's memory:
19
- * ASK FOR A NAME AND YOU GET A NAME, OR YOU GET NOTHING. There is no
20
- * argument you can pass that makes this return an account handle.
21
- *
22
- * The one legitimate use of a handle in player-facing text is OUT OF
23
- * CHARACTER instructions about the ACCOUNT itself -- "verify your
24
- * account email" names the account because that is what the player has
25
- * to go and fix. That text says so where it lives; it does not come
26
- * through here.
27
- */
28
- /** The runner name, or a neutral stand-in. NEVER the account handle. */
29
- export declare function runnerName(runner: string | undefined, fallback?: string): string;
30
- /**
31
- * Names a list of people we hold handles for, resolving each through
32
- * `lookup`. Anyone we cannot name is COUNTED, not named -- "Sherry and
33
- * one more" rather than "Sherry, doubleglizzy". Losing a name is a
34
- * smaller cost than printing an account.
35
- */
36
- /**
37
- * TEXT WE DID NOT WRITE, MADE SAFE TO SAY ALOUD (5wjyaaY7EKGttGZLQ:
38
- * "don't put player names (doubleglizzy) in the message about
39
- * 'Couldn't raise the whole crew'. This should be character names").
40
- *
41
- * `nameThem` covers the case where we hold a LIST of handles and choose
42
- * how to render it. This covers the other one: a REASON STRING the
43
- * server composed, stitched verbatim into Krow's dialogue. The draft
44
- * decline is deliberately loud -- a real playtest lost a whole run to it
45
- * being a log line -- so the text has to be spoken, and it can name
46
- * whichever seat the server could not raise.
47
- *
48
- * A handle inside prose cannot be found by asking for a name; it has to
49
- * be recognised. So this takes the seats we already hold and swaps any
50
- * of THEIR handles for the runner name, leaving everything else alone.
51
- *
52
- * WHAT IT DELIBERATELY DOES NOT DO: guess. A handle belonging to
53
- * nobody at this table is unrecognisable as a handle -- it is just a
54
- * word -- and a heuristic that redacted anything word-shaped would eat
55
- * the sentence. This closes the reported leak, which is a seat-mate's
56
- * handle, and the surrounding fiction stays readable.
57
- */
58
- export declare function scrubHandles(text: string, seats: {
59
- handle?: string;
60
- name?: string;
61
- }[]): string;
62
- export declare function nameThem(handles: string[], lookup: (handle: string) => string | undefined): string[];
@@ -1 +0,0 @@
1
- {"version":3,"file":"identity.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/identity.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AAEH,wEAAwE;AACxE,MAAM,UAAU,UAAU,CAAC,MAA0B,EAAE,QAAQ,GAAG,UAAU;IAC1E,OAAO,MAAM,IAAI,MAAM,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,QAAQ,CAAC;AACrD,CAAC;AAED;;;;;GAKG;AACH;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,MAAM,UAAU,YAAY,CAC1B,IAAY,EACZ,KAA2C;IAE3C,IAAI,GAAG,GAAG,IAAI,CAAC;IACf,KAAK,MAAM,IAAI,IAAI,KAAK,EAAE,CAAC;QACzB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;QACnC,IAAI,CAAC,MAAM;YAAE,SAAS;QACtB,mEAAmE;QACnE,qEAAqE;QACrE,4BAA4B;QAC5B,MAAM,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC,qBAAqB,EAAE,MAAM,CAAC,CAAC;QAC9D,MAAM,OAAO,GAAG,IAAI,MAAM,CAAC,oBAAoB,OAAO,kBAAkB,EAAE,IAAI,CAAC,CAAC;QAChF,GAAG,GAAG,GAAG,CAAC,OAAO,CAAC,OAAO,EAAE,UAAU,CAAC,IAAI,CAAC,IAAI,EAAE,wBAAwB,CAAC,CAAC,CAAC;IAC9E,CAAC;IACD,OAAO,GAAG,CAAC;AACb,CAAC;AAED,MAAM,UAAU,QAAQ,CAAC,OAAiB,EAAE,MAA8C;IACxF,MAAM,KAAK,GAAG,OAAO,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAe,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC;IAChF,MAAM,OAAO,GAAG,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;IAC9C,IAAI,OAAO,GAAG,CAAC,EAAE,CAAC;QAChB,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC;YACzB,CAAC,CAAC,GAAG,OAAO,OAAO;YACnB,CAAC,CAAC,OAAO,KAAK,CAAC,CAAC,CAAC,CAAC,4BAA4B,CAAC,CAAC,CAAC,wBAAwB,CAAC,CAAC;IAC/E,CAAC;IACD,OAAO,KAAK,CAAC;AACf,CAAC"}
@@ -1,100 +0,0 @@
1
- /**
2
- * COMMAND HISTORY FOR THE INPUT BOX, on CTRL+Up/Down since 2026-09-01 --
3
- * the bare arrows became the compass (utilities/line-editor.ts).
4
- * (gcCNQShcTSa9zyPGd: "better text
5
- * input -- Up arrow for previous submissions").
6
- *
7
- * PURE ON PURPOSE, and that is the whole design decision here. Keystroke
8
- * handling is the one thing a headless test cannot see -- blessed's
9
- * reader, focus, and the terminal are all in the way -- so everything
10
- * that can be decided WITHOUT a terminal is decided here, where it can
11
- * be tested properly. What is left in ui.ts is three lines of wiring
12
- * that a human verifies by pressing the key.
13
- *
14
- * SHELL SEMANTICS, because that is what the request means by "like a
15
- * shell" and because anything else is a surprise:
16
- *
17
- * - Up walks BACKWARD through submissions, newest first, and stops at
18
- * the oldest rather than wrapping. Wrapping puts your oldest command
19
- * in the box when you meant to keep going back, and you cannot tell
20
- * it happened.
21
- * - Down walks forward and, past the newest, returns to what you were
22
- * TYPING. That draft is the thing people lose: type half a command,
23
- * glance back at an earlier one, come down again -- a shell gives
24
- * the half-typed line back, and losing it is the bug report.
25
- * - A consecutive repeat is not recorded twice. Pressing Up should
26
- * step through what you DID, not count how many times you did it.
27
- * - Blank submissions are not history. The box is cleared and
28
- * re-submitted often (a nervous Enter is already a no-op upstream).
29
- */
30
- /** How much to keep. A session is a few hundred commands at most, and
31
- * the whole point of a cap is that this lives for the process. */
32
- export declare const HISTORY_LIMIT = 200;
33
- export declare class InputHistory {
34
- private readonly limit;
35
- /** Oldest first, so `push` is the cheap end and index 0 is the start. */
36
- private entries;
37
- /**
38
- * Where Up/Down currently sit. `entries.length` means "not browsing --
39
- * the box holds live text", which is why it is an index one PAST the
40
- * end rather than -1: every other value indexes an entry directly, and
41
- * the arithmetic below never needs a special case.
42
- */
43
- private cursor;
44
- /** What was in the box when browsing started, restored on the way back
45
- * down. Undefined while not browsing. */
46
- private draft?;
47
- constructor(limit?: number);
48
- /** Everything remembered, oldest first. For tests and for a future
49
- * "history" verb; nothing in the UI needs it. */
50
- get all(): readonly string[];
51
- get browsing(): boolean;
52
- /**
53
- * Record a submitted command and leave browsing mode.
54
- *
55
- * Called on EVERY submit, including ones this refuses to store, so the
56
- * cursor and draft are reset either way -- a blank Enter should still
57
- * put you back at the live line.
58
- */
59
- remember(command: string): void;
60
- /**
61
- * One step back. `current` is what the box holds right now, captured
62
- * so the draft can be handed back on the way down.
63
- *
64
- * Returns the text to put in the box, or undefined when there is
65
- * nothing to go back to -- the caller leaves the box untouched, which
66
- * is what makes the oldest entry a floor rather than a wrap.
67
- */
68
- up(current: string): string | undefined;
69
- /**
70
- * One step forward. Past the newest entry this returns the draft (or
71
- * '' if there was none) and leaves browsing mode.
72
- *
73
- * Returns undefined only when not browsing at all -- pressing Down on
74
- * a live line does nothing, rather than clearing what you typed.
75
- */
76
- down(): string | undefined;
77
- }
78
- /**
79
- * THE WIRING, exported so the TEST DRIVES IT rather than a copy of it.
80
- *
81
- * This began as three lines inline in ui.ts, on the assumption that
82
- * keystroke handling is the part a headless test cannot reach. That
83
- * assumption is FALSE and was worth checking before designing around
84
- * it: blessed runs perfectly well against a pair of PassThrough streams
85
- * with `isTTY` set, and a `keypress` emitted on `screen.program.input`
86
- * reaches an element's `key()` handler exactly as a real terminal's
87
- * would. So the binding is testable end to end, and inline wiring would
88
- * have meant the test re-implementing it -- which is how a mutation
89
- * ends up accusing the wrong file.
90
- *
91
- * `render` is passed rather than the screen so this file never imports
92
- * blessed: it needs `key`, `getValue` and `setValue`, and naming exactly
93
- * those keeps the seam honest about what it touches.
94
- */
95
- export interface IHistoryBox {
96
- key(keys: string[], handler: () => void): void;
97
- getValue(): string;
98
- setValue(value: string): void;
99
- }
100
- export declare function attachInputHistory(box: IHistoryBox, render: () => void, history?: InputHistory): InputHistory;
@@ -1 +0,0 @@
1
- {"version":3,"file":"input-history.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/input-history.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AAEH;mEACmE;AACnE,MAAM,CAAC,MAAM,aAAa,GAAG,GAAG,CAAC;AAEjC,MAAM,OAAO,YAAY;IAgBM;IAf7B,yEAAyE;IACjE,OAAO,GAAa,EAAE,CAAC;IAE/B;;;;;OAKG;IACK,MAAM,GAAG,CAAC,CAAC;IAEnB;8CAC0C;IAClC,KAAK,CAAU;IAEvB,YAA6B,QAAgB,aAAa;QAA7B,UAAK,GAAL,KAAK,CAAwB;QACxD,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;IAClB,CAAC;IAED;sDACkD;IAClD,IAAI,GAAG;QACL,OAAO,IAAI,CAAC,OAAO,CAAC;IACtB,CAAC;IAED,IAAI,QAAQ;QACV,OAAO,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;IAC3C,CAAC;IAED;;;;;;OAMG;IACH,QAAQ,CAAC,OAAe;QACtB,MAAM,GAAG,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAC3B,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;QAClC,IAAI,CAAC,KAAK,GAAG,SAAS,CAAC;QACvB,IAAI,GAAG,CAAC,MAAM,KAAK,CAAC;YAAE,OAAO;QAC7B,IAAI,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,KAAK,GAAG,EAAE,CAAC;YAClD,8DAA8D;YAC9D,4CAA4C;YAC5C,OAAO;QACT,CAAC;QACD,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QACvB,IAAI,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC;YACrC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;QAC3D,CAAC;QACD,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;IACpC,CAAC;IAED;;;;;;;OAOG;IACH,EAAE,CAAC,OAAe;QAChB,IAAI,IAAI,CAAC,OAAO,CAAC,MAAM,KAAK,CAAC;YAAE,OAAO,SAAS,CAAC;QAChD,IAAI,CAAC,IAAI,CAAC,QAAQ;YAAE,IAAI,CAAC,KAAK,GAAG,OAAO,CAAC;QACzC,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC;YAAE,OAAO,SAAS,CAAC;QACxC,IAAI,CAAC,MAAM,IAAI,CAAC,CAAC;QACjB,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;IACnC,CAAC;IAED;;;;;;OAMG;IACH,IAAI;QACF,IAAI,CAAC,IAAI,CAAC,QAAQ;YAAE,OAAO,SAAS,CAAC;QACrC,IAAI,CAAC,MAAM,IAAI,CAAC,CAAC;QACjB,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC;YACvC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,IAAI,EAAE,CAAC;YAC/B,IAAI,CAAC,KAAK,GAAG,SAAS,CAAC;YACvB,OAAO,KAAK,CAAC;QACf,CAAC;QACD,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;IACnC,CAAC;CACF;AAyBD,MAAM,UAAU,kBAAkB,CAChC,GAAgB,EAChB,MAAkB,EAClB,UAAwB,IAAI,YAAY,EAAE;IAE1C,GAAG,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,EAAE,GAAG,EAAE;QACrB,MAAM,QAAQ,GAAG,OAAO,CAAC,EAAE,CAAC,GAAG,CAAC,QAAQ,EAAE,CAAC,CAAC;QAC5C,gEAAgE;QAChE,iEAAiE;QACjE,IAAI,QAAQ,KAAK,SAAS;YAAE,OAAO;QACnC,GAAG,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;QACvB,MAAM,EAAE,CAAC;IACX,CAAC,CAAC,CAAC;IACH,GAAG,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC,EAAE,GAAG,EAAE;QACvB,MAAM,QAAQ,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAChC,IAAI,QAAQ,KAAK,SAAS;YAAE,OAAO;QACnC,GAAG,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;QACvB,MAAM,EAAE,CAAC;IACX,CAAC,CAAC,CAAC;IACH,OAAO,OAAO,CAAC;AACjB,CAAC"}
@@ -1,83 +0,0 @@
1
- import { Room } from '../models/room.js';
2
- import type { Player } from '../models/player.js';
3
- import type { Scene } from '../models/scene.js';
4
- /**
5
- * JACKPOINT -- the standing host (qgyKnJLSeoxMf23j8).
6
- *
7
- * SR5 p.225-226 gives it a host entry of its own: "designed and
8
- * administered by shadowrunners... the best known and most widely
9
- * trusted of all shadow sites", a set of independent rooms floating in a
10
- * vast grid with loose rules and mostly abstract decor, a cybercafe, a
11
- * Museum of Shadowrunning, and a Memorial with strict rules about
12
- * silence, gravity and outlandish iconography.
13
- *
14
- * IT HAS NO RATING AND NO ICE, AND THAT IS A CITATION RATHER THAN AN
15
- * OMISSION. I asked for published stats and the answer was explicit: the
16
- * books give a Host Rating and IC list for Brackhaven (Rating 7) and for
17
- * Janus (Black, Probe, Tar Baby, Track), and NONE for JackPoint. A
18
- * runner-built, runner-administered, invite-only haven that attacked its
19
- * own members would also be wrong in spirit. So `hostSanctioned` is set
20
- * and no program ever launches here -- see utilities/ic.ts. Giving it a
21
- * rating would mean inventing one, and Room.DEFAULT_HOST_RATING is
22
- * documented as "a DEFAULT, not a rule" precisely so it is not mistaken
23
- * for one.
24
- *
25
- * ACCESS IS THE MECHANIC. Membership is invitation-only, bought as the
26
- * Prime Datahaven Membership quality (7 karma, Data Trails p.45-46), and
27
- * the host icon is "visible only if you have access" (p.225-226). So a
28
- * runner without the invite does not see it on the grid at all: it is
29
- * not locked, it is absent. Qualities already persist through saves, so
30
- * membership needs no new persistence of its own.
31
- */
32
- /** The room's name, and the word the verb claims. */
33
- export declare const JACKPOINT_ROOM = "JackPoint";
34
- /** The quality that is the invitation (Data Trails p.45-46). */
35
- export declare const JACKPOINT_QUALITY = "prime-datahaven-membership";
36
- /** Does this runner hold the invite? */
37
- export declare function hasJackPointAccess(actor: Player): boolean;
38
- /**
39
- * IS THIS ROOM HIDDEN FROM THIS RUNNER? Ask before naming a room
40
- * ANYWHERE a player can see it -- the grid map, an arrival line, a
41
- * destination lookup.
42
- *
43
- * THIS EXISTS BECAUSE GATING THE VERB WAS NOT GATING THE DOOR. The first
44
- * version of JackPoint put the membership check on the `jackpoint`
45
- * command alone and I asserted in its PR that a non-member "does not see
46
- * it on the grid at all". Measured on the released build, a non-member
47
- * saw it listed on `map` -- with an invented HR 3 and an "eyes live" tag
48
- * -- and could `go JackPoint` straight in, because `go` resolves rooms
49
- * by name and had never heard of the invite. One verb guarded, three
50
- * doors open.
51
- *
52
- * So the rule lives here and every surface asks it. Canon is the reason
53
- * it has to: p.225-226 makes the icon "visible only if you have access",
54
- * which is a property of the PLACE, not of one command.
55
- */
56
- export declare function hostConcealedFrom(room: {
57
- name: string;
58
- }, actor: Player): boolean;
59
- /**
60
- * The standing host, built fresh per scene.
61
- *
62
- * A ROOM PER SCENE IS THE WHOLE OF THE PERSISTENCE STORY, and it is
63
- * deliberate. Everything a runner does here is session state -- the same
64
- * as every other host -- so nothing carries between jobs except the
65
- * membership, which lives on the character sheet where it belongs.
66
- * `hostSanctioned` also keeps persistence from remembering a crack: see
67
- * the note on Room.hostSanctioned.
68
- */
69
- export declare function buildJackPoint(): Room;
70
- /**
71
- * Put JackPoint in this scene if it is not already there.
72
- *
73
- * Called from the one place every seed path funnels through
74
- * (SceneSynthesizer.synthesizeFromJson), so static scenes, generated
75
- * scenes, the hub, resumed saves and a pending run's embedded seed all
76
- * get it without any caller remembering to ask.
77
- *
78
- * NO EXITS, ON PURPOSE. It is reached the way the Matrix is reached --
79
- * "no distance out here" -- not by walking, and a door from a warehouse
80
- * to a data haven would be a lie about what the place is. The `jackpoint`
81
- * verb is the way in; a runner in the meat is told to jack in first.
82
- */
83
- export declare function ensureJackPoint(scene: Scene): Room;
@@ -1 +0,0 @@
1
- {"version":3,"file":"jackpoint.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/jackpoint.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,mBAAmB,CAAC;AAIzC;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AAEH,qDAAqD;AACrD,MAAM,CAAC,MAAM,cAAc,GAAG,WAAW,CAAC;AAE1C,gEAAgE;AAChE,MAAM,CAAC,MAAM,iBAAiB,GAAG,4BAA4B,CAAC;AAE9D,wCAAwC;AACxC,MAAM,UAAU,kBAAkB,CAAC,KAAa;IAC9C,OAAO,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,CAAC;AAC7C,CAAC;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,UAAU,iBAAiB,CAAC,IAAsB,EAAE,KAAa;IACrE,IAAI,IAAI,CAAC,IAAI,KAAK,cAAc;QAAE,OAAO,KAAK,CAAC;IAC/C,OAAO,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;AACpC,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,cAAc;IAC5B,MAAM,IAAI,GAAG,IAAI,IAAI,CAAC;QACpB,IAAI,EAAE,cAAc;QACpB,WAAW,EACT,uEAAuE;cACrE,iEAAiE;cACjE,wEAAwE;cACxE,yEAAyE;cACzE,uDAAuD;QAC3D,QAAQ,EAAE,MAAM;QAChB,QAAQ,EAAE,KAAK;QACf,OAAO,EAAE,IAAI;QACb,UAAU,EAAE,UAAU;KACd,CAAC,CAAC;IACZ,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC3B,OAAO,IAAI,CAAC;AACd,CAAC;AAED;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,eAAe,CAAC,KAAY;IAC1C,MAAM,QAAQ,GAAG,KAAK,CAAC,QAAQ,EAAE,CAAC,cAAc,CAAC,CAAC;IAClD,IAAI,QAAQ;QAAE,OAAO,QAAQ,CAAC;IAC9B,MAAM,IAAI,GAAG,cAAc,EAAE,CAAC;IAC9B,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IACpB,OAAO,IAAI,CAAC;AACd,CAAC"}
@@ -1,50 +0,0 @@
1
- /**
2
- * INHERENT LIMITS (SR5 core p.101-102, Final Calculations table).
3
- *
4
- * A limit caps HITS, never dice -- see utilities/dice.ts. Every bracket
5
- * in a written test is one of these or a piece of gear's rating:
6
- * `Hacking + Logic [Sleaze]`, `Astral Combat + Willpower [Astral]`.
7
- *
8
- * WHY THIS FILE EXISTS: the physical limit has had a home since the
9
- * grapple work (utilities/grapple.ts physicalLimit, still there and
10
- * still the one caller-facing name for it), but Mental and Social had
11
- * none -- so the ASTRAL limit, which is defined in terms of both, could
12
- * not be computed at all and astral combat shipped with no limit
13
- * (TN4Fqkog6XsMErbYh). These are the two that were missing plus the one
14
- * that needed them.
15
- */
16
- /** Anything with the mental attributes a Mental limit is built from. */
17
- export interface IMentalAttrs {
18
- logic: number;
19
- intuition: number;
20
- willpower: number;
21
- }
22
- /** Anything with the attributes a Social limit is built from. Essence is
23
- * a decimal on the sheet and rounds UP before it is used here (p.100). */
24
- export interface ISocialAttrs {
25
- charisma: number;
26
- willpower: number;
27
- essence: number;
28
- }
29
- /**
30
- * RAW Mental limit: `[(Logic x 2) + Intuition + Willpower] / 3`, round up
31
- * (p.101-102).
32
- */
33
- export declare function mentalLimit(a: IMentalAttrs): number;
34
- /**
35
- * RAW Social limit: `[(Charisma x 2) + Willpower + Essence] / 3`, round
36
- * up (p.101-102).
37
- *
38
- * Essence is rounded UP FIRST, per p.100 -- a runner at 4.4 Essence
39
- * carries a 5 into this sum, not a 4.4. Doing the rounding once at the
40
- * end instead quietly costs chromed characters a point of Social limit.
41
- */
42
- export declare function socialLimit(a: ISocialAttrs): number;
43
- /**
44
- * THE ASTRAL LIMIT: "equal to your Mental or Social limit, whichever is
45
- * greater" (SR5 core p.278, Inherent Limit: Astral).
46
- *
47
- * It is the bracket on astral combat (`Astral Combat + Willpower
48
- * [Astral]`, p.315) and on assensing tests made from the astral.
49
- */
50
- export declare function astralLimit(a: IMentalAttrs & ISocialAttrs): number;
@@ -1 +0,0 @@
1
- {"version":3,"file":"limits.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/limits.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAiBH;;;GAGG;AACH,MAAM,UAAU,WAAW,CAAC,CAAe;IACzC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,SAAS,GAAG,CAAC,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AAC/E,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,UAAU,WAAW,CAAC,CAAe;IACzC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,QAAQ,GAAG,CAAC,GAAG,CAAC,CAAC,SAAS,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AAC3F,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,WAAW,CAAC,CAA8B;IACxD,OAAO,IAAI,CAAC,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;AAClD,CAAC"}
@@ -1,83 +0,0 @@
1
- /**
2
- * A LINE EDITOR FOR THE INPUT BOX (user request 2026-09-01: arrow keys
3
- * move the runner, CTRL+Up/Down replays history, CTRL+Left/Right walks
4
- * the words).
5
- *
6
- * WHY THIS EXISTS: blessed's textarea has NO CURSOR. Its reader appends
7
- * every character at the end and backspaces from the end -- there is a
8
- * literal `// TODO: Handle directional keys` with an empty block in
9
- * node_modules/blessed/lib/widgets/textarea.js. "Move along the words"
10
- * cannot be a binding on top of that widget; it needs an editor UNDER
11
- * it. So the editing model lives here, PURE and tested (input-history's
12
- * design, same reasons), and a shim below takes over the widget's key
13
- * listener and puts the terminal caret where the model says.
14
- *
15
- * READLINE SEMANTICS for the word moves (Alt-b / Alt-f in every shell):
16
- * backward lands on the START of the previous word, forward on the END
17
- * of the current-or-next word. Chosen over the Windows-editor
18
- * convention (start of next word) because a runner types at a prompt.
19
- */
20
- export declare class LineEditor {
21
- private _value;
22
- private _cursor;
23
- get value(): string;
24
- get cursor(): number;
25
- /** Replace the whole line; the caret goes to the END (history recall,
26
- * clear -- every setValue the UI does means "start typing here"). */
27
- set(value: string): void;
28
- insert(text: string): void;
29
- /** Delete the character BEFORE the caret, like every backspace. */
30
- backspace(): void;
31
- /** Delete the character AT the caret (the Delete key). */
32
- deleteForward(): void;
33
- left(): void;
34
- right(): void;
35
- home(): void;
36
- end(): void;
37
- /** Start of the previous word: skip spaces back, then the word. */
38
- wordLeft(): void;
39
- /** End of the current-or-next word: skip spaces forward, then the word. */
40
- wordRight(): void;
41
- }
42
- /**
43
- * THE SHIM. What it needs from the widget, named exactly -- so this file
44
- * never imports blessed and the test can hand it a real textbox or a
45
- * fake with the same six members.
46
- */
47
- export interface IEditableBox {
48
- value: string;
49
- setValue(value: string): void;
50
- clearValue(): void;
51
- getValue(): string;
52
- /** blessed internals this shim takes over, present on every Textbox. */
53
- _listener?: (ch: string, key: IKey) => void;
54
- __listener?: (ch: string, key: IKey) => void;
55
- _updateCursor?: (get?: boolean) => void;
56
- on(event: string, fn: (...args: never[]) => void): void;
57
- removeListener(event: string, fn: (...args: never[]) => void): void;
58
- key(keys: string[], handler: () => void): void;
59
- }
60
- export interface IKey {
61
- name?: string;
62
- ctrl?: boolean;
63
- meta?: boolean;
64
- shift?: boolean;
65
- full?: string;
66
- }
67
- export declare function attachLineEditor(box: IEditableBox, render: () => void): LineEditor;
68
- /** Arrow -> direction, for the empty-box movement binding. */
69
- export declare const ARROW_DIRECTIONS: Record<'up' | 'down' | 'left' | 'right', string>;
70
- /**
71
- * ARROWS STEP THE RUNNER ONE CELL (the tactical `move <dir>`, never the
72
- * room-leaving `go` -- user correction 2026-09-01) -- only when the box
73
- * is EMPTY. With text
74
- * in it, Left/Right belong to the editor's caret and Up/Down do nothing
75
- * (a half-typed "take ares" must not walk you north). Vertical exits
76
- * ("up"/"down" stairs) stay typed: the arrows are the compass.
77
- */
78
- export declare function attachArrowMovement(box: {
79
- key(keys: string[], handler: () => void): void;
80
- getValue(): string;
81
- }, submit: (command: string) => void): void;
82
- /** Modifier chord -> vertical direction (blessed key names: S- shift). */
83
- export declare const VERTICAL_CHORDS: Record<string, 'up' | 'down'>;
@@ -1 +0,0 @@
1
- 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