@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
- import type { Item } from '../models/item.js';
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- import type { WeaponRange } from './catalog-data.js';
3
- /**
4
- * SR5 RANGE TABLE (p.185, read off the PDF 2026-09-03) -- metres, short/
5
- * medium/long/extreme. Since catalog v13 a weapon's class is its row's
6
- * `weapon.range` (Item.rangeClass, with a name-keyword fallback for
7
- * generated gear), so every row of the table is here rather than the
8
- * four the engine used to fold everything into. Strength-based rows
9
- * (bows, thrown) take the thrower's Strength; callers without one get
10
- * the average metahuman 3.
11
- */
12
- export type WeaponClass = WeaponRange;
13
- /**
14
- * THE FALLBACK CLASSIFIER, for gear with no catalog row: the p.185 class
15
- * read off the name and description. One classifier, owned here, so
16
- * Item.rangeClass and a plain seed object can never disagree.
17
- */
18
- export declare function guessRangeClass(hay: string, melee: boolean): WeaponRange;
19
- /** The weapon's class: its row's, else the name keywords; a heavy pistol when there is nothing to read. */
20
- export declare function classifyWeapon(item?: Item): WeaponClass;
21
- export declare function isFirearmClass(cls: WeaponClass): boolean;
22
- /** SR5 range-bracket dice-pool penalty (p.185): 0 / -1 / -3 / -6, or
23
- * 'out-of-range' beyond the extreme band. Melee has no range penalty
24
- * -- callers gate melee through adjacency instead (see attack.ts). */
25
- export declare function rangePenalty(meters: number, cls: WeaponClass, strength?: number): 0 | -1 | -3 | -6 | 'out-of-range';
26
- /** The bracket NAME a distance falls in, for narration/meta lines
27
- * ("~22 m, long range"). */
28
- export declare function rangeBracketName(meters: number, cls: WeaponClass, strength?: number): 'short' | 'medium' | 'long' | 'extreme' | 'out-of-range';
@@ -1 +0,0 @@
1
- {"version":3,"file":"range.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/range.ts"],"names":[],"mappings":"AAgBA,MAAM,KAAK,GAAgD;IACzD,OAAO,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE;IACxD,SAAS,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE;IAC1D,cAAc,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE;IAC/D,cAAc,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE;IAC/D,gBAAgB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE;IACjE,KAAK,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,EAAE,EAAE,OAAO,EAAE,GAAG,EAAE;IACxD,eAAe,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE;IACpE,uEAAuE;IACvE,SAAS,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,EAAE,EAAE,OAAO,EAAE,GAAG,EAAE;IAC5D,QAAQ,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,EAAE,OAAO,EAAE,IAAI,EAAE;IAC9D,KAAK,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE;IAC1D,KAAK,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,EAAE,OAAO,EAAE,IAAI,EAAE;IAC3D,gBAAgB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,EAAE,EAAE,OAAO,EAAE,GAAG,EAAE;IAClE,iBAAiB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,EAAE,EAAE,OAAO,EAAE,GAAG,EAAE;IACnE,gBAAgB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE;CACrE,CAAC;AAEF,SAAS,UAAU,CAAC,GAAgB,EAAE,QAAQ,GAAG,CAAC;IAChD,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC;IAChC,QAAQ,GAAG,EAAE,CAAC;QACZ,KAAK,OAAO,CAAC,CAAC,OAAO,SAAS,CAAC;QAC/B,KAAK,KAAK,CAAC,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,IAAI,EAAE,CAAC,GAAG,EAAE,EAAE,OAAO,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC;QAC/E,KAAK,cAAc,CAAC,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;QACrF,KAAK,SAAS,CAAC,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,OAAO,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC;QACrF,OAAO,CAAC,CAAC,OAAO,KAAK,CAAC,GAAG,CAAC,CAAC;IAC7B,CAAC;AACH,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,eAAe,CAAC,GAAW,EAAE,KAAc;IACzD,IAAI,KAAK;QAAE,OAAO,OAAO,CAAC;IAC1B,MAAM,CAAC,GAAG,GAAG,CAAC,WAAW,EAAE,CAAC;IAC5B,IAAI,sBAAsB,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,OAAO,CAAC;IACnD,IAAI,iCAAiC,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,SAAS,CAAC;IAChE,IAAI,mDAAmD,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,cAAc,CAAC;IACvF,IAAI,iEAAiE,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,QAAQ,CAAC;IAC/F,IAAI,iDAAiD,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,SAAS,CAAC;IAChF,IAAI,yBAAyB,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,gBAAgB,CAAC;IAC/D,IAAI,qCAAqC,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,KAAK,CAAC;IAChE,IAAI,2DAA2D,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,eAAe,CAAC;IAChG,IAAI,2CAA2C,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,KAAK,CAAC;IACtE,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,iBAAiB,CAAC;IACjD,IAAI,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,KAAK,CAAC;IACpC,IAAI,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,SAAS,CAAC;IACxC,IAAI,mBAAmB,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,cAAc,CAAC;IACvD,IAAI,mFAAmF,CAAC,IAAI,CAAC,CAAC,CAAC;QAAE,OAAO,OAAO,CAAC;IAChH,OAAO,cAAc,CAAC;AACxB,CAAC;AAED,2GAA2G;AAC3G,MAAM,UAAU,cAAc,CAAC,IAAW;IACxC,IAAI,CAAC,IAAI;QAAE,OAAO,cAAc,CAAC;IACjC,IAAI,OAAO,IAAI,CAAC,UAAU,KAAK,QAAQ;QAAE,OAAO,IAAI,CAAC,UAAU,CAAC;IAChE,oEAAoE;IACpE,OAAO,eAAe,CAAC,GAAG,IAAI,CAAC,IAAI,IAAI,EAAE,IAAK,IAAiC,CAAC,WAAW,IAAI,EAAE,EAAE,EAAE,MAAM,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,cAAc,CAAC,CAAC;AACjJ,CAAC;AAED,MAAM,UAAU,cAAc,CAAC,GAAgB;IAC7C,OAAO,GAAG,KAAK,OAAO,CAAC;AACzB,CAAC;AAED;;uEAEuE;AACvE,MAAM,UAAU,YAAY,CAAC,MAAc,EAAE,GAAgB,EAAE,QAAiB;IAC9E,MAAM,CAAC,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,CAAC,CAAC;IACpC,IAAI,CAAC,CAAC;QAAE,OAAO,CAAC,CAAC;IACjB,IAAI,MAAM,IAAI,CAAC,CAAC,KAAK;QAAE,OAAO,CAAC,CAAC;IAChC,IAAI,MAAM,IAAI,CAAC,CAAC,MAAM;QAAE,OAAO,CAAC,CAAC,CAAC;IAClC,IAAI,MAAM,IAAI,CAAC,CAAC,IAAI;QAAE,OAAO,CAAC,CAAC,CAAC;IAChC,IAAI,MAAM,IAAI,CAAC,CAAC,OAAO;QAAE,OAAO,CAAC,CAAC,CAAC;IACnC,OAAO,cAAc,CAAC;AACxB,CAAC;AAED;6BAC6B;AAC7B,MAAM,UAAU,gBAAgB,CAAC,MAAc,EAAE,GAAgB,EAAE,QAAiB;IAClF,MAAM,CAAC,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,CAAC,CAAC;IACpC,IAAI,CAAC,CAAC;QAAE,OAAO,OAAO,CAAC;IACvB,IAAI,MAAM,IAAI,CAAC,CAAC,KAAK;QAAE,OAAO,OAAO,CAAC;IACtC,IAAI,MAAM,IAAI,CAAC,CAAC,MAAM;QAAE,OAAO,QAAQ,CAAC;IACxC,IAAI,MAAM,IAAI,CAAC,CAAC,IAAI;QAAE,OAAO,MAAM,CAAC;IACpC,IAAI,MAAM,IAAI,CAAC,CAAC,OAAO;QAAE,OAAO,SAAS,CAAC;IAC1C,OAAO,cAAc,CAAC;AACxB,CAAC"}
@@ -1,84 +0,0 @@
1
- import { IReviewItem, BacklogOutcome } from './backlog.js';
2
- import { IRepro } from '../types/repro.js';
3
- /**
4
- * FINDING THE ITEM A REPRO WAS ASKED FOR, and standing its bench up.
5
- *
6
- * Kept out of the launcher so `maka play --repro <id>` can
7
- * pull the game graph in lazily, the same way `--backlog` does -- the
8
- * launcher's own note explains why that matters: importing a model
9
- * chains through game.ts, blessed and 150 files on every `maka`
10
- * invocation, `maka --help` included.
11
- */
12
- export type ReproTargetOutcome = BacklogOutcome | 'not-found' | 'no-repro' | 'needs-update';
13
- export interface IReproTarget {
14
- outcome: ReproTargetOutcome;
15
- item?: IReviewItem;
16
- repro?: IRepro;
17
- /** The queue as it was read, for a "which one did you mean" listing. */
18
- queue?: IReviewItem[];
19
- /** On 'needs-update': the released version the bench demands. */
20
- neededVersion?: string;
21
- }
22
- /**
23
- * Resolve `<id>` or `<n>` against a FRESH review queue.
24
- *
25
- * An index is accepted because the review list numbers its rows and a
26
- * person reads "3" off the screen -- it resolves against the server's
27
- * own oldest-first order, which is the same order `backlog review <n>`
28
- * binds its numbers in, so the two cannot disagree.
29
- *
30
- * An id is matched WHOLE. Not a prefix, deliberately: a truncated
31
- * backlog id in an API call has already cost a session a 404, and every
32
- * view that prints an id prints all seventeen characters of it. There
33
- * is nothing to abbreviate, so there is nothing to get wrong. (This is
34
- * the opposite call from `--commit`, and for the opposite reason: a sha
35
- * is a prefix tree that git itself abbreviates, while a Mongo id is an
36
- * opaque token nobody types from memory.)
37
- */
38
- export declare function resolveReproTarget(idOrIndex: string): Promise<IReproTarget>;
39
- /**
40
- * A REPRO READ OFF DISK, so one can be proved before it is attached.
41
- *
42
- * The discipline this feature asks for is "dry-run it, then attach it",
43
- * and until this existed the tool only supported the reverse -- the
44
- * dry run resolved against the board, so a spec had to be published
45
- * before anyone could watch it work. Whoever is writing a bench needs
46
- * to iterate on a file.
47
- *
48
- * Anything that is not a readable file returns undefined, so an id or
49
- * an index falls through to the board untouched. A file that IS there
50
- * but malformed THROWS instead: treating a broken spec as "not a path"
51
- * would quietly send the caller to the board to look for an item named
52
- * after their filename, and they would read the miss as the board being
53
- * wrong rather than their JSON.
54
- */
55
- export declare function readReproFile(candidate: string): IRepro | undefined;
56
- /**
57
- * REPLAY THE STEPS HEADLESSLY and hand back the transcript.
58
- *
59
- * This is how a repro is proved before it is attached to anything: the
60
- * strings a reviewer will be told to type are executed against a real
61
- * boot of the bench they will be dropped into. Nothing spawns, no
62
- * terminal is taken, and the whole thing takes about a second.
63
- *
64
- * The imports are inline because this reaches the game graph and its
65
- * only caller is a launcher branch that must not pay for it otherwise.
66
- *
67
- * THE MECHANICS TICKER IS PART OF THE TRANSCRIPT, and it was missing.
68
- * A command's return string is the WORLD channel; every roll -- pools,
69
- * limits, net hits -- goes to the META channel instead. So a dry run
70
- * printed the prose and silently dropped the dice, which made a whole
71
- * class of bench unprovable: any item whose evidence IS a roll line
72
- * (`-- LIMITED to 4 (12 rolled)`) would dry-run green while showing
73
- * none of what it exists to show. That is the "a check that cannot
74
- * fail" shape one layer out -- a bench that cannot display its own
75
- * point is indistinguishable from a bench that has none.
76
- *
77
- * The events were always there; this drains them. bootSession already
78
- * accepts a sink array, so per step we take the meta events emitted
79
- * since the last step and print them under the output they explain.
80
- */
81
- export declare function dryRunRepro(repro: IRepro): Promise<{
82
- lines: string[];
83
- warnings: string[];
84
- }>;
@@ -1 +0,0 @@
1
- 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@@ -1,305 +0,0 @@
1
- import { Direction } from '../types/shared/direction-enum.js';
2
- /**
3
- * ROOM GRIDS (spatial wave, 2026-08-25; player ruling: barriers should
4
- * be impassable TERRAIN removable by the proper mechanism, not a door
5
- * lock -- which meant rooms first needed actual SPACE). Every room's
6
- * size class maps to an x,y,z cell grid; every "at" spot (see
7
- * utilities/spots.ts) anchors to a cell in it. This module is the pure
8
- * spatial engine: layout synthesis, pathing, distance, and cover --
9
- * NO Room/Scene import (map-view.ts precedent), so it stays safe in
10
- * the server's engine graph (no import.meta anywhere reachable from
11
- * headless.js).
12
- *
13
- * THE KEYSTONE (never violate): actors never gain coordinates. A
14
- * Player's only position is still `atSpot: string` (spots.ts). This
15
- * module only answers "where is spot X, and what lies between spots
16
- * X and Y" -- spots.ts translates spot NAMES into grid queries, and
17
- * nothing above that layer ever touches a GridCoord directly.
18
- *
19
- * DETERMINISM CONTRACT: `synthesizeGrid` is a pure function seeded by
20
- * `roomName` (mulberry32 PRNG over an FNV-1a hash) -- identical input
21
- * always produces an identical grid, on any machine, any process, any
22
- * reload. The grid is therefore NEVER serialized into seeds or saves;
23
- * it's recomputed on demand from data that already IS persisted (the
24
- * room's spots/size/exits/puzzle hints). See Room.ensureGrid.
25
- */
26
- export interface GridCoord {
27
- x: number;
28
- y: number;
29
- z: number;
30
- }
31
- export declare const METERS_PER_CELL = 2;
32
- /**
33
- * How tall one storey is. A CHOICE, not a citation -- SR5 never says how
34
- * high a catwalk sits -- and it is load-bearing in three places now, so
35
- * it is written down rather than left as a number three files read:
36
- *
37
- * - falling damage (fallDamageDV): canon takes no damage at or under
38
- * three metres (p.172), so at exactly 3 a one-storey fall is the
39
- * hardest landing that still hurts nobody. That is deliberate: a
40
- * catwalk should bruise your pride.
41
- * - how many hits a free climb needs (climbHitsFor, below).
42
- * - straight-line distance for perception and ranges (distanceMeters).
43
- *
44
- * Three metres is about a real industrial catwalk over a warehouse
45
- * floor. Moving it re-prices all three at once, which is the reason it
46
- * is one constant.
47
- */
48
- export declare const METERS_PER_LEVEL = 3;
49
- /**
50
- * HITS BUY METRES (SR5 p.134, Climbing Table). Unassisted upward is
51
- * 1 metre per 2 hits; ASSISTED -- rope, harness, the p.449 kit -- is
52
- * 1 metre per hit, twice as fast.
53
- *
54
- * THIS IS A RATE, NOT A THRESHOLD, and confusing the two was the whole
55
- * defect behind TkmzMvrntbDAqMbwK. The book climbs a tall wall over
56
- * SUCCESSIVE Complex Actions, banking the distance each test buys. The
57
- * engine demanded every metre in one roll: a single storey is 3m, which
58
- * wanted six hits at once, and the measured result was that the best
59
- * climber in the game made it 4% of the time and most archetypes --
60
- * anyone without the athletics skill -- literally never. Surface
61
- * modifiers were then filed as the missing feature, and adding -3 flat
62
- * or -5 sheer on top of that would have taken every case to zero.
63
- *
64
- * So callers ask how far a roll GOT (climbMetersFrom) and bank it; only
65
- * climbHitsFor's caller needs to know the total still owed.
66
- *
67
- * STILL NOT MODELLED, named rather than forgotten: assisted horizontal
68
- * (1m/2 hits) and assisted upside-down (1m/3) have no surface for the
69
- * engine to hang them on, and the dice-pool modifiers by surface (+1
70
- * chain-link, 0 broken, -3 flat, -5 sheer, -2 wet, -4 greased) want a
71
- * surface concept that does not exist yet.
72
- */
73
- export declare function climbHitsFor(meters: number, assisted?: boolean, down?: boolean): number;
74
- /**
75
- * SURFACE AND CONDITION (p.134 Climbing Table), read off the fiction.
76
- *
77
- * The book adjusts the climbing pool by what you are climbing:
78
- *
79
- * easily climbable (chain-link fence) +1
80
- * broken (tree, loose stone wall) 0
81
- * flat (brick wall, old building) -3
82
- * sheer (metal wall, seamless stone) -5
83
- * slippery or wet -2
84
- * greased or gel-treated -4
85
- *
86
- * DUCK-TYPED FROM THE PROSE, the same school as Item.accuracy and
87
- * armorPen, because the alternative is a seed field that no shipped
88
- * scene sets and no generated scene knows to set -- which is precisely
89
- * how the hostility flag came to be wired at one end only. Reading the
90
- * description means a wall the author already called "sheer" climbs
91
- * like one, in hand-written and generated scenes alike, with nothing
92
- * to remember.
93
- *
94
- * SURFACE AND CONDITION ARE SEPARATE TERMS and stack, which is the
95
- * plain reading of a modifier table: a wet sheer wall is -7. Only one
96
- * surface applies (they are alternatives) and only one condition.
97
- *
98
- * THE DEFAULT IS ZERO -- the "broken" row -- and that is load-bearing.
99
- * These modifiers arrive AFTER a fix that made climbing possible at
100
- * all; defaulting to anything negative would re-break every existing
101
- * scene whose prose happens not to mention a surface.
102
- */
103
- export declare function climbSurfaceModifier(hay: string): {
104
- mod: number;
105
- label?: string;
106
- };
107
- /** How far a climb actually got, from the hits it rolled. Used to bank
108
- * progress between attempts AND to price a fall from a climb that fell
109
- * short: canon buys distance with hits whether or not you finish, so
110
- * you do not teleport back to the floor to fall from it. */
111
- export declare function climbMetersFrom(hits: number, assisted?: boolean, down?: boolean): number;
112
- export declare const key: (c: GridCoord) => string;
113
- export type RoomSize = 'tiny' | 'small' | 'medium' | 'large' | 'huge';
114
- export type WallSide = 'north' | 'south' | 'east' | 'west';
115
- export type SpotPlace = WallSide | 'northeast corner' | 'northwest corner' | 'southeast corner' | 'southwest corner' | 'center';
116
- export type VerticalKind = 'stairs' | 'ladder' | 'climb';
117
- /** The x,y cell footprint a size class implies -- the same table
118
- * synthesis uses, exposed for DISPLAY-ONLY consumers that have no
119
- * grid to read (utilities/room-view.ts draws a spotless room's shell
120
- * from this; a spotless room never synthesizes a grid, THE COMPAT
121
- * RULE, and must not start doing so just to be drawn). */
122
- export declare function dimsForSize(size?: RoomSize): {
123
- x: number;
124
- y: number;
125
- };
126
- /**
127
- * Rows the TALLEST room class needs. The docked Room panel sizes itself
128
- * from this rather than a hand-picked number: when the size classes were
129
- * retuned upward on 2026-08-25, `huge` went to 11 cells tall while the
130
- * panel stayed at 9, and the bottom two rows of every huge room were
131
- * silently clipped -- no scrollbar, no marker, just a room that ended
132
- * early. Derived, so the two can never drift apart again.
133
- */
134
- export declare function tallestRoomRows(): number;
135
- interface IVerticalLink {
136
- kind: VerticalKind;
137
- toZ: number;
138
- }
139
- export interface ITerrainRegion {
140
- id: string;
141
- label: string;
142
- /** The puzzle whose solve/bypass clears this region (solve.ts /
143
- * utilities/devices.ts calls Room.clearTerrainFor(deviceName)). */
144
- deviceName: string;
145
- cells: GridCoord[];
146
- cleared: boolean;
147
- cover: 'partial' | 'good';
148
- /** False when synthesis couldn't seal the guarded cell within the
149
- * footprint budget (an open room, a small footprint hint) -- the
150
- * region still renders and still gives cover, but movement is never
151
- * blocked by it. Logged at synthesis time; never bricks a room. */
152
- blocking: boolean;
153
- }
154
- export interface IRoomGrid {
155
- dims: {
156
- x: number;
157
- y: number;
158
- z: number;
159
- };
160
- /** Cells permitting a z transition, keyed at the LOWER (from) cell.
161
- * Both directions are pathable (going down is always free; going up
162
- * costs a roll for 'climb' -- move.ts enforces that, this module
163
- * only tracks connectivity). */
164
- vertical: Map<string, IVerticalLink>;
165
- /** A spot's ANCHOR cell -- its address for distance, pathing targets
166
- * and terrain guarding. Always the first cell of its footprint. */
167
- spotCells: Map<string, GridCoord>;
168
- /** THE FURNITURE ITSELF (player ruling 2026-08-25: "bar, table,
169
- * booths can have larger geometry than just one cell"): every cell
170
- * a named place physically fills, anchor included. A long bar runs
171
- * three cells down its wall; a crate is one. Bodies never stand in
172
- * these (see spots.ts seatingIn) and movement routes around them. */
173
- spotFootprints: Map<string, GridCoord[]>;
174
- exitCells: Map<Direction, GridCoord>;
175
- terrain: Map<string, ITerrainRegion>;
176
- }
177
- export interface IGridSynthesisSpot {
178
- name: string;
179
- place?: SpotPlace;
180
- level?: number;
181
- tags?: string[];
182
- /**
183
- * "This is a hole in a WALL." Set for a spot that reads as a lateral
184
- * way through (Room.ensureGrid, via spots.ts doorwayKindOf) so the
185
- * unplaced sampler keeps it on the perimeter instead of scattering it
186
- * into open floor. Only lateral ways through: a floor hatch really
187
- * does belong in the middle of a room, which is exactly why a
188
- * position hint alone could never have separated the two cases.
189
- * Irrelevant for a spot bound to an exit -- that takes the exit's own
190
- * cell long before the sampler runs.
191
- */
192
- preferPerimeter?: boolean;
193
- }
194
- export interface IGridSynthesisExit {
195
- direction: Direction;
196
- spotName?: string;
197
- }
198
- export interface IGridSynthesisLevel {
199
- name: string;
200
- side: WallSide;
201
- kind: 'catwalk' | 'balcony' | 'mezzanine';
202
- /**
203
- * NO SAFE WAY UP -- the stairs or ladder are not built, and the only
204
- * link to this level is the free climb.
205
- *
206
- * A storey normally gets both, and findPath always prefers the safe
207
- * one (deliberately: a free climb is the last resort, not the
208
- * default). That makes the climbing rules unreachable for anything
209
- * that cannot reach past the ladder -- including a repro bench, which
210
- * is why this exists. It is also a real thing a scene can want: a
211
- * gantry with its access ladder removed is a normal piece of fiction.
212
- */
213
- climbOnly?: boolean;
214
- }
215
- export interface IGridSynthesisTerrainHint {
216
- deviceName: string;
217
- label: string;
218
- guards: {
219
- kind: 'exit';
220
- direction: Direction;
221
- } | {
222
- kind: 'spot';
223
- spotName: string;
224
- };
225
- footprint: 'small' | 'medium' | 'large';
226
- }
227
- export interface IGridSynthesisInput {
228
- roomName: string;
229
- size?: RoomSize;
230
- spots: IGridSynthesisSpot[];
231
- exits: IGridSynthesisExit[];
232
- levels?: IGridSynthesisLevel[];
233
- terrainHints: IGridSynthesisTerrainHint[];
234
- }
235
- /** FNV-1a, 32-bit. Deterministic string -> uint32. */
236
- export declare function hashFnv1a(str: string): number;
237
- /** mulberry32: tiny, fast, deterministic PRNG -- () => [0,1). */
238
- export declare function mulberry32(seed: number): () => number;
239
- /** Whether an uncleared blocking region seals this cell -- the same
240
- * test pathing uses, exposed so spots.ts can seat bodies only on
241
- * ground they could actually stand on. */
242
- export declare function isCellBlocked(grid: IRoomGrid, c: GridCoord): boolean;
243
- /** BFS shortest path between two cells, or undefined if unreachable
244
- * through open (non-blocked, in-bounds) cells. `levelCells` recomputed
245
- * from the grid's synthesis metadata (kept on the grid via a WeakMap
246
- * so callers never have to pass it around -- see synthesizeGrid).
247
- *
248
- * FOUR PASSES, cheapest-and-safest first. Two things are avoided when
249
- * anything else will do, and they are NOT equally bad:
250
- * 1. a 'climb' link is the RISKY alternative to a level's own stairs
251
- * or ladder (move.ts rolls Athletics on it, and a failure is a
252
- * fall), so it is the LAST thing given up;
253
- * 2. a cell holding somebody's body is merely in the way -- squeezing
254
- * past a bystander beats free-climbing a wall every time.
255
- * Hence: (no climb, no squeeze) -> (no climb, squeeze) -> (climb, no
256
- * squeeze) -> (climb, squeeze). Bodies never make a destination
257
- * unreachable on their own; the worst they can do is force a squeeze,
258
- * which move.ts narrates. `pathSqueezes` tells a caller which
259
- * happened. */
260
- export declare function findPath(grid: IRoomGrid, from: GridCoord, to: GridCoord, occupied?: ReadonlySet<string>): GridCoord[] | undefined;
261
- /** Whether this route threads a cell somebody is standing in -- i.e.
262
- * findPath had to fall back past the no-squeeze passes. */
263
- export declare function pathSqueezes(path: GridCoord[], occupied?: ReadonlySet<string>): boolean;
264
- /** Straight-line 3D distance in meters between two cells. */
265
- export declare function distanceMeters(a: GridCoord, b: GridCoord): number;
266
- /** Every cell that exists at z-level `z`: ground (z=0) is implicitly the
267
- * whole x*y footprint; an upper level is only its declared strip. The
268
- * shape utilities/room-view.ts needs to draw each floor without
269
- * reaching into LEVEL_CELLS itself (module-private -- see
270
- * synthesizeGrid). Declared before LEVEL_CELLS below; fine at call
271
- * time (the const is bound long before any consumer runs). */
272
- export declare function levelFootprint(grid: IRoomGrid, z: number): GridCoord[];
273
- /** Cover between two cells: any uncleared terrain region (blocking OR
274
- * degraded-to-scenery -- both still occlude) whose cells intersect
275
- * the line of fire, excluding the two endpoints themselves. 'good'
276
- * wins over 'partial' when both are present. */
277
- export declare function coverBetween(grid: IRoomGrid, from: GridCoord, to: GridCoord): 'partial' | 'good' | undefined;
278
- /** Which uncleared blocking region is sealing the path from `from` to
279
- * `to`: re-runs BFS with each candidate region's cells excluded, and
280
- * returns the smallest one whose removal opens a path. Undefined when
281
- * no path exists even with every region cleared (a genuinely
282
- * disconnected room -- a synthesis bug, not a player-facing state). */
283
- export declare function blockingRegionFor(grid: IRoomGrid, from: GridCoord, to: GridCoord): ITerrainRegion | undefined;
284
- /** SR5 p.172 (RAG-verified): DV = meters fallen, only beyond 3m; AP-4
285
- * applies at the caller (resisted with Body+Armor -- move.ts's job). */
286
- export declare function fallDamageDV(zSteps: number): number;
287
- /**
288
- * The same rule stated in METRES, for a fall from part-way up a climb
289
- * (SR5 p.172: DV equals metres fallen, and a fall of three metres or
290
- * less does nothing). fallDamageDV delegates here rather than repeating
291
- * the comparison -- one rule, one place, so a change to the threshold
292
- * cannot land on storeys and miss climbs.
293
- */
294
- export declare function fallDamageDVMeters(meters: number): number;
295
- /** Does this path cross a 'climb' vertical link (the riskier route --
296
- * stairs/ladder never roll anything)? Returns the z-delta of the
297
- * riskiest crossing (for fallDamageDV), or undefined when the path
298
- * never touches one. */
299
- export declare function pathClimbSteps(grid: IRoomGrid, path: GridCoord[]): number | undefined;
300
- /** Deterministic synthesis -- see the module doc for the contract.
301
- * Order of operations below IS the contract; never reorder without
302
- * bumping every consumer of the determinism guarantee. */
303
- export declare function synthesizeGrid(input: IGridSynthesisInput): IRoomGrid;
304
- export declare const OPEN_FLOOR_NAME = "open floor";
305
- export {};
@@ -1 +0,0 @@
1
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@@ -1,101 +0,0 @@
1
- import type { Room } from '../models/room.js';
2
- import type { Player } from '../models/player.js';
3
- /**
4
- * How a person reads on the map (player ruling 2026-08-25): one person
5
- * icon for everybody, colored by what they are to you -- blue a fellow
6
- * runner, red someone currently in a fight, white everyone else, and a
7
- * skull once they're down. Hostility has no first-class flag in the
8
- * model, so it's read off live combat state (`inExchange`, minus anyone
9
- * who has surrendered): red means "swinging right now", which is
10
- * exactly when this map is worth looking at.
11
- *
12
- * The VIEWER wears the runner icon like any other player, plainly --
13
- * an inverse block was tried and scrapped (playtest 2026-08-25: it
14
- * read as black-on-white and fought the rest of the panel).
15
- */
16
- /**
17
- * WHOSE CREW IS THIS, ASKED OF A WHOLE TABLE.
18
- *
19
- * A companion is bound to ONE master (Game.spawnCompanionShell sets
20
- * allyOf from Scene.getPlayer(), i.e. players[0]) -- but on a shared
21
- * run the leader's crew are the whole table's crew, and they fight
22
- * beside everyone seated. Pass the humans and every one of them sees
23
- * their own people as their own people.
24
- */
25
- export declare function crewOfTable(humans: {
26
- name: string;
27
- }[]): (a: Player) => boolean;
28
- /**
29
- * The room's grid as ASCII: one block per z-level (ground always, plus
30
- * any declared catwalk/balcony/mezzanine), viewer's position inverse-lit
31
- * (blank when circulating -- no fixed cell to mark, per THE COMPAT
32
- * RULE), other visible actors as person icons colored by allegiance
33
- * (see actorGlyph), uncleared terrain as ▓ (blocking) / ▒ (cover-only,
34
- * degraded), named places as ◆, vertical links as S/L/C, exits as
35
- * directional arrows (U/D for up/down). A legend follows naming every
36
- * glyph used. Returns [] for a spotless room (no grid ever synthesizes
37
- * -- see Room.ensureGrid).
38
- */
39
- export declare function renderRoomLayout(room: Room, viewer: Player, isOtherPlayer?: (p: Player) => boolean, isTableAlly?: (p: Player) => boolean): string[];
40
- /**
41
- * The compact, icon-only twin for the docked ROOM box (game.ts
42
- * updateExits). Three cases, all of which draw SOMETHING as long as the
43
- * player is somewhere physical:
44
- * - spotted room, player positioned: the synthesized grid with their
45
- * cell marked
46
- * - spotted room, player circulating: the same grid with NO marker --
47
- * "everywhere in the room" has no cell to claim, and inventing one
48
- * would contradict the HUD
49
- * - spotless room: the size-class shell (renderShellCompact)
50
- * The whole room is always drawn (see frameCells) so the walls stay put
51
- * as you cross it. Only the viewer's CURRENT z-level renders (a
52
- * multi-level stack wouldn't fit the dock) -- the elevation bar down
53
- * the right side carries the rest, and "map" draws every level in full.
54
- */
55
- export declare function renderRoomLayoutCompact(room: Room, viewer: Player, opts?: {
56
- viewH?: number;
57
- boxWidth?: number;
58
- isOtherPlayer?: (p: Player) => boolean;
59
- isTableAlly?: (p: Player) => boolean;
60
- }): string[];
61
- /**
62
- * WHO IS HERE THAT THIS PANEL IS NOT DRAWING, because they are on
63
- * another storey (S6b4TLQWq46RN5kGu: "an NPC that I can see when I do
64
- * 'look' is not there on the room map").
65
- *
66
- * renderRoomLayoutCompact draws ONE z-level -- the viewer's -- because a
67
- * multi-level stack will not fit the dock. That is right and stays: the
68
- * elevation bar down the right side carries the rest, and `map` draws
69
- * every level in full. But the bar says a storey EXISTS, never that
70
- * somebody is standing on it, so a runner on the catwalk was named by
71
- * `look` and simply absent from the floor with nothing accounting for
72
- * them.
73
- *
74
- * Measured against the renderer rather than reasoned about, which is the
75
- * correction this file owes: an earlier attempt at this counted actors
76
- * with no SPOT, on the theory that the grid could not place them. It
77
- * can -- seatingIn has drifted circulating bodies onto the open floor
78
- * since 2026-08-25 -- so that count named people the panel was drawing,
79
- * and it was reverted. The predicate here is the renderer's own: a seat
80
- * whose z is not the viewer's z is a cell outside `levelFootprint`, and
81
- * a cell outside the footprint is not drawn.
82
- */
83
- export declare function actorsOnOtherLevels(room: Room, viewer: Player): {
84
- above: number;
85
- below: number;
86
- };
87
- /**
88
- * The line under the docked ROOM box: where the viewer stands, plus a
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- * note for anyone this panel is not showing them.
90
- *
91
- * ONE BUILDER, because the caption existed as two inline copies -- one
92
- * in Game.updateExits, one in the server's per-player push -- and that
93
- * is how the DISTRICT map ended up captioned in one mode and blank in
94
- * the other (RwPkFsRwd4c2uHvGN).
95
- *
96
- * A COUNT AND A DIRECTION, not names: the room box is 23% of a terminal
97
- * the server cannot measure, and a runner's name would push the viewer's
98
- * own position off the end. "who" is one `look` away; "how many, and
99
- * which way" is what the panel owes you.
100
- */
101
- export declare function roomCaption(room: Room, viewer: Player): string;