@maka/maka-cli 5.180.0 → 5.182.0

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Files changed (22) hide show
  1. package/bundle/typescript/package.json +1 -1
  2. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js +17 -11
  3. package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.js +14 -0
  4. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +7 -0
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/jack.js +6 -0
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +6 -0
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +8 -1
  8. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +10 -1
  9. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js +69 -23
  10. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js +6 -4
  11. package/bundle/typescript/src/commands/game/sideQuest/game.js +47 -39
  12. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +39 -4
  13. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +6 -0
  14. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js +44 -17
  15. package/bundle/typescript/src/commands/game/sideQuest/utilities/alarmed-staff.js +3 -0
  16. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-turn.js +91 -23
  17. package/bundle/typescript/src/commands/game/sideQuest/utilities/host-combat.js +107 -0
  18. package/bundle/typescript/src/commands/game/sideQuest/utilities/ic-brain.js +84 -0
  19. package/bundle/typescript/src/commands/game/sideQuest/utilities/ic.js +84 -51
  20. package/bundle/typescript/src/commands/game/sideQuest/utilities/npc-combat-brain.js +5 -0
  21. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +5 -0
  22. package/package.json +1 -1
@@ -935,6 +935,29 @@ description text.`;
935
935
  combatPhaseLocked() {
936
936
  return !!this._scene?.encounterFor?.(this);
937
937
  }
938
+ /**
939
+ * ICE HAS NO VOICE AND NO MIND OF ITS OWN (player ruling 2026-09-13,
940
+ * from Vex's Borrowed Time log: "Patrol IC: That chip belongs to
941
+ * Corvid. Put it back on the desk, nice and slow" -- four programs
942
+ * bargaining over a chip in four voices, and Killer IC "assembling
943
+ * in the back room" after the persona had already jacked out).
944
+ *
945
+ * SR5 p.247: IC is "mercilessly efficient, not very bright" -- it
946
+ * finds, disables, destroys and repels, and nothing in the books has
947
+ * it speak. A spawned program (icKind) and a seeded matrix-plane
948
+ * construct are the same thing to the engine: driven by dice
949
+ * (utilities/ic.ts), never by the model. No speech, no reflection,
950
+ * no exposition, and no listening either -- there is nothing for a
951
+ * stimulus to wake.
952
+ */
953
+ isConstruct() {
954
+ return this.icKind !== undefined || this.plane === 'matrix';
955
+ }
956
+ /** Every AI entry point asks this: a construct never runs the model,
957
+ * and anyone in a Combat Turn yields to the turn loop. */
958
+ aiSuspended() {
959
+ return this.isConstruct() || this.combatPhaseLocked();
960
+ }
938
961
  /**
939
962
  * One verb, executed now, no reflection -- the brain's way of acting
940
963
  * inside an Action Phase. Returns the command's own result so the
@@ -963,6 +986,10 @@ description text.`;
963
986
  this.logger.write(`${this.name} is gone from the world -- dropping queued action "${commandString}".`);
964
987
  return;
965
988
  }
989
+ if (this.isConstruct()) {
990
+ this.logger.write(`${this.name} is ice -- the host's dice act for it; dropping "${commandString}".`);
991
+ return;
992
+ }
966
993
  if (this.combatPhaseLocked()) {
967
994
  this.logger.write(`${this.name} is in a Combat Turn -- the turn loop acts for them; dropping "${commandString}".`);
968
995
  return;
@@ -995,6 +1022,10 @@ description text.`;
995
1022
  // removed shell's AI.
996
1023
  if (this.deathClaimed)
997
1024
  return;
1025
+ // NOR DOES ICE (isConstruct): a program has no conversation to
1026
+ // hold and no history worth keeping.
1027
+ if (this.isConstruct())
1028
+ return;
998
1029
  // NEITHER DO THE UNCONSCIOUS. A knocked-out actor now STAYS in the
999
1030
  // scene so they can be brought round (player ruling 2026-08-25) --
1000
1031
  // which means every AI entry point has to check, or the body on the
@@ -1113,6 +1144,10 @@ description text.`;
1113
1144
  // Same cross-plane blindness as hear() above.
1114
1145
  if (!this.canPerceive(actor))
1115
1146
  return;
1147
+ // Ice watches with the host's dice, not with a model (see
1148
+ // isConstruct): what it notices, utilities/ic.ts rolls for.
1149
+ if (this.isConstruct())
1150
+ return;
1116
1151
  // The unconscious see nothing (see hear()): a KO'd actor stays in
1117
1152
  // the scene now, and must not react to what happens over it.
1118
1153
  if (this.isIncapacitated())
@@ -1428,8 +1463,8 @@ description text.`;
1428
1463
  this.logger.write(`${this.name} is gone from the world -- reflect chain ends.`);
1429
1464
  return;
1430
1465
  }
1431
- if (this.combatPhaseLocked()) {
1432
- this.logger.write(`${this.name} is in a Combat Turn -- reflect chain yields to the turn loop.`);
1466
+ if (this.aiSuspended()) {
1467
+ this.logger.write(`${this.name} ${this.isConstruct() ? 'is ice -- no reflect chain' : 'is in a Combat Turn -- reflect chain yields to the turn loop'}.`);
1433
1468
  return;
1434
1469
  }
1435
1470
  // THE GRIND BREAKER. Record what just happened, then refuse to keep
@@ -1609,8 +1644,8 @@ ${worldEventsSummary}
1609
1644
  : [];
1610
1645
  }
1611
1646
  async respondTo(actor, message) {
1612
- if (this.combatPhaseLocked()) {
1613
- this.logger.write(`${this.name} is in a Combat Turn -- no AI reaction to "${message.slice(0, 40)}".`);
1647
+ if (this.aiSuspended()) {
1648
+ this.logger.write(`${this.name} ${this.isConstruct() ? 'is ice' : 'is in a Combat Turn'} -- no AI reaction to "${message.slice(0, 40)}".`);
1614
1649
  return;
1615
1650
  }
1616
1651
  this.logger.write('Attempting to respond');
@@ -3554,6 +3554,12 @@ export class Player extends AbstractPlayer {
3554
3554
  if (this.plane === 'drone')
3555
3555
  return this.simMode === 'hot' ? 4 : 3;
3556
3556
  if (this.plane === 'matrix') {
3557
+ // A HOST'S PROGRAM "should be treated as if it is in hot-sim, so
3558
+ // it gets a total of 4D6 Initiative Dice" (p.247). It has no
3559
+ // simMode of its own -- that field routes a visitor's damage into
3560
+ // a deck -- so the rule is read off the host it runs for.
3561
+ if (this.icHost)
3562
+ return 4;
3557
3563
  if (this.simMode !== 'hot')
3558
3564
  return 3;
3559
3565
  // Overclocking echo (p.258): "an additional +1D6 while you're in
@@ -1,4 +1,4 @@
1
- import { Item, NPC } from './_index.js';
1
+ import { Room, Item, NPC } from './_index.js';
2
2
  import { capitalCase } from 'change-case';
3
3
  import { localGrid as makeLocalGrid } from '../utilities/grids.js';
4
4
  import { Logger } from '../utilities/logger.js';
@@ -6,7 +6,7 @@ import { hint } from '../utilities/hints.js';
6
6
  import { Category, Size, Rating } from '../types/shared/item-enum.js';
7
7
  import { AbstractScene } from '../types/shared/abstracts.js';
8
8
  import { rollPool, formatRoll } from '../utilities/dice.js';
9
- import { CombatEncounter } from '../utilities/combat-turn.js';
9
+ import { CombatEncounter, arenaKey, arenaOf, inArena } from '../utilities/combat-turn.js';
10
10
  export class Scene extends AbstractScene {
11
11
  story;
12
12
  // SYMMETRIC PLAYERS: the scene holds a LIST of human players --
@@ -136,13 +136,27 @@ export class Scene extends AbstractScene {
136
136
  // the fight in the office are two initiative orders, as they would be
137
137
  // at a table. An encounter holds the participants, their scores and
138
138
  // whose Action Phase is live; the scene only owns the map.
139
+ //
140
+ // KEYED BY ARENA (utilities/combat-turn.ts, 2026-09-13): a room for
141
+ // the physical planes, a host for the personas inside it, the open
142
+ // grid for the rest. A persona's currentLocation is its body's room,
143
+ // so a room key could never find a decker's fight.
139
144
  encounters = new Map();
140
- /** The live fight in a room, if any. */
145
+ encounterAt(arena) {
146
+ const enc = this.encounters.get(arenaKey(arena));
147
+ return enc && !enc.ended ? enc : undefined;
148
+ }
149
+ /** The live fight in a room (the physical arena), if any. */
141
150
  encounterIn(room) {
142
151
  if (!room)
143
152
  return undefined;
144
- const enc = this.encounters.get(room);
145
- return enc && !enc.ended ? enc : undefined;
153
+ return this.encounterAt({ kind: 'room', room });
154
+ }
155
+ /** The live fight inside a host, if any. */
156
+ encounterInHost(host) {
157
+ if (!host)
158
+ return undefined;
159
+ return this.encounterAt({ kind: 'host', host });
146
160
  }
147
161
  /**
148
162
  * THE BEAT CLOCK: which human command the world is on. Game bumps it
@@ -155,7 +169,7 @@ export class Scene extends AbstractScene {
155
169
  beat = 0;
156
170
  /** The fight this actor is a participant in, if any. */
157
171
  encounterFor(actor) {
158
- const enc = this.encounterIn(actor.currentLocation);
172
+ const enc = this.encounterAt(arenaOf(actor));
159
173
  return enc?.has(actor) ? enc : undefined;
160
174
  }
161
175
  /**
@@ -165,11 +179,15 @@ export class Scene extends AbstractScene {
165
179
  * either. A bystander is scenery; a bartender is not opposition until
166
180
  * someone makes them so (noteAttack pulls them in then).
167
181
  */
168
- encounterMembers(room, aggressor, target) {
182
+ encounterMembers(where, aggressor, target) {
183
+ const arena = where instanceof Room ? { kind: 'room', room: where } : where;
169
184
  const out = new Set([aggressor]);
170
185
  if (target)
171
186
  out.add(target);
172
- for (const a of room.getActors()) {
187
+ // The physical arena's roster is the room's; a host's or the grid's
188
+ // is every persona on that side of the wall (matrix-roster.ts).
189
+ const roster = arena.kind === 'room' ? arena.room.getActors() : this.allActors.filter(a => inArena(arena, a));
190
+ for (const a of roster) {
173
191
  if (a === aggressor || a === target)
174
192
  continue;
175
193
  if (!a.sharesCombatPlane(aggressor) || a.isIncapacitated())
@@ -190,8 +208,9 @@ export class Scene extends AbstractScene {
190
208
  * Resolves once the first pass has run up to a human's Action Phase
191
209
  * (or the fight has already ended).
192
210
  */
193
- async startEncounter(room, opts) {
194
- const existing = this.encounterIn(room);
211
+ async startEncounter(where, opts) {
212
+ const arena = where instanceof Room ? { kind: 'room', room: where } : where;
213
+ const existing = this.encounterAt(arena);
195
214
  if (existing) {
196
215
  if (opts.target)
197
216
  existing.noteAttack(opts.aggressor, opts.target);
@@ -199,15 +218,21 @@ export class Scene extends AbstractScene {
199
218
  existing.join(opts.aggressor);
200
219
  return existing;
201
220
  }
202
- const enc = new CombatEncounter(this, this.logger, room);
203
- this.encounters.set(room, enc);
204
- await enc.start(this.encounterMembers(room, opts.aggressor, opts.target), opts);
221
+ // The room under the arena: the fight's own for the physical planes,
222
+ // the host's room for a host, the aggressor's body for the grid.
223
+ const room = arena.kind === 'room' ? arena.room : arena.kind === 'host' ? arena.host.over : opts.aggressor.currentLocation;
224
+ const enc = new CombatEncounter(this, this.logger, room, arena);
225
+ enc.onNewTurn = opts.onNewTurn;
226
+ enc.keepAlive = opts.keepAlive;
227
+ this.encounters.set(arenaKey(arena), enc);
228
+ await enc.start(this.encounterMembers(arena, opts.aggressor, opts.target), opts);
205
229
  return enc;
206
230
  }
207
231
  /** The encounter is over (called by the encounter itself). */
208
232
  endEncounter(enc) {
209
- if (this.encounters.get(enc.room) === enc)
210
- this.encounters.delete(enc.room);
233
+ const key = arenaKey(enc.arena);
234
+ if (this.encounters.get(key) === enc)
235
+ this.encounters.delete(key);
211
236
  }
212
237
  /**
213
238
  * Someone walks into a room where a fight is on (p.160 entering
@@ -215,7 +240,7 @@ export class Scene extends AbstractScene {
215
240
  * out until they act.
216
241
  */
217
242
  admitToEncounter(actor) {
218
- const enc = this.encounterIn(actor.currentLocation);
243
+ const enc = this.encounterAt(arenaOf(actor));
219
244
  if (!enc || enc.has(actor) || actor.isIncapacitated())
220
245
  return undefined;
221
246
  const npc = actor;
@@ -599,7 +624,9 @@ export class Scene extends AbstractScene {
599
624
  // "still going" until the human explicitly ended their turn
600
625
  // (5aqFRn2xPtRYDvNxR). Mirrors leave()'s own direct stillHostile()
601
626
  // check for the same "nobody left to fight" shape.
602
- const enc = room ? this.encounterIn(room) : undefined;
627
+ // The actor's own arena first: a crashed IC's fight is inside its
628
+ // host, not in the room under it.
629
+ const enc = this.encounterFor(actor) ?? (room ? this.encounterIn(room) : undefined);
603
630
  if (enc && !enc.ended) {
604
631
  if (enc.phaseActor === actor) {
605
632
  void enc.dropPhaseActor(actor);
@@ -59,6 +59,9 @@ export function alarmedStaff(scene, player) {
59
59
  .filter((a) => a instanceof NPC)
60
60
  .filter(npc => !isEphemeral(npc))
61
61
  .filter(npc => npc.allyOf === undefined)
62
+ // Ice is not staff: a program answers to the host's dice
63
+ // (utilities/ic.ts), never to an alarm beat (NPC.isConstruct).
64
+ .filter(npc => !npc.isConstruct())
62
65
  .filter(npc => !npc.isIncapacitated());
63
66
  }
64
67
  /**
@@ -1,6 +1,29 @@
1
1
  import { rollInitiativeScore, formatInitiative, INITIATIVE_PASS_DROP, rollPool, formatRoll } from './dice.js';
2
2
  import { ActionBudget } from './action-budget.js';
3
3
  import { runNpcActionPhase } from './npc-combat-brain.js';
4
+ export function arenaKey(a) {
5
+ return a.kind === 'room' ? `room:${a.room.name}` : a.kind === 'host' ? `host:${a.host.name}` : 'grid:open';
6
+ }
7
+ /** The arena this actor would fight in right now. */
8
+ export function arenaOf(actor) {
9
+ if (actor.plane === 'matrix') {
10
+ const host = actor.hostInside;
11
+ return host ? { kind: 'host', host } : { kind: 'grid' };
12
+ }
13
+ return { kind: 'room', room: actor.currentLocation };
14
+ }
15
+ /** Standing in the arena: the body in the room, or the persona on
16
+ * that side of the host wall. */
17
+ export function inArena(arena, actor) {
18
+ if (arena.kind === 'room')
19
+ return actor.plane !== 'matrix' && actor.currentLocation === arena.room;
20
+ if (actor.plane !== 'matrix')
21
+ return false;
22
+ return arena.kind === 'host' ? actor.hostInside === arena.host : actor.hostInside === undefined;
23
+ }
24
+ export function arenaName(arena) {
25
+ return arena.kind === 'room' ? arena.room.name : arena.kind === 'host' ? `the ${arena.host.name} host` : 'the open grid';
26
+ }
4
27
  /**
5
28
  * THE COMBAT TURN (SR5 p.158-161, RAG-checked 2026-09-06).
6
29
  *
@@ -96,10 +119,23 @@ export class CombatEncounter {
96
119
  * autopilot was retired 2026-09-07: a phase you commit with "end
97
120
  * turn" is yours to play). */
98
121
  onHumanPhase;
99
- constructor(scene, logger, room) {
122
+ /** A fresh Combat Turn is about to be rolled (p.159 step 5) -- the
123
+ * seam a host uses to launch one IC "at the beginning of each Combat
124
+ * Turn" (p.247), before the roll so the new program rolls with
125
+ * everyone. */
126
+ onNewTurn;
127
+ /** The fight goes on even with nobody paired against anybody: a host
128
+ * whose ice is all crashed still gets its next turn to relaunch
129
+ * (p.355-356). Consulted by stillHostile(). */
130
+ keepAlive;
131
+ /** Where this fight is. `room` stays for the physical arena and for
132
+ * world events; a host arena's room is the room under the host. */
133
+ arena;
134
+ constructor(scene, logger, room, arena) {
100
135
  this.scene = scene;
101
136
  this.logger = logger;
102
137
  this.room = room;
138
+ this.arena = arena ?? { kind: 'room', room };
103
139
  }
104
140
  // ------------------------------------------------------------ setup ----
105
141
  /**
@@ -153,7 +189,7 @@ export class CombatEncounter {
153
189
  metaLines.push(` ${p.actor.name}: ${formatInitiative(p.roll)}${p.score !== p.roll.score ? ` -> ${p.score}` : ''}`);
154
190
  }
155
191
  worldLines.push(`Combat Turn ${this.turn} -- ${this.orderLine()}.`);
156
- this.scene.addWorldEvent(`A fight broke out in ${this.room.name} -- ${opts.aggressor.name} opened${opts.target ? ` on ${opts.target.name}` : ''}. In it: ${this.participants.map(p => p.actor.name).join(', ')}.`);
192
+ this.scene.addWorldEvent(`A fight broke out in ${arenaName(this.arena)} -- ${opts.aggressor.name} opened${opts.target ? ` on ${opts.target.name}` : ''}. In it: ${this.participants.map(p => p.actor.name).join(', ')}.`);
157
193
  await this.announce(worldLines, metaLines);
158
194
  await this.run();
159
195
  }
@@ -233,9 +269,14 @@ export class CombatEncounter {
233
269
  fullDefenseActive(actor) {
234
270
  return this.participantOf(actor)?.fullDefenseTurn === this.turn;
235
271
  }
236
- /** Present in the room, on their feet, still a participant. */
272
+ /** Present in the arena, on their feet, still a participant. */
237
273
  present(p) {
238
- return p.actor.currentLocation === this.room && !p.actor.isIncapacitated();
274
+ return inArena(this.arena, p.actor) && !p.actor.isIncapacitated() && !p.actor.deathClaimed;
275
+ }
276
+ /** A program the host runs (utilities/ic-actors.ts) -- its phase is
277
+ * played by the ice brain and narrated by its own lines. */
278
+ isConstruct(actor) {
279
+ return actor.icKind !== undefined;
239
280
  }
240
281
  isNpc(actor) {
241
282
  return !this.scene.isHumanControlled(actor);
@@ -261,9 +302,9 @@ export class CombatEncounter {
261
302
  }
262
303
  /** An attack renews (or creates) the hostility between two actors. */
263
304
  noteAttack(attacker, defender) {
264
- if (!this.has(defender) && defender.currentLocation === this.room)
305
+ if (!this.has(defender) && inArena(this.arena, defender))
265
306
  this.join(defender);
266
- if (!this.has(attacker) && attacker.currentLocation === this.room)
307
+ if (!this.has(attacker) && inArena(this.arena, attacker))
267
308
  this.join(attacker);
268
309
  this.notePair(attacker, defender);
269
310
  }
@@ -273,6 +314,8 @@ export class CombatEncounter {
273
314
  * by an attack -- hands up ends a fight unless somebody keeps shooting.
274
315
  */
275
316
  stillHostile() {
317
+ if (this.keepAlive?.())
318
+ return true;
276
319
  for (const pair of this.pairs.values()) {
277
320
  const a = this.participants.find(p => p.actor.name === pair.a);
278
321
  const b = this.participants.find(p => p.actor.name === pair.b);
@@ -400,10 +443,15 @@ export class CombatEncounter {
400
443
  * phase that opens and closes in one tick is one beat per watcher.
401
444
  */
402
445
  notePhaseChanged() {
403
- for (const a of this.room.getActors()) {
404
- if (this.scene.isHumanControlled(a))
405
- a.noteConditionChanged();
406
- }
446
+ for (const a of this.watchers())
447
+ a.noteConditionChanged();
448
+ }
449
+ /** The humans who can see this fight: bodies in the room, or the
450
+ * human personas on this side of the host wall. */
451
+ watchers() {
452
+ if (this.arena.kind === 'room')
453
+ return this.room.getActors().filter(a => this.scene.isHumanControlled(a));
454
+ return this.scene.getPlayers().filter(p => inArena(this.arena, p));
407
455
  }
408
456
  async beginPhase(p) {
409
457
  this.phaseActor = p.actor;
@@ -424,12 +472,18 @@ export class CombatEncounter {
424
472
  this.budget.spend('free', 'Run (still running)');
425
473
  const human = this.scene.isHumanControlled(p.actor);
426
474
  if (human) {
427
- const budgetLine = `Your Action Phase -- Combat Turn ${this.turn}, pass ${this.pass}, Initiative ${p.score}. ${this.budget.describe()}; ${this.movementLine(p.actor)}. "end turn" when you're done.`;
475
+ // A persona has no metres to spend: the grid sees no distance.
476
+ const ground = this.arena.kind === 'room' ? `; ${this.movementLine(p.actor)}` : '';
477
+ const budgetLine = `Your Action Phase -- Combat Turn ${this.turn}, pass ${this.pass}, Initiative ${p.score}. ${this.budget.describe()}${ground}. "end turn" when you're done.`;
428
478
  this.logger.log(`\n{cyan-fg}${budgetLine}{/cyan-fg}`, { actor: p.actor.name });
429
479
  this.scene.updateStatus();
430
480
  this.onHumanPhase?.(p.actor, this);
431
481
  return;
432
482
  }
483
+ // Ice narrates its own action (utilities/ic-brain.ts); a second
484
+ // "acts" line per program per pass was half the wall of text.
485
+ if (this.isConstruct(p.actor))
486
+ return;
433
487
  await this.announce([`${p.actor.name} acts (Initiative ${p.score}).`], []);
434
488
  }
435
489
  movementLine(actor) {
@@ -543,6 +597,11 @@ export class CombatEncounter {
543
597
  }
544
598
  this.turn += 1;
545
599
  this.pass = 1;
600
+ // The host launches at the START of the turn (p.247), before the
601
+ // roll, so a fresh program rolls initiative with everyone else.
602
+ await this.onNewTurn?.(this);
603
+ if (this.ended)
604
+ return;
546
605
  const metaLines = [`Combat Turn ${this.turn} -- new Initiative (p.159):`];
547
606
  for (const p of this.participants) {
548
607
  p.roll = rollInitiativeScore(p.actor.getInitiativeAttribute(), p.actor.getInitiativeDice());
@@ -590,7 +649,7 @@ export class CombatEncounter {
590
649
  : `${actor.name} has only ${p.score} Initiative left -- ${label} costs ${cost} (SR5 p.168).`;
591
650
  }
592
651
  p.score -= cost;
593
- this.logger.meta(` ${actor.name}: ${label} (-${cost} Initiative -> ${p.score})`, undefined, { room: this.room.name });
652
+ this.logger.meta(` ${actor.name}: ${label} (-${cost} Initiative -> ${p.score})`, undefined, this.arena.kind === 'room' ? { room: this.room.name } : { actor: actor.name });
594
653
  return undefined;
595
654
  }
596
655
  /** Full Defense (p.191): -10, Willpower to every defense this turn. */
@@ -620,29 +679,37 @@ export class CombatEncounter {
620
679
  p.actor.firedThisPhase = false;
621
680
  }
622
681
  this.scene.endEncounter(this);
682
+ const where = arenaName(this.arena);
623
683
  const line = reason === 'burnout'
624
- ? `The fight in ${this.room.name} burns out -- nobody can land the finishing blow.`
684
+ ? `The fight in ${where} burns out -- nobody can land the finishing blow.`
625
685
  : reason === 'left'
626
- ? `The fight in ${this.room.name} is over -- nobody left to fight.`
627
- : `The fight in ${this.room.name} is over.`;
686
+ ? `The fight in ${where} is over -- nobody left to fight.`
687
+ : `The fight in ${where} is over.`;
628
688
  await this.announce([line], []);
629
689
  this.scene.updateStatus();
630
690
  // Spirits whose services ran out depart once the dust settles.
631
691
  this.scene.ownerGame?.settleSpiritServices?.();
632
692
  }
633
693
  // ------------------------------------------------------------ output ----
634
- /** A human is present in the room to see it. */
694
+ /** A human is present in the arena to see it. */
635
695
  witnessed() {
636
- return this.scene.getPlayers().some(p => p.currentLocation === this.room);
696
+ return this.watchers().length > 0;
637
697
  }
638
698
  async announce(lines, meta) {
639
699
  if ((lines.length === 0 && meta.length === 0) || !this.witnessed())
640
700
  return;
641
- const scope = { room: this.room.name };
642
- for (const m of meta)
643
- this.logger.meta(m, undefined, scope);
644
- if (lines.length > 0)
645
- this.logger.log(`\n${lines.join('\n')}`, scope);
701
+ // A room scope resolves by BODY room (headless.ts), which is not
702
+ // where a persona stands -- so a host or grid fight addresses each
703
+ // watching persona by name instead.
704
+ const scopes = this.arena.kind === 'room'
705
+ ? [{ room: this.room.name }]
706
+ : this.watchers().map(p => ({ actor: p.name }));
707
+ for (const scope of scopes) {
708
+ for (const m of meta)
709
+ this.logger.meta(m, undefined, scope);
710
+ if (lines.length > 0)
711
+ this.logger.log(`\n${lines.join('\n')}`, scope);
712
+ }
646
713
  this.scene.updateStatus();
647
714
  const beat = process.env.MAKA_NO_BEATS === '1' ? 0 : CombatEncounter.BEAT_MS;
648
715
  if (beat > 0)
@@ -674,7 +741,8 @@ export class CombatEncounter {
674
741
  if (!p)
675
742
  return undefined;
676
743
  if (this.phaseActor === player && this.budget) {
677
- return `{cyan-fg}⏱ YOUR PHASE{/cyan-fg} T${this.turn}/P${this.pass} Init ${p.score} · ${this.budget.describe()} · ${player.movementLeftMeters} m · "end turn"`;
744
+ const ground = this.arena.kind === 'room' ? ` · ${player.movementLeftMeters} m` : '';
745
+ return `{cyan-fg}⏱ YOUR PHASE{/cyan-fg} T${this.turn}/P${this.pass} Init ${p.score} · ${this.budget.describe()}${ground} · "end turn"`;
678
746
  }
679
747
  const who = this.phaseActor ? `${this.phaseActor.name} acting` : 'resolving';
680
748
  return `⏱ COMBAT T${this.turn}/P${this.pass} Init ${p.score} · ${who}${p.fullDefenseTurn === this.turn ? ' · FULL DEFENSE' : ''}`;
@@ -0,0 +1,107 @@
1
+ import { hostIsHunting, hostLaunchStep } from './ic.js';
2
+ import { personasInside } from './matrix-roster.js';
3
+ /**
4
+ * THE HOST OWNS ITS FIGHT (2026-09-13, the Matrix joins the Combat Turn).
5
+ *
6
+ * Before this the host's ice acted once per PLAYER COMMAND (game.ts
7
+ * withICTurn -> ic.ts runICTurn): type "look" inside an alerted host and
8
+ * every running program took a swing, four programs and twelve lines a
9
+ * keystroke, with no initiative and no turn to end -- an engine mapping
10
+ * that its own comment called "not a rule". Cybercombat, meanwhile, ran
11
+ * on the two-actor exchange: every `attack Patrol IC` rolled a fresh
12
+ * initiative and printed "FREEZES".
13
+ *
14
+ * Canon has one structure for both (SR5 p.247, p.229-230, RAG-checked
15
+ * 2026-09-13): Combat Turns and Initiative Passes shared with the meat
16
+ * world; a persona's initiative is Data Processing + Intuition with
17
+ * 3D6/4D6; each IC program has its own persona, condition monitor and
18
+ * Initiative Score, treated as hot-sim (4D6); the host launches ONE IC
19
+ * per Combat Turn at the beginning of the turn, up to its rating
20
+ * running; IC attacks are Complex Actions. So the host's fight is a
21
+ * CombatEncounter in a host ARENA (combat-turn.ts): the host launches
22
+ * on the encounter's newTurn hook, each program is a participant whose
23
+ * Action Phase the ice brain plays (ic-brain.ts), and the persona spends
24
+ * its own budget and types "end turn" like anywhere else.
25
+ *
26
+ * `ic.ts` stays scene-free and dice-only; this file is the seam that
27
+ * holds the Scene and the encounter.
28
+ */
29
+ const empty = () => ({ lines: [], meta: [], world: [] });
30
+ /** Every program the host has running as an actor, seated in the fight. */
31
+ function seatRunningIce(enc, host) {
32
+ for (const ice of host.iceActors.values()) {
33
+ if (!enc.has(ice) && !ice.isIncapacitated())
34
+ enc.join(ice);
35
+ }
36
+ }
37
+ /** Report one host step to the persona's watchers. */
38
+ async function tell(enc, scene, turn) {
39
+ for (const w of turn.world)
40
+ scene.addWorldEvent(w);
41
+ await enc.announce(turn.lines, turn.meta);
42
+ }
43
+ /**
44
+ * THE START OF THE HOST'S COMBAT TURN (p.247): crashed programs leave,
45
+ * one program launches, and the newcomer rolls initiative with everyone
46
+ * else -- the encounter calls this from newTurn() before the roll.
47
+ */
48
+ export async function hostTurnStart(scene, host, enc) {
49
+ const out = empty();
50
+ hostLaunchStep(host.over, scene, out);
51
+ seatRunningIce(enc, host);
52
+ await tell(enc, scene, out);
53
+ }
54
+ /** The fight goes on while the host is alert and someone human is still
55
+ * inside it -- even with every program crashed, the host gets its next
56
+ * turn to relaunch (p.355-356). */
57
+ export function hostKeepsFighting(scene, host) {
58
+ return host.alert && !host.sanctioned
59
+ && personasInside(scene, host).some(p => scene.isHumanControlled(p) && !p.isIncapacitated());
60
+ }
61
+ /**
62
+ * OPEN THE HOST'S FIGHT on an intruder it has made. The aggressor is a
63
+ * running program -- Patrol, which "is already walking the host", if
64
+ * nothing else is -- so the initiative block reads like a fight and not
65
+ * like a system message.
66
+ */
67
+ export async function openHostEncounter(scene, host, intruder) {
68
+ const out = empty();
69
+ let aggressor = [...host.iceActors.values()].find(ice => !ice.isIncapacitated());
70
+ if (!aggressor) {
71
+ aggressor = hostLaunchStep(host.over, scene, out);
72
+ }
73
+ if (!aggressor)
74
+ return undefined;
75
+ for (const w of out.world)
76
+ scene.addWorldEvent(w);
77
+ const enc = await scene.startEncounter({ kind: 'host', host }, {
78
+ aggressor, target: intruder, ambush: false,
79
+ onNewTurn: e => hostTurnStart(scene, host, e),
80
+ keepAlive: () => hostKeepsFighting(scene, host),
81
+ });
82
+ seatRunningIce(enc, host);
83
+ if (out.lines.length > 0)
84
+ await enc.announce(out.lines, out.meta);
85
+ return enc;
86
+ }
87
+ /**
88
+ * The beat after every command a persona types inside a host (game.ts
89
+ * withHostTurn): an alerted host that is not yet fighting this persona
90
+ * opens on it. Returns true when a fight was opened this beat.
91
+ */
92
+ export async function hostContactBeat(scene, player) {
93
+ const host = player.hostInside;
94
+ if (!host || player.plane !== 'matrix')
95
+ return false;
96
+ if (!hostIsHunting(host.over, player))
97
+ return false;
98
+ const live = scene.encounterInHost(host);
99
+ if (live) {
100
+ if (!live.has(player))
101
+ live.join(player);
102
+ return false;
103
+ }
104
+ const enc = await openHostEncounter(scene, host, player);
105
+ return enc !== undefined;
106
+ }
107
+ //# sourceMappingURL=host-combat.js.map
@@ -0,0 +1,84 @@
1
+ import { IC_TYPES, icActs } from './ic.js';
2
+ import { leaveMatrix } from './planes.js';
3
+ import { Logger } from './logger.js';
4
+ /**
5
+ * A PROGRAM'S ACTION PHASE (SR5 p.247): one Complex Action, by rule.
6
+ *
7
+ * The meat brain (npc-combat-brain.ts) plays verbs -- draw, close, fire.
8
+ * Ice has no verbs and no mind (models/npc.ts isConstruct): its whole
9
+ * repertoire is the one test its type makes, and utilities/ic.ts already
10
+ * rolls that with the right dice. So the phase is: pick the persona the
11
+ * host is after, run the program's act once, spend the Complex, and
12
+ * route what happened to the same places game.ts used to -- the lines to
13
+ * the watchers, the world events to the table, a bricked or scrambled
14
+ * persona to the forced dump, a trace to the heat ledger.
15
+ *
16
+ * Nothing here narrates a second "X acts" line: the program's own act
17
+ * line is the narration (combat-turn.ts beginPhase skips it for ice).
18
+ */
19
+ export async function runIcActionPhase(enc, ice) {
20
+ const logger = Logger.getInstance();
21
+ const host = ice.icHost;
22
+ const type = IC_TYPES.find(t => t.name === ice.icKind);
23
+ if (!host || !type || ice.isIncapacitated())
24
+ return;
25
+ const budget = enc.budgetOf(ice);
26
+ if (!budget)
27
+ return;
28
+ const target = pickTarget(enc, ice);
29
+ if (!target) {
30
+ logger.write(`Ice: ${ice.name} has nobody in the host to hunt -- phase forfeited.`);
31
+ budget.spend('complex', `${type.name} (idle)`);
32
+ return;
33
+ }
34
+ ice.combatOpponent = target;
35
+ ice.lastExchangeAt = Date.now();
36
+ const out = { lines: [], meta: [], world: [] };
37
+ icActs(host.over, target, type, out, ice);
38
+ budget.spend('complex', type.name);
39
+ // The forced dumps ic.ts reports rather than performs -- it takes no
40
+ // Scene. Reasons verbatim from the old game.ts withICTurn.
41
+ if (out.bricked) {
42
+ out.lines.push(...leaveMatrix(enc.scene, target, {
43
+ forced: true,
44
+ reason: `The host's ice burns your deck out from under you.`,
45
+ }));
46
+ }
47
+ else if (out.scrambled) {
48
+ out.lines.push(...leaveMatrix(enc.scene, target, {
49
+ forced: true,
50
+ reason: `Scramble IC rips the connection out at the root --`,
51
+ }));
52
+ }
53
+ if (out.traced) {
54
+ // TRACK IC (p.249): the location goes to the authorities -- routed
55
+ // into the heat the game already keeps for being made in the meat.
56
+ enc.scene.ownerGame?.addHeat?.(4, `Track IC reported ${target.name}'s location`);
57
+ }
58
+ for (const w of out.world)
59
+ enc.scene.addWorldEvent(w);
60
+ await enc.announce(out.lines, out.meta);
61
+ enc.syncWounds();
62
+ }
63
+ /**
64
+ * Who the program goes for: the persona the host holds the most marks
65
+ * on (Probe's work, and what Killer's DV and the mark-gated programs
66
+ * read), then whoever it last engaged, then the first enemy standing.
67
+ */
68
+ function pickTarget(enc, ice) {
69
+ const enemies = enc.enemiesOf(ice).filter(e => e.plane === 'matrix');
70
+ if (enemies.length === 0)
71
+ return undefined;
72
+ const marksOn = ice.icHost?.marksOn;
73
+ let best = enemies[0];
74
+ let bestMarks = -1;
75
+ for (const e of enemies) {
76
+ const m = marksOn?.get(e.name) ?? 0;
77
+ if (m > bestMarks || (m === bestMarks && e === ice.combatOpponent)) {
78
+ best = e;
79
+ bestMarks = m;
80
+ }
81
+ }
82
+ return best;
83
+ }
84
+ //# sourceMappingURL=ic-brain.js.map