@maka/maka-cli 5.200.0 → 5.202.0
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/ask.js +10 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/compile.js +2 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/crew.js +7 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/disable.js +7 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js +10 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/edit-file.js +20 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/erase-mark.js +237 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +20 -11
- package/bundle/typescript/src/commands/game/sideQuest/commands/hide.js +3 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/jack.js +3 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +3 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/order.js +15 -5
- package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.js +3 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +36 -10
- package/bundle/typescript/src/commands/game/sideQuest/commands/sprite-power.js +85 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/sprites.js +12 -3
- package/bundle/typescript/src/commands/game/sideQuest/commands/tap.js +3 -2
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +165 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/npc-factory.js +37 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js +109 -11
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js +41 -9
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js +10 -1
- package/bundle/typescript/src/commands/game/sideQuest/game.js +95 -3
- package/bundle/typescript/src/commands/game/sideQuest/models/host.js +8 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/item.js +38 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +20 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/player.js +44 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/room.js +11 -2
- package/bundle/typescript/src/commands/game/sideQuest/models/scene.js +23 -3
- package/bundle/typescript/src/commands/game/sideQuest/npc-kits.js +295 -0
- package/bundle/typescript/src/commands/game/sideQuest/sprite-powers.js +48 -7
- package/bundle/typescript/src/commands/game/sideQuest/utilities/catalog.js +34 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/cleanup-errand.js +67 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/cleanup-hire.js +113 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-turn.js +87 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/commerce.js +5 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/drone-prose.js +11 -3
- package/bundle/typescript/src/commands/game/sideQuest/utilities/ephemeral.js +17 -3
- package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-names.js +42 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-reach.js +10 -5
- package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.js +37 -10
- package/bundle/typescript/src/commands/game/sideQuest/utilities/host-combat.js +12 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/marks.js +22 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/mechanics-audience.js +71 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/npc-combat-brain.js +36 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js +11 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/programs.js +7 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/sin.js +13 -3
- package/bundle/typescript/src/commands/game/sideQuest/utilities/sprite-power-actions.js +270 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/street-gang.js +25 -13
- package/package.json +1 -1
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@@ -8,6 +8,7 @@ import { hostLabel } from '../utilities/grid-names.js';
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import { canReach, exitSpot, spotsActive, revealWithPerception, theSpot, sealedRouteTo, } from '../utilities/spots.js';
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import { placeName } from '../utilities/log-style.js';
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import { billAction, encounterOf } from '../utilities/action-cost.js';
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import { showsMechanics, mechanicsActorPrefix } from '../utilities/mechanics-audience.js';
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/**
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* Barrier rendering (2026-08-24 playtest: "I don't see THE THING I'm
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* supposed to act on -- just a description... and I still see the
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@@ -166,9 +167,8 @@ export class SearchCommand extends Command {
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const { pool, limit } = matrixSearchTest(actor);
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const roll = rollPool(pool, limit);
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const seconds = matrixSearchSeconds(row.seconds, roll.hits, row.threshold, browse);
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this.logger.meta(`Matrix Search (Computer + Intuition [Data Processing], threshold ${row.threshold}${browse ? ', Browse' : ''}): ${formatRoll(roll)} -- ${seconds}s`);
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if (showsMechanics(this.scene, actor)) {
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this.logger.meta(`${mechanicsActorPrefix(this.scene, actor)}Matrix Search (Computer + Intuition [Data Processing], threshold ${row.threshold}${browse ? ', Browse' : ''}): ${formatRoll(roll)} -- ${seconds}s`);
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}
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// THE MINUTES ARE GOD'S (p.231-232): Overwatch bills time on the
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// grid, and a search is time. Winding the last tick back by the
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@@ -176,7 +176,12 @@ export class SearchCommand extends Command {
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if (actor.overwatchLastTick > 0)
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actor.overwatchLastTick -= seconds * 1000;
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actor.performAction('runs a Matrix Search', host ? `inside ${hostLabel(where)}` : `across ${where.name}'s grid`, { quiet: this.scene.isHumanControlled(actor) });
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-
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// CAMOUFLAGE (p.256, sprite-power-actions.ts): a file a sprite folded
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// into another file is "invisible to Matrix searches" -- only a Matrix
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// Perception specifically hunting it turns it up. This is the search
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// it is invisible to.
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const files = where.offlineServer ? [] : where.inventory.getAllItems()
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.filter(i => i.plane === 'matrix' && !i.concealedBy);
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const clock = `(${seconds}s of Matrix time${browse ? ', Browse cutting it' : ''})`;
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if (roll.hits < row.threshold) {
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return host
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@@ -210,8 +215,24 @@ export class SearchCommand extends Command {
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// minute inside a host), not in Action Phases -- there is no cost to
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// bill inside a Combat Turn, so it is refused there rather than
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// priced by invention.
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-
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-
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//
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// A FINISHED FIGHT IS NOT A FIGHT. This asked `encounterOf(...)` and
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// nothing else, while every other seam in action-cost.ts -- billAction,
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// requirePhase, inLiveCombat -- pairs it with `!enc.ended`. An
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// encounter object outlives the fight it ran, so a persona that had
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// crashed the ice and watched the walls come down kept being told to
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// crash the ice: the refusal named an exit the player had already
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// taken. That is the reported "it says I can't do it with an IC
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// there" (user, 2026-09-15), and the reason the answer to "is that
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// correct?" is yes-but-not-here.
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const enc = encounterOf(this.scene, this.actor);
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if (this.actor.plane === 'matrix' && enc && !enc.ended) {
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// Name the action that DOES fit in three seconds. The old line
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// listed only ways to leave, which reads as "not now" when canon's
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// answer is "not this verb" -- Matrix Perception is the Complex
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// Action for looking at things mid-fight, and `look` is it
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// (commands/look.ts bills exactly that).
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return `Not with the ice on you -- a Matrix Search takes minutes (p.241), and a Combat Turn is three seconds. "look" is Matrix Perception (p.241), the Complex Action you CAN take right now. Otherwise crash the ice, "hide" from it (p.240), or get out first.`;
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}
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if (this.actor.plane === 'matrix')
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return this.matrixSearch();
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@@ -238,10 +259,15 @@ export class SearchCommand extends Command {
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// Roll anatomy to the Mechanics ticker for the player; an NPC's
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// return string is its AI history, so IT keeps the roll inline
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// (readability pass).
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-
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-
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-
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-
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// ONE PREDICATE FOR BOTH HALVES. The roll goes to the Mechanics panel
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// OR into the return string (an NPC's AI history), never both -- so
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// when the gate widened to companions (showsMechanics), the inline
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// copy had to narrow by exactly the same amount or an ordered drone
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// would print its Perception twice.
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const toPanel = showsMechanics(this.scene, this.actor);
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if (toPanel)
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this.logger.meta(`${mechanicsActorPrefix(this.scene, this.actor)}Perception: ${formatRoll(roll)}`);
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const rollPrefix = toPanel ? '' : `Perception: ${formatRoll(roll)}\n`;
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if (roll.hits === 0) {
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return `${rollPrefix}You sweep the room and come up empty... you think.${describeContainers(room, this.actor)}${describeBarriers(room, this.actor)}`;
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}
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@@ -0,0 +1,85 @@
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import { Command } from './command.js';
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import { hint } from '../utilities/hints.js';
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import { NPC } from '../models/npc.js';
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import { SPRITE_POWERS, SPRITE_POWER_TASK_RULE, powersForSprite } from '../sprite-powers.js';
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import { runSpritePower } from '../utilities/sprite-power-actions.js';
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/**
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* A SPRITE POWER AS A TYPED MOVE (user 2026-09-15).
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*
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* The verb surface is `order <sprite> <power> [target]` -- order.ts
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* already parses "order <name> <command>" and hands the rest to
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* NPC.tryRunCommand, so each power name registers as an ordinary verb
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* that only a sprite can run. That keeps the task accounting, the
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* companion feed and the Mechanics routing that "order" already does,
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* instead of building a second way to tell a sprite to do something.
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*
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* ONE TASK PER USE (p.254, p.256 -- SPRITE_POWER_TASK_RULE). order.ts
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* bills it on the success path, so a refusal here costs nothing. That is
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* why every guard below returns before the resolver runs.
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*/
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export class SpritePowerCommand extends Command {
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static verb = 'cookie';
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static description = 'A sprite power (SR5 p.256-257). Order it: "order <sprite> <power> <target>". "sprites" lists which sprite has which.';
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static npcPolicy = 'open';
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/** Which power this registration is -- set per alias at registration. */
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powerKey() {
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return this.constructor.verb;
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}
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async execute(args = []) {
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const actor = this.actor;
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const key = this.powerKey();
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// A PERSON CANNOT DO THESE. Sprite powers are the thing a sprite has
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// that its technomancer does not (Sz7EmXnyRYK4RYqxt's whole point),
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// so a player typing "cookie" is told where the verb lives rather
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// than being quietly refused by a type check.
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if (!(actor instanceof NPC)) {
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const power = SPRITE_POWERS.find(p => p.key === key);
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return `${power?.name ?? key} is a SPRITE power (${power?.page ?? 'p.256-257'}) -- not something a persona does. ${hint(`Order it: "order <sprite> ${key} <target>". "sprites" shows which sprite has which.`)}`;
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}
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const game = this.scene.ownerGame;
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const entry = game?.companions?.find(c => c.npc === actor);
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if (!entry || entry.kind !== 'sprite') {
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return `Only a sprite runs a sprite power (p.256).`;
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}
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const spriteKey = entry.spriteType ?? '';
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const master = this.scene.getPlayers?.()[0];
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if (!master)
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return `No one is holding this sprite's thread.`;
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// The p.259 database decides who has what; the resolver re-checks,
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// but naming the sprite's own list here is the useful refusal.
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if (!powersForSprite(spriteKey).some(p => p.key === key)) {
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const mine = powersForSprite(spriteKey).map(p => p.name).join(', ');
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return `${actor.name} is a ${spriteKey} sprite -- no ${SPRITE_POWERS.find(p => p.key === key)?.name ?? key} (p.259). It can do: ${mine || 'nothing listed'}.`;
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}
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// DIAGNOSTICS TAKES THE SPRITE'S WHOLE ATTENTION (p.257): any other
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// order drops the bonus it was holding. Cleared before the new power
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// runs, so the sprite cannot be assisting and attacking at once.
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if (master.spriteAssist?.sprite === actor.name && key !== 'diagnostics') {
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master.spriteAssist = undefined;
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}
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const result = runSpritePower(key, {
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scene: this.scene,
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sprite: actor,
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level: entry.force,
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spriteKey,
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master,
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}, args.join(' '));
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for (const line of result.meta)
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this.logger.meta(line);
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if (!result.spent)
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return result.text;
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this.scene.updateStatus?.();
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return `${result.text}${hint(`\n${SPRITE_POWER_TASK_RULE}`)}`;
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}
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}
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/** One registered verb per power, so "order <sprite> gremlins <lock>" parses
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* through the ordinary command table rather than a second dispatcher. */
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export const SPRITE_POWER_COMMANDS = Object.fromEntries(SPRITE_POWERS.map(power => {
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const cls = class extends SpritePowerCommand {
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static verb = power.key;
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static description = `${power.name} (${power.page}): ${power.effect}`;
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powerKey() { return power.key; }
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};
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return [power.key, cls];
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}));
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//# sourceMappingURL=sprite-power.js.map
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continue;
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}
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for (const p of powers) {
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// WHICH POWERS ARE MOVES (ISpritePower.runnable). Eight of the
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// nine resolve; Stability is still catalogue, and the panel says
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// so on the power itself rather than letting a player find out
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// by typing it -- a wrong ability is worse than a missing one.
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const how = p.runnable
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? hint(` -- "order <sprite> ${p.key} <target>"`)
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: ` {yellow-fg}(reference only -- not a move yet){/yellow-fg}`;
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lines.push(` ${p.name}${hint(` (${p.page})`)}${how}`);
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lines.push(` ${p.effect}`);
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// The Test line is the sharpest thing on the panel for a player
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// deciding between two types -- it says what the power rolls
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}
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const footer = [
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SPRITE_POWER_TASK_RULE,
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// Said plainly, not buried: see the class comment.
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// Said plainly, not buried: see the class comment. Eight of the
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// nine became real moves on 2026-09-15; Stability did not, and the
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// footer is not allowed to round that up.
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`Order a power like any other command: "order <sprite> <power> <target>". Stability alone is still reference -- it is listed because canon has it, not because it does anything yet.`,
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detailed ? `"sprites" lists all five.` : `"sprites <type>" for what each power actually does. "compile <type> <level>" calls one up.`,
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].join(' ');
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const tail = hint(footer);
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import { MAX_MARKS } from '../utilities/marks.js';
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import { isWatched, cameraMasterHost, directConnectionBlocker } from '../utilities/surveillance.js';
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import { showsMechanics, mechanicsActorPrefix } from '../utilities/mechanics-audience.js';
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/**
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* TAP -- THE DIRECT CONNECTION (backlog items 9 and 10, Niko, session
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* 2026-08-27T02-07-12-404Z: "check the rules on this -- shouldn't I be
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const pool = Math.max(1, actor.logic + actor.skillRating('hacking') + actor.bonus('hacking') + silence + actor.woundModifier - actor.sustainingPenalty);
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actor.performAction('cables into the cameras', `${room.name} -- a hand on the housing, a filament out of their deck`);
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const roll = rollPool(pool, limit);
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if (this.scene
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this.logger.meta(
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|
+
if (showsMechanics(this.scene, actor)) {
|
|
108
|
+
this.logger.meta(`${mechanicsActorPrefix(this.scene, actor)}Direct connection, camera (${mode === 'attack' ? 'brute force' : 'sleaze'}): ${formatRoll(roll)} (${threshold}+ -- its OWN ratings, not the host's)`);
|
|
108
109
|
}
|
|
109
110
|
this.logger.write(`${actor.name} direct-connected to ${room.name}'s cameras (${mode}): ${roll.hits} vs ${threshold}, master=${host.name}.`);
|
|
110
111
|
// GOD counts it either way (p.231-232) -- the same flat 2 a host
|
|
@@ -577,5 +577,169 @@
|
|
|
577
577
|
// - BENCH: repro schema 2.6.0 adds npcs[].hostile. A fixture could not
|
|
578
578
|
// express a hostile PERSON -- only `ice` -- so no meat-side
|
|
579
579
|
// hostility report could be benched at all.
|
|
580
|
-
|
|
580
|
+
// 1.59.0 (2026-09-15): A HOST'S BUSINESS IS SOMETHING YOU SEARCH FOR.
|
|
581
|
+
// - THE PURPOSE PHRASE IS ARCHIVE CONTENT (np6YBSPsdfAY7NcuZ). The
|
|
582
|
+
// generator is told to fill Host.purpose with "what is worth
|
|
583
|
+
// protecting inside it", so in practice it enumerates the vault --
|
|
584
|
+
// "patient intake logs, med supply orders, and the doc's private
|
|
585
|
+
// black book of who paid what for what" -- and four renderers
|
|
586
|
+
// printed that on a SEALED host's outside icon for free, while the
|
|
587
|
+
// file names beside it were correctly gated. Two tiers now, both
|
|
588
|
+
// rolls the engine already made: Room.searchedBy (the threshold-1
|
|
589
|
+
// public row, or a meat search of the room) reveals the business;
|
|
590
|
+
// Host.searchedBy (threshold 3, from inside) still names the files.
|
|
591
|
+
// A cracked host spills both. One gate, grid-names.hostPurposeFor,
|
|
592
|
+
// read by hostLine, gridIcons, gridSculpt and hostInteriorPanel.
|
|
593
|
+
// The dock's "N files sealed" counter was ungated too and is now.
|
|
594
|
+
// - SAVE SHAPE: ISavedRoomOverlay.hostSearchedBy (optional) persists
|
|
595
|
+
// Host.searchedBy, which was session-only. Survivable while it hid
|
|
596
|
+
// a file list; not once it gates the purpose, because the search
|
|
597
|
+
// that opens it spends Matrix minutes and those minutes wind the
|
|
598
|
+
// Overwatch clock. A reload was charging the player twice.
|
|
599
|
+
// - A FINISHED FIGHT IS NOT A FIGHT. Matrix Search's Combat Turn
|
|
600
|
+
// refusal asked `encounterOf(...)` alone, while billAction,
|
|
601
|
+
// requirePhase and inLiveCombat all pair it with `!enc.ended` -- so
|
|
602
|
+
// a persona that had already crashed the ice kept being told to
|
|
603
|
+
// crash the ice. The refusal is correct in a LIVE fight (base time
|
|
604
|
+
// one minute, p.241, against a three-second Combat Turn) and now
|
|
605
|
+
// also names the action that does fit: Matrix Perception, which is
|
|
606
|
+
// `look`.
|
|
607
|
+
// - Browse's catalogue blurb promised "+2 dice on Matrix Search" and
|
|
608
|
+
// no code ever granted them; it halves the base TIME (Splintered
|
|
609
|
+
// State p.54), which is what perception.ts has always done.
|
|
610
|
+
// 1.60.0 (2026-09-15): THE MECHANICS PANEL ASKS WHO IS WATCHING.
|
|
611
|
+
// - AN ORDERED COMPANION'S DICE WERE ROLLED AND THROWN AWAY
|
|
612
|
+
// (wjFBY3zgyWzJP9adw). `order <sprite> mark <lock>` runs the real
|
|
613
|
+
// verb with the sprite as actor and rolls Hack on the Fly exactly as
|
|
614
|
+
// a decker would -- then ~30 commands dropped the result on the
|
|
615
|
+
// floor, because the guard around every logger.meta asked
|
|
616
|
+
// `isHumanControlled(actor)`: is the ROLLER a human. The panel wants
|
|
617
|
+
// "is a human WATCHING", which combat-exchange has always asked
|
|
618
|
+
// (playerWitnesses) -- which is why a sprite's COMBAT rolls showed
|
|
619
|
+
// and its ordered mark did not. New utilities/mechanics-audience.ts:
|
|
620
|
+
// showsMechanics is true for a human OR a companion a human is
|
|
621
|
+
// running, and the line names the roller when it is not the player.
|
|
622
|
+
// Swept across hack, disable, edit-file, hide, jack, overwatch, tap,
|
|
623
|
+
// look and search -- sprites, spirits, agents and drones alike.
|
|
624
|
+
// Where a command forked meta-vs-inline on the old predicate, BOTH
|
|
625
|
+
// halves moved, so nothing prints twice.
|
|
626
|
+
// - A SPRITE'S TASKS ARE A BARGAIN TOO. order.ts billed services for
|
|
627
|
+
// spirits only, so an ordered sprite worked free and its ledger line
|
|
628
|
+
// never printed -- while combat-exchange has always charged both per
|
|
629
|
+
// fight. Canon is explicit (p.254, p.256): a task per order, and the
|
|
630
|
+
// refusal when the thread is spent now speaks sprite, not spirit.
|
|
631
|
+
// - The un-jumped drone recon's Piloting test wrote its dice into the
|
|
632
|
+
// PROSE line (drone-prose.droneReconLaunchLine took a rollText) --
|
|
633
|
+
// the one player roll in the engine you had to read out of a
|
|
634
|
+
// sentence. It goes to the panel; the prose is prose again.
|
|
635
|
+
// 1.61.0 (2026-09-15): ERASE MARK (f79LLqTerep4nKWcA). New verb
|
|
636
|
+
// "unmark", also reached as "erase mark[s] on <icon>" -- a Complex
|
|
637
|
+
// Action, Computer + Logic [Attack] v. Willpower + Firewall (p.239),
|
|
638
|
+
// an ATTACK action so GOD bills the defender's hits. Nothing removed a
|
|
639
|
+
// mark before this: the only paths were the three canon wipes in
|
|
640
|
+
// utilities/marks.ts (reboot, jack-out, convergence), and `erase` was
|
|
641
|
+
// Edit File's delete on a FILE.
|
|
642
|
+
// - THE THREE-MARK GATE is the book's: you need three marks on the
|
|
643
|
+
// icon you are scrubbing, not on whoever placed the mark. Two marks
|
|
644
|
+
// in one action at -4, three at -10, all from the same icon.
|
|
645
|
+
// - THE OWNER EXEMPTION IS AN ENGINE RULING, labelled as one at the
|
|
646
|
+
// command. Read strictly, p.239 would make a decker mark themselves
|
|
647
|
+
// three times before clearing an IC's key off their own persona --
|
|
648
|
+
// marks nothing in the engine or the book lets you place on
|
|
649
|
+
// yourself. The gate stops you reaching into someone ELSE's icon;
|
|
650
|
+
// on your own it is waived and the roll still stands. When you hold
|
|
651
|
+
// too few marks to reach another icon, the refusal names reboot and
|
|
652
|
+
// jack out, which do it for free.
|
|
653
|
+
// - "unmark me" sweeps BOTH ledgers -- a host's key lives in
|
|
654
|
+
// Host.marksOn, not your PAN ledger -- and clearing a host's last
|
|
655
|
+
// key un-spots you (Host.spotted): an icon it no longer recognises
|
|
656
|
+
// is one it has to find again.
|
|
657
|
+
// - TWO LEDGER BUGS ALONGSIDE. Device.marksBy is the third mark
|
|
658
|
+
// ledger and no wipe had ever touched it, so a maglock you keyed
|
|
659
|
+
// last run still answered to a persona canon deleted on reboot
|
|
660
|
+
// (p.236) -- and `disable` could drive it on marks the sheet no
|
|
661
|
+
// longer showed. It is cleared by clearMarksPlacedBy now, and
|
|
662
|
+
// listed by describeMarks/marksPlaced, which had both skipped it.
|
|
663
|
+
// 1.62.0 (2026-09-15): HIRING THE SCRUB. A runner who cannot reach the
|
|
664
|
+
// Matrix can now pay somebody who can. "ask <contact> about cleanup"
|
|
665
|
+
// quotes a price (no dice, no legwork budget spent); "hire cleanup
|
|
666
|
+
// [<site>]" haggles it once on Negotiation, debits the nuyen and
|
|
667
|
+
// stamps the loose end. The decker's own test rolls at the NEXT
|
|
668
|
+
// homecoming -- you paid for a result you do not get to watch.
|
|
669
|
+
// Clean, leverage (done, but they kept a copy) or botched (footage
|
|
670
|
+
// stays, grace clock keeps running, no refund).
|
|
671
|
+
// - WHY: a run leaves an ILooseEnd and the hub nagged EVERY runner to
|
|
672
|
+
// "jack in, then hop" and erase it -- a route that needs a cyberdeck
|
|
673
|
+
// and a direct neural interface. A street samurai was handed a
|
|
674
|
+
// consequence with no lever and a +1 Public Awareness on a timer.
|
|
675
|
+
// The playable cleanup scene is untouched; this is the other door.
|
|
676
|
+
// - SAVE SHAPE: ILooseEnd.hired (optional, additive -- no
|
|
677
|
+
// SAVE_VERSION bump). It rides the record that was already
|
|
678
|
+
// persisted, so a job already paid for survives a reload, and the
|
|
679
|
+
// fixer's Connection + Loyalty is BANKED at hire time so a loyalty
|
|
680
|
+
// shift in between cannot retroactively change it.
|
|
681
|
+
// - New Player.canReachMatrix(), the question commands/jack.ts answers
|
|
682
|
+
// in three separate refusals, asked once so the hub's advice can be
|
|
683
|
+
// written for the runner reading it.
|
|
684
|
+
// 1.63.0 (2026-09-15): SPRITE POWERS ARE MOVES. sprite-powers.ts has
|
|
685
|
+
// been a canon-complete, individually cited catalogue of all nine
|
|
686
|
+
// since Sz7EmXnyRYK4RYqxt -- and every one was a printed Test line
|
|
687
|
+
// wired to nothing. Eight of them resolve now
|
|
688
|
+
// (utilities/sprite-power-actions.ts), keyed off the same five sprite
|
|
689
|
+
// keys so the panel and the mechanics cannot drift. Ordered like any
|
|
690
|
+
// other command: "order <sprite> <power> <target>", one TASK per use
|
|
691
|
+
// (p.254/p.256), billed on success so a refusal is free.
|
|
692
|
+
// Cookie Hacking + Resonance [Sleaze] v. Intuition+Firewall
|
|
693
|
+
// Diagnostics Hardware + Level [Data Processing], Teamwork
|
|
694
|
+
// Electron Storm Cybercombat + Resonance [Attack], sustained
|
|
695
|
+
// Gremlins Hardware + Level [Attack] v. Device Rating+Firewall
|
|
696
|
+
// Camouflage / Hash / Suppression / Watermark -- state, no roll
|
|
697
|
+
// - NEW CANON DATA: a sprite's four Matrix attributes are PER TYPE
|
|
698
|
+
// (p.259) and only Resonance equals Level (p.254). The engine had no
|
|
699
|
+
// table, which is fine while a power is a printed string and not
|
|
700
|
+
// fine the moment it needs a [Sleaze] number -- a bracket is a LIMIT.
|
|
701
|
+
// spriteMatrix()/spriteMatrixBoxes() carry it. Fault sprites gain
|
|
702
|
+
// Cybercombat and machine sprites Hardware, the skills p.259 already
|
|
703
|
+
// listed on the panel and compile.ts never gave the shell.
|
|
704
|
+
// - CONSUMERS: Camouflage hides a file from Matrix Search
|
|
705
|
+
// (commands/search.ts); Hash blocks Edit File; Suppression delays the
|
|
706
|
+
// host's launch step (utilities/host-combat.ts hostTurnStart);
|
|
707
|
+
// Electron Storm ends on any Matrix damage to the sprite, enforced on
|
|
708
|
+
// Player.takeMatrixDamage -- the one method every Matrix hit goes
|
|
709
|
+
// through. New session state: Item.concealedBy/hashedBy/watermark,
|
|
710
|
+
// Host.icLaunchDelay, Player.cookiedBy/spriteAssist, NPC.sustainedStorm.
|
|
711
|
+
// - STABILITY IS DELIBERATELY NOT WIRED, and both the catalogue and the
|
|
712
|
+
// panel say so per-power (ISpritePower.runnable). It demotes
|
|
713
|
+
// glitches, and glitches are read at sixteen scattered sites in this
|
|
714
|
+
// engine; wiring it at three would be a power that works where
|
|
715
|
+
// somebody happened to look -- the "wrong ability on a sprite is
|
|
716
|
+
// worse than a missing one" case. It wants the glitch contract in one
|
|
717
|
+
// place first, and that is its own piece of work.
|
|
718
|
+
// 1.64.0 (2026-09-15): NPC KITS -- "everyone is basically naked."
|
|
719
|
+
// - NEW CATALOG KIND 'npc-kit' (v21): SR5 p.379-385's Professional
|
|
720
|
+
// Rating tiers 0-6 as rows, each the book's own statblock AND gear
|
|
721
|
+
// (npc-kits.ts reads them; catalog.ts npcKitFor). Before this every
|
|
722
|
+
// NPC was an attribute block: no armor (soak on Body alone), no
|
|
723
|
+
// weapon (bare fists, always melee).
|
|
724
|
+
// - SEED SHAPE: ISceneSeedJson.securityTier (the SITE's PR, never the
|
|
725
|
+
// campaign job number), IPlayerSeedJson.kit / lieutenant. The
|
|
726
|
+
// generator declares the tier from a closed 0-6 table, clamps it
|
|
727
|
+
// against the job number, and assigns a kit to every hostile
|
|
728
|
+
// deterministically -- the model never writes a slug.
|
|
729
|
+
// - THE PARTY NUDGE IS THE LIEUTENANT (p.380-381): a party that
|
|
730
|
+
// outguns the tier draws the printed lieutenant, and the group's PR
|
|
731
|
+
// and Group Edge read one higher. Never a kit from a tier above.
|
|
732
|
+
// - GROUP EDGE (p.380) on the CombatEncounter keyed by kit; MORALE
|
|
733
|
+
// (p.379-380) breaks a team to surrender at the book's casualty
|
|
734
|
+
// thresholds, PR 5-6 never. npc-combat-brain.ts is the gamemaster.
|
|
735
|
+
// - EPHEMERALS: gangers are the PR 1 kit, sweep officers the PR 3
|
|
736
|
+
// kit with a real Biometric Reader; bystanders stay unarmed.
|
|
737
|
+
// Scene.removeActor(name, {spill:false}) so a departing body takes
|
|
738
|
+
// its gun with it.
|
|
739
|
+
// - LOOT: worn armor is RUINED on a kill (Item.ruined -- rated 0,
|
|
740
|
+
// worth nothing, saved); guns and commlinks drop intact.
|
|
741
|
+
// - PURGED: the dead `firearms` skill key from the NPC prompt, the
|
|
742
|
+
// ganger constant and the seed doc; a seed still carrying it maps
|
|
743
|
+
// onto pistols/automatics/longarms at the boundary.
|
|
744
|
+
export const ENGINE_VERSION = '1.64.0';
|
|
581
745
|
//# sourceMappingURL=engine-version.js.map
|
|
@@ -28,6 +28,15 @@ export class NPCFactory {
|
|
|
28
28
|
npc.setAuthoredAppearance(json.appearance);
|
|
29
29
|
return npc;
|
|
30
30
|
}
|
|
31
|
+
/**
|
|
32
|
+
* ONLY FOUR FIELDS CROSS HERE, on purpose. `startSpot`, `guarding`,
|
|
33
|
+
* `hostile`, `kit` and `lieutenant` are applied by scene-factory AFTER
|
|
34
|
+
* the NPC is placed (Steps 3 and 4.04), because each depends on
|
|
35
|
+
* something the constructor cannot see -- the room it stands in, the
|
|
36
|
+
* items heldBy already put in its hands. Adding one of them to this
|
|
37
|
+
* config would silently reorder it ahead of that. (`startingItems` is
|
|
38
|
+
* dropped too, and documented as ignored for NPCs in repro-scene.ts.)
|
|
39
|
+
*/
|
|
31
40
|
convertPlayerSeedToConstructorConfig(seed) {
|
|
32
41
|
if (!seed.name) {
|
|
33
42
|
throw new Error(`Cannot create NPC without a name`);
|
|
@@ -40,8 +49,35 @@ export class NPCFactory {
|
|
|
40
49
|
playerName: seed.name,
|
|
41
50
|
lifestyleChoices: seed.lifestyleChoices,
|
|
42
51
|
startLocation,
|
|
43
|
-
combat: seed.combat
|
|
52
|
+
combat: seed.combat ? { ...seed.combat, skills: splitLegacySkills(seed.combat.skills) } : undefined,
|
|
44
53
|
};
|
|
45
54
|
}
|
|
46
55
|
}
|
|
56
|
+
/**
|
|
57
|
+
* A SEED STILL SPEAKING THE OLD SKILL NAMES (skills.ts, stage 3): the
|
|
58
|
+
* same group-purchase reading persistence.ts applies to saves -- a
|
|
59
|
+
* condensed `firearms: N` meant "good with guns, all of them", so it
|
|
60
|
+
* lands as Pistols, Automatics and Longarms at N (p.88) where none was
|
|
61
|
+
* set; `athletics: N` lands as Gymnastics, Running and Swimming. The
|
|
62
|
+
* retired keys are dropped so they cannot ride into `Player.skills` as
|
|
63
|
+
* dead entries. Mapped, never merely deleted: a "sharpshooter" the
|
|
64
|
+
* model wrote with the old key was a sharpshooter, not a nobody.
|
|
65
|
+
*/
|
|
66
|
+
export function splitLegacySkills(skills) {
|
|
67
|
+
if (!skills)
|
|
68
|
+
return undefined;
|
|
69
|
+
const out = { ...skills };
|
|
70
|
+
const spread = (legacy, onto) => {
|
|
71
|
+
const n = out[legacy];
|
|
72
|
+
if (n === undefined)
|
|
73
|
+
return;
|
|
74
|
+
if (n > 0)
|
|
75
|
+
for (const key of onto)
|
|
76
|
+
out[key] ??= n;
|
|
77
|
+
delete out[legacy];
|
|
78
|
+
};
|
|
79
|
+
spread('firearms', ['pistols', 'automatics', 'longarms']);
|
|
80
|
+
spread('athletics', ['gymnastics', 'running', 'swimming']);
|
|
81
|
+
return out;
|
|
82
|
+
}
|
|
47
83
|
//# sourceMappingURL=npc-factory.js.map
|
|
@@ -4,6 +4,7 @@ import { Logger } from '../utilities/logger.js';
|
|
|
4
4
|
import { catalogAugmentations } from '../utilities/catalog.js';
|
|
5
5
|
import { isOutdoorsPlace } from '../utilities/outdoors.js';
|
|
6
6
|
import { clampDeviceKind } from '../utilities/affordances.js';
|
|
7
|
+
import { clampSecurityTier, expectedStrengthFor, kitSlugForTier, maxSecurityTierFor, partyDrawsLieutenant } from '../npc-kits.js';
|
|
7
8
|
/**
|
|
8
9
|
* CHUNKED scene generation (see SceneSeedGenerator.generate for the
|
|
9
10
|
* pipeline that drives this module). One monolithic whole-scene completion
|
|
@@ -195,6 +196,73 @@ function repairNote(previousError) {
|
|
|
195
196
|
export function partyHeadcount(crew) {
|
|
196
197
|
return (crew?.length ?? 0) + 1;
|
|
197
198
|
}
|
|
199
|
+
/**
|
|
200
|
+
* HOW HARD THIS TABLE HITS, per head, on the scale npc-kits.ts
|
|
201
|
+
* expectedStrengthFor uses for a grunt (attack pool + defense pool).
|
|
202
|
+
*
|
|
203
|
+
* REUSES THE NUMBERS THAT ALREADY EXIST rather than inventing a third
|
|
204
|
+
* formula: the leader's figure is exactly the "Combat calibration"
|
|
205
|
+
* line buildPlayerDossier prints (getAttackPool + getDefensePool), and
|
|
206
|
+
* a crew member's is the body + agility + logic + magic sum the hiring
|
|
207
|
+
* price already reads (Game.spawnCrew's asking cut), scaled onto the
|
|
208
|
+
* same axis. Averaged per head, because the lieutenant question is
|
|
209
|
+
* "does this party outclass the tier", not "how many of them are there"
|
|
210
|
+
* -- head count already scales the OPPOSITION COUNT (Scope, above).
|
|
211
|
+
*
|
|
212
|
+
* A dossier player that is not a real Player (the tests' stubs, a
|
|
213
|
+
* server-side draft with no engine handle) contributes nothing and the
|
|
214
|
+
* crew alone decides; no player and no crew is 0, which never draws a
|
|
215
|
+
* lieutenant.
|
|
216
|
+
*/
|
|
217
|
+
export function partyStrength(player, crew) {
|
|
218
|
+
const heads = [];
|
|
219
|
+
const p = player;
|
|
220
|
+
if (p && typeof p.getAttackPool === 'function' && typeof p.getDefensePool === 'function') {
|
|
221
|
+
heads.push(p.getAttackPool() + p.getDefensePool());
|
|
222
|
+
}
|
|
223
|
+
for (const m of crew ?? []) {
|
|
224
|
+
const c = m.combat;
|
|
225
|
+
heads.push(1.5 * ((c.body ?? 3) + (c.agility ?? 3) + (c.logic ?? 3) + (c.magic ?? 0)));
|
|
226
|
+
}
|
|
227
|
+
if (heads.length === 0)
|
|
228
|
+
return 0;
|
|
229
|
+
return heads.reduce((s, h) => s + h, 0) / heads.length;
|
|
230
|
+
}
|
|
231
|
+
/**
|
|
232
|
+
* SETTLE WHO GUARDS THIS PLACE (npc-kits.ts, SR5 p.379-385). Called once
|
|
233
|
+
* per accepted skeleton, after validateSkeleton and before the detail
|
|
234
|
+
* passes: clamps the declared securityTier against the campaign job
|
|
235
|
+
* number (a job #1 does not draw elite corporate security however the
|
|
236
|
+
* model felt about it), and decides whether the site posts its
|
|
237
|
+
* lieutenant -- p.380-381's own mechanism for a tougher group, and the
|
|
238
|
+
* whole of how opposition scales to a strong party. The lieutenant is
|
|
239
|
+
* the hostile guarding the prize's room if there is one, else the first
|
|
240
|
+
* hostile. Returns the notes for the generation log.
|
|
241
|
+
*/
|
|
242
|
+
export function settleSecurity(skeleton, campaignTier, player, crew) {
|
|
243
|
+
const notes = [];
|
|
244
|
+
const declared = skeleton.securityTier;
|
|
245
|
+
const settled = clampSecurityTier(declared, campaignTier);
|
|
246
|
+
if (declared !== settled) {
|
|
247
|
+
notes.push(`securityTier ${declared === undefined ? 'absent' : JSON.stringify(declared)} -> ${settled} (job #${campaignTier} fields at most PR ${maxSecurityTierFor(campaignTier)}).`);
|
|
248
|
+
}
|
|
249
|
+
skeleton.securityTier = settled;
|
|
250
|
+
const hostiles = skeleton.npcs.filter(n => n.name !== skeleton.client && n.hostile === true);
|
|
251
|
+
if (hostiles.length === 0) {
|
|
252
|
+
delete skeleton.lieutenant;
|
|
253
|
+
return notes;
|
|
254
|
+
}
|
|
255
|
+
const strength = partyStrength(player, crew);
|
|
256
|
+
if (!partyDrawsLieutenant(strength, settled)) {
|
|
257
|
+
delete skeleton.lieutenant;
|
|
258
|
+
return notes;
|
|
259
|
+
}
|
|
260
|
+
const prizeRoom = skeleton.items.find(i => i.name === skeleton.winCondition?.item)?.room;
|
|
261
|
+
const pick = hostiles.find(n => prizeRoom !== undefined && n.startLocation === prizeRoom) ?? hostiles[0];
|
|
262
|
+
skeleton.lieutenant = pick.name;
|
|
263
|
+
notes.push(`party strength ${strength.toFixed(1)} outguns PR ${settled} (expects ~${expectedStrengthFor(settled)}) -- ${pick.name} is the lieutenant.`);
|
|
264
|
+
return notes;
|
|
265
|
+
}
|
|
198
266
|
function buildTeamBlock(crew) {
|
|
199
267
|
if (!crew || crew.length === 0)
|
|
200
268
|
return '';
|
|
@@ -478,7 +546,19 @@ ${JSON_ONLY}
|
|
|
478
546
|
// again more per job after that
|
|
479
547
|
"rewardItem"?: string // optional bonus: an items[].name with role "reward"
|
|
480
548
|
},
|
|
481
|
-
"client": string // the npcs[].name of the run's CLIENT -- see CLIENT below
|
|
549
|
+
"client": string, // the npcs[].name of the run's CLIENT -- see CLIENT below
|
|
550
|
+
"securityTier": 0|1|2|3|4|5|6 // WHO GUARDS THIS PLACE. Pick from the SITE, not the payout,
|
|
551
|
+
// and use EXACTLY one of these integers:
|
|
552
|
+
// 0 street thugs, squatters, a mall cop
|
|
553
|
+
// 1 a gang's block, street scum holding a corner
|
|
554
|
+
// 2 corporate security at an ordinary office or warehouse
|
|
555
|
+
// 3 a police patrol, a licensed private force
|
|
556
|
+
// 4 an organized-crime crew on its own ground
|
|
557
|
+
// 5 elite corporate security -- a real corp facility
|
|
558
|
+
// 6 elite special forces -- military; needs a real reason
|
|
559
|
+
// Every "hostile" npc is armed and armored by the engine
|
|
560
|
+
// from this tier's statblock; you write WHO they are, the
|
|
561
|
+
// engine writes WHAT they carry.
|
|
482
562
|
}
|
|
483
563
|
|
|
484
564
|
CLIENT: every run has a CLIENT -- "a Mr. Johnson", the employer's deniable face, the person
|
|
@@ -646,17 +726,22 @@ For EVERY npc in the skeleton, expand its "concept":
|
|
|
646
726
|
will refuse it and the player will burn a run trusting it. An NPC may say that a code
|
|
647
727
|
EXISTS, who holds it, or where it's written down -- never what it is. The engine hands
|
|
648
728
|
the real pass to whoever genuinely holds it, at runtime (see npc.ts).
|
|
649
|
-
- "combat": OPTIONAL attribute block -- omit for anyone who'd never fight
|
|
650
|
-
|
|
729
|
+
- "combat": OPTIONAL attribute block -- omit for anyone who'd never fight, and OMIT IT FOR
|
|
730
|
+
EVERY HOSTILE: the engine outfits opposition from the site's security tier (the book's
|
|
731
|
+
own Professional Rating statblocks, gear included), and a "combat" block on a hostile is
|
|
732
|
+
ignored. Write one only for a NON-hostile who might still end up in a fight (a bodyguard
|
|
733
|
+
who is not security, a bartender with a shotgun). Each attribute 1-8 (soft civilian 1-2,
|
|
734
|
+
street-level 3-4, hardened enforcer 5-6, elite 7-8):
|
|
651
735
|
{ "body", "agility", "reaction", "combatSkill", "strength"?, "willpower"?, "logic"?,
|
|
652
736
|
"intuition"?, "charisma"?, "magic"?, "resonance"?, "adept"?,
|
|
653
|
-
"skills"?: { "
|
|
654
|
-
"
|
|
655
|
-
"
|
|
656
|
-
"
|
|
657
|
-
|
|
658
|
-
|
|
659
|
-
|
|
737
|
+
"skills"?: { "pistols"?, "automatics"?, "longarms"?, "blades"?, "clubs"?, "unarmed"?, "sneaking"?,
|
|
738
|
+
"perception"?, "palming"?, "hacking"?, "cybercombat"?, "electronic-warfare"?, "hardware"?,
|
|
739
|
+
"locksmith"?, "computer"?, "negotiation"?, "con"?, "intimidation"?, "etiquette"?,
|
|
740
|
+
"leadership"?, "performance"?, "disguise"?, "medicine"?, "assensing"?, "counterspelling"?,
|
|
741
|
+
"conjuring"?, "gunnery"? } }
|
|
742
|
+
"magic" 3-6 ONLY for a genuinely Awakened concept. "skills" is optional flavor for defined
|
|
743
|
+
concepts (a sharpshooter's "longarms": 6). There is no generic gun skill: guns are "pistols",
|
|
744
|
+
"automatics" (SMGs, machine pistols, assault rifles) or "longarms" (rifles, shotguns).
|
|
660
745
|
|
|
661
746
|
${JSON_ONLY}
|
|
662
747
|
[ { "name": string, "description": string, "dialogue": string[], "combat"?: { ... } } ]
|
|
@@ -2605,9 +2690,11 @@ export function assembleScene(skeleton, details, playerName) {
|
|
|
2605
2690
|
// from the exit they hold, so moving one would leave `guarding: true`
|
|
2606
2691
|
// with nothing behind it. See factories/npc-spread.ts.
|
|
2607
2692
|
const spreadStations = spreadStationedNpcs(npcStation, new Map(rooms.map(r => [r.name, (r.spots ?? []).map(s => s.name)])), name => guardPost.has(name));
|
|
2693
|
+
const tierKit = skeleton.securityTier === undefined ? undefined : kitSlugForTier(skeleton.securityTier);
|
|
2608
2694
|
const npcs = skeleton.npcs.map(npc => {
|
|
2609
2695
|
const detail = npcDetail.get(npc.name);
|
|
2610
2696
|
const station = spreadStations.get(npc.name);
|
|
2697
|
+
const kit = npc.hostile === true && npc.name !== skeleton.client ? tierKit : undefined;
|
|
2611
2698
|
const roomSpots = (rooms.find(r => r.name === npc.startLocation)?.spots ?? []);
|
|
2612
2699
|
const startSpot = station && station.room === npc.startLocation && roomSpots.some(s => s.name === station.spot)
|
|
2613
2700
|
? station.spot
|
|
@@ -2630,8 +2717,18 @@ export function assembleScene(skeleton, details, playerName) {
|
|
|
2630
2717
|
// other would put the flag on every checkpoint clerk in the
|
|
2631
2718
|
// game, which is the failure this feature is built to avoid.
|
|
2632
2719
|
hostile: npc.hostile === true || undefined,
|
|
2720
|
+
// WHAT THEY CARRY (npc-kits.ts, catalog v21): every hostile is
|
|
2721
|
+
// outfitted from the site's security tier, deterministically --
|
|
2722
|
+
// the model never writes a kit slug, because a slug it invented
|
|
2723
|
+
// is a whole failure class (itemFromCatalog throws on one) and
|
|
2724
|
+
// the tier is the one number it was asked for. THE KIT IS THE
|
|
2725
|
+
// STATLINE: a `combat` block the model wrote for a guard is
|
|
2726
|
+
// dropped here, not merged, so a dead key cannot ride in beside
|
|
2727
|
+
// the book's numbers. Non-hostiles keep theirs.
|
|
2728
|
+
...(kit ? { kit } : {}),
|
|
2729
|
+
...(kit && skeleton.lieutenant === npc.name ? { lieutenant: true } : {}),
|
|
2633
2730
|
lifestyleChoices: [],
|
|
2634
|
-
combat: detail?.combat,
|
|
2731
|
+
combat: kit ? undefined : detail?.combat,
|
|
2635
2732
|
},
|
|
2636
2733
|
};
|
|
2637
2734
|
});
|
|
@@ -2772,6 +2869,7 @@ export function assembleScene(skeleton, details, playerName) {
|
|
|
2772
2869
|
completionMessage: skeleton.completionMessage,
|
|
2773
2870
|
},
|
|
2774
2871
|
client: skeleton.client,
|
|
2872
|
+
...(skeleton.securityTier !== undefined ? { securityTier: skeleton.securityTier } : {}),
|
|
2775
2873
|
};
|
|
2776
2874
|
}
|
|
2777
2875
|
/**
|