@maka/maka-cli 5.181.0 → 5.183.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/bundle/typescript/package.json +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js +20 -11
- package/bundle/typescript/src/commands/game/sideQuest/commands/disable.js +331 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.js +14 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +17 -10
- package/bundle/typescript/src/commands/game/sideQuest/commands/jack.js +6 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +6 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/rest.js +13 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +84 -30
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +10 -1
- package/bundle/typescript/src/commands/game/sideQuest/game.js +51 -40
- package/bundle/typescript/src/commands/game/sideQuest/models/device.js +40 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/host.js +4 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/item.js +6 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/player.js +6 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/room.js +6 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/scene.js +44 -17
- package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-turn.js +91 -23
- package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.js +30 -4
- package/bundle/typescript/src/commands/game/sideQuest/utilities/host-combat.js +107 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/ic-brain.js +84 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/ic.js +84 -51
- package/bundle/typescript/src/commands/game/sideQuest/utilities/npc-combat-brain.js +5 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/perception.js +50 -21
- package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js +6 -2
- package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +5 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/surveillance.js +4 -0
- package/package.json +1 -1
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@@ -1,6 +1,29 @@
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import { rollInitiativeScore, formatInitiative, INITIATIVE_PASS_DROP, rollPool, formatRoll } from './dice.js';
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import { ActionBudget } from './action-budget.js';
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import { runNpcActionPhase } from './npc-combat-brain.js';
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export function arenaKey(a) {
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return a.kind === 'room' ? `room:${a.room.name}` : a.kind === 'host' ? `host:${a.host.name}` : 'grid:open';
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}
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/** The arena this actor would fight in right now. */
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export function arenaOf(actor) {
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if (actor.plane === 'matrix') {
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const host = actor.hostInside;
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return host ? { kind: 'host', host } : { kind: 'grid' };
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}
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return { kind: 'room', room: actor.currentLocation };
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}
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/** Standing in the arena: the body in the room, or the persona on
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* that side of the host wall. */
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export function inArena(arena, actor) {
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if (arena.kind === 'room')
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return actor.plane !== 'matrix' && actor.currentLocation === arena.room;
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if (actor.plane !== 'matrix')
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return false;
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return arena.kind === 'host' ? actor.hostInside === arena.host : actor.hostInside === undefined;
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}
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export function arenaName(arena) {
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return arena.kind === 'room' ? arena.room.name : arena.kind === 'host' ? `the ${arena.host.name} host` : 'the open grid';
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}
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/**
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* THE COMBAT TURN (SR5 p.158-161, RAG-checked 2026-09-06).
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*
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@@ -96,10 +119,23 @@ export class CombatEncounter {
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* autopilot was retired 2026-09-07: a phase you commit with "end
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* turn" is yours to play). */
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onHumanPhase;
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-
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/** A fresh Combat Turn is about to be rolled (p.159 step 5) -- the
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* seam a host uses to launch one IC "at the beginning of each Combat
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* Turn" (p.247), before the roll so the new program rolls with
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* everyone. */
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onNewTurn;
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/** The fight goes on even with nobody paired against anybody: a host
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* whose ice is all crashed still gets its next turn to relaunch
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* (p.355-356). Consulted by stillHostile(). */
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keepAlive;
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/** Where this fight is. `room` stays for the physical arena and for
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* world events; a host arena's room is the room under the host. */
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arena;
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constructor(scene, logger, room, arena) {
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this.scene = scene;
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this.logger = logger;
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this.room = room;
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this.arena = arena ?? { kind: 'room', room };
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}
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// ------------------------------------------------------------ setup ----
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/**
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@@ -153,7 +189,7 @@ export class CombatEncounter {
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metaLines.push(` ${p.actor.name}: ${formatInitiative(p.roll)}${p.score !== p.roll.score ? ` -> ${p.score}` : ''}`);
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}
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worldLines.push(`Combat Turn ${this.turn} -- ${this.orderLine()}.`);
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this.scene.addWorldEvent(`A fight broke out in ${this.
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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(', ')}.`);
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await this.announce(worldLines, metaLines);
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await this.run();
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}
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@@ -233,9 +269,14 @@ export class CombatEncounter {
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fullDefenseActive(actor) {
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return this.participantOf(actor)?.fullDefenseTurn === this.turn;
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}
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/** Present in the
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/** Present in the arena, on their feet, still a participant. */
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present(p) {
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return p.actor
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return inArena(this.arena, p.actor) && !p.actor.isIncapacitated() && !p.actor.deathClaimed;
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}
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/** A program the host runs (utilities/ic-actors.ts) -- its phase is
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* played by the ice brain and narrated by its own lines. */
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isConstruct(actor) {
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return actor.icKind !== undefined;
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}
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isNpc(actor) {
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return !this.scene.isHumanControlled(actor);
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@@ -261,9 +302,9 @@ export class CombatEncounter {
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}
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/** An attack renews (or creates) the hostility between two actors. */
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noteAttack(attacker, defender) {
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if (!this.has(defender) &&
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if (!this.has(defender) && inArena(this.arena, defender))
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this.join(defender);
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if (!this.has(attacker) &&
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if (!this.has(attacker) && inArena(this.arena, attacker))
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this.join(attacker);
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this.notePair(attacker, defender);
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}
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@@ -273,6 +314,8 @@ export class CombatEncounter {
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* by an attack -- hands up ends a fight unless somebody keeps shooting.
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*/
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stillHostile() {
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if (this.keepAlive?.())
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return true;
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for (const pair of this.pairs.values()) {
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const a = this.participants.find(p => p.actor.name === pair.a);
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const b = this.participants.find(p => p.actor.name === pair.b);
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@@ -400,10 +443,15 @@ export class CombatEncounter {
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* phase that opens and closes in one tick is one beat per watcher.
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*/
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notePhaseChanged() {
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for (const a of this.
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for (const a of this.watchers())
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a.noteConditionChanged();
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}
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/** The humans who can see this fight: bodies in the room, or the
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* human personas on this side of the host wall. */
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watchers() {
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if (this.arena.kind === 'room')
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return this.room.getActors().filter(a => this.scene.isHumanControlled(a));
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return this.scene.getPlayers().filter(p => inArena(this.arena, p));
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}
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async beginPhase(p) {
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this.phaseActor = p.actor;
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this.budget.spend('free', 'Run (still running)');
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const human = this.scene.isHumanControlled(p.actor);
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if (human) {
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-
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// A persona has no metres to spend: the grid sees no distance.
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const ground = this.arena.kind === 'room' ? `; ${this.movementLine(p.actor)}` : '';
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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.`;
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this.logger.log(`\n{cyan-fg}${budgetLine}{/cyan-fg}`, { actor: p.actor.name });
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this.scene.updateStatus();
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this.onHumanPhase?.(p.actor, this);
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return;
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}
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// Ice narrates its own action (utilities/ic-brain.ts); a second
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// "acts" line per program per pass was half the wall of text.
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if (this.isConstruct(p.actor))
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return;
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await this.announce([`${p.actor.name} acts (Initiative ${p.score}).`], []);
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}
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movementLine(actor) {
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}
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this.turn += 1;
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this.pass = 1;
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// The host launches at the START of the turn (p.247), before the
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// roll, so a fresh program rolls initiative with everyone else.
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await this.onNewTurn?.(this);
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if (this.ended)
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return;
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const metaLines = [`Combat Turn ${this.turn} -- new Initiative (p.159):`];
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for (const p of this.participants) {
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p.roll = rollInitiativeScore(p.actor.getInitiativeAttribute(), p.actor.getInitiativeDice());
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: `${actor.name} has only ${p.score} Initiative left -- ${label} costs ${cost} (SR5 p.168).`;
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}
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p.score -= cost;
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this.logger.meta(` ${actor.name}: ${label} (-${cost} Initiative -> ${p.score})`, undefined, { room: this.room.name });
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this.logger.meta(` ${actor.name}: ${label} (-${cost} Initiative -> ${p.score})`, undefined, this.arena.kind === 'room' ? { room: this.room.name } : { actor: actor.name });
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return undefined;
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}
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/** Full Defense (p.191): -10, Willpower to every defense this turn. */
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p.actor.firedThisPhase = false;
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}
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this.scene.endEncounter(this);
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const where = arenaName(this.arena);
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const line = reason === 'burnout'
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? `The fight in ${
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? `The fight in ${where} burns out -- nobody can land the finishing blow.`
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: reason === 'left'
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? `The fight in ${
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: `The fight in ${
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? `The fight in ${where} is over -- nobody left to fight.`
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: `The fight in ${where} is over.`;
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await this.announce([line], []);
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this.scene.updateStatus();
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// Spirits whose services ran out depart once the dust settles.
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this.scene.ownerGame?.settleSpiritServices?.();
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}
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// ------------------------------------------------------------ output ----
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/** A human is present in the
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/** A human is present in the arena to see it. */
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witnessed() {
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return this.
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return this.watchers().length > 0;
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}
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async announce(lines, meta) {
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if ((lines.length === 0 && meta.length === 0) || !this.witnessed())
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return;
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this.
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// A room scope resolves by BODY room (headless.ts), which is not
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// where a persona stands -- so a host or grid fight addresses each
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// watching persona by name instead.
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const scopes = this.arena.kind === 'room'
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? [{ room: this.room.name }]
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: this.watchers().map(p => ({ actor: p.name }));
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for (const scope of scopes) {
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for (const m of meta)
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this.logger.meta(m, undefined, scope);
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if (lines.length > 0)
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this.logger.log(`\n${lines.join('\n')}`, scope);
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}
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this.scene.updateStatus();
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const beat = process.env.MAKA_NO_BEATS === '1' ? 0 : CombatEncounter.BEAT_MS;
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if (beat > 0)
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if (!p)
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return undefined;
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if (this.phaseActor === player && this.budget) {
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const ground = this.arena.kind === 'room' ? ` · ${player.movementLeftMeters} m` : '';
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return `{cyan-fg}⏱ YOUR PHASE{/cyan-fg} T${this.turn}/P${this.pass} Init ${p.score} · ${this.budget.describe()}${ground} · "end turn"`;
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}
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const who = this.phaseActor ? `${this.phaseActor.name} acting` : 'resolving';
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return `⏱ COMBAT T${this.turn}/P${this.pass} Init ${p.score} · ${who}${p.fullDefenseTurn === this.turn ? ' · FULL DEFENSE' : ''}`;
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@@ -16,6 +16,25 @@ import { isWatched, camerasLive, canSnoopFeeds } from './surveillance.js';
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* ▣ PAN, ▲ dangerous device, ◇ data. (There is no air-gapped-host glyph
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* any more -- see hhSWzLSXECFtfoAGa and canReachHost.)
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*/
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/**
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* A DEVICE ICON, AND WHAT WORKS IT (commands/disable.ts, 2026-09-13).
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* Control Device (p.238) needs 2 marks on the device -- "disable" -- and
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* a Data Spike (p.239) needs none -- "brick". A bricked lock stays
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* locked (p.228), so its line says so rather than offering a way in.
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*/
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export function deviceIconLine(device, actor) {
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const dr = `{bold}[DR ${device.rating}]{/bold}`;
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if (device.isOpen())
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return `▤ ${device.name} ${dr} -- its icon standing open, nothing left to hold.`;
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if (device.isBricked) {
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return `▤ ${device.name} ${dr} -- BRICKED, dead electronics${device.kind === 'lock' ? '; the lock stays locked (p.228)' : ''}.`;
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}
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const marks = device.marksBy.get(actor.name) ?? 0;
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const way = marks >= 2
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? `"disable ${device.name}" (Control Device, ${marks} marks held)`
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: `"hack ${device.name}" for marks (${marks}/2 to command it), or "brick ${device.name}"`;
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return `▤ ${device.name} ${dr} -- a device icon shaped like the thing itself, shut. (${way})`;
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}
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export function gridIcons(scene, actor, room) {
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// INSIDE A HOST IS A DIFFERENT PLACE (SR5 p.246, and Deditri's
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// eJANPpm7qCaCAJBJw). "The virtual space inside a host is separate
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@@ -202,9 +221,7 @@ export function gridIcons(scene, actor, room) {
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for (const device of room.devices) {
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if (!device.broadcastsAro())
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223
|
continue;
|
|
205
|
-
icons.push(device
|
|
206
|
-
? `▤ ${device.name} {bold}[DR ${device.rating}]{/bold} -- its icon standing open, nothing left to hold.`
|
|
207
|
-
: `▤ ${device.name} {bold}[DR ${device.rating}]{/bold} -- a device icon shaped like the thing itself, shut. ("hack ${device.name}")`);
|
|
224
|
+
icons.push(deviceIconLine(device, actor));
|
|
208
225
|
}
|
|
209
226
|
// The cameras, as a THING (surveillance.ts): live for security, looped,
|
|
210
227
|
// or yours to ride.
|
|
@@ -306,7 +323,16 @@ function hostInteriorIcons(scene, actor, room) {
|
|
|
306
323
|
const data = room.offlineServer
|
|
307
324
|
? []
|
|
308
325
|
: room.inventory.getAllItems().filter(i => i.plane === 'matrix');
|
|
309
|
-
|
|
326
|
+
// THE ARCHIVE IS NOT A GLANCE (p.241, player ruling 2026-09-13): a
|
|
327
|
+
// persona sees the host's files after a Matrix Search turns them up
|
|
328
|
+
// (commands/search.ts, Host.searchedBy), or when the host is cracked
|
|
329
|
+
// and they spill open. Until then a look says only that there is an
|
|
330
|
+
// archive to search.
|
|
331
|
+
const found = room.hostCracked || (room.host?.searchedBy.has(actor.name) ?? false);
|
|
332
|
+
if (data.length > 0 && !found) {
|
|
333
|
+
icons.push(`◇ The host's archive -- files in here somewhere, and a glance does not read an archive. ("search" runs a Matrix Search, p.241)`);
|
|
334
|
+
}
|
|
335
|
+
for (const item of found ? data : []) {
|
|
310
336
|
icons.push(room.hostCracked
|
|
311
337
|
? `◇ ${item.name} [data] -- unsealed, sitting open in the host's archive. ("take" it)`
|
|
312
338
|
: `◇ ${item.name} [data] -- SEALED in the host's archive. ("hack" the host to break the seal)`);
|
|
@@ -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
|