@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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@@ -1,679 +0,0 @@
1
- import type { Room, IRoomSpot } from '../models/room.js';
2
- import type { Player } from '../models/player.js';
3
- import { Direction } from '../types/shared/direction-enum.js';
4
- import { GridCoord, ITerrainRegion } from './room-grid.js';
5
- /**
6
- * Intra-room locations ("at" spots -- player request: every room felt
7
- * like everything stood at your elbow; walking into the bar had both
8
- * NPCs on you instantly, and you could pick a lock from across the
9
- * room). A room MAY declare named spots (door, bar, booths...); actors,
10
- * items, and puzzles MAY be positioned at one.
11
- *
12
- * THE COMPAT RULE (sacred, two layers):
13
- * 1. A room with NO spots is one implicit whole-room spot -- every
14
- * helper here short-circuits and behavior is exactly the pre-spots
15
- * game. Old seeds never set spots.
16
- * 2. UNPOSITIONED = CIRCULATING: anything without an atSpot is
17
- * "anywhere in the room" -- it reaches everything and everything
18
- * reaches it, and it gets no cover. Companions, spirits, and
19
- * un-migrated NPCs can never strand. Only explicitly positioned
20
- * things gate.
21
- *
22
- * Spots are a MEAT-plane concept: a Matrix host has no barstools, and
23
- * astral space overlays the room whole -- off-meat actors read as
24
- * unpositioned.
25
- *
26
- * Every spot comparison in the game goes through these helpers -- no
27
- * call site rolls its own.
28
- */
29
- export declare function spotsActive(room: Room | undefined): boolean;
30
- /**
31
- * The IMPLICIT spot every spotted room has: the open floor. "move away"
32
- * stands you here -- deliberately at none of the named places (player
33
- * request: "I don't want to be at the door, bar, booths, or back
34
- * corner"). It is a REAL position, not the circulating compat state:
35
- * you don't reach the bar from out here, and an NPC who wants you
36
- * steps onto the open floor too -- that's where you both are. No cover,
37
- * always visible: standing apart has a price.
38
- */
39
- export declare const OPEN_FLOOR = "open floor";
40
- /** Fuzzy-resolves a typed name ("booth") to a declared spot ("booths"),
41
- * or "away"/"open floor"/"middle" to the implicit OPEN_FLOOR. */
42
- export declare function resolveSpot(room: Room | undefined, name: string): IRoomSpot | undefined;
43
- /**
44
- * The actor's validated position: undefined when the room isn't
45
- * spotted, the actor is off-meat, unpositioned, or names a spot the
46
- * room no longer has (stale writes read as circulating, never as a
47
- * phantom position).
48
- */
49
- /**
50
- * ON THE FLOOR: the meat plane, or a rigger JUMPED INTO a frame
51
- * (user ask 2026-09-06: "drones should be able to move around a room").
52
- * A persona and an astral form hold no floor; a jumped-in drone is a
53
- * machine flying the meat world -- it stands in a cell, it can be
54
- * walked around and walked into, and it paces the room like anyone
55
- * else. Its rigger's BODY is elsewhere (bodyRoom/bodySpot, planes.ts),
56
- * which is the other half of the seating rule below.
57
- */
58
- export declare function onTheFloor(actor: Player): boolean;
59
- export declare function spotOf(actor: Player): string | undefined;
60
- /** Whether two actors share a spot (callers already gate same-room). */
61
- export declare function sameSpot(a: Player, b: Player): boolean;
62
- /** Whether an actor can reach a positioned thing (item/puzzle/exit). */
63
- export declare function canReach(actor: Player, targetSpot: string | undefined): boolean;
64
- /**
65
- * ROOM GRIDS (spatial wave 2026-08-25): the spot-name-level wrappers
66
- * around utilities/room-grid.ts's coordinate primitives -- everything
67
- * ABOVE this line still only ever touches spot NAMES; nothing but
68
- * these three functions (and Room.ensureGrid itself) ever sees a
69
- * GridCoord. All three return undefined/0 when the room has no grid
70
- * (THE COMPAT RULE: a spotless room never synthesizes one) or the
71
- * named spot doesn't exist in it.
72
- */
73
- export declare function spotCell(room: Room, spotName: string): GridCoord | undefined;
74
- /** Every cell physically filled by furniture -- the full footprint of
75
- * each named place (a bar runs several cells), minus the open floor
76
- * (bare ground) and minus any OPEN doorway (a threshold you stand in,
77
- * see openThresholds). Nobody stands here and movement goes around. */
78
- export declare function furnitureCells(room: Room): Set<string>;
79
- /** The ONE cell a doorway is reached from: directly opposite the door,
80
- * one step in from its wall (player ruling 2026-08-25 -- "a south door
81
- * requires you can move through the cell one unit north of it"). This
82
- * is what makes a doorway a chokepoint worth holding. Undefined for
83
- * up/down exits, which have no wall to stand off, and for an approach
84
- * that would fall outside the room. */
85
- export declare function approachCellFor(room: Room, direction: Direction): GridCoord | undefined;
86
- /**
87
- * Who is standing in the way of this doorway -- in the threshold itself
88
- * or in its single approach cell. A body in either one holds the door
89
- * (the 2026-08-25 ruling): squeezing past is not on offer here the way
90
- * it is in open floor, because there is no second route to a doorway.
91
- *
92
- * `mover` never blocks themselves, and neither do their OWN companions:
93
- * a spirit that follows you at your heel gets seated beside you, which
94
- * would routinely park it on your approach cell and wall you into the
95
- * room you just walked into.
96
- */
97
- /**
98
- * A FIXTURE sitting in a doorway or on its single approach cell -- the
99
- * non-living half of doorwayBlocker (playtest 2026-08-25: "I shouldn't
100
- * be able to 'go' a direction if something is in the way of it").
101
- * Synthesis reserves those cells so this should never fire on a
102
- * generated room; it stays as the guard for hand-authored seeds, which
103
- * can declare a spot anywhere they like.
104
- */
105
- export declare function doorwayFurniture(room: Room, direction: Direction): string | undefined;
106
- /**
107
- * Who actually HOLDS the way -- someone with a reason to stop you.
108
- *
109
- * Originally this was every non-ally on the threshold, which made any
110
- * bystander who happened to drift onto the doorway cell into a brick
111
- * wall (playtest 2026-08-25: Mr. Vane, the runner's own meet contact,
112
- * parked in the down doorway and sealed the room. Jax -- under a
113
- * standing "follow" order -- could not obey it, improvised a grapple to
114
- * shift him, and trapped himself: holding someone forbids walking away,
115
- * so his next "go down" refused too. He read as disobedient; he was
116
- * cornered by this rule). A doorway is a chokepoint when someone is
117
- * CONTESTING it, not when someone is merely standing there.
118
- */
119
- export declare function doorwayBlocker(room: Room, direction: Direction, mover: Player): Player | undefined;
120
- /**
121
- * Move a non-hostile body off an exit so the way opens, returning their
122
- * name (or undefined if nobody needed to move / nowhere to put them).
123
- * The player ruling that drove this: "if I try to move to a location a
124
- * party member is, they should move aside."
125
- */
126
- export declare function yieldDoorway(room: Room, direction: Direction, mover: Player): string | undefined;
127
- export declare function seatingIn(room: Room): Map<string, GridCoord>;
128
- /**
129
- * One tactical step (player request 2026-08-25: "move south 2"). Walks
130
- * up to `count` cells in a cardinal direction from wherever the actor's
131
- * body actually is, stopping at the first square it cannot enter -- a
132
- * wall, furniture, uncleared terrain, or somebody standing there. No
133
- * squeezing: this is a deliberate step, so it stops rather than
134
- * shouldering through.
135
- *
136
- * Returns the cell reached and how many steps were actually taken, plus
137
- * what stopped it short. Nothing is mutated -- commands/move.ts commits
138
- * the result.
139
- */
140
- export declare function stepFrom(room: Room, mover: Player, direction: Direction, count: number): {
141
- cell?: GridCoord;
142
- taken: number;
143
- blockedBy?: 'wall' | 'furniture' | 'terrain' | 'someone';
144
- /** Who stopped it, when `blockedBy` is 'someone'. The caller needs the
145
- * name to decide whether the mover can SEE them -- a body still
146
- * blocks the square either way, but the sentence about it changes. */
147
- blocker?: string;
148
- };
149
- /**
150
- * The named place a stepped-to cell counts as being "at" -- whichever
151
- * fixture the cell touches (its own footprint or any neighbour of it),
152
- * else the open floor. This is what keeps `atSpot` authoritative for
153
- * every interaction while the body stands on an arbitrary square:
154
- * step up beside the bar and you are AT the bar, step away and you are
155
- * on open ground.
156
- */
157
- export declare function spotForCell(room: Room, cell: GridCoord): string;
158
- /**
159
- * A cell `mover` could stand in at or beside `target` -- the general
160
- * form of seating, for walking to something that is not a named place.
161
- * Used by "move to <body>": the fallen keep a cell but no spot, and you
162
- * still need to be able to walk over and go through their pockets.
163
- */
164
- export declare function standingRoomNear(room: Room, target: GridCoord, mover: Player): GridCoord | undefined;
165
- /**
166
- * WHERE THIS ACTOR'S BODY IS -- the ONE answer to "where are they", and
167
- * the only one any surface may consult (2QpCcKFKCynk9jYoX).
168
- *
169
- * It used to refuse for anyone circulating: `spotOf(actor) === undefined
170
- * -> undefined`. seatingIn had already given those bodies a drift seat
171
- * so the minimap could DRAW them, and the comment there said plainly
172
- * that a derived seat was "a place to DRAW someone, never a position
173
- * they hold". That split is the defect the player rejected the first
174
- * fix over: "Mr. Vesper is NOT where I'm standing, and is not within
175
- * reach. If he's within reach, I should see him next to me in the room
176
- * map." The map drew him across the bar while every reach check
177
- * answered "right where you stand", because distance fell through to 0.
178
- *
179
- * The ruling: "NPCs, while need not have a location, need to have
180
- * coordinates. These coordinates govern distance to the Player. The
181
- * artificial 'exists in the entire room' is wrong."
182
- *
183
- * So the drift seat IS the position now. Having no named SPOT is not
184
- * the same as having no PLACE -- a man working a room is somewhere in
185
- * it at any moment, and that somewhere is what the map has been drawing
186
- * all along.
187
- *
188
- * This file already fixed the mirror image of this bug once (see
189
- * seatingIn's picket note, 9nMy3GdTuyKck2aDR): two representations of
190
- * position disagreeing, with the check reading the one the fiction does
191
- * not. The direction that has to win is the same one -- the grid agrees
192
- * with what the player can see.
193
- *
194
- * Still undefined off the meat plane or in a room with no grid: a
195
- * persona and an astral form genuinely hold no floor, and the compat
196
- * rule says a spotless room never synthesizes a grid.
197
- */
198
- export declare function actorCell(room: Room, actor: Player, seats?: Map<string, GridCoord>): GridCoord | undefined;
199
- /**
200
- * ADJACENT, in metres. The grid's cell is 2m (METERS_PER_CELL), so one
201
- * step -- orthogonal or diagonal -- is the finest "next to me" this
202
- * model can express; 2m orthogonally, ~2.83m corner to corner.
203
- *
204
- * NOT presented as a canon number, because canon does not give one for
205
- * bare melee range: the nearest hard figure is Interception at "one
206
- * meter (+1 meter per point of Reach)" (SR5 p.194), and the core melee
207
- * section was NOT among the retrieved excerpts, so claiming 1m as the
208
- * rule would be asserting something unverified. What is defensible is
209
- * that a cell is this engine's atom of position, and the player's own
210
- * words for the test are "next to me in the room map".
211
- */
212
- export declare const ADJACENT_METERS: number;
213
- /** Everything you have to walk AROUND rather than through: other
214
- * people's bodies and the furniture itself. findPath treats these as a
215
- * soft block (see its pass order) so they steer a route without ever
216
- * making a destination unreachable. `mover` is always excluded -- you
217
- * never block yourself. */
218
- export declare function occupiedCells(room: Room, mover?: Player): Set<string>;
219
- /**
220
- * WHO is standing in each blocked cell -- the same people occupiedCells
221
- * counts, but still named. Movement needs the name and not merely the
222
- * square: "someone's in the way" is only a true sentence if the player
223
- * can actually see the someone (z5RQFYA5yZjuwDSzT: "I'm getting a
224
- * 'somone's in the way' message, but no one is here on the map").
225
- *
226
- * Returns cell key -> actor name. Actor objects would be handier and are
227
- * deliberately not returned: this runs on every pathing pass, and the
228
- * one caller that narrates looks the body up once, where it narrates.
229
- */
230
- export declare function standingOccupants(room: Room, mover?: Player): Map<string, string>;
231
- /** The cell `mover` would end up in on arriving at `spotName` -- their
232
- * seat around that fixture, with everyone else's seats already taken.
233
- * This, not the fixture's anchor, is where movement actually paths to:
234
- * the anchor is furniture now, and nobody stands inside the bar. */
235
- export declare function seatFor(room: Room, spotName: string, mover: Player): GridCoord | undefined;
236
- /** Straight-line meters between two actors' BODIES -- the distance
237
- * combat should use, now that people stand beside their furniture
238
- * rather than inside it. Falls back to their spots' own separation
239
- * when either has no seat (circulating, or a gridless room). */
240
- export declare function actorDistanceMeters(room: Room, a: Player, b: Player): number;
241
- /** The walkable route between two spots, or undefined when terrain
242
- * blocks every route (see move.ts / ensureAtSpot for the refusal).
243
- * Purely geometric -- bodies and furniture are NOT considered, because
244
- * the only thing that may hard-refuse a crossing is terrain; see
245
- * routeForMove for the version movement actually walks. */
246
- export declare function pathBetweenSpots(room: Room, from: string, to: string): GridCoord[] | undefined;
247
- /**
248
- * The route a body actually walks: seat to seat, steering around other
249
- * people and around the furniture (player ruling 2026-08-25 -- "cannot
250
- * move through, only around"). Reports whether it had to SQUEEZE past
251
- * somebody, which move.ts narrates.
252
- *
253
- * Bodies and furniture are soft blocks by design (see findPath's pass
254
- * order): a crowded room slows you down and makes you go the long way,
255
- * but it can never strand you. Only terrain hard-refuses, and that
256
- * check stays in pathBetweenSpots where it always was.
257
- */
258
- export declare function routeForMove(room: Room, mover: Player, toSpot: string): {
259
- path?: GridCoord[];
260
- squeezed: boolean;
261
- };
262
- export declare function spotDistanceMeters(room: Room, from: string, to: string): number;
263
- /**
264
- * Is this actor actually IN cover right now?
265
- *
266
- * True only while they are still standing where they took it (see
267
- * Player.coverAtSpot). TAKE COVER is a Simple Action, SR5e p.166, and
268
- * the +2/+4 on the Defense Test (p.190) is the defender's for having
269
- * spent it -- so merely standing near a crate is not cover, and
270
- * stepping away from one ends it without anything having to notice.
271
- */
272
- export declare function isInCover(actor: Player): boolean;
273
- /** Take cover where this actor stands. Callers check availability
274
- * first (see coverAvailableFor) -- this only records the choice. */
275
- export declare function takeCoverHere(actor: Player): void;
276
- /**
277
- * What cover this actor's own position offers, if any -- the tagged
278
- * rating of the spot they stand at. Terrain occluders between two
279
- * particular cells are a per-shot fact and belong to the exchange (see
280
- * combat-exchange.ts); this is the "is there anything here to get
281
- * behind at all" question TAKE COVER has to answer before it can be
282
- * spent.
283
- */
284
- export declare function coverAvailableFor(actor: Player): 'partial' | 'good' | undefined;
285
- /** Every place in this room that offers something to get behind --
286
- * so a refusal can name where the cover actually is. */
287
- export declare function coverSpotsIn(room: Room): string[];
288
- /** Cover between two spots (see room-grid.ts coverBetween) -- honors a
289
- * cover-tagged DEFENDER spot first (the same check combat-exchange.ts
290
- * makes), falling back to a terrain occluder on the line between. */
291
- export declare function spotCoverBetween(room: Room, from: string, to: string): 'partial' | 'good' | undefined;
292
- /** How many z-levels the route between two spots climbs via a risky
293
- * 'climb' link (stairs/ladder never roll anything) -- undefined when
294
- * the crossing never touches one. See move.ts's Athletics check. */
295
- export declare function spotClimbSteps(room: Room, from: string, to: string): number | undefined;
296
- /**
297
- * Re-seats the OPEN FLOOR on the emptiest ground in the room, and
298
- * returns whether it moved (playtest 2026-08-25: "'move away' is an
299
- * actual location" -- it was pinned to one synthesized cell near the
300
- * centroid, so peeling off always put you in the same square no matter
301
- * who was standing where). "Away" should mean AWAY: the cell that
302
- * maximises distance from the people you're stepping back from, then
303
- * from the room's fixtures.
304
- *
305
- * Scored lexicographically -- people first, furniture as the
306
- * tie-break -- over cells that exist, aren't sealed behind terrain,
307
- * and that `mover` can actually reach. Anyone ALREADY on the open
308
- * floor is excluded from the avoid-set: they're the ones this cell
309
- * belongs to, and counting them would have it flee itself.
310
- *
311
- * Callers must invoke this BEFORE setting `atSpot = OPEN_FLOOR`; the
312
- * grid is transient display/geometry state (never serialized), so a
313
- * reload simply re-derives the synthesized default -- see the
314
- * determinism contract in room-grid.ts.
315
- */
316
- export declare function reseatOpenFloor(room: Room, mover: Player): boolean;
317
- /** Which terrain region is sealing the route from `from` to `to`, and
318
- * the Puzzle that clears it (for the bypass verb) -- undefined when
319
- * the room has no grid, or (a synthesis edge case) a region blocks
320
- * the path but its device can no longer be found. */
321
- export declare function blockingRegion(room: Room, from: string, to: string): {
322
- region: ITerrainRegion;
323
- device: import('../models/device.js').Device;
324
- } | undefined;
325
- /** One refusal voice for a terrain-blocked crossing -- always names
326
- * the obstacle AND the verbs that actually work it. */
327
- /**
328
- * WHY THE WALK YOU ARE ABOUT TO ADVERTISE WOULD BE REFUSED -- or
329
- * undefined when it would not (2D6uZWqiWn9Mrhunc: "cannot move to steel
330
- * door, there is a wall around it").
331
- *
332
- * Every surface that says "it's over there, `move to <spot>`" decided
333
- * that with `canReach`, which is spot EQUALITY, while the walk itself is
334
- * gated by `pathBetweenSpots`, which is a ROUTE. Two notions of "can I
335
- * get there", computed by different code, with the ADVICE using the
336
- * weaker one -- so anything behind blocking terrain got a listing that
337
- * sent the player at the very thing sealing the way.
338
- *
339
- * 57f506db fixed that for the BARRIER listing in search.ts and left its
340
- * siblings: the item listings in take.ts, look.ts and search.ts ask the
341
- * same weak question about the same rooms. This is that fix, extracted,
342
- * so the remaining sites share it instead of each growing a fourth copy.
343
- *
344
- * THE PATHFIND COMES FIRST AND IS NOT OPTIONAL. `blockingRegion`
345
- * answers "would clearing this region open a path", never "is the way
346
- * shut" -- it names a region even when the route is already open. Every
347
- * caller has to gate it behind a failed `pathBetweenSpots`, and the
348
- * first cut of the original fix did not, which would have reported a
349
- * seal on a room you can walk straight across. Holding that ordering in
350
- * ONE place is most of why this function exists.
351
- *
352
- * Undefined means "no reason not to walk", which includes the cases
353
- * where the question cannot be asked at all: a circulating actor, a spot
354
- * that is not on the grid, a room with no grid. Those are not seals, and
355
- * reporting them as such would ground a player over a missing lookup.
356
- */
357
- export declare function sealedRouteTo(room: Room, actor: Player, target: string | undefined): string | undefined;
358
- /**
359
- * The first of `targets` the actor could actually walk to, or undefined
360
- * when every one of them is sealed off.
361
- *
362
- * The companion to sealedRouteTo, for the advice that has a CHOICE. A
363
- * refusal naming cover, a quiet spot to take a call at, a place to stand
364
- * -- each picks one out of a list, and each used to pick `[0]` without
365
- * asking whether the walk exists. Suggesting a reachable one is better
366
- * advice than explaining why the first is unreachable, and it is the
367
- * same question either way.
368
- */
369
- export declare function firstReachable(room: Room, actor: Player, targets: readonly string[]): string | undefined;
370
- export declare function terrainRefusal(region: ITerrainRegion, targetLabel: string, device?: import('../models/device.js').Device): string;
371
- /**
372
- * The same voice, for a LOCKED DOOR rather than blocking terrain
373
- * (blocker 2026-08-27, "the barrier isn't allowing me to
374
- * hack/pick/breach it"). `go` and `unlock` are where a player meets a
375
- * barrier before they know it is one, and both used to refuse without
376
- * naming a single route out -- go.ts said only "the door is locked",
377
- * unlock.ts only "you don't have the key". Neither mentioned that the
378
- * lock was workable, or how.
379
- *
380
- * Returns a TAIL to append (leading space), or '' when there is
381
- * genuinely nothing to name: a plain keyed door has no device, and
382
- * inventing a route would mislead worse than silence.
383
- */
384
- export declare function lockedRouteHint(room: Room, direction: Direction, door: {
385
- heldBy?: {
386
- device: string;
387
- room: string;
388
- };
389
- }): string;
390
- /**
391
- * WHAT KIND OF WAY THROUGH a spot's name describes, or undefined when
392
- * it isn't a way through at all (a bar, a workbench, the stalls).
393
- *
394
- * THE ONE DOORWAY PREDICATE (item A, 2026-08-27). There were two
395
- * separately-written copies of this regex -- here in entrySpotFor and
396
- * in Room.namedDoorwayFor -- free to drift apart, and neither knew the
397
- * distinction that actually matters: a "back door" is a LATERAL way
398
- * through and a "way down" is a VERTICAL one. Kind-blindness is what
399
- * let namedDoorwayFor bind a spot called "the back door" to a DOWN
400
- * exit, which put the basement's barrier at the back door (the player's
401
- * report) and, because vertical exits are centre-placed, simultaneously
402
- * put the back door in the middle of the room (the older report). One
403
- * defect, two bug reports.
404
- *
405
- * This is a PERMANENT component, not a migration shim. Generation is
406
- * moving toward binding every exit to a spot explicitly, but that data
407
- * is model-written: validation can make it right more often, never
408
- * always. And every scene seeded before that lands has nothing but
409
- * names, forever. So this is the honest floor under a seed that is
410
- * silent or lying, and it is the LAST resort -- an explicit
411
- * room.exitSpots binding always wins.
412
- *
413
- * Vertical is tested FIRST on purpose: "entry stairs" is a stair, not
414
- * an entry, and the shipped Chapel Crypt seed depends on reading it
415
- * that way.
416
- */
417
- export type DoorwayKind = 'lateral' | 'vertical';
418
- export declare function doorwayKindOf(spotName: string): DoorwayKind | undefined;
419
- /** The kind of way through a given direction NEEDS. */
420
- export declare function exitDoorwayKind(direction: Direction): DoorwayKind;
421
- /**
422
- * The spot an exit is reachable from. Seed-declared (room.exitSpots)
423
- * first; else a spot named like a doorway OF THE RIGHT KIND; else
424
- * undefined = the exit is usable from anywhere (compat).
425
- */
426
- export declare function exitSpot(room: Room, direction: Direction): string | undefined;
427
- /** Where an arrival through `direction` (the direction WALKED, from the
428
- * far side) stands: at this room's matching exit spot; else the room's
429
- * doorway-named spot; else its first spot (a positioned room always
430
- * positions the arriving player -- that's what makes gating bite). */
431
- /**
432
- * Where you physically land walking in through `arrivedFrom`: IN the
433
- * doorway you just came through (player ruling 2026-08-25 -- "when I
434
- * enter the night market from the east, I should arrive on the western
435
- * entrance"). The threshold is a standable cell now, so arrival no
436
- * longer has to be rounded to whichever named place happens to own that
437
- * exit -- Night Market's seed puts three of its exits "at the stalls",
438
- * which is right for LEAVING (that's the spot you must stand at to go)
439
- * but wrong for arriving, and used to materialise you ten metres inside
440
- * the room.
441
- *
442
- * Returns the exact cell plus the spot it counts as, or undefined when
443
- * the room has no grid, the direction has no doorway, or someone is
444
- * already standing in it -- all of which fall back to entrySpotFor.
445
- */
446
- export declare function arrivalAt(room: Room, arrivedFrom: Direction | undefined): {
447
- cell: GridCoord;
448
- spot: string;
449
- } | undefined;
450
- export declare function entrySpotFor(room: Room, arrivedFrom: Direction | undefined): string | undefined;
451
- /**
452
- * "the <place>", without doubling the article. Spot names come from
453
- * seeds, and a generated one may already carry its own determiner:
454
- * `at the ${name}` then renders "at the the back door" (item B,
455
- * 2026-08-27). Shipped seeds all use bare names ("door", "bar"), which
456
- * is why this only ever showed up in generated scenes.
457
- *
458
- * Returns the display form only -- the name itself is unchanged, since
459
- * that is what "move to <name>" has to match on.
460
- */
461
- export declare function theSpot(spotName: string, paint?: (s: string) => string): string;
462
- /** One refusal voice for every spot gate -- always names the cure. */
463
- export declare function spotRefusal(targetLabel: string, spotName: string): string;
464
- /**
465
- * Auto-move for object work (take/pick/hack/solve): out of combat you
466
- * just walk over -- one narration line, no ceremony (the user's ask was
467
- * that you CAN'T do it from across the room, not that you must type two
468
- * commands). Mid-exchange nobody strolls: refuse like go.ts does, and
469
- * the Phase-2 crossing machinery will make it cost instead.
470
- *
471
- * ROOM GRIDS (spatial wave 2026-08-25): checks the route FIRST -- an
472
- * uncleared barrier refuses the crossing even out of combat, always
473
- * naming the obstacle and the mechanism (utilities/room-grid.ts /
474
- * terrainRefusal). Rooms with no synthesized grid (still the common
475
- * case -- most spotted rooms carry no terrain hints) never pay for the
476
- * pathfind: spotDistanceMeters/pathBetweenSpots short-circuit to
477
- * "reachable" the same instant canReach already would have.
478
- */
479
- export declare function ensureAtSpot(actor: Player, targetSpot: string | undefined): {
480
- line?: string;
481
- refusal?: string;
482
- };
483
- /**
484
- * REACH FOR A WAY OUT -- the doorway twin of ensureAtSpot
485
- * (aJdfMkkSJ4CfY3ky3: "I'm able to open a door from more than 1 unit
486
- * away from it, I should have to stand right next to it").
487
- *
488
- * They were. exitSpot() answers undefined for an exit that no named
489
- * place owns, and `canReach(actor, undefined)` is TRUE by the compat
490
- * rule -- so an unbound door was workable from anywhere in the room.
491
- * Not a rare corner: 5 of the 28 exits across both shipped scenes are
492
- * unbound, including the locked east door of Krow's Den, which the
493
- * player could open from the far side of the desk.
494
- *
495
- * The reason the gate could not simply be closed is that a spot is the
496
- * only thing it knew how to gate ON, and these exits have none. But a
497
- * doorway has always had GEOMETRY: every room is matrixed
498
- * (Room.ensureGrid), so each exit owns a cell, and approachCellFor is
499
- * already "the ONE cell a doorway is reached from" -- the player's own
500
- * "one unit" made literal, ruled on 2026-08-25. So this gates on the
501
- * CELL when no spot is available, which needs no spot invented and
502
- * works in generated rooms as well as the five shipped ones.
503
- *
504
- * IT WALKS YOU, IT DOES NOT REFUSE YOU, and that is deliberate: it is
505
- * the rule ensureAtSpot already states -- "the user's ask was that you
506
- * CAN'T do it from across the room, not that you must type two
507
- * commands". A bound doorway has always strolled you over and said so;
508
- * an unbound one silently let you act at a distance. Now both cross,
509
- * both narrate, and both refuse mid-exchange.
510
- *
511
- * Both compat rules survive intact. A room with NO named places is
512
- * still ungated (rule 1), and an actor who is circulating still reaches
513
- * everything (rule 2) -- so no companion, spirit or un-migrated NPC can
514
- * strand on a doorway it was never positioned against.
515
- */
516
- export declare function ensureAtExit(actor: Player, direction: Direction): {
517
- line?: string;
518
- refusal?: string;
519
- };
520
- export { SPOT_COLOR } from './log-style.js';
521
- /**
522
- * Weaves the room's places into its PROSE: every spot name already in
523
- * the description gets the keyword color. When the full name isn't
524
- * there, the spot's HEAD NOUN is tried next -- generated prose
525
- * paraphrases ("stacked with crates" for the "stacked crates" spot),
526
- * and coloring the noun the author actually wrote beats bolting a list
527
- * onto good prose (playtest note: the "Also here:" tail didn't flow).
528
- * Only places the prose never touches at all get appended, as a
529
- * sentence in the game's voice.
530
- */
531
- export declare function highlightSpots(room: Room, text: string): string;
532
- export declare const ACTOR_COLOR = "green";
533
- /** The RAW cover threshold guarding a spot (p.135-136: Normal 2 for
534
- * partial cover, Hidden 4 for good) -- 0 when nothing tucks there. */
535
- export declare function coverThreshold(room: Room, spotName: string | undefined): number;
536
- /**
537
- * PERCEPTION AT RANGE (SR5 p.135-136 Perception Test Modifiers,
538
- * RAG-verified): "object/sound not in immediate vicinity" -2, "object/
539
- * sound far away" -3. Canon names the bands but never puts meters on
540
- * them, so the metre cuts are OURS -- pinned to the scale the game
541
- * already speaks in, SR5 p.185's pistol brackets: short range 5 m is
542
- * "immediate vicinity", medium 20 m is where "far away" begins.
543
- *
544
- * This became load-bearing with the 2026-08-25 room resize: a `huge`
545
- * room is 32x22 m, so a stallholder clocking a runner the instant they
546
- * step through the far door was the room being too small, not the NPC
547
- * being sharp (playtest: "would Skitter even notice me?").
548
- */
549
- export declare const IMMEDIATE_VICINITY_M = 5;
550
- export declare const FAR_AWAY_M = 20;
551
- export declare function perceptionRangeModifier(meters: number): number;
552
- /**
553
- * The Perception threshold to pick someone out: p.136's "Normal" 2 for
554
- * a pedestrian, 4 for anyone in good cover -- and ZERO for a person
555
- * standing in the open inside `FAR_AWAY_M`, where seeing them is not a
556
- * test at all.
557
- *
558
- * That last clause is deliberate calibration, not laziness. Requiring a
559
- * test past `IMMEDIATE_VICINITY_M` was tried first and was far too
560
- * blind: it had the regulars in a 24x16 m bar failing to register
561
- * someone walking in twelve metres away. Canon's -2/-3 are about
562
- * resolving DETAIL at range, not about whether a human body registers
563
- * at all, so the test starts where "far away" does. A 32x22 m market
564
- * still hides you from the far stall; a bar does not.
565
- */
566
- export declare function noticeThreshold(room: Room, target: Player, meters: number): number;
567
- /**
568
- * Whether `observer` would register `target` at all right now, WITHOUT
569
- * rolling -- the passive read used by NPC reactions and by the room
570
- * map. Their Perception pool stands in for an average roll (pool/4,
571
- * SR5's own rule of thumb of one hit per four dice) so a sharp-eyed
572
- * fixer notices what a distracted teenager misses, and the range
573
- * modifier from p.135-136 applies.
574
- *
575
- * Deliberately NOT a dice roll: this fires on every movement event in
576
- * the room, and a random result would have NPCs blinking in and out of
577
- * awareness between one step and the next.
578
- */
579
- export declare function wouldNotice(observer: Player, target: Player): boolean;
580
- /**
581
- * HOW FAR A VOICE CARRIES. Canon has no rule for this (RAG-checked:
582
- * p.135-136 covers Perception modifiers, p.441 white-noise generators,
583
- * nothing on speech range), so these bands are a documented RULING
584
- * pinned to the same 5 m / 20 m scale as perception above.
585
- *
586
- * The point is that a big room should SOUND big: before the 2026-08-25
587
- * resize every cross-spot remark got one flat "(calling across the
588
- * room)" tag, which in a 32x22 m market read as a stallholder holding a
589
- * casual conversation at a dead bellow (playtest: "he's basically
590
- * screaming").
591
- */
592
- export type VoiceBand = 'conversation' | 'raised' | 'shout' | 'yell';
593
- export declare function voiceBandFor(meters: number): VoiceBand;
594
- /** The tag appended to speech that has to travel -- empty at
595
- * conversational range, where it would just be noise. */
596
- export declare function voiceTag(band: VoiceBand): string;
597
- /** Records that `viewer` has picked `target` out of their cover here --
598
- * a spot they keep (Room.revealedBy) so every later read, the room
599
- * map included, knows they've been seen. */
600
- export declare function revealActor(room: Room, viewer: Player, target: Player): void;
601
- /** Everyone `viewer` has already picked out of cover in this room. */
602
- export declare function revealedTo(room: Room, viewer: Player): ReadonlySet<string>;
603
- /** Runs a Perception result against every covered occupant, banking
604
- * whoever it beats. Called by the verbs that constitute LOOKING (look,
605
- * search) so the room map reflects what the player has actually made
606
- * out. Returns the newly-revealed actors, for callers that narrate. */
607
- export declare function revealWithPerception(room: Room, viewer: Player, hits: number): Player[];
608
- /**
609
- * Actors in `room` visible to `viewer` without a fresh roll: the viewer
610
- * first, then anyone perceivable who is either standing in the open or
611
- * has ALREADY been picked out of their cover (Room.revealedBy -- see
612
- * revealWithPerception). Shared by highlightActors (prose) and
613
- * utilities/room-view.ts (the room minimap). Coloring or drawing
614
- * someone still unspotted would hand over a presence the Perception
615
- * test is there to guard.
616
- */
617
- export declare function visibleActorsIn(room: Room, viewer: Player): Player[];
618
- /**
619
- * IS `target` HIDDEN FROM `viewer` RIGHT NOW -- the ONE answer to "who
620
- * is present here", shared by the prose (whoIsWhereLine) and the map
621
- * (visibleActorsIn -> room-view.ts).
622
- *
623
- * IT IS ONE FUNCTION BECAUSE IT WAS TWO (item S6b4TLQWq46RN5kGu: "an
624
- * NPC that I can see when I do 'look' is not there on the room map").
625
- * Both surfaces answered the same question and answered it differently:
626
- * the prose applied a COVER test only, while the map ran `wouldNotice`,
627
- * which is a DISTANCE test. Past FAR_AWAY_M even someone standing in
628
- * the open needs a passive threshold of 2 while the range modifier is
629
- * -3, so on a `huge` room that is unreachable for any ordinary runner
630
- * -- the far side of a dock was simply never drawn. `look` said "Dock
631
- * Guard at the rusted gate"; the map showed an empty yard.
632
- *
633
- * THE PROSE WAS RIGHT, and the map already carried half the evidence: a
634
- * crew exemption added when "a companion across a big room quietly
635
- * failed it and dropped off the map". That was this same bug, found
636
- * once and fixed for allies only, because the report was about allies.
637
- * The exemption survives here as the ally clause -- it is still true,
638
- * it was just never the whole rule.
639
- *
640
- * WHAT THIS DELIBERATELY IS NOT: `wouldNotice`. That function keeps the
641
- * distance model and keeps its caller (models/npc.ts -- whether an NPC
642
- * REACTS to something across the room, which is a different question
643
- * and genuinely range-dependent). Nothing here changes it.
644
- *
645
- * Nothing is leaked by aligning the two, which is the check that
646
- * matters when a fix makes a surface more permissive: the prose already
647
- * named every non-cover occupant at any range, so the map is catching
648
- * up to what the player was being told, not learning something new.
649
- */
650
- export declare function concealedFrom(room: Room, viewer: Player, target: Player): boolean;
651
- /**
652
- * Colors the names of PRESENT, OBVIOUS people in a room's prose (player
653
- * request: places got the keyword treatment; actual NPCs deserve one
654
- * too). Only actors standing in the open are painted: coloring someone
655
- * tucked behind cover would confirm a presence the Perception check is
656
- * supposed to guard -- if stale prose names a hidden watcher, the text
657
- * stays flat and gives nothing away. Tries the full name, then its
658
- * distinctive words ("Krow" for "Mr. Krow").
659
- */
660
- export declare function highlightActors(room: Room, text: string, viewer: Player): string;
661
- /**
662
- * The compact who-stands-where line ('look' reads "You at the door,
663
- * Patch at the bar, Old Cray at the booths (cover)"): OCCUPIED places
664
- * only, viewer first, co-occupants grouped, circulating actors trailing.
665
- *
666
- * Casing the room is a PERCEPTION check (player ruling): pass the
667
- * viewer's Observe-in-Detail hits and occupants tucked at cover-tagged
668
- * spots need the RAW thresholds (p.135-136: Normal 2 for partial cover,
669
- * Hidden 4 for good cover) or they're silently omitted -- the booth ate
670
- * them. People in the open, at YOUR spot, or circulating are simply
671
- * seen, no dice (a pedestrian in plain view isn't a test). Omit `hits`
672
- * for the all-seeing form (NPC prompts -- residents know their room).
673
- */
674
- export declare function whoIsWhereLine(room: Room, viewer: Player, hits?: number): string;
675
- /**
676
- * The "who stands where" lines for the bare "move" list and NPC prompts:
677
- * door (you), bar -- Mama Wu, booths (cover)
678
- */
679
- export declare function describeSpotRoster(room: Room, viewer?: Player): string[];