@maka/maka-cli 5.129.0 → 5.131.0

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Files changed (21) hide show
  1. package/bundle/typescript/package.json +1 -1
  2. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js +9 -0
  3. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js +28 -15
  4. package/bundle/typescript/src/commands/game/sideQuest/commands/companions.js +18 -10
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js +14 -5
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.js +6 -0
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.js +8 -0
  8. package/bundle/typescript/src/commands/game/sideQuest/commands/jump.js +17 -2
  9. package/bundle/typescript/src/commands/game/sideQuest/commands/order.js +9 -3
  10. package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js +1 -1
  11. package/bundle/typescript/src/commands/game/sideQuest/commands/spells.js +12 -1
  12. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +16 -1
  13. package/bundle/typescript/src/commands/game/sideQuest/game.js +43 -12
  14. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +6 -3
  15. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +106 -13
  16. package/bundle/typescript/src/commands/game/sideQuest/utilities/catalog.js +15 -0
  17. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js +6 -3
  18. package/bundle/typescript/src/commands/game/sideQuest/utilities/drone-prose.js +289 -0
  19. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +33 -6
  20. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-view.js +44 -4
  21. package/package.json +1 -1
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@maka/maka-cli",
3
- "version": "5.129.0",
3
+ "version": "5.131.0",
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4
  "type": "module",
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5
  "summary": "A command line tool for scaffolding Meteor 3.x applications using either React.",
6
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  "description": "A command line tool for scaffolding Meteor 3.x applications using React.",
@@ -72,6 +72,15 @@ export class CallCommand extends Command {
72
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  // before NPC resolution ("taxi" is a service, not a person).
73
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  const spoken = rawWords.map(w => w.toLowerCase()).filter(w => w !== 'a' && w !== 'the');
74
74
  if (this.game?.hasHub && (spoken[0] === 'taxi' || spoken[0] === 'cab')) {
75
+ // A CAB IS THE RUNNER'S CALL (rigger pass 2026-09-06: a deployed
76
+ // drone must never start a run). `call` itself stays open -- NPCs
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+ // phone people (npc.ts advertises the verb) -- but the taxi branch
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+ // launches the PLAYER's pending run off this.game, so only a
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+ // person at the table may hail one. Latent until now because NPC
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+ // command contexts carry no `game`; a rule now rather than luck.
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+ if (!this.scene.isHumanControlled(this.actor)) {
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+ return `The dispatcher's bored voice: "No fare on the books for ${this.actor.name}, chummer." A cab is the runner's call.`;
83
+ }
75
84
  if (this.actor.plane !== 'meat') {
76
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  return this.actor.plane === 'matrix'
77
86
  ? `Cabs take bodies, not personas -- "jack out" first.`
@@ -777,15 +777,20 @@ export class CastCommand extends BypassCommand {
777
777
  return error ?? `You don't see them here.`;
778
778
  const self = target === this.actor;
779
779
  // Sustained toggle per bearer: casting at them again unravels it, no
780
- // drain to let go. (The caster is the only one who can release it --
781
- // a mundane bearer has no way to drop a spell themselves.)
780
+ // drain to let go. The caster is the only one who can release it
781
+ // (p.282: the caster sustains) -- a weave somebody ELSE is holding
782
+ // on them is that caster's to drop, not yours to overwrite.
782
783
  if (target.sustainedArmor > 0) {
784
+ const holder = target.wornSpellCaster('armor');
785
+ if (holder && holder !== this.actor) {
786
+ return `${holder.name} is holding an armor weave on ${self ? 'you' : target.name} already -- only ${holder.name} can let it go.`;
787
+ }
783
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  target.setSustainedArmor(0);
784
789
  this.scene.updateStatus();
785
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  this.actor.performAction('releases armor spell', self ? '' : `on ${target.name}`);
786
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  return this.finishSpell([self
787
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  ? `You let the armor spell go. The air stops humming, and the sustaining penalty lifts.`
788
- : `You unravel the armor weave around ${target.name}. The shimmer fades, and their sustaining burden lifts.`]);
793
+ : `You unravel the armor weave around ${target.name}. The shimmer fades, and the burden of holding it lifts from you.`]);
789
794
  }
790
795
  if (target.isIncapacitated()) {
791
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  return `${target.name} is down -- armor won't help now.`;
@@ -795,19 +800,20 @@ export class CastCommand extends BypassCommand {
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  const focus = this.actor.getBestFocus();
796
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  const bonus = Math.ceil(force / 3) + (focus?.ratingValue ?? 0); // the focus's Force (catalog v13)
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  const spell = spellFor('armor');
798
- // The weave taxes its BEARER: they get the soak and carry the -2
799
- // sustaining burden. The caster pays only the drain.
803
+ // The BEARER wears the weave (the soak is theirs); the CASTER
804
+ // sustains it and carries the -2 (p.282), on top of the drain.
800
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  target.setSustainedArmor(bonus);
801
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  target.noteSustainedForce('armor', force);
807
+ target.sustainedBy('armor', this.actor);
802
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  this.actor.performAction('casts armor', self ? '' : `on ${target.name}`);
803
809
  this.scene.addWorldEvent(`${this.actor.name} wrapped ${self ? 'themselves' : target.name} in a shimmering armor spell.`);
804
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  this.scene.updateStatus();
805
- // The burden is the bearer's ledger's, not a restated -2: a Focused
811
+ // The burden is the CASTER's ledger's, not a restated -2: a Focused
806
812
  // Concentration holder is told "no penalty" the moment it applies.
807
- const burden = sustainBurden(target.sustainedLedger().find(w => w.key === 'armor'), ` to everything else ${self ? 'you do' : 'they do'}`);
813
+ const burden = sustainBurden(this.actor.sustainedLedger().find(w => w.key === 'armor' && (self ? w.bearer === undefined : w.bearer === target.name)), ' to everything else you do');
808
814
  const lines = [
809
815
  `${this.actor.name} casts armor at Force ${force}${self ? '' : ` on ${target.name}`}, ${this.castingLabel()}:`,
810
- ` The air hardens around ${self ? 'you' : target.name} -- +${bonus} soak dice while sustained, ${burden}.`,
816
+ ` The air hardens around ${self ? 'you' : target.name} -- +${bonus} soak dice while sustained${self ? '' : '; you hold the weave up'}, ${burden}.`,
811
817
  hint(` (Cast armor${self ? '' : ` on ${target.name}`} again to release it.)`),
812
818
  ...this.applyDrain(spell, force, overcast),
813
819
  ];
@@ -882,8 +888,8 @@ export class CastCommand extends BypassCommand {
882
888
  }
883
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  /**
884
890
  * The sustained utility pair (invisibility / increase reflexes), same
885
- * toggle shape as the armor spell: the BEARER carries the effect and
886
- * its -2 sustaining burden, the caster pays the drain, and casting at
891
+ * toggle shape as the armor spell: the BEARER wears the effect, the
892
+ * CASTER sustains it (-2, p.282) and pays the drain, and casting at
887
893
  * the same bearer again releases it for free.
888
894
  */
889
895
  async castSustainedUtility(spellKey, force, overcast, rest = []) {
@@ -894,12 +900,16 @@ export class CastCommand extends BypassCommand {
894
900
  const flag = spellKey === 'invisibility' ? 'sustainedInvisibility' : 'sustainedReflexes';
895
901
  const label = spellKey === 'invisibility' ? 'invisibility' : 'increase reflexes';
896
902
  if (target[flag]) {
903
+ const holder = target.wornSpellCaster(spellKey);
904
+ if (holder && holder !== this.actor) {
905
+ return `${holder.name} is holding ${label} on ${self ? 'you' : target.name} already -- only ${holder.name} can let it go.`;
906
+ }
897
907
  target[flag] = false;
898
908
  this.scene.updateStatus();
899
909
  this.actor.performAction(`releases ${label}`, self ? '' : `on ${target.name}`);
900
910
  return this.finishSpell([spellKey === 'invisibility'
901
- ? `${self ? 'You shimmer back into the world' : `${target.name} shimmers back into the world`} -- the light remembers ${self ? 'you' : 'them'}, and the sustaining burden lifts.`
902
- : `${self ? 'Your' : `${target.name}'s`} nerves cool back to human speed. The sustaining burden lifts.`]);
911
+ ? `${self ? 'You shimmer back into the world' : `${target.name} shimmers back into the world`} -- the light remembers ${self ? 'you' : 'them'}, and the sustaining burden lifts${self ? '' : ' from you'}.`
912
+ : `${self ? 'Your' : `${target.name}'s`} nerves cool back to human speed. The sustaining burden lifts${self ? '' : ' from you'}.`]);
903
913
  }
904
914
  if (target.isIncapacitated()) {
905
915
  return `${target.name} is down -- ${label} won't help now.`;
@@ -911,15 +921,18 @@ export class CastCommand extends BypassCommand {
911
921
  const spell = spellFor(spellKey);
912
922
  target[flag] = true;
913
923
  target.noteSustainedForce(spellKey, force);
924
+ target.sustainedBy(spellKey, this.actor);
914
925
  this.actor.performAction(`casts ${label}`, self ? '' : `on ${target.name}`);
915
926
  this.scene.addWorldEvent(spellKey === 'invisibility'
916
927
  ? `${this.actor.name} wove an invisibility spell${self ? '' : ` over ${target.name}`}.`
917
928
  : `${this.actor.name} cast increase reflexes${self ? '' : ` on ${target.name}`}.`);
918
929
  this.scene.updateStatus();
919
- const burden = sustainBurden(target.sustainedLedger().find(w => w.key === spellKey), ` to everything else ${self ? 'you do' : 'they do'}`);
930
+ // The CASTER's ledger: they hold it, they pay (p.282).
931
+ const burden = sustainBurden(this.actor.sustainedLedger().find(w => w.key === spellKey && (self ? w.bearer === undefined : w.bearer === target.name)), ' to everything else you do');
932
+ const holding = self ? '' : '; you hold it up';
920
933
  const effectLine = spellKey === 'invisibility'
921
- ? ` The light slides around ${self ? 'you' : target.name} like water around a stone -- +3 dice on sneak contests while sustained, ${burden}. Loud acts still announce ${self ? 'you' : 'them'}.`
922
- : ` ${self ? 'Your' : `${target.name}'s`} nerves run HOT -- +2 initiative while sustained, ${burden}.`;
934
+ ? ` The light slides around ${self ? 'you' : target.name} like water around a stone -- +3 dice on sneak contests while sustained${holding}, ${burden}. Loud acts still announce ${self ? 'you' : 'them'}.`
935
+ : ` ${self ? 'Your' : `${target.name}'s`} nerves run HOT -- +2 initiative while sustained${holding}, ${burden}.`;
923
936
  const lines = [
924
937
  `${this.actor.name} casts ${label} at Force ${force}${self ? '' : ` on ${target.name}`}, ${this.castingLabel()}:`,
925
938
  effectLine,
@@ -5,14 +5,18 @@ import { agentRatingFromName } from '../utilities/programs.js';
5
5
  import { resonanceAction } from '../resonance-actions.js';
6
6
  import { FIREARM_SKILLS } from '../models/player.js';
7
7
  import { ownedDrones, droneListLines } from '../utilities/owned-drones.js';
8
+ import { droneLaunchAction, droneLaunchLine, droneRecallLine, droneWreckFragment } from '../utilities/drone-prose.js';
8
9
  /**
9
10
  * The rigger's autonomous frames (SR5e p.269-271): "deploy <drone>" puts
10
11
  * a carried frame in the air under its own DOG-BRAIN -- no control rig
11
- * needed, Pilot (2 + quality) standing in for every attribute it lacks.
12
- * It follows you, watches, and (armed frames only) shoots what threatens
13
- * you; damage lands on the HULL and a wreck is a wreck (rest to repair).
14
- * "recall" folds it back to your hand, and "jump" (jump.ts) seizes the
15
- * stick from the dog-brain wherever the frame flies.
12
+ * needed, Pilot (the row's, else 2 + quality: Item.pilotRating) standing
13
+ * in for every attribute it lacks. It follows you, watches, and (armed
14
+ * frames only) shoots what threatens you; damage lands on the HULL and a
15
+ * wreck is a wreck (rest to repair). "recall" folds it back to your
16
+ * hand, and "jump" (jump.ts) seizes the stick from the dog-brain
17
+ * wherever the frame flies. Every word about the frame moving comes
18
+ * from utilities/drone-prose.ts, classed by how it actually moves: a
19
+ * Steel Lynx rolls, a Fly-Spy whines up off your palm.
16
20
  */
17
21
  export class DeployCommand extends Command {
18
22
  static verb = 'deploy';
@@ -45,23 +49,27 @@ export class DeployCommand extends Command {
45
49
  if (!drone)
46
50
  return [`Which frame? ("deploy <name>")`, ...droneListLines(owned)].join('\n');
47
51
  if (drone.isWrecked)
48
- return `The ${drone.name} is a wreck -- it deploys nowhere until you rest and true the rotors.`;
52
+ return `The ${drone.name} is a wreck -- ${droneWreckFragment(drone)} -- it deploys nowhere until you rest and rebuild it.`;
49
53
  if (game.companions.some(c => c.boundDevice === drone)) {
50
54
  return `The ${drone.name} is already in the air.`;
51
55
  }
52
56
  const shell = game.deployDroneShell(drone, actor.currentLocation);
53
57
  if (!shell)
54
58
  return `The autopilot stutters -- something already answers to that designation here.`;
55
- const fromGarage = owned.find(d => d.item === drone)?.where === 'garage';
56
- actor.performAction('deploys', fromGarage ? `${drone.name} -- rolling out of the garage under its own power` : `${drone.name} -- rotors spinning up to a hover`);
59
+ const from = owned.find(d => d.item === drone)?.where === 'garage' ? 'garage' : 'hand';
60
+ actor.performAction('deploys', `${drone.name} -- ${droneLaunchAction(drone, from)}`);
57
61
  this.logger.write(`DeployCommand: ${actor.name} deployed ${drone.name} on autopilot.`);
58
62
  this.scene.updateStatus();
59
63
  // ANY firearm skill, not one of them. A drone's mount is a gun; after
60
64
  // the split there is no single `firearms` rating to ask for, and
61
65
  // picking one would call a shell with a shotgun rating unarmed.
62
66
  const armed = FIREARM_SKILLS.some(k => shell.skillRating(k) > 0);
67
+ // The Pilot printed is the Pilot the shell RUNS ON (deployDroneShell
68
+ // reads Item.pilotRating, the catalog row's): this line used to
69
+ // inline the price-tier fallback and disagreed with the HUD for
70
+ // every catalog frame.
63
71
  return [
64
- `The ${drone.name} lifts off your hand and settles into a watchful hover -- dog-brain running, Pilot ${2 + drone.qualityBonus}.`,
72
+ `${droneLaunchLine(drone, from)} -- dog-brain running, Pilot ${drone.pilotRating}.`,
65
73
  ` It follows where you walk${armed ? ` and its mount tracks what threatens you` : ` -- cameras only; it will not fight`}. Hull ${drone.droneSummary()}.${hint(` ("order ${drone.name.toLowerCase()} ..." to direct it, "recall" to bring it home, "jump" to take the stick yourself, wherever it flies.)`)}`,
66
74
  ].join('\n');
67
75
  }
@@ -159,7 +167,7 @@ export class RecallCommand extends Command {
159
167
  game.dismissCompanion(entry, 'recalled');
160
168
  this.actor.performAction('recalls', name);
161
169
  this.scene.updateStatus();
162
- return `The ${name} banks once and settles back onto your hand, rotors folding.${entry.boundDevice && entry.boundDevice.droneDamage > 0 ? ` The airframe carries its dents (${entry.boundDevice.droneSummary()})${hint(' -- rest repairs it')}.` : ''}`;
170
+ return entry.boundDevice ? droneRecallLine(entry.boundDevice) : `The ${name} comes back to hand.`;
163
171
  }
164
172
  /**
165
173
  * CALL/DISMISS SPRITE (SR5 p.250, Simple Action), on this verb rather
@@ -2,6 +2,7 @@ import { Command } from './command.js';
2
2
  import { Door } from '../models/door.js';
3
3
  import { rollPool, formatRoll } from '../utilities/dice.js';
4
4
  import { ownedDrones } from '../utilities/owned-drones.js';
5
+ import { droneReconLaunchLine, droneReconNowhereLine, droneReconReturnLine, droneSlipsVents } from '../utilities/drone-prose.js';
5
6
  /**
6
7
  * The rigger's mechanic: launch a carried surveillance drone for a live
7
8
  * sweep of every room adjacent to this one -- who's there, what's locked,
@@ -32,7 +33,7 @@ export class DroneCommand extends Command {
32
33
  const room = actor.currentLocation;
33
34
  const exits = Array.from(room.exits.entries());
34
35
  if (exits.length === 0) {
35
- return `The ${drone.name} lifts, circles once -- nowhere to go from here.`;
36
+ return droneReconNowhereLine(drone);
36
37
  }
37
38
  actor.performAction('launches a drone', drone.name);
38
39
  this.logger.write(`${actor.name} launched ${drone.name} from ${room.name}.`);
@@ -43,18 +44,26 @@ export class DroneCommand extends Command {
43
44
  const roll = rollPool(Math.max(1, actor.reaction + (piloting > 0 ? piloting : -1) + actor.bonus('piloting') + actor.woundModifier - actor.sustainingPenalty));
44
45
  if (roll.hits === 0) {
45
46
  return [
46
- `The ${drone.name} whirs off your palm -- Piloting: ${formatRoll(roll)}`,
47
+ droneReconLaunchLine(drone, formatRoll(roll), false),
47
48
  ` It clips a railing, spins, and the feed dissolves into static. It limps home with nothing.`,
48
49
  ].join('\n');
49
50
  }
50
- const lines = [`The ${drone.name} whirs off your palm and threads the gaps -- Piloting: ${formatRoll(roll)}. Feed incoming:`];
51
+ const lines = [droneReconLaunchLine(drone, formatRoll(roll), true)];
51
52
  for (const [direction, exit] of exits) {
52
53
  let target;
53
54
  let lockNote = '';
54
55
  if (exit instanceof Door) {
55
56
  target = exit.getOtherSide(room);
56
- if (exit.checkIfLocked())
57
+ if (exit.checkIfLocked()) {
58
+ // Only a palm-sized flier slips a vent (drone-prose.ts): a
59
+ // locked door stops a Roto-Drone or a Steel Lynx like anyone,
60
+ // and the sweep says so instead of reading through it.
61
+ if (!droneSlipsVents(drone)) {
62
+ lines.push(` • ${direction}: ${target?.name ?? '?'} [door LOCKED -- no way through for a ${drone.name}]`);
63
+ continue;
64
+ }
57
65
  lockNote = ' [door LOCKED -- it slipped a vent]';
66
+ }
58
67
  }
59
68
  else if (typeof exit === 'string') {
60
69
  target = this.rooms?.[exit];
@@ -68,7 +77,7 @@ export class DroneCommand extends Command {
68
77
  const node = target.hasNode ? ' -- a Matrix host node hums here' : '';
69
78
  lines.push(` • ${direction}: ${target.name}${lockNote} -- ${who}${node}`);
70
79
  }
71
- lines.push(`The ${drone.name} loops home and folds back into your kit.`);
80
+ lines.push(droneReconReturnLine(drone));
72
81
  return lines.join('\n');
73
82
  }
74
83
  }
@@ -16,6 +16,12 @@ import { meetLocationFor } from '../utilities/meet-location.js';
16
16
  * with AI off it resolves immediately and the click is instant).
17
17
  */
18
18
  class JobOfferCommand extends Command {
19
+ // THE JOB IS THE PLAYER'S TO TAKE OR REFUSE (rigger pass 2026-09-06).
20
+ // Both verbs mutate this.game -- the player's run -- not the actor,
21
+ // so a companion shell ordered to "accept" would lock in the player's
22
+ // job. Declared once here: statics inherit, and Command.isHumanOnly()
23
+ // reads it off the subclass constructor (command-registry.ts).
24
+ static humanOnly = true;
19
25
  /** Bare "accept"/"decline" with NO job on the table but a PARTY
20
26
  * INVITE waiting obviously means the invite (real session typed
21
27
  * "accept" first and got the job-offer refusal) -- route it to the
@@ -3,6 +3,14 @@ import { hint } from '../utilities/hints.js';
3
3
  import { optionMark } from '../utilities/log-style.js';
4
4
  export class JobsCommand extends Command {
5
5
  static verb = 'jobs';
6
+ // THE JOB IS THE PLAYER'S TO TAKE (rigger pass 2026-09-06: "can a
7
+ // deployed drone take a job on its own? I don't think it should").
8
+ // "jobs take" acts on this.game -- the player's run -- not on the
9
+ // actor, so an ordered or AI-driven companion shell running it would
10
+ // put a job on the player's table. Latent until now only because NPC
11
+ // command contexts carry no `game`; now a rule, enforced and logged
12
+ // at command-registry.ts.
13
+ static humanOnly = true;
6
14
  static description = 'The job board: what\'s on offer, CREW vs LOCAL. "jobs take <n>" puts one on the table, "jobs dismiss <n>" scraps it.';
7
15
  async execute(args = []) {
8
16
  const game = this.game;
@@ -3,6 +3,7 @@ import { hint } from '../utilities/hints.js';
3
3
  import { enterDrone, leaveDrone } from '../utilities/planes.js';
4
4
  import { fuzzyPickName } from '../utilities/fuzzy-match.js';
5
5
  import { ownedDrones, droneListLines } from '../utilities/owned-drones.js';
6
+ import { droneWreckFragment } from '../utilities/drone-prose.js';
6
7
  /**
7
8
  * Jumped-in rigging (SR5e p.266): "jump" pours the rigger into a carried
8
9
  * drone -- full VR through an IMPLANTED CONTROL RIG (the book's hard
@@ -15,7 +16,7 @@ import { ownedDrones, droneListLines } from '../utilities/owned-drones.js';
15
16
  */
16
17
  export class JumpCommand extends Command {
17
18
  static verb = 'jump';
18
- static description = 'Jump INTO a drone (control rig required): fly it, see through it, fight with its mount. A deployed frame is seized wherever it flies. "jump hot" for hot-sim; "jump" again returns to your body.';
19
+ static description = 'Jump INTO a drone (control rig required): fly it, see through it, fight with its mount. A deployed frame is seized wherever it flies. "jump hot" for hot-sim; "jump" again returns to your body and leaves the frame out on its dog-brain where you left it ("recall" brings it home).';
19
20
  async execute(args = []) {
20
21
  const actor = this.actor;
21
22
  // Already riding: this is the jump OUT.
@@ -58,7 +59,7 @@ export class JumpCommand extends Command {
58
59
  return [`Which airframe? ("jump <name>", add "hot" for hot-sim)`, ...droneListLines(owned)].join('\n');
59
60
  }
60
61
  if (drone.isWrecked) {
61
- return `The ${drone.name} is a wreck -- bent rotors and dead boards jump nowhere. It repairs while you rest somewhere safe.`;
62
+ return `The ${drone.name} is a wreck -- ${droneWreckFragment(drone)} -- and a wreck jumps nowhere. It repairs while you rest somewhere safe.`;
62
63
  }
63
64
  // Jumping into a DEPLOYED frame seizes it WHEREVER it flies (player
64
65
  // request -- jumping in rides the link, not your hands): the
@@ -66,15 +67,25 @@ export class JumpCommand extends Command {
66
67
  // position, not your body's. Only a frame mid-exchange refuses --
67
68
  // combat holds live references to the shell.
68
69
  let seizedRoom;
70
+ let seizedSpot;
71
+ let seizedCell;
69
72
  const flying = this.game?.companions.find(c => c.boundDevice === drone);
70
73
  if (flying) {
71
74
  if (flying.npc.inExchange) {
72
75
  return `The ${drone.name} is fighting for its life -- the link can't seize a bucking frame mid-exchange. Let it settle first.`;
73
76
  }
77
+ // The frame's CELL comes with its room (rigger pass 2026-09-06):
78
+ // seizing used to carry the room and drop the cell, so the rigger
79
+ // snapped into the frame's room at their body's cell -- across the
80
+ // room from where the frame actually hovered.
74
81
  seizedRoom = flying.npc.currentLocation;
82
+ seizedSpot = flying.npc.atSpot;
83
+ seizedCell = flying.npc.atCell;
75
84
  this.game.dismissCompanion(flying, 'jumped into -- dog-brain yields the stick');
76
85
  }
77
86
  this.logger.write(`JumpCommand: ${actor.name} jumping into ${drone.name} (${mode}-sim)${seizedRoom ? ` -- seizing the deployed frame in ${seizedRoom.name}` : ''}.`);
87
+ // enterDrone FIRST: it sets the body's spot and cell aside from the
88
+ // actor's current values, which must still be the body's.
78
89
  const lines = enterDrone(this.scene, actor, drone, mode);
79
90
  if (seizedRoom && seizedRoom !== actor.currentLocation) {
80
91
  actor.currentLocation = seizedRoom;
@@ -83,6 +94,10 @@ export class JumpCommand extends Command {
83
94
  else if (flying) {
84
95
  lines.push(`The dog-brain stands down -- the stick is yours.`);
85
96
  }
97
+ if (flying) {
98
+ actor.atSpot = seizedSpot;
99
+ actor.atCell = seizedCell;
100
+ }
86
101
  this.scene.updateStatus();
87
102
  return lines.join('\n');
88
103
  }
@@ -2,6 +2,7 @@ import { Command } from './command.js';
2
2
  import { hint } from '../utilities/hints.js';
3
3
  import { fuzzyPickName, significantWords, normalizeLoose, wordsAreCloseEnough } from '../utilities/fuzzy-match.js';
4
4
  import { AI } from '../../../../tools/ai/ai.class.js';
5
+ import { DRONE_COLOUR, DRONE_ICON, droneRecallLine } from '../utilities/drone-prose.js';
5
6
  /**
6
7
  * What "you have nobody" says, one phrase per COMPANION KIND.
7
8
  *
@@ -93,7 +94,7 @@ export class OrderCommand extends Command {
93
94
  const cmd = commandWords.join(' ');
94
95
  // The feed wears its plane's colors (player request: what the
95
96
  // companion SEES should read as coming through its senses) -- the
96
- // same visual language the HUD already speaks: yellow ✈ for a
97
+ // same visual language the HUD already speaks: amber ✈ for a
97
98
  // drone's sensor feed, magenta ✧ for a spirit's otherworldly report,
98
99
  // cyan ▣ for an agent on the grid.
99
100
  const feed = OrderCommand.FEED[entry.kind] ?? OrderCommand.FEED.ally;
@@ -137,7 +138,10 @@ export class OrderCommand extends Command {
137
138
  const foldLine = entry.kind === 'spirit'
138
139
  ? `${feed.icon} You speak the release. The spirit inclines its head -- the bargain closes${(entry.services ?? 0) > 0 ? `, ${entry.services} unspent service${entry.services === 1 ? '' : 's'} forfeit` : ''} -- and it thins back to its own plane.`
139
140
  : entry.kind === 'drone'
140
- ? `${feed.icon} The ${entry.boundDevice?.name ?? entry.npc.name} banks once and settles back onto your hand, rotors folding.${entry.boundDevice && entry.boundDevice.droneDamage > 0 ? ` The airframe carries its dents (${entry.boundDevice.droneSummary()})${hint(' -- rest repairs it')}.` : ''}`
141
+ // The same words "recall" speaks (drone-prose.ts), classed by
142
+ // how the frame moves -- this line used to be a verbatim copy
143
+ // of companions.ts's, and both said rotors to a Steel Lynx.
144
+ ? `${feed.icon} ${entry.boundDevice ? droneRecallLine(entry.boundDevice) : `The ${entry.npc.name} comes back to hand.`}`
141
145
  : this.actor.plane === 'matrix'
142
146
  ? `${feed.icon} Your agent's icon collapses back into your persona -- folded into the deck.`
143
147
  : `${feed.icon} The deck spins its agent down -- the DECK IN AR light dies as the icon folds home.`;
@@ -211,7 +215,9 @@ export class OrderCommand extends Command {
211
215
  // kind fails the build here.
212
216
  static FEED = {
213
217
  spirit: { color: 'magenta', icon: '✧' },
214
- drone: { color: 'yellow', icon: '✈' },
218
+ // The rigger's amber (drone-prose.ts): the same constant the HUD
219
+ // and the room map paint with.
220
+ drone: { color: DRONE_COLOUR, icon: DRONE_ICON },
215
221
  agent: { color: 'cyan', icon: '▣' },
216
222
  // A sprite is a Matrix construct and reads cyan like the agent.
217
223
  // Without a row of its own it fell through to `ally` and rendered
@@ -173,7 +173,7 @@ export class SheetCommand extends Command {
173
173
  ...(a.initiationGrade > 0 ? [row(a.isTechnomancer() ? 'Submersion' : 'Initiation', `grade ${a.initiationGrade} -- ${catalogMetamagics().filter(m => a.hasMetamagic(m.key)).map(m => m.name).join(', ')}`)] : []),
174
174
  ...(a.lockedFatigue > 0 ? [row('Fatigue', `${a.lockedFatigue} stun LOCKED until the need is met`)] : []),
175
175
  ...(a.woundModifier < 0 ? [row('Wounds', `${a.woundModifier} dice on everything`)] : []),
176
- ...(a.sustainedArmor > 0 ? [row('Sustained', `armor +${a.sustainedArmor} soak (${sustainBurden(a.sustainedLedger().find(w => w.key === 'armor'))})`)] : []),
176
+ ...(a.sustainedArmor > 0 ? [row('Sustained', `armor +${a.sustainedArmor} soak (${a.wornSpellCaster('armor') ? `held by ${a.wornSpellCaster('armor').name}` : sustainBurden(a.sustainedLedger().find(w => w.key === 'armor' && w.bearer === undefined))})`)] : []),
177
177
  ];
178
178
  return lines.join('\n');
179
179
  }
@@ -70,14 +70,25 @@ export class SpellsCommand extends Command {
70
70
  // The cost per working is the engine's (Player.sustainedLedger): a
71
71
  // Focused Concentration holder reads "no penalty" here, not a
72
72
  // restated -2.
73
+ // The CASTER pays (p.282): a spell somebody else holds on you shows
74
+ // as worn, with the holder named; what you hold on others is listed
75
+ // after, with its bearer.
73
76
  const ledger = actor.sustainedLedger();
74
- const burden = (key) => sustainBurden(ledger.find(w => w.key === key), ' to everything else');
77
+ const burden = (key) => {
78
+ const holder = actor.wornSpellCaster(key);
79
+ return holder ? `held by ${holder.name} -- their burden` : sustainBurden(ledger.find(w => w.key === key && w.bearer === undefined), ' to everything else');
80
+ };
75
81
  if (actor.sustainedArmor > 0) {
76
82
  lines.push(`Sustained: armor spell, +${actor.sustainedArmor} soak (${burden('armor')}).${hint(' Cast armor again to release.')}`);
77
83
  }
78
84
  if (actor.sustainedInvisibility) {
79
85
  lines.push(`Sustained: invisibility, +3 on sneak contests (${burden('invisibility')}).${hint(' Cast invisibility again to release.')}`);
80
86
  }
87
+ for (const w of ledger) {
88
+ if (w.bearer === undefined)
89
+ continue;
90
+ lines.push(`Sustaining on ${w.bearer}: ${w.key === 'reflexes' ? 'increase reflexes' : w.key} (${sustainBurden(w, ' to everything else')}).${hint(` Cast ${w.key} on ${w.bearer} again to release.`)}`);
91
+ }
81
92
  if (actor.sustainedBarrier) {
82
93
  lines.push(`Sustained: force barrier sealing ${actor.sustainedBarrier.direction} in ${actor.sustainedBarrier.roomName}, Force ${actor.sustainedBarrier.force} (${burden('barrier')}).${hint(' Cast barrier again to release.')}`);
83
94
  }
@@ -321,5 +321,20 @@
321
321
  // blocks and is blocked like anyone, and the rigger's body keeps its own
322
322
  // spot for jump-out. Two tables on different versions disagree about
323
323
  // where a drone stands.
324
- export const ENGINE_VERSION = '1.35.0';
324
+ // 1.36.0 (2026-09-06): JUMP-OUT LEAVES THE FRAME DEPLOYED. COMMAND SEMANTICS
325
+ // in shared scenes: "jump" (out) no longer autopilots the frame home -- it
326
+ // re-shells on its dog-brain where it was (SR5 p.266/p.268-269: the drone
327
+ // reverts to Pilot on jump-out; nothing flies it back), at the frame's
328
+ // cell, whether it was deployed first or jumped from the hand; "recall"
329
+ // brings it home. A WRECKED frame (forced dump) does not re-shell.
330
+ // Jumping into a deployed frame now lands you at the frame's cell, not
331
+ // your body's. The room map draws a jumped-in rigger as an amber ✈ at the
332
+ // frame and the slumped body as 👤; drone feed/HUD lines are amber
333
+ // (#ffbf00). "jobs", "accept", "decline" and "call taxi" refuse a
334
+ // non-human actor. Deploy reports the frame's real Pilot; very-large
335
+ // frames get their cargo cap; a frame you cannot carry follows the cab
336
+ // under its own power; a locked door stops every frame but a palm-flier
337
+ // on the recon sweep. Two tables on different versions disagree about
338
+ // where a frame is after a jump-out.
339
+ export const ENGINE_VERSION = '1.36.0';
325
340
  //# sourceMappingURL=engine-version.js.map
@@ -182,6 +182,7 @@ import { CALL_ICON, CALL_COLOR, END_CALL_SENTINEL } from './utilities/comm-style
182
182
  import { AI } from '../../../tools/ai/ai.class.js';
183
183
  import { BULLET } from './utilities/log-style.js';
184
184
  import { spotOf, resolveSpot } from './utilities/spots.js';
185
+ import { DRONE_COLOUR, DRONE_ICON, droneFoldForTravelLine, droneUnfoldAtCurbLine } from './utilities/drone-prose.js';
185
186
  export default class Game {
186
187
  initialized;
187
188
  static instance;
@@ -1413,13 +1414,18 @@ export default class Game {
1413
1414
  }
1414
1415
  /**
1415
1416
  * The autonomous-drone shell, shared by the deploy command and
1416
- * arrival re-shelling: the frame's dog-brain (Pilot = 2 + quality)
1417
- * stands in for every attribute it lacks (RAW p.269-271).
1417
+ * arrival re-shelling: the frame's dog-brain (Pilot: the row's, else
1418
+ * 2 + quality -- Item.pilotRating) stands in for every attribute it
1419
+ * lacks (RAW p.269-271).
1418
1420
  */
1419
1421
  // Cargo sling by frame class (player request: capacity enforced -- a
1420
- // palm-sized Fly-Spy is not a mule). Keyed by the frame Item's size.
1422
+ // palm-sized Fly-Spy is not a mule). Keyed by the frame Item's size --
1423
+ // the enum VALUE, and by the enum itself so a size the table forgets
1424
+ // fails the build: this was a string map keyed `huge`, which is not a
1425
+ // Size, while `'very large'` was missing, so every VeryLarge frame
1426
+ // (a 400 kg Kodiak) fell to the 2 kg default -- less than a Medium.
1421
1427
  static DRONE_CARGO_KG = {
1422
- tiny: 0.5, small: 2, medium: 8, large: 20, huge: 40,
1428
+ [Size.Tiny]: 0.5, [Size.Small]: 2, [Size.Medium]: 8, [Size.Large]: 20, [Size.VeryLarge]: 40,
1423
1429
  };
1424
1430
  deployDroneShell(item, room) {
1425
1431
  // The drone's own Pilot, Body and mount (catalog v13 vehicle block; the
@@ -1436,7 +1442,7 @@ export default class Game {
1436
1442
  // Take-command weight checks (Player.addInventory) enforce this cap
1437
1443
  // for the shell exactly as they do for a runner.
1438
1444
  if (shell)
1439
- shell.maxCarryingWeight = Game.DRONE_CARGO_KG[String(item.size)] ?? 2;
1445
+ shell.maxCarryingWeight = Game.DRONE_CARGO_KG[item.size] ?? 2;
1440
1446
  return shell;
1441
1447
  }
1442
1448
  /** Drops a companion's shell and its roster entry. */
@@ -1622,7 +1628,12 @@ export default class Game {
1622
1628
  }
1623
1629
  }
1624
1630
  else if (entry.kind === 'drone') {
1625
- lines.push(`The ${entry.boundDevice?.name ?? 'drone'} autopilots home to your hand for the ride.`);
1631
+ // A frame you can carry rides with you; one you cannot (a 120 kg
1632
+ // Steel Lynx, a 400 kg Kodiak) follows the cab on its own
1633
+ // dog-brain and meets you at the curb (user ruling 2026-09-06;
1634
+ // SR5 p.269 the Pilot drives). Same stash either way -- the
1635
+ // shell re-lands at the arrival room -- only the words differ.
1636
+ lines.push(entry.boundDevice ? droneFoldForTravelLine(entry.boundDevice) : `The drone folds for the ride.`);
1626
1637
  if (entry.boundDevice)
1627
1638
  this._pendingRedeploys.push(entry.boundDevice);
1628
1639
  }
@@ -1644,7 +1655,7 @@ export default class Game {
1644
1655
  continue;
1645
1656
  const shell = this.deployDroneShell(item, this.player.currentLocation);
1646
1657
  if (shell)
1647
- lines.push(`The ${item.name}'s rotors spin back up at the curb.`);
1658
+ lines.push(droneUnfoldAtCurbLine(item));
1648
1659
  }
1649
1660
  // EVERY registered sprite re-shells from the PAN (register.ts).
1650
1661
  // splice(0) drains the stash exactly once, the way the drone loop
@@ -3609,6 +3620,10 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
3609
3620
  endPersona(this.player);
3610
3621
  this.player.astralTicks = 0;
3611
3622
  this.player.activeDeck = undefined;
3623
+ // A frame ridden into the cab is an Item in the pack again, not a
3624
+ // companion (foldCompanionsForTravel ran first and never saw it), so
3625
+ // unlike planes.leaveDrone this path re-shells nothing: the curb
3626
+ // loop only re-lands what was folded.
3612
3627
  this.player.riggedDrone = undefined;
3613
3628
  this.player.astralPerceiving = false;
3614
3629
  this.player.sneaking = false;
@@ -5281,9 +5296,16 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
5281
5296
  // literal -2 until 2026-09-06, while sustainingPenalty was already
5282
5297
  // waiving a Focused Concentration holder's spell -- the HUD told the
5283
5298
  // player they were paying for what the pools were not charging.
5299
+ //
5300
+ // THE CASTER PAYS (p.282, 2026-09-06). A spell somebody else holds
5301
+ // on this character is on their sheet as WORN -- soak and all --
5302
+ // with the holder named and no cost; what this character holds on
5303
+ // others rides the ledger below with its bearer named.
5284
5304
  const ledger = player.sustainedLedger();
5305
+ const heldBy = (key) => player.wornSpellCaster(key)?.name;
5285
5306
  if (player.sustainedArmor > 0) {
5286
- lines.push(`{magenta-fg}Sustained: armor +${player.sustainedArmor} soak (${sustainBurden(ledger.find(w => w.key === 'armor'), ' to everything else')}){/magenta-fg}`);
5307
+ const holder = heldBy('armor');
5308
+ lines.push(`{magenta-fg}Sustained: armor +${player.sustainedArmor} soak (${holder ? `held by ${holder} -- their burden` : sustainBurden(ledger.find(w => w.key === 'armor' && w.bearer === undefined), ' to everything else')}){/magenta-fg}`);
5287
5309
  }
5288
5310
  // THE MAGE'S HALF OF THE SAME QUESTION (TNf9WrZGxCmCzqA4L, scope
5289
5311
  // completed by ruling).
@@ -5309,10 +5331,11 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
5309
5331
  // Naming it belongs with the condition monitors if it belongs
5310
5332
  // anywhere; that is a separate call and not this item's.
5311
5333
  const heldSpells = [];
5334
+ const worn = (label, key) => heldSpells.push(heldBy(key) ? `${label} (held by ${heldBy(key)})` : label);
5312
5335
  if (player.sustainedInvisibility)
5313
- heldSpells.push('invisibility');
5336
+ worn('invisibility', 'invisibility');
5314
5337
  if (player.sustainedReflexes)
5315
- heldSpells.push('increased reflexes');
5338
+ worn('increased reflexes', 'reflexes');
5316
5339
  // The barriers say WHERE, because a wall you forgot you put up is
5317
5340
  // the one that strands the team -- and both of them seal an exit
5318
5341
  // that the caster cannot pass either.
@@ -5322,8 +5345,14 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
5322
5345
  if (player.sustainedManaBarrier) {
5323
5346
  heldSpells.push(`mana barrier (${player.sustainedManaBarrier.roomName} ${player.sustainedManaBarrier.direction})`);
5324
5347
  }
5348
+ // What this character holds on OTHERS -- the caster's burden, named
5349
+ // by bearer so the mage knows whose armor is costing them two dice.
5350
+ for (const w of ledger) {
5351
+ if (w.bearer !== undefined)
5352
+ heldSpells.push(`${w.key === 'reflexes' ? 'increased reflexes' : w.key} on ${w.bearer}`);
5353
+ }
5325
5354
  if (heldSpells.length > 0) {
5326
- const these = ledger.filter(w => w.kind === 'spell' && w.key !== 'armor');
5355
+ const these = ledger.filter(w => w.kind === 'spell' && !(w.key === 'armor' && w.bearer === undefined));
5327
5356
  lines.push(`{magenta-fg}✴ Sustained: ${heldSpells.join(', ')} (${sustainTotal(these)}){/magenta-fg}`);
5328
5357
  }
5329
5358
  // ACTIVE THREADS, WITHOUT ASKING (TNf9WrZGxCmCzqA4L: "instead of
@@ -5429,7 +5458,9 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
5429
5458
  const drone = player.riggedDrone;
5430
5459
  const hull = drone ? ` Hull ${drone.droneSummary()}` : '';
5431
5460
  const mount = player.droneArmed ? ' ⌖ armed' : ' (recon -- no mounts)';
5432
- lines.push(`{yellow-fg}✈ JUMPED IN: ${drone?.name ?? 'drone'} ${(player.simMode ?? 'cold').toUpperCase()}-SIM${mount}${hull} -- body at ${player.bodyRoom?.name ?? '???'}{/yellow-fg}`);
5461
+ // Amber, the rigger's colour (drone-prose.ts): the same hex the
5462
+ // room map paints the jumped-in icon with.
5463
+ lines.push(`{${DRONE_COLOUR}-fg}${DRONE_ICON} JUMPED IN: ${drone?.name ?? 'drone'} ${(player.simMode ?? 'cold').toUpperCase()}-SIM${mount}${hull} -- body at ${player.bodyRoom?.name ?? '???'}{/${DRONE_COLOUR}-fg}`);
5433
5464
  }
5434
5465
  return lines;
5435
5466
  }
@@ -10,6 +10,7 @@ import { spotsActive, spotOf, describeSpotRoster, spotDistanceMeters, spotCoverB
10
10
  import { classifyWeapon, rangePenalty, rangeBracketName } from '../utilities/range.js';
11
11
  import { priceOf } from '../utilities/commerce.js';
12
12
  import { catalogGear, ROLE_DOMAINS } from '../utilities/catalog.js';
13
+ import { DRONE_COLOUR, DRONE_ICON } from '../utilities/drone-prose.js';
13
14
  /**
14
15
  * BARRIERS AT YOUR POST (a real session: a beaten sentry announced he
15
16
  * was "unlocking" a spell-sealed hatch he could never open -- his AI had
@@ -703,7 +704,9 @@ export class NPC extends Player {
703
704
  // HUD and order.ts speak.
704
705
  static LINK_STYLE = {
705
706
  spirit: { color: 'magenta', icon: '✧' },
706
- drone: { color: 'yellow', icon: '✈' },
707
+ // The rigger's amber (drone-prose.ts): one constant for the feed,
708
+ // the HUD and the room map, so "amber" means one thing everywhere.
709
+ drone: { color: DRONE_COLOUR, icon: DRONE_ICON },
707
710
  agent: { color: 'cyan', icon: '▣' },
708
711
  // A sprite is a Matrix construct and relays cyan like the agent.
709
712
  // With no arm of its own it fell through to `ally` and a sprite
@@ -824,8 +827,8 @@ Available in-game commands (use with [COMMAND] prefix):
824
827
  "manabolt" (combat damage resisted by body, not armor), "heal [on <ally>]" (heal
825
828
  physical wounds -- your own by default, or an ally's in your room; healing a
826
829
  wounded ally is a strong support move), "armor [on <ally>]" (sustained protection
827
- on yourself or an ally; its bearer gets +soak at -2 dice to all else; cast at them
828
- again to release). EVERY cast costs drain -- stun damage to YOU the caster; fill
830
+ on yourself or an ally; its bearer gets +soak, and YOU carry -2 dice to all else
831
+ while you hold it; cast at them again to release). EVERY cast costs drain -- stun damage to YOU the caster; fill
829
832
  your stun track and you're out cold. Never cast if you're mundane with no magic gear.
830
833
  - cast — bare "cast" attempts to magically bypass the ward/barrier in this room
831
834
  without knowing the answer (requires the same talent or gear; failing burns the