@maka/maka-cli 5.2.10 → 5.3.0

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.
Files changed (831) hide show
  1. package/.github/workflows/npm-publish.yml +54 -0
  2. package/eslint.config.js +10 -1
  3. package/jest.config.js +1 -0
  4. package/package.json +19 -32
  5. package/tsconfig.json +2 -0
  6. package/.claude/settings.local.json +0 -20
  7. package/bundle/typescript/package.json +0 -119
  8. package/bundle/typescript/src/README.md +0 -37
  9. package/bundle/typescript/src/command.d.ts +0 -37
  10. package/bundle/typescript/src/command.js +0 -231
  11. package/bundle/typescript/src/command.js.map +0 -1
  12. package/bundle/typescript/src/commands/_index.d.ts +0 -24
  13. package/bundle/typescript/src/commands/_index.js +0 -26
  14. package/bundle/typescript/src/commands/_index.js.map +0 -1
  15. package/bundle/typescript/src/commands/ai/_index.d.ts +0 -2
  16. package/bundle/typescript/src/commands/ai/_index.js +0 -3
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  18. package/bundle/typescript/src/commands/ai/ai.command.d.ts +0 -3
  19. package/bundle/typescript/src/commands/ai/ai.command.js +0 -83
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  21. package/bundle/typescript/src/commands/ai/mcp.sub.cmd.d.ts +0 -1
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  24. package/bundle/typescript/src/commands/aws/_index.d.ts +0 -16
  25. package/bundle/typescript/src/commands/aws/_index.js +0 -17
  26. package/bundle/typescript/src/commands/aws/_index.js.map +0 -1
  27. package/bundle/typescript/src/commands/aws/aws.command.d.ts +0 -3
  28. package/bundle/typescript/src/commands/aws/aws.command.js +0 -15
  29. package/bundle/typescript/src/commands/aws/aws.command.js.map +0 -1
  30. package/bundle/typescript/src/commands/aws/cecr.sub.cmd.d.ts +0 -1
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  33. package/bundle/typescript/src/commands/aws/chz.sub.cmd.d.ts +0 -1
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  36. package/bundle/typescript/src/commands/aws/ci.sub.cmd.d.ts +0 -1
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  39. package/bundle/typescript/src/commands/aws/ckp.sub.cmd.d.ts +0 -1
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  45. package/bundle/typescript/src/commands/aws/decr.sub.cmd.d.ts +0 -1
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  48. package/bundle/typescript/src/commands/aws/di.sub.cmd.d.ts +0 -1
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  57. package/bundle/typescript/src/commands/aws/lecr.sub.cmd.d.ts +0 -1
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  60. package/bundle/typescript/src/commands/aws/rbi.sub.cmd.d.ts +0 -1
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  90. package/bundle/typescript/src/commands/deploy/_index.d.ts +0 -3
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  99. package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.d.ts +0 -1
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  102. package/bundle/typescript/src/commands/game/_index.d.ts +0 -5
  103. package/bundle/typescript/src/commands/game/_index.js +0 -7
  104. package/bundle/typescript/src/commands/game/_index.js.map +0 -1
  105. package/bundle/typescript/src/commands/game/battleship.sub.cmd.d.ts +0 -1
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  108. package/bundle/typescript/src/commands/game/play.command.d.ts +0 -3
  109. package/bundle/typescript/src/commands/game/play.command.js +0 -18
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  111. package/bundle/typescript/src/commands/game/pong.sub.cmd.d.ts +0 -1
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  114. package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.d.ts +0 -9
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  120. package/bundle/typescript/src/commands/game/sideQuest/commands/drop.d.ts +0 -7
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  123. package/bundle/typescript/src/commands/game/sideQuest/commands/equip.d.ts +0 -7
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  126. package/bundle/typescript/src/commands/game/sideQuest/commands/give.d.ts +0 -7
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  129. package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +0 -7
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  132. package/bundle/typescript/src/commands/game/sideQuest/commands/kill.d.ts +0 -6
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  135. package/bundle/typescript/src/commands/game/sideQuest/commands/lock.d.ts +0 -8
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  831. package/docs/MCP_SERVER.md +0 -396
@@ -1,47 +0,0 @@
1
- export declare enum Size {
2
- Tiny = "tiny",
3
- Small = "small",
4
- Medium = "medium",
5
- Large = "large",
6
- VeryLarge = "very_large"
7
- }
8
- export declare enum Rating {
9
- Common = "common",
10
- Standard = "standard",
11
- Rare = "rare",
12
- Legendary = "legendary",
13
- MilitaryGrade = "military_grade",
14
- Poor = "poor",
15
- Street = "street"
16
- }
17
- export declare enum Category {
18
- Weapon = "weapon",
19
- Shield = "shield",
20
- Key = "key",
21
- Gloves = "gloves",
22
- Helmet = "helmet",
23
- Hat = "hat",
24
- Boots = "boots",
25
- LegArmor = "leg_armor",
26
- ArmArmor = "arm_armor",
27
- BodyArmor = "body_armor",
28
- Book = "book",
29
- Cup = "cup",
30
- Unknown = "unknown",
31
- CurrencyContainer = "currency_container",
32
- Medical = "medical",
33
- Consumable = "consumable",
34
- Tool = "tool",
35
- Misc = "misc",
36
- Game = "game",
37
- Pharmaceutical = "pharmaceutical",
38
- Electronics = "electronics"
39
- }
40
- export declare enum Direction {
41
- NORTH = "north",
42
- EAST = "east",
43
- SOUTH = "south",
44
- WEST = "west",
45
- UP = "up",
46
- DOWN = "down"
47
- }
@@ -1,52 +0,0 @@
1
- export var Size;
2
- (function (Size) {
3
- Size["Tiny"] = "tiny";
4
- Size["Small"] = "small";
5
- Size["Medium"] = "medium";
6
- Size["Large"] = "large";
7
- Size["VeryLarge"] = "very_large";
8
- })(Size || (Size = {}));
9
- export var Rating;
10
- (function (Rating) {
11
- Rating["Common"] = "common";
12
- Rating["Standard"] = "standard";
13
- Rating["Rare"] = "rare";
14
- Rating["Legendary"] = "legendary";
15
- Rating["MilitaryGrade"] = "military_grade";
16
- Rating["Poor"] = "poor";
17
- Rating["Street"] = "street";
18
- })(Rating || (Rating = {}));
19
- export var Category;
20
- (function (Category) {
21
- Category["Weapon"] = "weapon";
22
- Category["Shield"] = "shield";
23
- Category["Key"] = "key";
24
- Category["Gloves"] = "gloves";
25
- Category["Helmet"] = "helmet";
26
- Category["Hat"] = "hat";
27
- Category["Boots"] = "boots";
28
- Category["LegArmor"] = "leg_armor";
29
- Category["ArmArmor"] = "arm_armor";
30
- Category["BodyArmor"] = "body_armor";
31
- Category["Book"] = "book";
32
- Category["Cup"] = "cup";
33
- Category["Unknown"] = "unknown";
34
- Category["CurrencyContainer"] = "currency_container";
35
- Category["Medical"] = "medical";
36
- Category["Consumable"] = "consumable";
37
- Category["Tool"] = "tool";
38
- Category["Misc"] = "misc";
39
- Category["Game"] = "game";
40
- Category["Pharmaceutical"] = "pharmaceutical";
41
- Category["Electronics"] = "electronics";
42
- })(Category || (Category = {}));
43
- export var Direction;
44
- (function (Direction) {
45
- Direction["NORTH"] = "north";
46
- Direction["EAST"] = "east";
47
- Direction["SOUTH"] = "south";
48
- Direction["WEST"] = "west";
49
- Direction["UP"] = "up";
50
- Direction["DOWN"] = "down";
51
- })(Direction || (Direction = {}));
52
- //# sourceMappingURL=enums.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"enums.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/types/enums.ts"],"names":[],"mappings":"AAAA,MAAM,CAAN,IAAY,IAMX;AAND,WAAY,IAAI;IACd,qBAAa,CAAA;IACT,uBAAe,CAAA;IACf,yBAAiB,CAAA;IACjB,uBAAe,CAAA;IACf,gCAAwB,CAAA;AAC9B,CAAC,EANW,IAAI,KAAJ,IAAI,QAMf;AAED,MAAM,CAAN,IAAY,MAQX;AARD,WAAY,MAAM;IAChB,2BAAiB,CAAA;IACf,+BAAqB,CAAA;IACrB,uBAAa,CAAA;IACb,iCAAuB,CAAA;IACvB,0CAAgC,CAAA;IAChC,uBAAa,CAAA;IACb,2BAAiB,CAAA;AACrB,CAAC,EARW,MAAM,KAAN,MAAM,QAQjB;AAED,MAAM,CAAN,IAAY,QAsBX;AAtBD,WAAY,QAAQ;IAClB,6BAAiB,CAAA;IACf,6BAAiB,CAAA;IACjB,uBAAW,CAAA;IACX,6BAAiB,CAAA;IACjB,6BAAiB,CAAA;IACjB,uBAAW,CAAA;IACX,2BAAe,CAAA;IACf,kCAAsB,CAAA;IACtB,kCAAsB,CAAA;IACtB,oCAAwB,CAAA;IACxB,yBAAa,CAAA;IACb,uBAAW,CAAA;IACX,+BAAmB,CAAA;IACnB,oDAAwC,CAAA;IACxC,+BAAmB,CAAA;IACnB,qCAAyB,CAAA;IACzB,yBAAa,CAAA;IACb,yBAAa,CAAA;IACb,yBAAa,CAAA;IACb,6CAAiC,CAAA;IACjC,uCAA2B,CAAA;AAC/B,CAAC,EAtBW,QAAQ,KAAR,QAAQ,QAsBnB;AAED,MAAM,CAAN,IAAY,SAOX;AAPD,WAAY,SAAS;IACnB,4BAAe,CAAA;IACb,0BAAa,CAAA;IACb,4BAAe,CAAA;IACf,0BAAa,CAAA;IACb,sBAAS,CAAA;IACT,0BAAa,CAAA;AACjB,CAAC,EAPW,SAAS,KAAT,SAAS,QAOpB"}
@@ -1,62 +0,0 @@
1
- import { Item } from '../models/item.js';
2
- export type Inventory = Item[];
3
- export type HeadEquipment = {
4
- eyes: Item | null;
5
- ears: Item | null;
6
- skull: Item | null;
7
- mouth: Item | null;
8
- nose: Item | null;
9
- commlink: Item | null;
10
- };
11
- export type TorsoEquipment = {
12
- armorVest: Item | null;
13
- armorCoat: Item | null;
14
- backpack: Item | null;
15
- tacticalRig: Item | null;
16
- leftShoulder: Item | null;
17
- rightShoulder: Item | null;
18
- bandolier: Item | null;
19
- };
20
- export type LegEquipment = {
21
- pants: Item | null;
22
- thighRig: Item | null;
23
- leftHip: Item | null;
24
- rightHip: Item | null;
25
- };
26
- export type FeetEquipment = {
27
- boots: Item | null;
28
- leftAnkle: Item | null;
29
- rightAnkle: Item | null;
30
- };
31
- export type ArmsEquipment = {
32
- leftForearm: Item | null;
33
- rightForearm: Item | null;
34
- leftBicept: Item | null;
35
- rightBicept: Item | null;
36
- cyberware: Item | null;
37
- };
38
- export type GlovesEquipment = {
39
- leftWrist: Item | null;
40
- rightWrist: Item | null;
41
- };
42
- export type LeftHandEquipment = {
43
- weapon: Item | null;
44
- shield: Item | null;
45
- ring: Item | null;
46
- device: Item | null;
47
- };
48
- export type RightHandEquipment = {
49
- weapon: Item | null;
50
- ring: Item | null;
51
- device: Item | null;
52
- };
53
- export type PlayerEquipment = {
54
- head: HeadEquipment | null;
55
- torso: TorsoEquipment | null;
56
- legs: LegEquipment | null;
57
- feet: FeetEquipment | null;
58
- arms: ArmsEquipment | null;
59
- gloves: GlovesEquipment | null;
60
- leftHand: LeftHandEquipment | null;
61
- rightHand: RightHandEquipment | null;
62
- };
@@ -1,2 +0,0 @@
1
- export {};
2
- //# sourceMappingURL=player-equipment.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"player-equipment.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/types/player-equipment.ts"],"names":[],"mappings":""}
@@ -1,6 +0,0 @@
1
- export interface IExitSeedJson {
2
- direction: string;
3
- targetRoom: string;
4
- keyRequired?: string;
5
- doorName?: string;
6
- }
@@ -1,2 +0,0 @@
1
- export {};
2
- //# sourceMappingURL=exit-seed.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"exit-seed.js","sourceRoot":"","sources":["../../../../../../../../src/commands/game/sideQuest/types/seed/exit-seed.ts"],"names":[],"mappings":""}
@@ -1,23 +0,0 @@
1
- import { Size, Category, Rating } from '../shared/item-enum.js';
2
- export interface IItemSeedJson {
3
- name: string;
4
- description: string;
5
- content?: string;
6
- size: keyof typeof Size;
7
- category: keyof typeof Category;
8
- shape: string;
9
- color: string;
10
- texture: string;
11
- rating: keyof typeof Rating;
12
- weight: number;
13
- details?: string;
14
- currencyAmount?: number;
15
- satisfiesLifestyle?: {
16
- addictionTypes?: string[];
17
- habitTags?: string[];
18
- };
19
- room?: string;
20
- heldBy?: string;
21
- owner?: string;
22
- transferable?: boolean;
23
- }
@@ -1,2 +0,0 @@
1
- export {};
2
- //# sourceMappingURL=item-seed.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"item-seed.js","sourceRoot":"","sources":["../../../../../../../../src/commands/game/sideQuest/types/seed/item-seed.ts"],"names":[],"mappings":""}
@@ -1,22 +0,0 @@
1
- export interface LifestyleChoice {
2
- type: 'residence' | 'employment' | 'vice';
3
- metadata: ResidenceChoice | EmploymentChoice | ViceChoice;
4
- }
5
- export interface ResidenceChoice {
6
- tier: 'Street' | 'Squatter' | 'Low' | 'Medium' | 'High' | 'Luxury' | 'Custom';
7
- location?: string;
8
- description?: string;
9
- }
10
- export interface EmploymentChoice {
11
- jobTitle: string;
12
- employer?: string;
13
- SINRegistered?: boolean;
14
- description?: string;
15
- }
16
- export interface ViceChoice {
17
- addictions?: AddictionType[];
18
- mentalHealthFlags?: MentalHealthFlag[];
19
- }
20
- export type AddictionType = 'Alcohol' | 'Cigarettes' | 'Cigars' | 'BTLs' | 'Jazz' | 'Cram' | 'Long Haul' | 'Novacoke' | 'Psyche' | 'Deepweed' | 'Kamikaze' | 'Zen' | 'Bliss' | 'Nitro' | 'Laés' | 'Tempo' | 'Other';
21
- export type MentalHealthFlag = 'Paranoia' | 'Depression' | 'PTSD' | 'Insomnia' | 'Violent Impulses' | 'Compulsive Behavior' | 'Other';
22
- export type LifestyleChoices = LifestyleChoice[];
@@ -1,2 +0,0 @@
1
- export {};
2
- //# sourceMappingURL=lifestyle-seed.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"lifestyle-seed.js","sourceRoot":"","sources":["../../../../../../../../src/commands/game/sideQuest/types/seed/lifestyle-seed.ts"],"names":[],"mappings":""}
@@ -1,6 +0,0 @@
1
- import { IPlayerSeedJson } from './player-seed.js';
2
- export interface INPCSeedJson {
3
- dialogue?: string[];
4
- description?: string;
5
- player: IPlayerSeedJson;
6
- }
@@ -1,2 +0,0 @@
1
- export {};
2
- //# sourceMappingURL=npc-seed.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"npc-seed.js","sourceRoot":"","sources":["../../../../../../../../src/commands/game/sideQuest/types/seed/npc-seed.ts"],"names":[],"mappings":""}
@@ -1,8 +0,0 @@
1
- import { LifestyleChoice } from './lifestyle-seed.js';
2
- import { IItemSeedJson } from './item-seed.js';
3
- export interface IPlayerSeedJson {
4
- name: string;
5
- startLocation: string;
6
- lifestyleChoices: LifestyleChoice[];
7
- startingItems?: IItemSeedJson[];
8
- }
@@ -1,2 +0,0 @@
1
- export {};
2
- //# sourceMappingURL=player-seed.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"player-seed.js","sourceRoot":"","sources":["../../../../../../../../src/commands/game/sideQuest/types/seed/player-seed.ts"],"names":[],"mappings":""}
@@ -1,11 +0,0 @@
1
- export interface IPuzzleSeedJson {
2
- name: string;
3
- room: string;
4
- riddle: string;
5
- requiredPhrase?: string;
6
- requiredItem?: string;
7
- rewardItem?: string;
8
- successMessage?: string;
9
- failureMessage?: string;
10
- hobbyTags?: string[];
11
- }
@@ -1,2 +0,0 @@
1
- export {};
2
- //# sourceMappingURL=puzzle-seed.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"puzzle-seed.js","sourceRoot":"","sources":["../../../../../../../../src/commands/game/sideQuest/types/seed/puzzle-seed.ts"],"names":[],"mappings":""}
@@ -1,16 +0,0 @@
1
- import { IExitSeedJson } from './exit-seed.js';
2
- export interface IRoomSeedJson {
3
- name: string;
4
- description: string;
5
- roomType: string;
6
- isStartRoom?: boolean;
7
- owner?: string;
8
- tags?: string[];
9
- exits: IExitSeedJson[];
10
- supportedLifestyles?: {
11
- residenceTiers?: string[];
12
- employmentTags?: string[];
13
- addictionTypes?: string[];
14
- habitTags?: string[];
15
- };
16
- }
@@ -1,2 +0,0 @@
1
- export {};
2
- //# sourceMappingURL=room-seed.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"room-seed.js","sourceRoot":"","sources":["../../../../../../../../src/commands/game/sideQuest/types/seed/room-seed.ts"],"names":[],"mappings":""}
@@ -1,20 +0,0 @@
1
- import { IRoomSeedJson } from './room-seed.js';
2
- import { INPCSeedJson } from './npc-seed.js';
3
- import { IItemSeedJson } from './item-seed.js';
4
- import { IPuzzleSeedJson } from './puzzle-seed.js';
5
- import { IPlayerSeedJson } from './player-seed.js';
6
- export interface ISceneSeedJson {
7
- name: string;
8
- currency: {
9
- type: string;
10
- authorityRoomTags: string[];
11
- };
12
- rooms: IRoomSeedJson[];
13
- npcs: INPCSeedJson[];
14
- items: IItemSeedJson[];
15
- puzzles: IPuzzleSeedJson[];
16
- residenceTiers: string[];
17
- story: string;
18
- /** The logging-in player who will be actively controlled */
19
- player: IPlayerSeedJson;
20
- }
@@ -1,2 +0,0 @@
1
- export {};
2
- //# sourceMappingURL=scene-seed.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"scene-seed.js","sourceRoot":"","sources":["../../../../../../../../src/commands/game/sideQuest/types/seed/scene-seed.ts"],"names":[],"mappings":""}
@@ -1,152 +0,0 @@
1
- import { EventEmitter } from 'events';
2
- import { Room, Player, NPC, Item, Puzzle, Door, Inventory } from '../../models/_index';
3
- import { Size, Category, Rating } from '../shared/item-enum.js';
4
- import { Direction } from '../shared/direction-enum';
5
- import { PlayerEquipment } from '../player-equipment.js';
6
- import { Logger } from '../../utilities/logger.js';
7
- /**
8
- * The Scene class serves as the container for various gameplay elements. It holds rooms, manages player
9
- * and NPC locations, and enables interactions between these entities.
10
- */
11
- export declare abstract class AbstractScene {
12
- protected rooms: Record<string, Room>;
13
- protected player: Player;
14
- protected logger: Logger;
15
- protected characterLocations: Map<string, Room>;
16
- abstract getActor(name: string): Player | NPC | undefined;
17
- abstract removeActor(name: string): void;
18
- abstract addActor(actor: Player | NPC): void;
19
- abstract getPlayer(): Player;
20
- abstract getRooms(): Record<string, Room>;
21
- abstract addRoom(room: Room): void;
22
- abstract removeRoom(roomName: string): boolean;
23
- abstract addItemToRoom(item: Item, roomName: string): void;
24
- abstract addPuzzleToRoom(puzzle: Puzzle, roomName: string): void;
25
- abstract setCharacterLocation(character: Player | NPC, roomName: string): void;
26
- abstract getCharacterLocation(character: Player | NPC): Room | undefined;
27
- abstract determineStartRoom(): Room;
28
- }
29
- /**
30
- * The Room class represents a physical or conceptual space within the game. Each room can have items,
31
- * puzzles, and exits (doors) leading to other rooms. Rooms also hold details about their description
32
- * and any special attributes they might possess.
33
- */
34
- export declare abstract class AbstractRoom extends EventEmitter {
35
- name: string;
36
- description: string;
37
- exits: Map<Direction, Door | string>;
38
- inventory: Inventory;
39
- puzzle?: Puzzle;
40
- roomType: string;
41
- isStartRoom: boolean;
42
- abstract addExit(direction: Direction, targetRoom: Room, keyItemOrSolution?: string): void;
43
- abstract attemptUnlockExit(direction: Direction, itemOrSolution: string): string;
44
- abstract getExit(direction: Direction): Door | string | undefined;
45
- abstract isExitLocked(direction: Direction): boolean;
46
- abstract addItem(item: Item): void;
47
- abstract removeItem(item: Item): void;
48
- abstract setPuzzle(puzzle: Puzzle): void;
49
- abstract getOppositeDirection(direction: Direction): Direction;
50
- abstract findExistingDoor(targetRoom: Room): Door | undefined;
51
- }
52
- /**
53
- * The Door class represents a connection between two rooms within the game. Doors can be locked
54
- * and may require a specific item or solution to be unlocked. They provide a means for the player
55
- * to navigate between different areas of the game world.
56
- */
57
- export declare abstract class AbstractDoor {
58
- name: string;
59
- roomA: Room;
60
- roomB: Room;
61
- isLocked: boolean;
62
- unlockItemOrSolution?: string;
63
- logger: Logger;
64
- isLockable: boolean;
65
- abstract getOtherSide(currentRoom: Room): Room;
66
- abstract attemptUnlock(itemOrSolution: string): boolean;
67
- abstract checkIfLocked(): boolean;
68
- abstract checkIfLockable(): boolean;
69
- }
70
- /**
71
- * The Inventory class represents a collection of items that can be carried by a player or stored
72
- * within a room. It provides functionality to add, remove, list, and check for items.
73
- */
74
- export declare abstract class AbstractInventory {
75
- protected items: Map<string, Item>;
76
- protected logger: Logger;
77
- abstract addItem(item: Item): void;
78
- abstract removeItem(itemName: string): Item | null;
79
- abstract hasItem(itemName: string): boolean;
80
- abstract getItem(itemName: string): Item | null;
81
- abstract listItems(): string[];
82
- abstract getWeight(): number;
83
- abstract getAllItems(): Item[];
84
- }
85
- /**
86
- * The Item class represents tangible objects that players can interact with within the game world.
87
- * Each item has distinct attributes and can potentially have special functions when used.
88
- */
89
- export declare abstract class AbstractItem {
90
- name: string;
91
- description: string;
92
- size: Size;
93
- category: Category;
94
- shape: string;
95
- color: string;
96
- texture: string;
97
- rating: Rating;
98
- weight: number;
99
- abstract use(): string;
100
- }
101
- /**
102
- * The Player class represents the user's character within the game world.
103
- * The player has a name, location, inventory for holding items, and equipment for wearing and wielding items.
104
- * Each player can interact with the game environment, carry items, and equip or unequip them.
105
- *
106
- * The Player is the base class the NPC is derived from
107
- */
108
- export declare abstract class AbstractPlayer extends EventEmitter {
109
- readonly _playerName: string;
110
- protected _currentLocation: Room;
111
- protected _inventory: Inventory;
112
- protected _equipment: PlayerEquipment;
113
- protected _maxCarryingWeight: number;
114
- protected _logger: Logger;
115
- constructor();
116
- abstract get name(): string;
117
- abstract get currentLocation(): Room;
118
- abstract set currentLocation(room: Room);
119
- abstract get inventory(): Inventory;
120
- abstract get equipment(): PlayerEquipment;
121
- abstract set equipment(newEquipment: PlayerEquipment);
122
- abstract get maxCarryingWeight(): number;
123
- abstract set maxCarryingWeight(weight: number);
124
- abstract get currentWeight(): number;
125
- abstract addInventory(item: Item): void;
126
- abstract removeInventory(item: Item): boolean;
127
- abstract equip(item: Item): string;
128
- abstract unequip(input: string): string;
129
- abstract hear(actor: Player, message: string): void;
130
- }
131
- /**
132
- * The Puzzle class represents a challenge or riddle in the game that the player must solve.
133
- * A puzzle can require a specific item or phrase to be solved. Successfully solving the puzzle
134
- * might reward the player with an item. The puzzle can only be solved once.
135
- */
136
- export declare abstract class AbstractPuzzle {
137
- protected logger: Logger;
138
- protected solved: boolean;
139
- abstract name: string;
140
- abstract requiredItem?: Item;
141
- abstract requiredPhrase?: string;
142
- abstract riddle?: string;
143
- abstract rewardItem?: Item;
144
- abstract successMessage: string;
145
- abstract failureMessage: string;
146
- abstract hasRequiredItem(playerInventory: Inventory): boolean;
147
- abstract matchesRequiredPhrase(inputPhrase: string): boolean;
148
- abstract solve(providedAnswer: string, playerInventory: Inventory): {
149
- success: boolean;
150
- message: string;
151
- };
152
- }
@@ -1,90 +0,0 @@
1
- import { EventEmitter } from 'events';
2
- /**
3
- * The Scene class serves as the container for various gameplay elements. It holds rooms, manages player
4
- * and NPC locations, and enables interactions between these entities.
5
- */
6
- export class AbstractScene {
7
- rooms;
8
- player;
9
- logger;
10
- characterLocations;
11
- }
12
- /**
13
- * The Room class represents a physical or conceptual space within the game. Each room can have items,
14
- * puzzles, and exits (doors) leading to other rooms. Rooms also hold details about their description
15
- * and any special attributes they might possess.
16
- */
17
- export class AbstractRoom extends EventEmitter {
18
- name;
19
- description;
20
- exits;
21
- inventory;
22
- puzzle;
23
- roomType;
24
- isStartRoom;
25
- }
26
- /**
27
- * The Door class represents a connection between two rooms within the game. Doors can be locked
28
- * and may require a specific item or solution to be unlocked. They provide a means for the player
29
- * to navigate between different areas of the game world.
30
- */
31
- export class AbstractDoor {
32
- name;
33
- roomA; // One side of the door
34
- roomB; // The other side of the door
35
- isLocked;
36
- unlockItemOrSolution;
37
- logger;
38
- isLockable;
39
- }
40
- /**
41
- * The Inventory class represents a collection of items that can be carried by a player or stored
42
- * within a room. It provides functionality to add, remove, list, and check for items.
43
- */
44
- export class AbstractInventory {
45
- items;
46
- logger;
47
- }
48
- /**
49
- * The Item class represents tangible objects that players can interact with within the game world.
50
- * Each item has distinct attributes and can potentially have special functions when used.
51
- */
52
- export class AbstractItem {
53
- name;
54
- description;
55
- size;
56
- category;
57
- shape;
58
- color;
59
- texture;
60
- rating;
61
- weight;
62
- }
63
- /**
64
- * The Player class represents the user's character within the game world.
65
- * The player has a name, location, inventory for holding items, and equipment for wearing and wielding items.
66
- * Each player can interact with the game environment, carry items, and equip or unequip them.
67
- *
68
- * The Player is the base class the NPC is derived from
69
- */
70
- export class AbstractPlayer extends EventEmitter {
71
- _playerName;
72
- _currentLocation;
73
- _inventory;
74
- _equipment;
75
- _maxCarryingWeight;
76
- _logger;
77
- constructor() {
78
- super(); // Initialize EventEmitter
79
- }
80
- }
81
- /**
82
- * The Puzzle class represents a challenge or riddle in the game that the player must solve.
83
- * A puzzle can require a specific item or phrase to be solved. Successfully solving the puzzle
84
- * might reward the player with an item. The puzzle can only be solved once.
85
- */
86
- export class AbstractPuzzle {
87
- logger;
88
- solved;
89
- }
90
- //# sourceMappingURL=abstracts.js.map
@@ -1 +0,0 @@
1
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@@ -1,8 +0,0 @@
1
- export declare enum Direction {
2
- NORTH = "north",
3
- EAST = "east",
4
- SOUTH = "south",
5
- WEST = "west",
6
- UP = "up",
7
- DOWN = "down"
8
- }
@@ -1,10 +0,0 @@
1
- export var Direction;
2
- (function (Direction) {
3
- Direction["NORTH"] = "north";
4
- Direction["EAST"] = "east";
5
- Direction["SOUTH"] = "south";
6
- Direction["WEST"] = "west";
7
- Direction["UP"] = "up";
8
- Direction["DOWN"] = "down";
9
- })(Direction || (Direction = {}));
10
- //# sourceMappingURL=direction-enum.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"direction-enum.js","sourceRoot":"","sources":["../../../../../../../../src/commands/game/sideQuest/types/shared/direction-enum.ts"],"names":[],"mappings":"AAAA,MAAM,CAAN,IAAY,SAOX;AAPD,WAAY,SAAS;IACnB,4BAAe,CAAA;IACf,0BAAa,CAAA;IACb,4BAAe,CAAA;IACf,0BAAa,CAAA;IACb,sBAAS,CAAA;IACT,0BAAa,CAAA;AACf,CAAC,EAPW,SAAS,KAAT,SAAS,QAOpB"}