@maka/maka-cli 5.135.0 → 5.137.0

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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/bluff.js +5 -0
  3. package/bundle/typescript/src/commands/game/sideQuest/commands/move.js +4 -1
  4. package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.js +5 -0
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/stance.js +16 -15
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/surrender.js +4 -3
  7. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +16 -1
  8. package/bundle/typescript/src/commands/game/sideQuest/game.js +36 -18
  9. package/bundle/typescript/src/commands/game/sideQuest/headless-harness.js +1 -1
  10. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +29 -1
  11. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +17 -13
  12. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js +14 -6
  13. package/bundle/typescript/src/commands/game/sideQuest/ui.js +9 -12
  14. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js +2 -2
  15. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-turn.js +4 -1
  16. package/bundle/typescript/src/commands/game/sideQuest/utilities/ephemeral.js +20 -5
  17. package/bundle/typescript/src/commands/game/sideQuest/utilities/hostile-contact.js +104 -0
  18. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js +6 -1
  19. package/bundle/typescript/src/commands/game/sideQuest/utilities/street-gang.js +16 -7
  20. package/package.json +1 -1
  21. package/bundle/typescript/src/commands/game/sideQuest/utilities/auto-fight.js +0 -240
@@ -1,6 +1,6 @@
1
1
  {
2
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  "name": "@maka/maka-cli",
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- "version": "5.135.0",
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+ "version": "5.137.0",
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  "type": "module",
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  "summary": "A command line tool for scaffolding Meteor 3.x applications using either React.",
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  "description": "A command line tool for scaffolding Meteor 3.x applications using React.",
@@ -1,3 +1,4 @@
1
+ import { standDown } from '../utilities/hostile-contact.js';
1
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  import { Command } from './command.js';
2
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  import { hint } from '../utilities/hints.js';
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  import { sameSpot, spotOf, sealedRouteTo } from '../utilities/spots.js';
@@ -152,7 +153,11 @@ export class BluffCommand extends Command {
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  return `${who.name} lets you finish, then doesn't move. "Nice try."`;
153
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  }
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  // They stand down -- for everyone, deliberately (see Player.guarding).
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+ // Opposition too: "cleared the same way guarding is -- talked round"
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+ // (Player.hostile), which nothing did until 2026-09-07.
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  who.guarding = false;
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+ if (who.hostile)
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+ standDown(who);
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  void Promise.resolve(who.hear(this.actor, `[System note: ${this.actor.name} just talked you round and you're STEPPING ASIDE -- you bought the story. One short line as you move, in your own voice. Don't re-block the way.]`)).catch(() => undefined);
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  return [
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  `${who.name} weighs it, decides you're somebody's problem but not theirs, and steps out of the way.`,
@@ -629,7 +629,10 @@ export class MoveCommand extends Command {
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  // "Away" is wherever the room's empty ground currently IS -- re-seat
630
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  // it on the loneliest reachable cell before measuring the crossing
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  // or committing the move (see spots.ts reseatOpenFloor).
632
- if (spot.name === OPEN_FLOOR)
632
+ // ...except mid-fight: the anchor re-derivation moves every spotless
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+ // body in the room, and during a Combat Turn nothing but the phase
634
+ // actor moves (utilities/ephemeral.ts has the ruling).
635
+ if (spot.name === OPEN_FLOOR && !this.scene.encounterIn?.(room))
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  reseatOpenFloor(room, actor);
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  // The route a body actually walks -- around the furniture and
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  // around other people (spots.ts routeForMove). A crowded floor
@@ -1,3 +1,4 @@
1
+ import { standDown } from '../utilities/hostile-contact.js';
1
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  import { Command } from './command.js';
2
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  import { NPC } from '../models/npc.js';
3
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  import { rollPool, formatRoll } from '../utilities/dice.js';
@@ -93,6 +94,10 @@ export class PersuadeCommand extends Command {
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  // win). A strong win IS that pressure, by name.
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  note = `[System note: ${actor.name}'s pitch genuinely LANDED -- you now actively want to help them this job: share what you know freely, drop any demands to a token gesture, and treat them as a friend. If you guard a secret, a pass, or a way through, you have just been MASTERFULLY PLAYED -- divulging it now is exactly in character.]`;
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  verdict = `Something shifts -- ${target.name} is with you now.`;
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+ // A strong win talks opposition round (Player.hostile: "cleared the
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+ // same way guarding is"): the ladder in hostile-contact.ts stops.
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+ if (target.hostile)
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+ standDown(target);
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  }
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  else if (net >= 1) {
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  note = `[System note: ${actor.name} is persuasive -- you're inclined to cooperate: be more forthcoming and reasonable with them than you'd otherwise be. If you guard a secret or a way through, you're wavering -- a little more pressure or goodwill would tip you.]`;
@@ -1,16 +1,19 @@
1
1
  import { Command } from './command.js';
2
- import { STANCE_CYCLE, STANCE_ALIASES, MATRIX_STANCE_CYCLE, MATRIX_STANCE_ALIASES, MATRIX_STANCE_ACTION } from '../models/player.js';
3
- import { AutoFight } from '../utilities/auto-fight.js';
2
+ import { STANCE_CYCLE, STANCE_ALIASES, STANCE_DESCRIPTION, MATRIX_STANCE_CYCLE, MATRIX_STANCE_ALIASES, MATRIX_STANCE_ACTION } from '../models/player.js';
4
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  import { fuzzyPickName } from '../utilities/fuzzy-match.js';
5
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  /**
6
- * The typed twin of the Tab key: set (or inspect) the fight-or-flight
7
- * autopilot temperature. Tab cycles manual -> guarded -> aggressive in the
8
- * UI; this command jumps straight to one by name, typo-tolerant. The full
9
- * semantics live in utilities/auto-fight.ts.
5
+ * The typed twin of the Tab key: set (or inspect) the stance. On either
6
+ * plane the stance is what your next action DOES -- in the meat, the
7
+ * damage type your blow is meant to deal (lethal / non-lethal, see
8
+ * FightStance in models/player.ts); on the Matrix, which intrusion
9
+ * action a hack is (Brute Force / Hack on the Fly). It never decides
10
+ * whether you act: since the Combat Turn (2026-09-06) every phase is
11
+ * yours to play and "end turn" to commit, and the fight autopilot this
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+ * verb used to set was retired with it (2026-09-07).
10
13
  */
11
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  export class StanceCommand extends Command {
12
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  static verb = 'stance';
13
- static description = 'Set your stance. ON THE MATRIX it picks which intrusion action you use -- attack (Brute Force, p.238) or sleaze (Hack on the Fly, p.240); Tab flips it, and "deck config" still sets the array. IN THE MEAT it sets your fight autopilot. You ALWAYS counter when struck; the stance decides who presses: manual (you type it), non-lethal (auto, Stun where the gear allows, subdues, honors surrender), lethal (auto, to the death). Tab cycles.';
16
+ static description = 'Set your stance -- what your next action does, never whether you take it. ON THE MATRIX it picks the intrusion action: attack (Brute Force, p.238) or sleaze (Hack on the Fly, p.240); "deck config" still sets the array. IN THE MEAT it picks the damage type you mean: lethal (the gear as sold) or non-lethal (Stun wherever the gear allows -- stun rounds when you reload, the flat of the blade at Accuracy 3 per p.186, bare hands; a lethal gun with lethal rounds warns you it stays lethal). Tab flips it.';
14
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  /**
15
18
  * ON THE MATRIX, TAB FLIPS THE INTRUSION ACTION instead of the fight
16
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  * autopilot (mjmcee, uMQAhaAysgaKpWFkn). One verb and one key, two
@@ -40,11 +43,11 @@ export class StanceCommand extends Command {
40
43
  if (onMatrix)
41
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  return this.matrixLines(actor);
42
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  const lines = [
43
- `Stance: ${actor.autoStance.toUpperCase()} -- ${AutoFight.describe(actor.autoStance)}.`,
46
+ `Stance: ${actor.autoStance.toUpperCase()} -- ${STANCE_DESCRIPTION[actor.autoStance]}.`,
44
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  '',
45
- ...STANCE_CYCLE.map(s => ` ${s.padEnd(10)} -- ${AutoFight.describe(s)}`),
48
+ ...STANCE_CYCLE.map(s => ` ${s.padEnd(10)} -- ${STANCE_DESCRIPTION[s]}`),
46
49
  '',
47
- `Set with "stance <name>", or Tab to cycle. Flight is never automated -- running is always your call.`,
50
+ `Set with "stance <name>", or Tab to flip. The stance is what a blow does, not who throws it -- every action is yours to type, and "end turn" commits the phase.`,
48
51
  ];
49
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  return lines.join('\n');
50
53
  }
@@ -72,10 +75,9 @@ export class StanceCommand extends Command {
72
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  const cur = STANCE_CYCLE.indexOf(actor.autoStance);
73
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  const nextStance = STANCE_CYCLE[(cur + 1) % STANCE_CYCLE.length];
74
77
  actor.autoStance = nextStance;
75
- this.game?.autoFight?.cancelPending();
76
78
  this.scene.updateStatus();
77
79
  this.logger.write(`${actor.name} cycled stance to ${nextStance}.`);
78
- return `Stance: ${nextStance.toUpperCase()} -- ${AutoFight.describe(nextStance)}.`;
80
+ return `Stance: ${nextStance.toUpperCase()} -- ${STANCE_DESCRIPTION[nextStance]}.`;
79
81
  }
80
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  // A Matrix route by name, from either plane's vocabulary -- so
81
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  // "stance sleaze" works while jacked in and reads as a typo
@@ -100,13 +102,12 @@ export class StanceCommand extends Command {
100
102
  }
101
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  const stance = picked;
102
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  if (stance === actor.autoStance) {
103
- return `Already ${stance.toUpperCase()} -- ${AutoFight.describe(stance)}.`;
105
+ return `Already ${stance.toUpperCase()} -- ${STANCE_DESCRIPTION[stance]}.`;
104
106
  }
105
107
  actor.autoStance = stance;
106
- this.game?.autoFight?.cancelPending();
107
108
  this.scene.updateStatus();
108
109
  this.logger.write(`${actor.name} set stance to ${stance}.`);
109
- return `Stance: ${stance.toUpperCase()} -- ${AutoFight.describe(stance)}.`;
110
+ return `Stance: ${stance.toUpperCase()} -- ${STANCE_DESCRIPTION[stance]}.`;
110
111
  }
111
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  }
112
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  //# sourceMappingURL=stance.js.map
@@ -3,9 +3,10 @@ import { billAction } from '../utilities/action-cost.js';
3
3
  /**
4
4
  * Throwing your hands up, as a real mechanical act instead of just talk.
5
5
  * The wound-aware AI guidance already nudges a losing NPC toward
6
- * surrender -- this gives that nudge teeth: the flag it sets is what a
7
- * GUARDED auto-fighter honors by holding fire (see utilities/auto-fight.ts;
8
- * an AGGRESSIVE one doesn't have to). Surrendering also breaks the fight:
6
+ * surrender -- this gives that nudge teeth: the flag it sets is what the
7
+ * Combat Turn reads to decide whether anyone is still hostile
8
+ * (CombatEncounter.stillHostile) and what "restrain" holds without a
9
+ * roll (p.195). Surrendering also breaks the fight:
9
10
  * both sides' combat memory clears, so walking away afterwards invites no
10
11
  * parting shot. The flag is revoked the moment the surrendered actor
11
12
  * initiates violence again (CombatExchange.beginExchange).
@@ -369,5 +369,20 @@
369
369
  // grapple, struggle, release, cast, summon, dispel, heal and movement
370
370
  // are refused outside your Action Phase and spend its Free/Simple/
371
371
  // Complex budget. NPC participants act by rule, not by the LLM chain.
372
- export const ENGINE_VERSION = '1.40.0';
372
+ // 1.41.0 (2026-09-07): THE STANCE IS INTENT, NOT AN AUTOPILOT. The fight
373
+ // autopilot (utilities/auto-fight.ts) is gone: a phase you commit with
374
+ // "end turn" is never played for you, in a hosted run or a local one.
375
+ // "stance" / Tab keep the half the rules read -- lethal or non-lethal,
376
+ // the damage type your next blow means (p.186 flat of the blade, stun
377
+ // rounds on reload). SAVE SHAPE: autoStance is lethal | non-lethal;
378
+ // "manual" loads as lethal.
379
+ // 1.42.0 (2026-09-07): HOSTILES OPEN COMBAT, AND NOTHING BUT THE PHASE ACTOR
380
+ // MOVES. Shared-scene semantics: a hostile NPC (gang mob or seeded) opens
381
+ // the Combat Turn itself -- on contact, on a witnessed draw/cast/summon,
382
+ // or when its patience runs out (utilities/hostile-contact.ts; SR5
383
+ // p.34-35, p.49, p.158) -- and a seeded hostile is no longer muted on
384
+ // arrival. During a live encounter the ephemeral governor, open-floor
385
+ // re-seating and doorway yielding are frozen: nobody moves off the
386
+ // player's keystrokes. bluff/persuade wins clear the hostile flag.
387
+ export const ENGINE_VERSION = '1.42.0';
373
388
  //# sourceMappingURL=engine-version.js.map
@@ -31,6 +31,7 @@ import { attachBrandMark, attachBrandMarkBottomRight } from './utilities/brand-m
31
31
  import { logoPanelLines } from './utilities/logo-mark.js';
32
32
  import { bestFakeSin, wandRead, processArrest } from './utilities/sin.js';
33
33
  import { tickEphemerals } from './utilities/ephemeral.js';
34
+ import { hostileContactBeat } from './utilities/hostile-contact.js';
34
35
  import { requestAlarmBeat, newAlarmBeatLatch, ALARM_STIMULUS } from './utilities/alarmed-staff.js';
35
36
  import { renderMapViewport, mapCaption } from './utilities/map-view.js';
36
37
  import { tallestRoomRows } from './utilities/room-grid.js';
@@ -179,7 +180,6 @@ import { TimeCommand } from './commands/time.js';
179
180
  // The HUD's clock -- read in the engine so a shared run reads the
180
181
  // host's wall clock, never each client's own (item B).
181
182
  import { clockTime, worldNow } from './utilities/world-clock.js';
182
- import { AutoFight } from './utilities/auto-fight.js';
183
183
  import { CommandFactory } from './factories/command-factory.js';
184
184
  import { SceneSynthesizer } from './factories/scene-factory.js';
185
185
  import { SceneSeedGenerator, FIXER_NAME, isFixerName } from './factories/scene-seed-generator.js';
@@ -195,9 +195,6 @@ export default class Game {
195
195
  sceneSeed;
196
196
  scene;
197
197
  player;
198
- // The fight autopilot (Tab / "stance" command) -- created once, reads
199
- // live game state at fire time so it survives scene transitions.
200
- autoFight = new AutoFight(this);
201
198
  // Just three surfaces: a full-width log, a HUD strip, and the input box.
202
199
  // The old always-on Inventory/Equipment/Map sidebar boxes became the
203
200
  // on-demand inv/equipment/map commands (see commands/inv.ts et al.) to
@@ -3662,7 +3659,6 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
3662
3659
  this.player.inExchange = false;
3663
3660
  this.player.combatOpponent = undefined;
3664
3661
  this.player.activeCallPartner = undefined;
3665
- this.autoFight.cancelPending();
3666
3662
  }
3667
3663
  /** The panel refresh both errand legs need. */
3668
3664
  /**
@@ -3785,7 +3781,6 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
3785
3781
  this.player.inExchange = false;
3786
3782
  this.player.combatOpponent = undefined;
3787
3783
  this.player.activeCallPartner = undefined;
3788
- this.autoFight.cancelPending();
3789
3784
  this.scene = hub;
3790
3785
  this.scene.addRoom(this._homeRoom);
3791
3786
  this.connectHomeRoom(hub.determineStartRoom());
@@ -4617,7 +4612,6 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
4617
4612
  if (this._presenceEquipTimer)
4618
4613
  clearTimeout(this._presenceEquipTimer);
4619
4614
  this.stopPursuitHeartbeat();
4620
- this.autoFight.cancelPending();
4621
4615
  for (const ko of this.scene?.playerKnockouts.values() ?? []) {
4622
4616
  if (ko.timer)
4623
4617
  clearTimeout(ko.timer);
@@ -5237,14 +5231,15 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
5237
5231
  }
5238
5232
  statusLinesFor(player) {
5239
5233
  const lines = [];
5240
- // Line 1: the fight autopilot mode. The stance lives HERE -- the
5234
+ // Line 1: the stance -- lethal or non-lethal in the meat (the damage
5235
+ // type your next blow means; models/player.ts FightStance), Brute
5236
+ // Force or Hack on the Fly on the Matrix. It lives HERE -- the
5241
5237
  // shortest HUD line -- because appended to the long readiness line it
5242
5238
  // wrapped out of the box on narrower terminals and effectively only
5243
- // ever showed in the Tab announcement. Always shown, even MANUAL: the
5244
- // HUD is how players discover Tab cycles it at all (see
5245
- // utilities/auto-fight.ts). MANUAL is white, not gray -- blessed's
5246
- // gray is ANSI "bright black", which on a stock dark terminal palette
5247
- // is illegible enough that the stance looked absent entirely.
5239
+ // ever showed in the Tab announcement. Always shown: the HUD is how
5240
+ // players discover Tab flips it at all. Red for the lethal routes,
5241
+ // yellow for the careful ones -- never gray, which is ANSI "bright
5242
+ // black" and illegible on a stock dark palette.
5248
5243
  //
5249
5244
  // WHERE YOU ARE MOVED OUT (player ruling 2026-08-25): the room name
5250
5245
  // now captions the Map box and the "@ spot" captions the Room box,
@@ -5252,9 +5247,9 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
5252
5247
  // what two panels already show. The breadcrumb went with it -- the
5253
5248
  // district map draws the way you came far better than a text trail.
5254
5249
  // THE STANCE THE HUD SHOWS IS THE ONE IN FORCE (uMQAhaAysgaKpWFkn,
5255
- // 2026-09-03). Jacked in, the fight autopilot is not what Tab
5256
- // moves and not what your next action obeys -- the Matrix stance
5257
- // is (Brute Force or Hack on the Fly). Showing the meat stance to
5250
+ // 2026-09-03). Jacked in, the fight stance is not what Tab moves
5251
+ // and not what your next action obeys -- the Matrix stance is
5252
+ // (Brute Force or Hack on the Fly). Showing the meat stance to
5258
5253
  // a persona would be the same class of bug as the 2026-08-27
5259
5254
  // report that the HUD did not follow Tab at all: a readout naming
5260
5255
  // a setting the player cannot currently change.
@@ -5262,7 +5257,7 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
5262
5257
  const stanceWord = onMatrix ? MATRIX_STANCE_ACTION[player.matrixStance] : player.autoStance;
5263
5258
  const stanceColor = onMatrix
5264
5259
  ? (player.matrixStance === 'attack' ? 'red' : 'yellow')
5265
- : player.autoStance === 'lethal' ? 'red' : player.autoStance === 'non-lethal' ? 'yellow' : 'white';
5260
+ : player.autoStance === 'lethal' ? 'red' : 'yellow';
5266
5261
  // WHAT'S IN YOUR HANDS rides alongside the stance (player ruling
5267
5262
  // 2026-08-25). The two answer the same question -- how ready are you
5268
5263
  // -- and the stance line was left short and lonely once the location
@@ -5811,8 +5806,14 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
5811
5806
  };
5812
5807
  const command = CommandFactory.createCommand(verb, context);
5813
5808
  if (command) {
5809
+ // THE BEAT CLOCK (Scene.beat) ticks BEFORE the command, so a body
5810
+ // that spawns or a guard that registers you during it carries this
5811
+ // beat's number, and the contact check after it can grant them the
5812
+ // one-beat grace the ephemeral governor already gives a mob.
5813
+ if (this.scene.isHumanControlled(actor))
5814
+ this.scene.beat += 1;
5814
5815
  const result = await command.execute(args);
5815
- const wrapped = this.withEphemeralTurn(actor, this.withAlarmTurn(actor, this.withICTurn(actor, result)));
5816
+ const wrapped = await this.withHostileContact(actor, this.withEphemeralTurn(actor, this.withAlarmTurn(actor, this.withICTurn(actor, result))));
5816
5817
  // The IC turn above may have filled a track -- settle it now, not
5817
5818
  // on the next keystroke.
5818
5819
  const settled = await settleUnresolvedHarm(this.scene, actor);
@@ -5929,6 +5930,23 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
5929
5930
  const lines = tickEphemerals(this, actor);
5930
5931
  return lines.length === 0 ? result : `${result}\n\n${lines.join('\n')}`;
5931
5932
  }
5933
+ /**
5934
+ * HOSTILES OPEN COMBAT (utilities/hostile-contact.ts): after every
5935
+ * human command, every hostile in that human's room gets its beat --
5936
+ * contact, a provocation they witnessed, or patience run out opens
5937
+ * the Combat Turn with THEM as aggressor. Runs AFTER the ephemeral
5938
+ * tick so the step a mob just took toward you counts this beat. Any
5939
+ * human, not only the primary: a second runner on the table can be
5940
+ * the one a ganger is standing over.
5941
+ */
5942
+ async withHostileContact(actor, result) {
5943
+ if (result === null)
5944
+ return null;
5945
+ if (!this.scene.isHumanControlled(actor))
5946
+ return result;
5947
+ const lines = await hostileContactBeat(this.scene, actor, this.scene.beat);
5948
+ return lines.length === 0 ? result : `${result}\n\n${lines.join('\n')}`;
5949
+ }
5932
5950
  withICTurn(actor, result) {
5933
5951
  if (result === null)
5934
5952
  return null;
@@ -82,7 +82,7 @@ export function savedPlayer(name, overrides = {}) {
82
82
  },
83
83
  edgeRemaining: 3,
84
84
  haggledThisJob: false,
85
- autoStance: 'manual',
85
+ autoStance: 'lethal',
86
86
  visitedRooms: [],
87
87
  inventory: [],
88
88
  equipment: {},
@@ -1,3 +1,4 @@
1
+ import { registerNotice, registerProvocation, PROVOCATION } from '../utilities/hostile-contact.js';
1
2
  import { capitalCase } from 'change-case';
2
3
  import { tableCrewNote, tableDeliveryNote } from '../utilities/table-notes.js';
3
4
  import { Player } from './player.js';
@@ -673,6 +674,15 @@ export class NPC extends Player {
673
674
  * none of the three.
674
675
  */
675
676
  ephemeral;
677
+ /**
678
+ * WHERE THIS HOSTILE IS ON THE LADDER that opens a fight
679
+ * (utilities/hostile-contact.ts, 2026-09-07): the beat they registered
680
+ * the player, the beat they watched a provocation, and why the fight
681
+ * opened once it has. Transient and never saved -- a hostile you left
682
+ * behind starts over when you come back. Written only by that module
683
+ * and by see() below (the witness); read only by that module.
684
+ */
685
+ hostileContact;
676
686
  /**
677
687
  * Every human seated at this scene's table. utilities/table-notes.ts
678
688
  * turns it into what a companion is told; in solo play it is just
@@ -1174,6 +1184,18 @@ description text.`;
1174
1184
  this.logger.logWithColor(`${this.name} clocks you slipping in -- so much for quiet.`, 'yellow');
1175
1185
  }
1176
1186
  }
1187
+ // HOSTILE CONTACT (utilities/hostile-contact.ts): a hostile who
1188
+ // just registered a human -- or watched them draw, cast, or call
1189
+ // a spirit -- is on the ladder that opens the fight. Marks only;
1190
+ // the beat after the command decides. Past the sneak contest on
1191
+ // purpose: a sneaking player who won it never reaches this line.
1192
+ if (this.hostile && !(actor instanceof NPC)) {
1193
+ const beat = this._scene?.beat ?? 0;
1194
+ if (PROVOCATION.test(verb))
1195
+ registerProvocation(this, beat);
1196
+ else
1197
+ registerNotice(this, beat);
1198
+ }
1177
1199
  // A jumped-in arrival is a MACHINE arriving -- the history should
1178
1200
  // say so, or the AI greets a rotor drone like the person's face.
1179
1201
  const form = actor.plane === 'drone'
@@ -1280,7 +1302,13 @@ description text.`;
1280
1302
  blendFailed = true;
1281
1303
  }
1282
1304
  }
1283
- if (spotsActive(this.currentLocation)
1305
+ // A HOSTILE IS NEVER "NOT WARM ENOUGH TO HAIL" (2026-09-07): the
1306
+ // warmth gate is about greetings, and opposition has something
1307
+ // to say to a stranger on its ground -- the challenge that
1308
+ // canon puts before the fight (p.34-35). Muting it here was why
1309
+ // a seeded guard in a spotted room watched you walk in and said
1310
+ // nothing until you drew.
1311
+ if (spotsActive(this.currentLocation) && !this.hostile
1284
1312
  && !(rel && rel.loyalty >= 3) && !knownByRep && !arrivedAtMySpot) {
1285
1313
  this.logger.write(`[DEBUG] ${this.name} quietly notes the arrival -- not warm enough to hail (loyalty ${rel?.loyalty ?? 'none'}).`);
1286
1314
  return;
@@ -15,9 +15,17 @@ import { physicalLimit } from '../utilities/grapple.js';
15
15
  import { astralLimit } from '../utilities/limits.js';
16
16
  import { Inventory } from './inventory.js';
17
17
  import { AbstractPlayer } from '../types/shared/abstracts.js';
18
- export const STANCE_CYCLE = ['manual', 'non-lethal', 'lethal'];
18
+ export const STANCE_CYCLE = ['lethal', 'non-lethal'];
19
19
  /** The old names, still accepted from saves and the stance command. */
20
- export const STANCE_ALIASES = { guarded: 'non-lethal', aggressive: 'lethal', nonlethal: 'non-lethal', 'non lethal': 'non-lethal' };
20
+ export const STANCE_ALIASES = {
21
+ guarded: 'non-lethal', aggressive: 'lethal', manual: 'lethal',
22
+ nonlethal: 'non-lethal', 'non lethal': 'non-lethal', stun: 'non-lethal', kill: 'lethal',
23
+ };
24
+ /** What each stance means, in one line -- the HUD's and the verb's. */
25
+ export const STANCE_DESCRIPTION = {
26
+ lethal: 'your weapons deal the damage they were sold to deal; "attack" and "kill" mean it',
27
+ 'non-lethal': 'Stun wherever the gear allows -- stun rounds when you reload, the flat of the blade (p.186), bare hands -- and a lethal gun with lethal rounds says so before it fires',
28
+ };
21
29
  export const MATRIX_STANCE_CYCLE = ['attack', 'sleaze'];
22
30
  /** What each stance is CALLED in the book -- printed everywhere the
23
31
  * engine used to say "loud"/"quiet", so the vocabulary teaches the
@@ -36,8 +44,8 @@ export function normalizeMatrixStance(v) {
36
44
  return MATRIX_STANCE_ALIASES[k] ?? (MATRIX_STANCE_CYCLE.includes(k) ? k : 'attack');
37
45
  }
38
46
  export function normalizeStance(v) {
39
- const k = (v ?? 'manual').toLowerCase();
40
- return STANCE_ALIASES[k] ?? (STANCE_CYCLE.includes(k) ? k : 'manual');
47
+ const k = (v ?? 'lethal').toLowerCase();
48
+ return STANCE_ALIASES[k] ?? (STANCE_CYCLE.includes(k) ? k : 'lethal');
41
49
  }
42
50
  /** Meat and a jumped-in drone share the physical world. */
43
51
  export function isPhysicalPlane(plane) {
@@ -185,16 +193,12 @@ export class Player extends AbstractPlayer {
185
193
  // session where an NPC's overlapping AI loops fired two exchanges at
186
194
  // once and the target died TWICE (two kill events, two narrations).
187
195
  inExchange = false;
188
- // Fight-or-flight autopilot (see utilities/auto-fight.ts): the FIGHT
189
- // half runs automatically at the set temperature, the flight stays
190
- // manual -- always. Tab cycles it in the UI; "stance" sets it by name.
191
- // manual -- today's behavior, you type every swing
192
- // guarded -- auto-fights, but finishes non-lethally (switches to
193
- // subdue when the target is nearly down) and stands down
194
- // if they surrender
195
- // aggressive -- fights until they're dead; surrender means nothing
196
+ // The fight stance (see FightStance above): lethal or non-lethal, the
197
+ // damage type your next blow is meant to deal. Tab cycles it in the UI;
198
+ // "stance" sets it by name. Every action is still yours to type -- the
199
+ // Combat Turn hands you the phase and waits for "end turn".
196
200
  // Accessor (live-sheet pass, 2026-09-01): stance is sheet-visible.
197
- _autoStance = 'manual';
201
+ _autoStance = 'lethal';
198
202
  get autoStance() { return this._autoStance; }
199
203
  set autoStance(v) {
200
204
  if (this._autoStance === v)
@@ -144,6 +144,15 @@ export class Scene extends AbstractScene {
144
144
  const enc = this.encounters.get(room);
145
145
  return enc && !enc.ended ? enc : undefined;
146
146
  }
147
+ /**
148
+ * THE BEAT CLOCK: which human command the world is on. Game bumps it
149
+ * before each human command runs, so anything that happens DURING a
150
+ * command (a gang spawning, a guard registering you) carries that
151
+ * command's number, and the hostile-contact beat that runs after it
152
+ * can tell "noticed you this action" from "has been watching you for
153
+ * three". Transient; never saved.
154
+ */
155
+ beat = 0;
147
156
  /** The fight this actor is a participant in, if any. */
148
157
  encounterFor(actor) {
149
158
  const enc = this.encounterIn(actor.currentLocation);
@@ -192,7 +201,6 @@ export class Scene extends AbstractScene {
192
201
  }
193
202
  const enc = new CombatEncounter(this, this.logger, room);
194
203
  this.encounters.set(room, enc);
195
- enc.onHumanPhase = (p, e) => this.game?.autoFight?.onPhaseBegins?.(p, e);
196
204
  await enc.start(this.encounterMembers(room, opts.aggressor, opts.target), opts);
197
205
  return enc;
198
206
  }
@@ -232,13 +240,13 @@ export class Scene extends AbstractScene {
232
240
  return this._playerExchangesActive.size > 0;
233
241
  }
234
242
  /**
235
- * CombatExchange.finishExchange() -> here -> the fight autopilot (see
236
- * utilities/auto-fight.ts). Optional-chained like updateStatus: harmless
237
- * before the Game reference is wired, or under a partial test stub, or
238
- * for NPC-vs-NPC fights (the autopilot ignores those itself).
243
+ * CombatExchange.finishExchange() and CombatEncounter.closePhase() ->
244
+ * here. This used to arm the fight autopilot (utilities/auto-fight.ts,
245
+ * retired 2026-09-07 with the Combat Turn: a phase you commit with
246
+ * "end turn" is not one the game plays for you). What remains is the
247
+ * KO'd player's view of the fight still raging around them.
239
248
  */
240
249
  notifyExchangeSettled(combatants) {
241
- this.game?.autoFight?.onExchangeSettled?.(combatants);
242
250
  // While a player lies KO'd, every settling exchange is a beat of
243
251
  // the fight still raging around them: learn its hostiles, then see
244
252
  // whether the room has settled (see maybeResolvePlayerKnockout).
@@ -290,9 +290,10 @@ export async function main(playerName, sceneSeed, options) {
290
290
  game.updateInventory(game.player.inventory, capitalCase(game.scene.getCurrencyType()));
291
291
  game.updateExits(game.player.currentLocation);
292
292
  game.updateStatus();
293
- // Tab cycles the fight autopilot: manual -> guarded -> aggressive (see
294
- // utilities/auto-fight.ts; "stance" is the typed twin). Bound on the
295
- // input box because that's where focus lives during play.
293
+ // Tab flips the stance: lethal <-> non-lethal in the meat, Brute
294
+ // Force <-> Hack on the Fly on the Matrix (models/player.ts; "stance"
295
+ // is the typed twin). Bound on the input box because that's where
296
+ // focus lives during play.
296
297
  game.inputBox.key(['tab'], () => {
297
298
  // Blessed's textarea reader appends the literal '\t' to the box
298
299
  // value on this same keypress (listener order isn't guaranteed
@@ -318,7 +319,7 @@ export async function main(playerName, sceneSeed, options) {
318
319
  // bar"). game.player here is the LOCAL HUB player -- in a shared
319
320
  // run the runner on the table is a different object in a
320
321
  // different process, so cycling this one moved nothing the
321
- // autopilot reads and nothing the HUD paints (updateStatus
322
+ // engine reads and nothing the HUD paints (updateStatus
322
323
  // early-returns on remoteSession; the status box belongs to the
323
324
  // server's events). Send the typed twin instead and let the
324
325
  // engine cycle from the ACTOR's real stance.
@@ -326,10 +327,10 @@ export async function main(playerName, sceneSeed, options) {
326
327
  const res = await game.handleInput('stance next');
327
328
  if (!res)
328
329
  return;
329
- // white for manual, not gray -- gray is ANSI bright-black,
330
- // illegible on stock dark palettes (same fix as the HUD stance
331
- // in game.ts). The Matrix routes borrow the same temperature:
332
- // Brute Force is the loud one, Hack on the Fly the careful one.
330
+ // Red for the lethal routes, yellow for the careful ones (same
331
+ // palette as the HUD stance in game.ts): Brute Force is the loud
332
+ // one, Hack on the Fly the careful one. Never gray -- ANSI
333
+ // bright-black is illegible on stock dark palettes.
333
334
  const named = res.match(/(?:Matrix s|S)tance:\s*([\w-]+)/i)?.[1]?.toLowerCase();
334
335
  const c = named === 'lethal' || named === 'brute' ? 'red'
335
336
  : named === 'non-lethal' || named === 'non' || named === 'hack' ? 'yellow'
@@ -369,10 +370,6 @@ export async function main(playerName, sceneSeed, options) {
369
370
  // still a command you typed and will want to edit and retry.
370
371
  if (opts.recordHistory !== false)
371
372
  history.remember(input);
372
- // Typing takes over: any submitted command cancels a pending
373
- // auto-fight action (the interruptible beat -- see
374
- // utilities/auto-fight.ts). The next settled exchange re-arms it.
375
- game.autoFight.cancelPending();
376
373
  // Clear the box the moment the command is submitted, not after
377
374
  // it resolves -- a slow command (combat narration beats, an AI
378
375
  // round trip on a call) used to leave the typed text sitting in
@@ -995,8 +995,8 @@ export class CombatExchange {
995
995
  this.releasePlayerLocks();
996
996
  this.releaseExchange();
997
997
  this.scene.updateStatus();
998
- // The fight autopilot's trigger: a settled exchange involving the
999
- // player schedules their next auto action (see utilities/auto-fight.ts).
998
+ // A settled exchange: the scene lets a KO'd player's watch learn who
999
+ // is still fighting around them (Scene.notifyExchangeSettled).
1000
1000
  this.scene.notifyExchangeSettled(this._combatants);
1001
1001
  // A spirit whose services ran out departs once the dust settles
1002
1002
  // (RAW p.302: the bargain is spent).
@@ -22,7 +22,10 @@ export class CombatEncounter {
22
22
  pairs = new Map();
23
23
  surrenderSeenAt = new Map();
24
24
  running = false;
25
- /** Every human phase that began, for the autopilot hook. */
25
+ /** Every human phase that began -- a seam for tests and for any future
26
+ * phase clock; nothing plays the phase for a human (the fight
27
+ * autopilot was retired 2026-09-07: a phase you commit with "end
28
+ * turn" is yours to play). */
26
29
  onHumanPhase;
27
30
  constructor(scene, logger, room) {
28
31
  this.scene = scene;
@@ -173,11 +173,19 @@ function walkCells(npc) {
173
173
  * room, and each kind spends it differently.
174
174
  *
175
175
  * WHY THIS HANGS OFF THE COMMAND DISPATCH, which is the same choice
176
- * withICTurn made and for the same reason: an ephemeral is not a combat
177
- * actor, so there is no turn loop to live in, and hooking one verb
178
- * would give a mob permission to close only while you happened to be
179
- * walking. It closes while you look, while you talk, while you check
180
- * your gear. That is what makes it opposition rather than furniture.
176
+ * withICTurn made and for the same reason: OUTSIDE A FIGHT there is no
177
+ * turn loop to live in, and hooking one verb would give a mob
178
+ * permission to close only while you happened to be walking. It closes
179
+ * while you look, while you talk, while you check your gear. That is
180
+ * what makes it opposition rather than furniture.
181
+ *
182
+ * INSIDE A FIGHT THE GOVERNOR IS SILENT (playtest 2026-09-07: "if I
183
+ * move, they move -- not respecting the combat turn, which is mine").
184
+ * Since the Combat Turn (combat-turn.ts, engine 1.40.0) a room with a
185
+ * live encounter IS a turn loop, every hostile in it is a participant,
186
+ * and a participant moves on its own Action Phase through the verbs
187
+ * (npc-combat-brain.ts: "move to <spot>", then the swing) and never on
188
+ * the player's keystrokes. Nothing but the phase actor moves.
181
189
  *
182
190
  * WHAT THIS IS NOT: it is NOT what made the NPC seem to follow the
183
191
  * player. Nothing here existed when that was reported -- an ephemeral
@@ -198,10 +206,17 @@ export function tickEphemerals(host, player) {
198
206
  const room = player.currentLocation;
199
207
  if (!room)
200
208
  return lines;
209
+ // A Combat Turn is running here: initiative owns every body in the
210
+ // room, and the beat clock (mark.ticks) stops with it -- a mob's
211
+ // patience does not run out while the dice are rolling.
212
+ if (host.scene.encounterIn?.(room))
213
+ return lines;
201
214
  for (const [name, mark] of host.ephemerals) {
202
215
  const npc = host.scene.getActor(name);
203
216
  if (!(npc instanceof NPC) || npc.isIncapacitated())
204
217
  continue;
218
+ if (host.scene.encounterFor?.(npc))
219
+ continue;
205
220
  // A BODY IN ANOTHER ROOM IS NOT YOUR PROBLEM AND YOU ARE NOT ITS
206
221
  // BUSINESS. This is the line the report was really about: a mob you
207
222
  // left behind holds the block it was holding, and nothing here can
@@ -0,0 +1,104 @@
1
+ import { actorDistanceMeters, ADJACENT_METERS, wouldNotice } from './spots.js';
2
+ import { Logger } from './logger.js';
3
+ /**
4
+ * Beats after notice before a hostile stops waiting for you to leave.
5
+ * Three player actions is the length of a challenge and an answer;
6
+ * canon gives no number (the GM decides when "fighting breaks out"), so
7
+ * this is a documented ruling, kept short enough that "they were hostile
8
+ * and nothing happened" cannot recur.
9
+ */
10
+ export const PATIENCE_BEATS = 3;
11
+ /** What a hostile watching you do it will not let pass (performAction verbs). */
12
+ export const PROVOCATION = /^(draws\b|casts\b|chants a summoning)/;
13
+ /** The hostiles in `room` who could open on `player` -- structural, no LLM. */
14
+ export function hostilesIn(scene, room, player) {
15
+ const out = [];
16
+ for (const a of room.getActors()) {
17
+ if (a === player || scene.isHumanControlled(a))
18
+ continue;
19
+ const npc = a;
20
+ if (npc.hostile !== true || npc.allyOf || npc.surrendered)
21
+ continue;
22
+ if (npc.isIncapacitated() || !npc.sharesCombatPlane(player))
23
+ continue;
24
+ out.push(npc);
25
+ }
26
+ return out;
27
+ }
28
+ /** A hostile has registered the player (idempotent; the first beat wins). */
29
+ export function registerNotice(npc, beat) {
30
+ if (npc.hostile !== true)
31
+ return;
32
+ npc.hostileContact ??= { noticedBeat: beat };
33
+ }
34
+ /** A hostile watched the player do something it cannot ignore. */
35
+ export function registerProvocation(npc, beat) {
36
+ if (npc.hostile !== true)
37
+ return;
38
+ registerNotice(npc, beat);
39
+ npc.hostileContact.provokedBeat ??= beat;
40
+ }
41
+ /** Talked round, or beaten: opposition stands down. */
42
+ export function standDown(npc) {
43
+ npc.hostile = false;
44
+ npc.hostileContact = undefined;
45
+ }
46
+ function onPhysicalPlane(player) {
47
+ return player.plane === 'meat' || player.plane === 'drone';
48
+ }
49
+ /**
50
+ * One beat of every hostile in the player's room. Runs after every
51
+ * human command (Game.withHostileContact) and once on arrival after the
52
+ * ephemerals have spawned (go.ts describeArrival) -- the reported case
53
+ * is a gang that did not exist when the arrival stimulus fanned out.
54
+ * Returns narration; the encounter announces its own initiative.
55
+ */
56
+ export async function hostileContactBeat(scene, player, beat) {
57
+ const room = player.currentLocation;
58
+ if (!room || !onPhysicalPlane(player) || player.isIncapacitated())
59
+ return [];
60
+ if (scene.encounterIn?.(room))
61
+ return [];
62
+ for (const npc of hostilesIn(scene, room, player)) {
63
+ const c = npc.hostileContact;
64
+ if (!c) {
65
+ // A sneaking player is the arrival contest's call, not ours.
66
+ if (!player.sneaking && wouldNotice(npc, player))
67
+ registerNotice(npc, beat);
68
+ continue;
69
+ }
70
+ // NOBODY OPENS ON THE BEAT THEY NOTICED YOU -- the same grace the
71
+ // ephemeral governor gives a mob its first beat: a gang that squares
72
+ // up and swings in one breath is the ambush street-gang.ts says it
73
+ // is not. A provocation is the exception: you drew on them.
74
+ const provoked = c.provokedBeat !== undefined;
75
+ if (!provoked && beat <= c.noticedBeat)
76
+ continue;
77
+ const inReach = actorDistanceMeters(room, npc, player) <= ADJACENT_METERS;
78
+ const patienceOut = beat - c.noticedBeat >= PATIENCE_BEATS;
79
+ const why = provoked ? 'provocation' : inReach ? 'contact' : patienceOut ? 'patience' : undefined;
80
+ if (!why)
81
+ continue;
82
+ return open(scene, room, npc, player, why);
83
+ }
84
+ return [];
85
+ }
86
+ /** The commit line, then the Combat Turn, with the hostile as aggressor. */
87
+ async function open(scene, room, npc, player, why) {
88
+ npc.hostileContact.openedBy = why;
89
+ // The predicate go.ts's despawn and resolvePartingShot read for "a
90
+ // fight is on": a mob that opened on you stays with it through the
91
+ // doorway; one you walked away from before this beat let you go.
92
+ const now = Date.now();
93
+ npc.lastExchangeAt = now;
94
+ player.lastExchangeAt = now;
95
+ Logger.getInstance().write(`Hostile contact: ${npc.name} opens on ${player.name} in ${room.name} (${why}).`);
96
+ const line = why === 'provocation'
97
+ ? `{yellow-fg}${npc.name} saw that -- and that settles it.{/yellow-fg}`
98
+ : why === 'contact'
99
+ ? `{yellow-fg}${npc.name} is done looking at you.{/yellow-fg}`
100
+ : `{yellow-fg}${npc.name} has waited long enough.{/yellow-fg}`;
101
+ await scene.startEncounter(room, { aggressor: npc, target: player, ambush: false });
102
+ return [line];
103
+ }
104
+ //# sourceMappingURL=hostile-contact.js.map
@@ -367,7 +367,12 @@ function holdsGround(other, mover) {
367
367
  if (other.allyOf === mover.name)
368
368
  return false;
369
369
  const guarding = other.guarding === true;
370
- return (other.inExchange || guarding) && !other.surrendered;
370
+ // Two fight engines, one rule: the old exchange flag OR a place in a
371
+ // running Combat Turn (combat-turn.ts). A ganger in the doorway you
372
+ // back through holds it while the fight is on.
373
+ const fighting = other.inExchange
374
+ || other.combatPhaseLocked?.() === true;
375
+ return (fighting || guarding) && !other.surrendered;
371
376
  }
372
377
  /**
373
378
  * Move a non-hostile body off an exit so the way opens, returning their
@@ -1,3 +1,4 @@
1
+ import { registerNotice } from './hostile-contact.js';
1
2
  import { Logger } from './logger.js';
2
3
  import { isOutdoorsPlace } from './outdoors.js';
3
4
  import { spawnEphemeral, claimEphemeralName } from './ephemeral.js';
@@ -25,11 +26,16 @@ import { AI } from '../../../../tools/ai/ai.class.js';
25
26
  * Splintered State p.11 "law enforcement will not show up at any point
26
27
  * -- this is the Barrens"; Run Faster p.220 on Zone 0).
27
28
  *
28
- * THEY DO NOT ATTACK ON SIGHT. They are spawned `hostile`, which per
29
- * Player.hostile adds a REASON to the brief and nothing else -- the AI
30
- * still chooses, and challenging, shaking down, or sizing you up are
31
- * all likelier openings than shooting. That keeps the governor's
32
- * founding property intact: an ephemeral voices, it does not rule.
29
+ * THEY DO NOT ATTACK ON SIGHT. They are spawned `hostile`, and the
30
+ * spawn line is the challenge canon puts before the fight (p.34-35).
31
+ * WHERE THE CHALLENGE GOES (2026-09-07, playtest "the combat turn never
32
+ * started until I attacked"): utilities/hostile-contact.ts. A ganger
33
+ * closes on the beat clock (ephemeral.ts closeOn); when it reaches you,
34
+ * when it watches you draw, or when its patience runs out, the Combat
35
+ * Turn opens with the ganger as aggressor. Walk away first and it lets
36
+ * you go; talk it round ("bluff", "persuade") and it stands down. The
37
+ * governor's founding property holds: the engine computes the ladder,
38
+ * the ephemeral never decides anything.
33
39
  */
34
40
  /**
35
41
  * PROFESSIONAL RATING 1 GANGER, canon stats (SR5 p.382, "Gangers &
@@ -114,9 +120,12 @@ export function maybeStreetGang(host, actor, room) {
114
120
  });
115
121
  if (!npc)
116
122
  continue;
117
- // OPPOSITION, not an ambush (Player.hostile): this gives them a
118
- // reason, and the AI still chooses what to do with it.
123
+ // OPPOSITION, not an ambush (Player.hostile). A body that peeled
124
+ // off the wall watching you has, by definition, noticed you: it is
125
+ // on the contact ladder from this beat (hostile-contact.ts), with
126
+ // the one-beat grace every mob gets before it moves.
119
127
  npc.hostile = true;
128
+ registerNotice(npc, host.scene.beat ?? 0);
120
129
  spawned.push(npc.name);
121
130
  }
122
131
  if (spawned.length === 0)
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@maka/maka-cli",
3
- "version": "5.135.0",
3
+ "version": "5.137.0",
4
4
  "type": "module",
5
5
  "summary": "A command line tool for scaffolding Meteor 3.x applications using either React.",
6
6
  "description": "A command line tool for scaffolding Meteor 3.x applications using React.",
@@ -1,240 +0,0 @@
1
- import { Logger } from './logger.js';
2
- /**
3
- * Fight-or-flight autopilot -- the FIGHT half. The player sets a
4
- * temperature (Tab in the UI, or the "stance" command) and the game keeps
5
- * swinging for them; flight stays manual, always, because stopping YOUR
6
- * swings never stops THEIRS -- the only real defense is the door, and
7
- * that's the player's call.
8
- *
9
- * manual -- counters only. Struck, you strike back (the exchange
10
- * engine answers every swing in EVERY stance -- see
11
- * CombatExchange.resolveStrike's two-way resolution);
12
- * but pressing the fight, chasing, or finishing is yours
13
- * to type. (A real session read "manual" as fully
14
- * passive, saw the built-in counters, and concluded the
15
- * stances were redundant -- they never were; the old
16
- * descriptions were wrong.)
17
- * guarded -- keeps swinging FOR you between exchanges, with a
18
- * conscience: switches to subdue when the target is
19
- * nearly down, and stands down the moment they surrender
20
- * aggressive -- keeps swinging until they're dead; surrender means
21
- * nothing
22
- *
23
- * Wiring: CombatExchange.finishExchange() -> Scene.notifyExchangeSettled()
24
- * -> onExchangeSettled() here. If the player was a combatant and the
25
- * stance says fight, the next action is scheduled a short, interruptible
26
- * beat later (REENGAGE_DELAY_MS). Submitting ANY command in the UI cancels
27
- * the pending action and takes over (see ui.ts) -- the beat exists exactly
28
- * so fleeing and healing stay possible mid-autofight. Everything is
29
- * revalidated at fire time: the fight may have ended, moved, or been
30
- * surrendered out of during the delay.
31
- *
32
- * Auto actions lead with whatever hits hardest: a caster whose manabolt
33
- * out-damages their equipped weapon throws the bolt (and eats the drain);
34
- * everyone else uses the gun/blade/fists they're holding. A dry gun's
35
- * refusal (reload prompt) is surfaced to the player and auto simply waits
36
- * for them to deal with it -- reloading is a decision, not a reflex.
37
- */
38
- export class AutoFight {
39
- game;
40
- static REENGAGE_DELAY_MS = 2000;
41
- // One pending timer per HUMAN player (symmetric MP: each human's
42
- // autopilot runs independently).
43
- pending = new Map();
44
- constructor(game) {
45
- this.game = game;
46
- }
47
- /** Pending auto actions, dropped. No name = all of them (the local
48
- * player typed, or the stance changed -- ui.ts's call). */
49
- cancelPending(playerName) {
50
- if (playerName === undefined) {
51
- for (const t of this.pending.values())
52
- clearTimeout(t);
53
- this.pending.clear();
54
- return;
55
- }
56
- const t = this.pending.get(playerName);
57
- if (t) {
58
- clearTimeout(t);
59
- this.pending.delete(playerName);
60
- }
61
- }
62
- /**
63
- * Called after every combat exchange resolves (player-involved or not).
64
- * Schedules the next action for every HUMAN combatant whose stance
65
- * says fight.
66
- */
67
- onExchangeSettled(combatants) {
68
- for (const player of this.game.scene.getPlayers()) {
69
- if (!combatants.includes(player))
70
- continue;
71
- if (player.autoStance === 'manual')
72
- continue;
73
- // A COMBAT TURN schedules from the phase (onPhaseBegins), never
74
- // from a settled strike -- acting between phases is the thing the
75
- // turn structure exists to stop.
76
- if (this.game.scene.encounterFor?.(player))
77
- continue;
78
- const target = combatants.find(c => c !== player);
79
- if (!target)
80
- continue;
81
- this.cancelPending(player.name);
82
- const t = setTimeout(() => {
83
- this.pending.delete(player.name);
84
- void this.fire(player, target);
85
- }, AutoFight.REENGAGE_DELAY_MS);
86
- this.pending.set(player.name, t);
87
- }
88
- }
89
- /**
90
- * A COMBAT TURN handed this human their Action Phase
91
- * (utilities/combat-turn.ts). At any stance but manual the autopilot
92
- * plays the phase after the same interruptible beat: draw if
93
- * holstered, the stance's strike, then "end turn". Typing anything
94
- * cancels it and takes over, exactly as between exchanges.
95
- */
96
- onPhaseBegins(player, enc) {
97
- if (player.autoStance === 'manual')
98
- return;
99
- this.cancelPending(player.name);
100
- const t = setTimeout(() => {
101
- this.pending.delete(player.name);
102
- void this.playPhase(player, enc);
103
- }, AutoFight.REENGAGE_DELAY_MS);
104
- this.pending.set(player.name, t);
105
- }
106
- async playPhase(player, enc) {
107
- const logger = Logger.getInstance();
108
- if (player.autoStance === 'manual' || !enc.isPhaseOf(player) || player.isIncapacitated())
109
- return;
110
- const run = async (cmd) => {
111
- if (!enc.isPhaseOf(player))
112
- return;
113
- logger.meta(`⚔ [${player.autoStance}] ${cmd}`, 'cyan');
114
- const result = (await this.game.handleInputAs(player.name, cmd)).text;
115
- if (result)
116
- logger.log(result);
117
- };
118
- const target = enc.enemiesOf(player)[0];
119
- if (!target) {
120
- await run('end-turn');
121
- return;
122
- }
123
- if (player.autoStance === 'non-lethal' && target.surrendered) {
124
- if (player.plane === 'meat' && target.plane === 'meat'
125
- && player.grappling !== target.name && !target.grappledBy) {
126
- await run(`restrain ${target.name}`);
127
- }
128
- else {
129
- logger.logWithColor(`⚔ ${target.name} has surrendered -- you hold fire. (non-lethal)`, 'yellow');
130
- }
131
- await run('end-turn');
132
- this.game.updateStatus();
133
- return;
134
- }
135
- const weapon = player.getCarriedWeapon();
136
- if (weapon && !player.weaponDrawn && player.plane === 'meat')
137
- await run('draw');
138
- await run(this.chooseAction(player, target));
139
- await run('end-turn');
140
- this.game.updateStatus();
141
- }
142
- /**
143
- * The beat elapsed uninterrupted -- act, if the fight still stands.
144
- * Every guard here re-checks live state: the target may have died, fled,
145
- * surrendered, or started another exchange during the delay.
146
- */
147
- async fire(player, target) {
148
- const logger = Logger.getInstance();
149
- if (player.autoStance === 'manual')
150
- return;
151
- if (player.isIncapacitated() || target.isIncapacitated())
152
- return;
153
- if (player.currentLocation !== target.currentLocation)
154
- return;
155
- // Cross-plane fights don't exist: a dump or a return mid-beat (see
156
- // utilities/planes.ts) ends the engagement, autopilot included.
157
- if (player.plane !== target.plane)
158
- return;
159
- // A fresh exchange is already in flight -- when IT settles,
160
- // onExchangeSettled reschedules us. No waiting here.
161
- if (player.inExchange || target.inExchange)
162
- return;
163
- // Guarded honors a surrender -- but doesn't trust it: the final
164
- // action is a RESTRAIN (player request; SR5e Subduing p.195, the
165
- // surrendered branch is an automatic no-roll hold). Hands-up
166
- // prisoners get zip-tied, not taken at their word. One-shot: an
167
- // already-held target (by anyone) means truly stand down, and off
168
- // the meat plane there are no hands to hold with.
169
- if (player.autoStance === 'non-lethal' && target.surrendered) {
170
- if (player.plane === 'meat' && target.plane === 'meat'
171
- && player.grappling !== target.name && !target.grappledBy) {
172
- const cmd = `restrain ${target.name}`;
173
- logger.meta(`⚔ [non-lethal] ${cmd}`, 'cyan');
174
- const result = (await this.game.handleInputAs(player.name, cmd)).text;
175
- if (result) {
176
- logger.log(result);
177
- }
178
- this.game.updateStatus();
179
- return;
180
- }
181
- logger.logWithColor(`⚔ ${target.name} has surrendered -- you hold fire. (non-lethal)`, 'yellow');
182
- this.game.updateStatus();
183
- return;
184
- }
185
- const cmd = this.chooseAction(player, target);
186
- // Cyan, not gray: the autopilot announcing it acted must be legible on
187
- // stock dark palettes (gray = ANSI bright-black, near-invisible there).
188
- // Mechanics ticker, not the narrative -- the strike it triggers tells
189
- // the story in the world log (readability pass).
190
- logger.meta(`⚔ [${player.autoStance}] ${cmd}`, 'cyan');
191
- const result = (await this.game.handleInputAs(player.name, cmd)).text;
192
- // Player-initiated exchanges self-announce ('' result); anything else
193
- // (a dry-gun reload prompt, a refusal) is information the player needs.
194
- if (result) {
195
- logger.log(result);
196
- }
197
- this.game.updateStatus();
198
- }
199
- /**
200
- * Lead with what hits hardest -- except Guarded near the end, which
201
- * finishes non-lethally: when the target is within a few boxes of death,
202
- * the next auto action is a subdue (stun damage, bare hands) instead of
203
- * another killing blow.
204
- */
205
- chooseAction(player, target) {
206
- // Subduing takes real hands (meat plane only); a guarded decker
207
- // "killing" ice is just crashing a program, and astral entities go
208
- // down by force -- no non-lethal switch off the meat plane.
209
- if (player.autoStance === 'non-lethal' && player.plane === 'meat') {
210
- if (target.maxConditionBoxes - target.damageTaken <= 3)
211
- return `subdue ${target.name}`;
212
- // A gun that can only kill is not what this stance reaches for:
213
- // no stun rounds loaded means hands, not lead (p.434).
214
- const gun = player.weaponDrawn ? player.getCarriedWeapon() : null;
215
- if (gun?.isFirearm() && !gun.isStunWeapon() && !gun.stunAmmo())
216
- return `subdue ${target.name}`;
217
- }
218
- // Magic doesn't compile in the Matrix (see cast.ts); everywhere else,
219
- // lead with the harder hit. The autopilot casts at the mage's FULL
220
- // safe Force (bolt damage = F - 2, drain billed, never overcast) --
221
- // a bare "cast manabolt" would use the drain-neutral default (F3,
222
- // damage 1: the Force pass silently gutted the old comparison).
223
- // Same safe ceiling as cast.ts: a book-taught mundane works at 4.
224
- const boltForce = player.magic > 0 ? player.magic : 4;
225
- const boltDamage = Math.max(1, boltForce - 2);
226
- if (player.plane !== 'matrix' && player.isCaster() && boltDamage > player.getWeaponProfile().damage) {
227
- return `cast manabolt ${boltForce} at ${target.name}`;
228
- }
229
- return `attack ${target.name}`;
230
- }
231
- /** One-line HUD/announce description for a stance. */
232
- static describe(stance) {
233
- switch (stance) {
234
- case 'manual': return 'counters when struck (every stance does) -- but pressing the fight is yours to type';
235
- case 'non-lethal': return 'presses the fight for you with Stun wherever the gear allows (stun rounds, the flat of the blade, bare hands), subdues when they are nearly down, and RESTRAINS them when they surrender';
236
- case 'lethal': return 'presses the fight to the death; surrender means nothing';
237
- }
238
- }
239
- }
240
- //# sourceMappingURL=auto-fight.js.map