@maka/maka-cli 5.196.0 → 5.198.0

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Files changed (41) hide show
  1. package/bundle/typescript/package.json +1 -1
  2. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.js +6 -1
  3. package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js +6 -6
  4. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js +6 -1
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js +8 -2
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/download.js +3 -3
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/edit-file.js +1 -1
  8. package/bundle/typescript/src/commands/game/sideQuest/commands/enter-host.js +5 -5
  9. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +62 -13
  10. package/bundle/typescript/src/commands/game/sideQuest/commands/hide.js +1 -1
  11. package/bundle/typescript/src/commands/game/sideQuest/commands/hop.js +2 -2
  12. package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.js +6 -1
  13. package/bundle/typescript/src/commands/game/sideQuest/commands/install.js +6 -1
  14. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +5 -5
  15. package/bundle/typescript/src/commands/game/sideQuest/commands/map.js +1 -1
  16. package/bundle/typescript/src/commands/game/sideQuest/commands/mark.js +1 -1
  17. package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.js +6 -1
  18. package/bundle/typescript/src/commands/game/sideQuest/commands/register.js +6 -1
  19. package/bundle/typescript/src/commands/game/sideQuest/commands/say.js +19 -3
  20. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +2 -2
  21. package/bundle/typescript/src/commands/game/sideQuest/commands/sell.js +6 -1
  22. package/bundle/typescript/src/commands/game/sideQuest/commands/shout.js +69 -0
  23. package/bundle/typescript/src/commands/game/sideQuest/commands/snoop.js +1 -1
  24. package/bundle/typescript/src/commands/game/sideQuest/commands/sprites.js +1 -1
  25. package/bundle/typescript/src/commands/game/sideQuest/commands/talk.js +2 -2
  26. package/bundle/typescript/src/commands/game/sideQuest/commands/tap.js +7 -7
  27. package/bundle/typescript/src/commands/game/sideQuest/commands/thread.js +1 -1
  28. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +45 -1
  29. package/bundle/typescript/src/commands/game/sideQuest/game.js +13 -5
  30. package/bundle/typescript/src/commands/game/sideQuest/models/room.js +80 -57
  31. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js +24 -0
  32. package/bundle/typescript/src/commands/game/sideQuest/utilities/action-cost.js +36 -0
  33. package/bundle/typescript/src/commands/game/sideQuest/utilities/ar.js +1 -1
  34. package/bundle/typescript/src/commands/game/sideQuest/utilities/earshot.js +116 -10
  35. package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-reach.js +83 -6
  36. package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.js +14 -14
  37. package/bundle/typescript/src/commands/game/sideQuest/utilities/matrix-style.js +1 -1
  38. package/bundle/typescript/src/commands/game/sideQuest/utilities/overwatch.js +2 -2
  39. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +1 -1
  40. package/bundle/typescript/src/commands/game/sideQuest/utilities/shared-run.js +8 -0
  41. package/package.json +1 -1
@@ -1,4 +1,4 @@
1
- import { sameSpot, spotOf, spotsActive, OPEN_FLOOR } from './spots.js';
1
+ import { sameSpot, spotOf, spotsActive, OPEN_FLOOR, IMMEDIATE_VICINITY_M, actorDistanceMeters } from './spots.js';
2
2
  /**
3
3
  * WHO CAN OVERHEAR A MURMUR (playtest, Deditri: "a private place for
4
4
  * calls"). A call is audible to the room, and that is correct and
@@ -17,17 +17,25 @@ import { sameSpot, spotOf, spotsActive, OPEN_FLOOR } from './spots.js';
17
17
  * Market's "shadowed edge". Nothing new is invented here; the call path
18
18
  * just respects the position everyone else already respects.
19
19
  *
20
- * THE RULE, and why it is not Room.say's rule: room speech that finds
21
- * nobody at your spot escalates to a SHOUT and carries room-wide -- that
22
- * is how you call across a bar. A commlink held to your face never
23
- * escalates; talking quietly into it is the whole point of it. So a
24
- * murmur reaches your spot and stops there.
20
+ * THE RULE, and why it is STILL not Room.say's rule. A murmur into a
21
+ * commlink reaches your spot and stops there, full stop -- talking
22
+ * quietly into a phone is the whole point of a phone, and it never
23
+ * escalates however alone you are standing.
25
24
  *
26
- * WHAT DOES NOT BUY PRIVACY, deliberately:
25
+ * Room speech used to share that shape and no longer does. `say` is now
26
+ * bounded by each LISTENER's hearing range in real metres
27
+ * (canHearSpeech below, en3p6eCpiRuqsTSKm) and never escalates on its
28
+ * own; shouting is a verb you type (commands/shout.ts). The two rules
29
+ * live in one file so they can be read against each other, which is the
30
+ * lesson of the drift that produced this module in the first place.
31
+ *
32
+ * WHAT DOES NOT BUY PRIVACY ON A CALL, deliberately:
27
33
  * - CIRCULATING (no atSpot) is the compat state and means "anywhere in
28
- * the room" -- it both reaches and is reached by everything. It is
29
- * also the common case, and it stays exactly as loud as it has always
30
- * been.
34
+ * the room" -- your half of a CALL still reaches and is reached by
35
+ * everything, because there is no spot for it to stop at. Note this
36
+ * is the opposite of what circulating now means for ordinary speech,
37
+ * and the asymmetry is argued at canHearSpeech: a murmur has a place
38
+ * it comes from and a phone call does not.
31
39
  * - THE OPEN FLOOR is a real position but it is bare ground in the
32
40
  * middle of the room, no cover, always visible (see spots.ts). Being
33
41
  * apart from people is not the same as being out of earshot, and a
@@ -40,6 +48,104 @@ import { sameSpot, spotOf, spotsActive, OPEN_FLOOR } from './spots.js';
40
48
  * Nothing here caches, stores, or derives a second notion of where
41
49
  * anybody is.
42
50
  */
51
+ /**
52
+ * HOW FAR ORDINARY SPEECH CARRIES, and how far one listener can hear it
53
+ * (en3p6eCpiRuqsTSKm: "'say' should only be perceived by anyone within
54
+ * 3-5m un-augmented. Really, it's the audible perception range of the
55
+ * listener").
56
+ *
57
+ * CANON IS SILENT ON THE DISTANCE, checked rather than assumed. SR5
58
+ * handles hearing as dice and limits, never as a range table: an audio
59
+ * enhancement "adds its Rating to your limit in audio Perception Tests"
60
+ * (p.445), cyberears give "hearing with normal ranges" (p.453-454), and
61
+ * the only metre figures anywhere near it belong to the directional and
62
+ * laser microphones (p.445, 100 m). There is no rule for how far a
63
+ * sentence travels, so THESE NUMBERS ARE THIS ENGINE'S, said out loud
64
+ * rather than dressed as the book's.
65
+ *
66
+ * What is defensible about them:
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+ * - 5 m is already this engine's word for conversational range
68
+ * (spots.ts IMMEDIATE_VICINITY_M, and voiceBandFor calls anything
69
+ * inside it 'conversation'). Speech reaching exactly as far as the
70
+ * engine already says a conversation reaches is one number, not two.
71
+ * - The listener's perception dice extend it. Canon gives audio gear a
72
+ * DICE/LIMIT bonus and this engine models speech by DISTANCE, so the
73
+ * conversion is ours; a metre per die is the smallest unit that can
74
+ * express "you hear better than they do" in a model made of 2 m
75
+ * cells. Cyberears (+1) hear a metre further. That is an
76
+ * extrapolation of a canon bonus, not a canon rule.
77
+ */
78
+ export const SPEECH_METERS = IMMEDIATE_VICINITY_M;
79
+ /**
80
+ * A SHOUT (commands/shout.ts) -- "anyone within a reasonable distance,
81
+ * 50m?" Also this engine's number and not the book's. In practice it is
82
+ * room-wide: the largest room this generator builds is tens of metres
83
+ * across, so the figure is a ceiling that says "the whole place hears
84
+ * you" rather than a boundary anyone will stand outside.
85
+ */
86
+ export const SHOUT_METERS = 50;
87
+ /**
88
+ * How far THIS listener can hear, in metres. The report's own framing:
89
+ * range is a property of the ear, not of the mouth.
90
+ *
91
+ * Reads the same `perception` pool a Perception test reads, so a piece
92
+ * of chrome and a quality that both say "+1 perception" extend hearing
93
+ * identically and neither needs a line here. Never below the base -- a
94
+ * perception PENALTY should make you miss things you roll for, not
95
+ * shrink the room to nothing.
96
+ */
97
+ export function hearingRangeMeters(listener) {
98
+ const bonus = listener.augBonus('perception') + listener.qualityBonus('perception');
99
+ return Math.max(SPEECH_METERS, SPEECH_METERS + bonus);
100
+ }
101
+ /**
102
+ * CAN THIS LISTENER HEAR ORDINARY SPEECH FROM THERE -- the whole of the
103
+ * `say` rule, in one place so the verb, the NPC fan-out and any future
104
+ * reader cannot drift apart the way Room.say and murmurAudience once did.
105
+ *
106
+ * THE CIRCULATING ASYMMETRY, which is the actual defect this item was
107
+ * filed about. "Circulating" (no atSpot) is the compat state meaning
108
+ * "somewhere in this room, unfixed", and the old rule read it as "at
109
+ * every spot at once" -- so a circulating listener heard everything.
110
+ * That is how a patrol officer walking through the back room answered a
111
+ * question put to a Johnson at a table (CugfYsH8DWH8FcfgS, same
112
+ * session): Kessler was `moving through`, so he was nowhere, so he was
113
+ * everywhere.
114
+ *
115
+ * ASK spotOf, NEVER actorCell. A circulating body IS given a cell by
116
+ * seatingIn -- its "drift seat" -- and that cell is deliberately not a
117
+ * position: spots.ts says so in as many words ("a place to DRAW
118
+ * someone, never a position they hold"), and sameSpot and canReach both
119
+ * short-circuit on atSpot before any of it is consulted. A distance
120
+ * check written against the drift seat would have put Kessler a
121
+ * plausible two metres from the table and let him hear after all --
122
+ * correct-looking arithmetic over a number that means nothing.
123
+ *
124
+ * A LISTENER with no position is therefore NOT in earshot of a murmur:
125
+ * someone crossing the room is not standing at your table. A SPEAKER
126
+ * with no position still reaches the room, and that is deliberate rather
127
+ * than an oversight -- they are moving among everybody, there is no
128
+ * "here" for the words to fall short of, and refusing to let a
129
+ * circulating player be heard at all would make the game's main verb
130
+ * fail for the commonest position in it.
131
+ *
132
+ * A room that declares NO spots keeps the old room-wide behaviour
133
+ * outright. There is no geometry in such a room to be near or far in,
134
+ * and inventing one would refuse speech in the small abstract rooms
135
+ * where `say` is all there is.
136
+ */
137
+ export function canHearSpeech(speaker, listener) {
138
+ const room = speaker.currentLocation;
139
+ if (!spotsActive(room))
140
+ return true;
141
+ // The speaker is unplaced: they are moving among everyone.
142
+ if (spotOf(speaker) === undefined)
143
+ return true;
144
+ // The listener is unplaced: they are passing through, not standing here.
145
+ if (spotOf(listener) === undefined)
146
+ return false;
147
+ return actorDistanceMeters(room, speaker, listener) <= hearingRangeMeters(listener);
148
+ }
43
149
  /**
44
150
  * Everyone in the speaker's room close enough to catch a murmur.
45
151
  * From a named spot: whoever shares it, plus anyone circulating.
@@ -1,6 +1,7 @@
1
1
  import { hostConcealedFrom } from './jackpoint.js';
2
- import { matchesHostName, hostLabel } from './grid-names.js';
3
- import { fuzzyPickName } from './fuzzy-match.js';
2
+ import { matchesHostName, hostLabel, hostAliases } from './grid-names.js';
3
+ import { fuzzyPickName, normalizeLoose } from './fuzzy-match.js';
4
+ import { MAX_MARKS } from './marks.js';
4
5
  /**
5
6
  * THE GRID HAS NO STREETS (user canon check 2026-09-02; SR5 pp.217-218,
6
7
  * p.246). Jacked in and outside a host, a persona is on its grid: "a
@@ -88,6 +89,64 @@ export function resolveHostInReach(rooms, actor, query) {
88
89
  const picked = fuzzyPickName(bare, hosts.map(r => r.name));
89
90
  return picked ? hosts.find(r => r.name === picked) : undefined;
90
91
  }
92
+ /**
93
+ * DOES THIS QUERY NAME A HOST OUTRIGHT -- no fuzz, no guessing.
94
+ *
95
+ * resolveHostInReach ends in a fuzzy fallback, which is right for it:
96
+ * once a player has committed to meaning a host, a near miss should
97
+ * still find one. This is the other question, and it exists because
98
+ * `hack`/`mark` resolve PANs FIRST (WTLfRHxJEnPmN2ht9: "this keeps
99
+ * matching on Torque's PAN even though I gave it exactly the host
100
+ * name"). The PAN pass runs fuzzyPickName over the names of every body
101
+ * in reach, and that matcher's tier 2 is substring containment in
102
+ * either direction -- so a runner standing near anyone whose name is
103
+ * contained in the host's could never reach the host by typing its
104
+ * name, because the PAN pass answered before the host pass was asked.
105
+ *
106
+ * So the caller asks this first: an EXACT alias hit (grid-names.ts's
107
+ * hostAliases, loosely normalized -- case, punctuation and a trailing
108
+ * "host"/"node" all forgiven) means the player named a host and the PAN
109
+ * pass must not get to reinterpret it. Anything less falls through and
110
+ * the old order stands, so a genuinely ambiguous word still reaches the
111
+ * PAN it always did.
112
+ *
113
+ * The bare aliases ("host", "the host", "node", "ice") resolve to the
114
+ * host over the vicinity, exactly as resolveHostInReach resolves them
115
+ * -- one query, one answer, whichever door asks.
116
+ */
117
+ export function namesHostExactly(rooms, actor, query) {
118
+ const q = query.trim().toLowerCase();
119
+ if (q === '')
120
+ return undefined;
121
+ if (q === 'host' || q === 'the host')
122
+ return hostOver(gridVicinity(actor));
123
+ const near = hostOver(gridVicinity(actor));
124
+ if (near && hostNamed(near, q))
125
+ return near;
126
+ return hostsInReach(rooms, actor).find(r => hostNamed(r, q));
127
+ }
128
+ /**
129
+ * THE APOSTROPHE, which a player does not type and the matcher insisted
130
+ * on. normalizeLoose SPLITS punctuation rather than dropping it -- right,
131
+ * and load-bearing, because "Mr.Krow" has to become "mr krow" and not
132
+ * "mrkrow". The side effect is that "Torque's Garage" normalizes to
133
+ * "torque s garage", so a player typing the name they READ, minus the
134
+ * apostrophe they did not bother with, missed every alias.
135
+ *
136
+ * So the comparison is tried twice: matchesHostName first (the shared
137
+ * rule, unchanged and still the authority), then again with whitespace
138
+ * squashed out of both sides, which forgives exactly the punctuation the
139
+ * player dropped and nothing else. "torques garage" reaches the host;
140
+ * "torque" -- a whole word shorter -- still does not, which is the line
141
+ * that keeps this from stealing the PAN pass.
142
+ */
143
+ function hostNamed(room, q) {
144
+ if (matchesHostName(q, room))
145
+ return true;
146
+ const squash = (s) => normalizeLoose(s).replace(/\s+/g, '');
147
+ const squashed = squash(q);
148
+ return squashed.length > 0 && hostAliases(room).some(a => squash(a) === squashed);
149
+ }
91
150
  /** Noise between the persona and a room's icons: 0 for the vicinity (and inside a host), -DISTRICT_NOISE dice elsewhere. */
92
151
  export function noiseFor(actor, room) {
93
152
  if (actor.insideHost)
@@ -113,9 +172,20 @@ export function noiseNote(noise) {
113
172
  export function hostLine(room, actor) {
114
173
  const inside = actor.insideHost === room;
115
174
  const marks = room.hostMarksBy.get(actor.name) ?? 0;
175
+ // STANDING IS TWO FACTS, NOT ONE (spcebZTKN24GYRHXW: "it's saying
176
+ // I've already cracked open (hold 3 marks) but I don't").
177
+ //
178
+ // "cracked open" is the SITE's state -- somebody took this node to
179
+ // three marks and its vault has been hanging open ever since. The
180
+ // marks count is YOUR state, and canon wipes it on every reboot
181
+ // (p.236). The two used to be one string with the crack winning, so a
182
+ // rebooted persona holding nothing read a line that says the place is
183
+ // yours -- while every device on it refused them for want of marks.
184
+ // Print both whenever they disagree.
185
+ const held = `${marks}/${MAX_MARKS} marks`;
116
186
  const standing = room.hostSanctioned ? 'haven'
117
- : room.hostCracked ? 'cracked open'
118
- : marks > 0 ? `${marks}/3 marks`
187
+ : room.hostCracked ? (marks >= MAX_MARKS ? 'cracked open' : `cracked open, but you hold ${held}`)
188
+ : marks > 0 ? held
119
189
  : 'sealed';
120
190
  const alert = room.hostAlert && !room.hostSanctioned ? ', walls UP' : '';
121
191
  const over = hostOver(gridVicinity(actor)) === room ? ', over you' : '';
@@ -133,9 +203,16 @@ export function hostLine(room, actor) {
133
203
  export function hostDockLine(room, actor, width) {
134
204
  const inside = actor.insideHost === room;
135
205
  const marks = room.hostMarksBy.get(actor.name) ?? 0;
136
- const tag = room.hostCracked ? ' open' : marks > 0 ? ` ${marks}/3` : '';
206
+ // Same split as hostLine, cut to the dock's width: "open" alone is the
207
+ // site's state and was reading as the persona's. A crack you no longer
208
+ // hold marks on shows the marks, because that is the number every
209
+ // device on this node is about to check (spcebZTKN24GYRHXW).
210
+ const tag = room.hostCracked && marks >= MAX_MARKS ? ' open'
211
+ : room.hostCracked ? ` open ${marks}/${MAX_MARKS}`
212
+ : marks > 0 ? ` ${marks}/${MAX_MARKS}`
213
+ : '';
137
214
  const raw = `${inside ? '▣' : '●'} ${room.name} HR${room.hostRating}${tag}`;
138
215
  const cut = [...raw].slice(0, Math.max(4, width)).join('');
139
- return `{lightblue-fg}${cut}{/lightblue-fg}`;
216
+ return `{light-blue-fg}${cut}{/light-blue-fg}`;
140
217
  }
141
218
  //# sourceMappingURL=grid-reach.js.map
@@ -460,20 +460,20 @@ export function gridSculpt(actor, room) {
460
460
  const purpose = room.host?.purpose;
461
461
  const sculpt = room.host?.sculpt;
462
462
  return [
463
- `{lightblue-fg}INSIDE :: ${hostLabel(room, { capital: true }).toUpperCase()} [HR ${room.hostRating}]${purpose ? ` -- ${purpose}` : ''}{/lightblue-fg}`,
464
- `{lightblue-fg}${sculpt ?? 'Architecture all the way around -- the outside grid is a wall away and might as well be weather.'}{/lightblue-fg}`,
463
+ `{light-blue-fg}INSIDE :: ${hostLabel(room, { capital: true }).toUpperCase()} [HR ${room.hostRating}]${purpose ? ` -- ${purpose}` : ''}{/light-blue-fg}`,
464
+ `{light-blue-fg}${sculpt ?? 'Architecture all the way around -- the outside grid is a wall away and might as well be weather.'}{/light-blue-fg}`,
465
465
  ].join('\n');
466
466
  }
467
467
  // ON THE GRID (SR5 pp.217-218): no street under the persona -- a black
468
468
  // flatland, the body's room named only because that is where the
469
469
  // signal comes from. A host directly overhead gets a line of its own.
470
470
  const body = actor.bodyRoom ?? room;
471
- const header = `{lightblue-fg}THE GRID :: jacked in from ${body.name.toUpperCase()}{/lightblue-fg}`;
471
+ const header = `{light-blue-fg}THE GRID :: jacked in from ${body.name.toUpperCase()}{/light-blue-fg}`;
472
472
  const grid = actor.currentGrid;
473
- const flat = `{lightblue-fg}Black flatland under a black sky -- the icons are the only things out here.${grid ? ` Riding ${grid.name}${grid.userPenalty ? ' (-2 on everything you do, p.233)' : ''}.` : ''}{/lightblue-fg}`;
473
+ const flat = `{light-blue-fg}Black flatland under a black sky -- the icons are the only things out here.${grid ? ` Riding ${grid.name}${grid.userPenalty ? ' (-2 on everything you do, p.233)' : ''}.` : ''}{/light-blue-fg}`;
474
474
  if (!room.hasNode)
475
475
  return `${header}\n${flat}`;
476
- return `${header}\n${flat}\n{lightblue-fg}${hostLabel(room, { capital: true })} hangs directly overhead, sealed. What it holds is inside it.{/lightblue-fg}`;
476
+ return `${header}\n${flat}\n{light-blue-fg}${hostLabel(room, { capital: true })} hangs directly overhead, sealed. What it holds is inside it.{/light-blue-fg}`;
477
477
  }
478
478
  /**
479
479
  * The icons rendered as the standard cyan block, or the thin-grid line.
@@ -502,19 +502,19 @@ export function gridIconBlock(scene, actor, room, rooms) {
502
502
  if (actor.insideHost || !rooms) {
503
503
  const icons = gridIcons(scene, actor, room);
504
504
  if (icons.length === 0) {
505
- return `{lightblue-fg}Thin grid out here -- background noise, nothing worth cracking.{/lightblue-fg}`;
505
+ return `{light-blue-fg}Thin grid out here -- background noise, nothing worth cracking.{/light-blue-fg}`;
506
506
  }
507
- return `{lightblue-fg}ICONS IN REACH:{/lightblue-fg}\n${icons.map(i => ` {lightblue-fg}${i}{/lightblue-fg}`).join('\n')}`;
507
+ return `{light-blue-fg}ICONS IN REACH:{/light-blue-fg}\n${icons.map(i => ` {light-blue-fg}${i}{/light-blue-fg}`).join('\n')}`;
508
508
  }
509
509
  const out = [];
510
510
  const hosts = hostsInReach(rooms, actor);
511
511
  out.push(hosts.length > 0
512
- ? `{lightblue-fg}HOSTS OVERHEAD:{/lightblue-fg}\n${hosts.map(h => ` {lightblue-fg}${hostLine(h, actor)}{/lightblue-fg}`).join('\n')}`
513
- : `{lightblue-fg}Nothing overhead -- no host stands over this district.{/lightblue-fg}`);
512
+ ? `{light-blue-fg}HOSTS OVERHEAD:{/light-blue-fg}\n${hosts.map(h => ` {light-blue-fg}${hostLine(h, actor)}{/light-blue-fg}`).join('\n')}`
513
+ : `{light-blue-fg}Nothing overhead -- no host stands over this district.{/light-blue-fg}`);
514
514
  const near = gridIcons(scene, actor, gridVicinity(actor)).filter(i => !isHostLine(i));
515
515
  out.push(near.length > 0
516
- ? `{lightblue-fg}ICONS IN REACH:{/lightblue-fg}\n${near.map(i => ` {lightblue-fg}${i}{/lightblue-fg}`).join('\n')}`
517
- : `{lightblue-fg}Nothing near -- background noise around your signal.{/lightblue-fg}`);
516
+ ? `{light-blue-fg}ICONS IN REACH:{/light-blue-fg}\n${near.map(i => ` {light-blue-fg}${i}{/light-blue-fg}`).join('\n')}`
517
+ : `{light-blue-fg}Nothing near -- background noise around your signal.{/light-blue-fg}`);
518
518
  // FARTHER OUT, WITHOUT AN ADDRESS (SR5 p.235, p.243): Matrix Perception
519
519
  // never tells you where a device physically sits -- that is Trace Icon,
520
520
  // two marks and an opposed test. So far icons are listed by the noise
@@ -539,9 +539,9 @@ export function gridIconBlock(scene, actor, room, rooms) {
539
539
  byBand.set(noise, list);
540
540
  }
541
541
  const far = [...byBand.entries()].sort((a, b) => a[0] - b[0])
542
- .map(([noise, names]) => ` {lightblue-fg}· dim, noise -${noise}: ${names.join(', ')}{/lightblue-fg}`);
542
+ .map(([noise, names]) => ` {light-blue-fg}· dim, noise -${noise}: ${names.join(', ')}{/light-blue-fg}`);
543
543
  if (far.length > 0)
544
- out.push(`{lightblue-fg}FARTHER OUT -- dimmer with distance:{/lightblue-fg}\n${far.join('\n')}`);
544
+ out.push(`{light-blue-fg}FARTHER OUT -- dimmer with distance:{/light-blue-fg}\n${far.join('\n')}`);
545
545
  // A blank line between the distance bands (user, 2026-09-02): three
546
546
  // sections read as three when they do not touch.
547
547
  return out.join('\n\n');
@@ -556,7 +556,7 @@ export function gridIconBlock(scene, actor, room, rooms) {
556
556
  * the other personas, and the files. Cut to the dock's rows and columns.
557
557
  */
558
558
  export function hostInteriorPanel(scene, actor, host, rows, cols) {
559
- const cut = (raw) => `{lightblue-fg}${[...raw].slice(0, Math.max(4, cols)).join('')}{/lightblue-fg}`;
559
+ const cut = (raw) => `{light-blue-fg}${[...raw].slice(0, Math.max(4, cols)).join('')}{/light-blue-fg}`;
560
560
  const lines = [];
561
561
  lines.push(cut(`INSIDE ${host.name}`));
562
562
  if (host.purpose)
@@ -1,4 +1,4 @@
1
- export const MATRIX_COLOR = 'lightblue';
1
+ export const MATRIX_COLOR = 'light-blue';
2
2
  export const FEED_COLOR = 'white';
3
3
  export const TURN_COLOR = 'yellow';
4
4
  /** Matrix-plane prose, tagged. */
@@ -58,10 +58,10 @@ export function accrueOverwatch(scene, actor, defenseHits, why) {
58
58
  // The grid's built-in warning system (p.221): subtle ripples, once
59
59
  // per band -- the only free hint the player ever gets.
60
60
  if (before < 30 && actor.overwatchScore >= 30) {
61
- return { lines: [`{lightblue-fg}The grid RIPPLES -- hard, close, and looking. Something vast has nearly found the thread you're hanging by. ("reboot" is a clean slate.){/lightblue-fg}`], converged: false };
61
+ return { lines: [`{light-blue-fg}The grid RIPPLES -- hard, close, and looking. Something vast has nearly found the thread you're hanging by. ("reboot" is a clean slate.){/light-blue-fg}`], converged: false };
62
62
  }
63
63
  if (before < 20 && actor.overwatchScore >= 20) {
64
- return { lines: [`{lightblue-fg}A ripple crosses the grid -- subtle, wrong, deliberate. Somewhere above, an eye has started counting your fingerprints.{/lightblue-fg}`], converged: false };
64
+ return { lines: [`{light-blue-fg}A ripple crosses the grid -- subtle, wrong, deliberate. Somewhere above, an eye has started counting your fingerprints.{/light-blue-fg}`], converged: false };
65
65
  }
66
66
  return { lines: [], converged: false };
67
67
  }
@@ -454,7 +454,7 @@ export function fileReach(actor, room) {
454
454
  */
455
455
  export function planeTintItemName(item, viewerPlane) {
456
456
  if (item.plane === 'matrix') {
457
- return `{lightblue-fg}${item.name} [data]{/lightblue-fg}`;
457
+ return `{light-blue-fg}${item.name} [data]{/light-blue-fg}`;
458
458
  }
459
459
  if (item.plane === 'astral') {
460
460
  return `{magenta-fg}${item.name} [astral]{/magenta-fg}`;
@@ -1253,6 +1253,14 @@ export class SharedRunSession {
1253
1253
  catch { /* the name is a courtesy; the warning stands without it */ }
1254
1254
  return `The dispatcher picks up -- and you hesitate. You never settled with ${who}: ${owed}¥ still on the table. ("call taxi" again to leave it and go.)`;
1255
1255
  }
1256
+ // MID-FIGHT (hHvR2kxrqAKuuXwED). This shortcut skips the engine's
1257
+ // CallCommand exactly as the unclaimed-pay case above does, so
1258
+ // the server carries the refusal and this renders it in the
1259
+ // engine's own words. It arms NOTHING: unlike `unsettled`, no
1260
+ // second call gets you a cab.
1261
+ if (e.error === 'in-combat') {
1262
+ return `Mid-fight is no time to hail a cab. Finish this, then call.`;
1263
+ }
1256
1264
  if (e.error === 'bad-status' || e.error === 'interrupted') {
1257
1265
  await this.homecoming();
1258
1266
  return '';
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@maka/maka-cli",
3
- "version": "5.196.0",
3
+ "version": "5.198.0",
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.",