@maka/maka-cli 5.3.16 → 5.4.0
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/create.js +1 -1
- package/bundle/typescript/src/commands/create.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/archetypes.d.ts +43 -0
- package/bundle/typescript/src/commands/game/sideQuest/archetypes.js +131 -0
- package/bundle/typescript/src/commands/game/sideQuest/archetypes.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/assense.d.ts +14 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/assense.js +79 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/assense.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/attack.d.ts +42 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js +224 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +28 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js +101 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/call.d.ts +19 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/call.js +149 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.d.ts +58 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js +378 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.d.ts +11 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.js +8 -3
- package/bundle/typescript/src/commands/game/sideQuest/commands/command-registry.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/command.d.ts +6 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/command.js +4 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/command.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/drone.d.ts +15 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js +60 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/edge.d.ts +13 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/edge.js +31 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/edge.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.d.ts +6 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.js +27 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/end-call.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/equip.d.ts +4 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/equip.js +40 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/equip.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.d.ts +13 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.js +43 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/give.js +7 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/give.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +11 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.js +115 -4
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +25 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +176 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/inv.d.ts +12 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/inv.js +39 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/inv.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/jack.d.ts +17 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/jack.js +64 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/jack.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/kill.d.ts +10 -3
- package/bundle/typescript/src/commands/game/sideQuest/commands/kill.js +11 -33
- package/bundle/typescript/src/commands/game/sideQuest/commands/kill.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +35 -4
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.d.ts +12 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.js +46 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/pan.d.ts +12 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/pan.js +55 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/pan.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +9 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js +18 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/project.d.ts +19 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/project.js +54 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/project.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/read.js +6 -5
- package/bundle/typescript/src/commands/game/sideQuest/commands/read.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/reboot.d.ts +12 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/reboot.js +52 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/reboot.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/reload.d.ts +14 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/reload.js +40 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/reload.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/rest.d.ts +15 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/rest.js +59 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/rest.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/say.js +23 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/say.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +20 -3
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.d.ts +12 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js +49 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/silent.d.ts +13 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/silent.js +50 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/silent.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/solve.js +32 -11
- package/bundle/typescript/src/commands/game/sideQuest/commands/solve.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/spells.d.ts +14 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/spells.js +65 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/spells.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/stance.d.ts +12 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/stance.js +41 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/stance.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/subdue.d.ts +21 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/subdue.js +43 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/subdue.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/surrender.d.ts +20 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/surrender.js +45 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/surrender.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/take.d.ts +8 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/take.js +80 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/take.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/use.d.ts +24 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/use.js +101 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/use.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/item-factory.js +2 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/item-factory.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/npc-factory.js +7 -2
- package/bundle/typescript/src/commands/game/sideQuest/factories/npc-factory.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.js +2 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/room-factory.js +2 -0
- package/bundle/typescript/src/commands/game/sideQuest/factories/room-factory.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.d.ts +8 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js +138 -21
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.d.ts +119 -0
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js +816 -0
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/game.d.ts +70 -9
- package/bundle/typescript/src/commands/game/sideQuest/game.js +403 -164
- package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/minigames/hack-minigame.d.ts +16 -0
- package/bundle/typescript/src/commands/game/sideQuest/minigames/hack-minigame.js +101 -0
- package/bundle/typescript/src/commands/game/sideQuest/minigames/hack-minigame.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/minigames/lockpick-minigame.d.ts +15 -0
- package/bundle/typescript/src/commands/game/sideQuest/minigames/lockpick-minigame.js +95 -0
- package/bundle/typescript/src/commands/game/sideQuest/minigames/lockpick-minigame.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/door.d.ts +10 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/door.js +15 -2
- package/bundle/typescript/src/commands/game/sideQuest/models/door.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/inventory.d.ts +10 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/inventory.js +54 -4
- package/bundle/typescript/src/commands/game/sideQuest/models/inventory.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/item.d.ts +41 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/item.js +106 -3
- package/bundle/typescript/src/commands/game/sideQuest/models/item.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/npc.d.ts +25 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +220 -47
- package/bundle/typescript/src/commands/game/sideQuest/models/npc.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/player.d.ts +213 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/player.js +525 -9
- package/bundle/typescript/src/commands/game/sideQuest/models/player.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.d.ts +75 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js +174 -6
- package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/room.d.ts +20 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/room.js +39 -18
- package/bundle/typescript/src/commands/game/sideQuest/models/room.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/scene.d.ts +69 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/scene.js +175 -2
- package/bundle/typescript/src/commands/game/sideQuest/models/scene.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/scenes/scene1.json +80 -1
- package/bundle/typescript/src/commands/game/sideQuest/scenes/scene2.json +7 -2
- package/bundle/typescript/src/commands/game/sideQuest/types/player-equipment.d.ts +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/exit-seed.d.ts +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/item-seed.d.ts +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/npc-seed.d.ts +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/player-seed.d.ts +34 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.d.ts +15 -1
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/room-seed.d.ts +3 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/scene-seed.d.ts +5 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/win-condition-seed.d.ts +15 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/win-condition-seed.js +2 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/win-condition-seed.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.d.ts +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.js +5 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/types/shared/item-enum.d.ts +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/shared/item-enum.js +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/shared/item-enum.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/ui.d.ts +3 -0
- package/bundle/typescript/src/commands/game/sideQuest/ui.js +95 -5
- package/bundle/typescript/src/commands/game/sideQuest/ui.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/auto-fight.d.ts +60 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/auto-fight.js +138 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/auto-fight.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.d.ts +143 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js +328 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/comm-style.d.ts +2 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/comm-style.js +12 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/comm-style.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/dice.d.ts +22 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/dice.js +34 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/dice.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.d.ts +36 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.js +92 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.d.ts +44 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +193 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/pursuit.d.ts +16 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/pursuit.js +36 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/pursuit.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js +54 -7
- package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js.map +1 -1
- package/bundle/typescript/src/commands/set/global.sub.cmd.js +59 -5
- package/bundle/typescript/src/commands/set/global.sub.cmd.js.map +1 -1
- package/bundle/typescript/src/tools/ai/ai.class.d.ts +35 -0
- package/bundle/typescript/src/tools/ai/ai.class.js +112 -0
- package/bundle/typescript/src/tools/ai/ai.class.js.map +1 -0
- package/bundle/typescript/src/tools/fsi/fsi.interfaces.d.ts +1 -0
- package/bundle/typescript/src/tools/fsi/fsi.interfaces.js.map +1 -1
- package/bundle/typescript/src/tools/https/https.class.d.ts +2 -1
- package/bundle/typescript/src/tools/https/https.class.js +43 -0
- package/bundle/typescript/src/tools/https/https.class.js.map +1 -1
- package/bundle/typescript/src/tools/https/https.interface.d.ts +8 -0
- package/package.json +1 -1
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import { Command } from './command.js';
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import { CombatExchange } from '../utilities/combat-exchange.js';
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import { fuzzyPickName } from '../utilities/fuzzy-match.js';
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import { describeFledTarget } from '../utilities/pursuit.js';
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import { shellsInRoom, resolveBodyAttack } from '../utilities/planes.js';
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/**
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* Shadowrun-style dice-pool combat, one full exchange per command:
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*
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* 1. Attacker rolls Agility + combat skill + weapon bonus, opposed by the
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* defender's Reaction. Net hits land the blow.
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* 2. Damage = weapon DV + net hits, soaked by Body + armor (each soak hit
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* cancels one box).
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* 3. Whatever gets through fills the defender's condition monitor; a full
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* track is death.
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* real decision, not a free action.
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*
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* sides, so a fight tilts as it goes. Pools/derivations live on Player
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* (getAttackPool() etc.); narration pacing, strike resolution, and death
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* handling live in CombatExchange (shared with spell combat -- see
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* cast.ts). This command only orchestrates the weapon exchange.
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*/
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export class AttackCommand extends Command {
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static verb = 'attack';
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static description = 'Attack someone in the room -- dice-pool combat with your equipped weapon. They WILL hit back.';
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async execute(args = []) {
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if (!args || args.length === 0) {
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return 'Who do you want to attack? Try: `attack <name>`';
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}
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// The dead (and the unconscious) don't fight. Covers a downed player
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// (who stays in the scene -- endGame only freezes input) and a downed
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// NPC whose in-flight AI loop is still issuing commands after removal
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// from the scene.
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if (this.actor.isIncapacitated()) {
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return `You're down. The fight is over.`;
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}
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const room = this.actor.currentLocation;
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return 'You are not in a valid location to fight anyone.';
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}
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// Same fuzzy matching "take" uses (see utilities/fuzzy-match.ts) --
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// punctuation, case, typos, and partial names all resolve, but an
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// ambiguous guess deliberately misses rather than shooting someone
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// at random. You can only fight what shares your plane: meat can't
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// touch a Matrix persona or an astral form, and vice versa.
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const targetName = args.join(' ');
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const candidates = this.scene.getActorsInRoom(room).filter(a => a !== this.actor && a.plane === this.actor.plane);
|
|
50
|
+
const pickedName = fuzzyPickName(targetName, candidates.map(a => a.name));
|
|
51
|
+
const target = pickedName ? candidates.find(a => a.name === pickedName) : undefined;
|
|
52
|
+
if (!target) {
|
|
53
|
+
// An empty body IS attackable from the meat plane -- one unanswered
|
|
54
|
+
// strike, and its owner gets slammed back into it (see planes.ts).
|
|
55
|
+
if (this.actor.plane === 'meat') {
|
|
56
|
+
const shells = shellsInRoom(this.scene, room);
|
|
57
|
+
const shellPick = fuzzyPickName(targetName, shells.map(s => s.name));
|
|
58
|
+
const shell = shellPick ? shells.find(s => s.name === shellPick) : undefined;
|
|
59
|
+
if (shell) {
|
|
60
|
+
const lines = resolveBodyAttack(this.scene, this.actor, shell);
|
|
61
|
+
const exchange = new CombatExchange(this.scene, this.logger, this.actor);
|
|
62
|
+
await exchange.announce(lines);
|
|
63
|
+
if (shell.isDown()) {
|
|
64
|
+
const death = await exchange.resolveDeath(shell, this.actor, {
|
|
65
|
+
fallLine: `${shell.name}'s body never wakes -- whatever came rushing back arrived too late. Their gear scatters across ${room.name}.`,
|
|
66
|
+
});
|
|
67
|
+
lines.push(...death);
|
|
68
|
+
}
|
|
69
|
+
return this.actor === this.scene.getPlayer() ? '' : lines.join('\n');
|
|
70
|
+
}
|
|
71
|
+
}
|
|
72
|
+
// If they exist but fled the room, say WHERE and how to chase --
|
|
73
|
+
// this result is what lands in a pursuing NPC's AI history, and
|
|
74
|
+
// without the explicit direction a hostile NPC just spams failed
|
|
75
|
+
// attacks at the empty room instead of following (real session:
|
|
76
|
+
// dozens of them while the player ping-ponged between two rooms).
|
|
77
|
+
const fled = describeFledTarget(this.scene, room, targetName);
|
|
78
|
+
if (fled)
|
|
79
|
+
return fled;
|
|
80
|
+
const present = candidates.map(a => a.name).join(', ') || 'no one';
|
|
81
|
+
return `You don't see anyone named "${targetName}" here to attack. Present: ${present}.`;
|
|
82
|
+
}
|
|
83
|
+
// The dead can't be fought either. A downed NPC is removed from the
|
|
84
|
+
// scene, so a still-present downed target can only be the dead player
|
|
85
|
+
// -- found via a real session where the killer's AI loop, with nothing
|
|
86
|
+
// gating this, beat the player's corpse for a full minute, re-running
|
|
87
|
+
// the whole death sequence every swing. The plain-text result below is
|
|
88
|
+
// what actually lands in the attacker's AI history and tells it the
|
|
89
|
+
// fight is over.
|
|
90
|
+
if (target.isIncapacitated()) {
|
|
91
|
+
return `${target.name} is already down. The fight is over -- there's nothing left to attack.`;
|
|
92
|
+
}
|
|
93
|
+
// One exchange at a time per combatant: overlapping AI loops firing
|
|
94
|
+
// parallel exchanges once double-killed a target (two death events,
|
|
95
|
+
// two narrations). The player is refused cleanly (they can just retype
|
|
96
|
+
// in the lull); an NPC's attack instead WAITS for the lull and re-runs
|
|
97
|
+
// -- discarding it meant NPCs never got a single action off, because
|
|
98
|
+
// their AI always reacts while the player's exchange is still beating
|
|
99
|
+
// out (see CombatExchange.waitForLull).
|
|
100
|
+
if (this.actor.inExchange || target.inExchange) {
|
|
101
|
+
if (this.actor === this.scene.getPlayer()) {
|
|
102
|
+
return this.actor.inExchange
|
|
103
|
+
? `You're already mid-exchange -- let it resolve.`
|
|
104
|
+
: `${target.name} is already trading fire -- wait for that exchange to resolve.`;
|
|
105
|
+
}
|
|
106
|
+
if (this.actor.waitingForLull) {
|
|
107
|
+
return `You're already waiting for an opening -- one move at a time.`;
|
|
108
|
+
}
|
|
109
|
+
this.actor.waitingForLull = true;
|
|
110
|
+
try {
|
|
111
|
+
const settled = await CombatExchange.waitForLull([this.actor, target]);
|
|
112
|
+
if (!settled) {
|
|
113
|
+
return `You're already mid-exchange -- let it resolve.`;
|
|
114
|
+
}
|
|
115
|
+
this.logger.write(`${this.actor.name}'s attack waited out an exchange and now retries.`);
|
|
116
|
+
return await this.execute(args);
|
|
117
|
+
}
|
|
118
|
+
finally {
|
|
119
|
+
this.actor.waitingForLull = false;
|
|
120
|
+
}
|
|
121
|
+
}
|
|
122
|
+
// A deliberately INITIATED attack with a dry gun is blocked with a
|
|
123
|
+
// reload prompt -- the involuntary strikes (retaliation) auto-fall-back
|
|
124
|
+
// to fists instead (see CombatExchange.weaponProfile).
|
|
125
|
+
const weaponItem = this.actor.equipment.rightHand?.weapon ?? this.actor.equipment.leftHand?.weapon;
|
|
126
|
+
if (this.usesEquippedWeapon() && weaponItem?.isFirearm() && weaponItem.jammed) {
|
|
127
|
+
return `The ${weaponItem.name}'s smartlink is LOCKED -- someone cracked your PAN. "reboot" to clear it, or go in swinging.`;
|
|
128
|
+
}
|
|
129
|
+
if (this.usesEquippedWeapon() && weaponItem?.isFirearm() && weaponItem.ammo <= 0) {
|
|
130
|
+
return `Click -- the ${weaponItem.name} is dry. "reload" (needs ammunition), or go in swinging with something else.`;
|
|
131
|
+
}
|
|
132
|
+
const exchange = new CombatExchange(this.scene, this.logger, this.actor);
|
|
133
|
+
const report = [];
|
|
134
|
+
// Movement locks for the duration of the exchange when the player is a
|
|
135
|
+
// combatant (see go.ts) -- the try/finally is exception safety so a
|
|
136
|
+
// crash mid-exchange can never leave the player permanently rooted.
|
|
137
|
+
exchange.beginExchange(target);
|
|
138
|
+
try {
|
|
139
|
+
this.actor.performAction(this.actionVerb(), target.name);
|
|
140
|
+
this.scene.addWorldEvent(`${this.actor.name} ${this.actionVerb()} ${target.name} in ${room.name}.`);
|
|
141
|
+
// ---- Initiative decides who acts first (see rollInitiative) ----
|
|
142
|
+
const init = exchange.rollInitiative(this.actor, target);
|
|
143
|
+
report.push(...init.lines);
|
|
144
|
+
await exchange.announce(init.lines);
|
|
145
|
+
// ---- The two strikes, in initiative order. The aggressor's strike
|
|
146
|
+
// uses this command's profile (weapon, or subdue's stun hold); the
|
|
147
|
+
// defender's answer is always their own lethal weapon. Being
|
|
148
|
+
// preempted and dropped means your swing never happens. ----
|
|
149
|
+
for (const striker of [init.first, init.second]) {
|
|
150
|
+
if (striker.isIncapacitated())
|
|
151
|
+
continue;
|
|
152
|
+
const defender = striker === this.actor ? target : this.actor;
|
|
153
|
+
if (defender.isIncapacitated())
|
|
154
|
+
break;
|
|
155
|
+
// A mid-exchange forced dump (cold-sim persona crash) yanks a
|
|
156
|
+
// combatant off this plane -- the fight is over, not continued
|
|
157
|
+
// across realities.
|
|
158
|
+
if (striker.plane !== defender.plane)
|
|
159
|
+
break;
|
|
160
|
+
const profile = striker === this.actor ? this.strikeProfile(exchange, target) : undefined;
|
|
161
|
+
const prefix = striker === init.second ? [`${striker.name} retaliates!`] : [];
|
|
162
|
+
const strike = [...prefix, ...exchange.resolveStrike(striker, defender, profile)];
|
|
163
|
+
report.push('', ...strike);
|
|
164
|
+
await exchange.announce(strike);
|
|
165
|
+
const takedown = await this.resolveTakedown(exchange, defender, striker);
|
|
166
|
+
if (takedown) {
|
|
167
|
+
report.push(...takedown);
|
|
168
|
+
return await exchange.finishExchange(report);
|
|
169
|
+
}
|
|
170
|
+
}
|
|
171
|
+
// ---- The initiative pass: a decisive winner presses the advantage
|
|
172
|
+
// with one extra strike. ----
|
|
173
|
+
if (init.extraStriker && !init.extraStriker.isIncapacitated()) {
|
|
174
|
+
const defender = init.extraStriker === this.actor ? target : this.actor;
|
|
175
|
+
if (!defender.isIncapacitated() && init.extraStriker.plane === defender.plane) {
|
|
176
|
+
const profile = init.extraStriker === this.actor ? this.strikeProfile(exchange, target) : undefined;
|
|
177
|
+
const strike = [`${init.extraStriker.name} presses the advantage!`, ...exchange.resolveStrike(init.extraStriker, defender, profile)];
|
|
178
|
+
report.push('', ...strike);
|
|
179
|
+
await exchange.announce(strike);
|
|
180
|
+
const takedown = await this.resolveTakedown(exchange, defender, init.extraStriker);
|
|
181
|
+
if (takedown)
|
|
182
|
+
report.push(...takedown);
|
|
183
|
+
}
|
|
184
|
+
}
|
|
185
|
+
return await exchange.finishExchange(report);
|
|
186
|
+
}
|
|
187
|
+
finally {
|
|
188
|
+
this.scene.endPlayerExchange();
|
|
189
|
+
exchange.releaseExchange();
|
|
190
|
+
}
|
|
191
|
+
}
|
|
192
|
+
/** subdue.ts overrides to false: its strike ignores the equipped gun entirely. */
|
|
193
|
+
usesEquippedWeapon() {
|
|
194
|
+
return true;
|
|
195
|
+
}
|
|
196
|
+
/** Overridden by subdue.ts to swap in a stun-dealing strike. undefined = weapon default. */
|
|
197
|
+
strikeProfile(_exchange, _target) {
|
|
198
|
+
return undefined;
|
|
199
|
+
}
|
|
200
|
+
/** The verb observers see ("attacks" / "moves to subdue"). */
|
|
201
|
+
actionVerb() {
|
|
202
|
+
return 'attacks';
|
|
203
|
+
}
|
|
204
|
+
/**
|
|
205
|
+
* Post-strike incapacitation, both flavors: a full physical track is a
|
|
206
|
+
* death; a full stun track (only reachable via a stun-dealing strike,
|
|
207
|
+
* or its overflow) is a live capture. Returns the narration, or null if
|
|
208
|
+
* the fallen still stands. Either combatant can be the one who falls --
|
|
209
|
+
* initiative order means the aggressor eats preemptive strikes too.
|
|
210
|
+
*/
|
|
211
|
+
async resolveTakedown(exchange, fallen, killer) {
|
|
212
|
+
if (fallen.isDown()) {
|
|
213
|
+
return exchange.resolveDeath(fallen, killer);
|
|
214
|
+
}
|
|
215
|
+
if (fallen.isUnconscious()) {
|
|
216
|
+
return exchange.resolveDeath(fallen, killer, {
|
|
217
|
+
fatal: false,
|
|
218
|
+
fallLine: `${fallen.name} sags and drops -- out cold, breathing. Their gear scatters across ${fallen.currentLocation.name}.`,
|
|
219
|
+
});
|
|
220
|
+
}
|
|
221
|
+
return null;
|
|
222
|
+
}
|
|
223
|
+
}
|
|
224
|
+
//# sourceMappingURL=attack.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"attack.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/attack.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAY,MAAM,cAAc,CAAC;AACjD,OAAO,EAAE,cAAc,EAAkB,MAAM,iCAAiC,CAAC;AACjF,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAC5D,OAAO,EAAE,kBAAkB,EAAE,MAAM,yBAAyB,CAAC;AAC7D,OAAO,EAAE,YAAY,EAAE,iBAAiB,EAAE,MAAM,wBAAwB,CAAC;AAIzE;;;;;;;;;;;;;;;;;;GAkBG;AACH,MAAM,OAAO,aAAc,SAAQ,OAAO;IAC9B,MAAM,CAAC,IAAI,GAAG,QAAQ,CAAC;IACvB,MAAM,CAAC,WAAW,GAAG,+FAA+F,CAAC;IAE/H,KAAK,CAAC,OAAO,CAAC,OAAiB,EAAE;QAC/B,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAC/B,OAAO,iDAAiD,CAAC;QAC3D,CAAC;QAED,qEAAqE;QACrE,sEAAsE;QACtE,sEAAsE;QACtE,kBAAkB;QAClB,IAAI,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE,EAAE,CAAC;YACjC,OAAO,iCAAiC,CAAC;QAC3C,CAAC;QAED,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC;QACxC,IAAI,CAAC,IAAI,EAAE,CAAC;YACV,OAAO,kDAAkD,CAAC;QAC5D,CAAC;QAED,oEAAoE;QACpE,kEAAkE;QAClE,mEAAmE;QACnE,mEAAmE;QACnE,4DAA4D;QAC5D,MAAM,UAAU,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QAClC,MAAM,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,IAAI,CAAC,KAAK,IAAI,CAAC,CAAC,KAAK,KAAK,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;QAClH,MAAM,UAAU,GAAG,aAAa,CAAC,UAAU,EAAE,UAAU,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;QAC1E,MAAM,MAAM,GAAG,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,UAAU,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QAEpF,IAAI,CAAC,MAAM,EAAE,CAAC;YACZ,oEAAoE;YACpE,mEAAmE;YACnE,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,MAAM,EAAE,CAAC;gBAChC,MAAM,MAAM,GAAG,YAAY,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;gBAC9C,MAAM,SAAS,GAAG,aAAa,CAAC,UAAU,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;gBACrE,MAAM,KAAK,GAAG,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;gBAC7E,IAAI,KAAK,EAAE,CAAC;oBACV,MAAM,KAAK,GAAG,iBAAiB,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;oBAC/D,MAAM,QAAQ,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;oBACzE,MAAM,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;oBAC/B,IAAI,KAAK,CAAC,MAAM,EAAE,EAAE,CAAC;wBACnB,MAAM,KAAK,GAAG,MAAM,QAAQ,CAAC,YAAY,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE;4BAC3D,QAAQ,EAAE,GAAG,KAAK,CAAC,IAAI,kGAAkG,IAAI,CAAC,IAAI,GAAG;yBACtI,CAAC,CAAC;wBACH,KAAK,CAAC,IAAI,CAAC,GAAG,KAAK,CAAC,CAAC;oBACvB,CAAC;oBACD,OAAO,IAAI,CAAC,KAAK,KAAK,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACvE,CAAC;YACH,CAAC;YAED,iEAAiE;YACjE,gEAAgE;YAChE,iEAAiE;YACjE,gEAAgE;YAChE,kEAAkE;YAClE,MAAM,IAAI,GAAG,kBAAkB,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC;YAC9D,IAAI,IAAI;gBAAE,OAAO,IAAI,CAAC;YAEtB,MAAM,OAAO,GAAG,UAAU,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,QAAQ,CAAC;YACnE,OAAO,+BAA+B,UAAU,8BAA8B,OAAO,GAAG,CAAC;QAC3F,CAAC;QAED,oEAAoE;QACpE,sEAAsE;QACtE,uEAAuE;QACvE,sEAAsE;QACtE,uEAAuE;QACvE,oEAAoE;QACpE,iBAAiB;QACjB,IAAI,MAAM,CAAC,eAAe,EAAE,EAAE,CAAC;YAC7B,OAAO,GAAG,MAAM,CAAC,IAAI,wEAAwE,CAAC;QAChG,CAAC;QAED,oEAAoE;QACpE,oEAAoE;QACpE,uEAAuE;QACvE,uEAAuE;QACvE,qEAAqE;QACrE,sEAAsE;QACtE,wCAAwC;QACxC,IAAI,IAAI,CAAC,KAAK,CAAC,UAAU,IAAI,MAAM,CAAC,UAAU,EAAE,CAAC;YAC/C,IAAI,IAAI,CAAC,KAAK,KAAK,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,EAAE,CAAC;gBAC1C,OAAO,IAAI,CAAC,KAAK,CAAC,UAAU;oBAC1B,CAAC,CAAC,gDAAgD;oBAClD,CAAC,CAAC,GAAG,MAAM,CAAC,IAAI,gEAAgE,CAAC;YACrF,CAAC;YACD,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;gBAC9B,OAAO,8DAA8D,CAAC;YACxE,CAAC;YACD,IAAI,CAAC,KAAK,CAAC,cAAc,GAAG,IAAI,CAAC;YACjC,IAAI,CAAC;gBACH,MAAM,OAAO,GAAG,MAAM,cAAc,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC,CAAC;gBACvE,IAAI,CAAC,OAAO,EAAE,CAAC;oBACb,OAAO,gDAAgD,CAAC;gBAC1D,CAAC;gBACD,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,mDAAmD,CAAC,CAAC;gBACzF,OAAO,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAClC,CAAC;oBAAS,CAAC;gBACT,IAAI,CAAC,KAAK,CAAC,cAAc,GAAG,KAAK,CAAC;YACpC,CAAC;QACH,CAAC;QAED,mEAAmE;QACnE,wEAAwE;QACxE,uDAAuD;QACvD,MAAM,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,SAAS,EAAE,MAAM,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,QAAQ,EAAE,MAAM,CAAC;QACnG,IAAI,IAAI,CAAC,kBAAkB,EAAE,IAAI,UAAU,EAAE,SAAS,EAAE,IAAI,UAAU,CAAC,MAAM,EAAE,CAAC;YAC9E,OAAO,OAAO,UAAU,CAAC,IAAI,8FAA8F,CAAC;QAC9H,CAAC;QACD,IAAI,IAAI,CAAC,kBAAkB,EAAE,IAAI,UAAU,EAAE,SAAS,EAAE,IAAI,UAAU,CAAC,IAAI,IAAI,CAAC,EAAE,CAAC;YACjF,OAAO,gBAAgB,UAAU,CAAC,IAAI,8EAA8E,CAAC;QACvH,CAAC;QAED,MAAM,QAAQ,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QACzE,MAAM,MAAM,GAAa,EAAE,CAAC;QAE5B,uEAAuE;QACvE,oEAAoE;QACpE,oEAAoE;QACpE,QAAQ,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC;QAC/B,IAAI,CAAC;YACH,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,IAAI,CAAC,UAAU,EAAE,EAAE,MAAM,CAAC,IAAI,CAAC,CAAC;YACzD,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,IAAI,IAAI,CAAC,UAAU,EAAE,IAAI,MAAM,CAAC,IAAI,OAAO,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;YAEpG,mEAAmE;YACnE,MAAM,IAAI,GAAG,QAAQ,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC;YACzD,MAAM,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC,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@@ -0,0 +1,28 @@
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1
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+
import { Command, ICommand } from './command.js';
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2
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+
import { PuzzleBypassType } from '../types/seed/puzzle-seed.js';
|
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3
|
+
/**
|
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4
|
+
* Shared implementation for pick/hack/cast. The gate check (already
|
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5
|
+
* solved? prerequisite met? does this puzzle even have this bypassType?)
|
|
6
|
+
* always runs first and synchronously, so a doomed attempt never makes the
|
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7
|
+
* player sit through an interactive challenge they were never going to be
|
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8
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+
* allowed to attempt. Each concrete command differs in its verb,
|
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9
|
+
* description, bypass type, the "nothing to do that to" message, and
|
|
10
|
+
* optionally how the outcome itself gets determined (see
|
|
11
|
+
* determineOutcome() -- defaults to a coin flip; lockpicking overrides it
|
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12
|
+
* with a real minigame).
|
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13
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+
*/
|
|
14
|
+
export declare abstract class BypassCommand extends Command implements ICommand {
|
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15
|
+
protected abstract bypassType: PuzzleBypassType;
|
|
16
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+
protected abstract noPuzzleMessage: string;
|
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17
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+
/** Default: a flat coin flip. Override for a type with its own minigame. */
|
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18
|
+
protected determineOutcome(): Promise<boolean>;
|
|
19
|
+
/**
|
|
20
|
+
* There's no typed answer here to disambiguate with (unlike solve.ts),
|
|
21
|
+
* so with more than one barrier in the room the player has to name which
|
|
22
|
+
* one: a direction ("pick north", for a locked door) or a word from the
|
|
23
|
+
* barrier's own name ("pick maglock"). With only one candidate, a bare
|
|
24
|
+
* "pick" still works exactly as before.
|
|
25
|
+
*/
|
|
26
|
+
private resolveTarget;
|
|
27
|
+
execute(args: string[]): Promise<string>;
|
|
28
|
+
}
|
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@@ -0,0 +1,101 @@
|
|
|
1
|
+
import { Command } from './command.js';
|
|
2
|
+
/**
|
|
3
|
+
* Shared implementation for pick/hack/cast. The gate check (already
|
|
4
|
+
* solved? prerequisite met? does this puzzle even have this bypassType?)
|
|
5
|
+
* always runs first and synchronously, so a doomed attempt never makes the
|
|
6
|
+
* player sit through an interactive challenge they were never going to be
|
|
7
|
+
* allowed to attempt. Each concrete command differs in its verb,
|
|
8
|
+
* description, bypass type, the "nothing to do that to" message, and
|
|
9
|
+
* optionally how the outcome itself gets determined (see
|
|
10
|
+
* determineOutcome() -- defaults to a coin flip; lockpicking overrides it
|
|
11
|
+
* with a real minigame).
|
|
12
|
+
*/
|
|
13
|
+
export class BypassCommand extends Command {
|
|
14
|
+
/** Default: a flat coin flip. Override for a type with its own minigame. */
|
|
15
|
+
async determineOutcome() {
|
|
16
|
+
return Math.random() < 0.5;
|
|
17
|
+
}
|
|
18
|
+
/**
|
|
19
|
+
* There's no typed answer here to disambiguate with (unlike solve.ts),
|
|
20
|
+
* so with more than one barrier in the room the player has to name which
|
|
21
|
+
* one: a direction ("pick north", for a locked door) or a word from the
|
|
22
|
+
* barrier's own name ("pick maglock"). With only one candidate, a bare
|
|
23
|
+
* "pick" still works exactly as before.
|
|
24
|
+
*/
|
|
25
|
+
resolveTarget(args, targets) {
|
|
26
|
+
const raw = args.join(' ').trim().toLowerCase();
|
|
27
|
+
if (!raw) {
|
|
28
|
+
if (targets.length === 1)
|
|
29
|
+
return { target: targets[0] };
|
|
30
|
+
const options = targets.map(t => t.direction ?? t.label).join(', ');
|
|
31
|
+
return { error: `There's more than one thing to ${this.bypassType === 'lockpick' ? 'pick' : this.bypassType === 'hack' ? 'hack' : 'cast'} at here -- say which: ${options}.` };
|
|
32
|
+
}
|
|
33
|
+
if (this.isValidDirection(raw)) {
|
|
34
|
+
const match = targets.find(t => t.direction === raw);
|
|
35
|
+
return match ? { target: match } : { error: `There's nothing to bypass in that direction.` };
|
|
36
|
+
}
|
|
37
|
+
const matches = targets.filter(t => t.label.toLowerCase().includes(raw));
|
|
38
|
+
if (matches.length === 1)
|
|
39
|
+
return { target: matches[0] };
|
|
40
|
+
if (matches.length > 1)
|
|
41
|
+
return { error: `That could mean more than one thing here -- be more specific.` };
|
|
42
|
+
return { error: `There's nothing here called "${raw}".` };
|
|
43
|
+
}
|
|
44
|
+
async execute(args) {
|
|
45
|
+
const room = this.actor.currentLocation;
|
|
46
|
+
const targets = (room?.getPuzzleTargets() ?? []).filter(t => t.puzzle.bypassType === this.bypassType);
|
|
47
|
+
if (targets.length === 0) {
|
|
48
|
+
return this.noPuzzleMessage;
|
|
49
|
+
}
|
|
50
|
+
const { target, error } = this.resolveTarget(args, targets);
|
|
51
|
+
if (!target) {
|
|
52
|
+
return error ?? this.noPuzzleMessage;
|
|
53
|
+
}
|
|
54
|
+
const gate = target.puzzle.checkBypassGate(this.bypassType);
|
|
55
|
+
if (!gate.allowed) {
|
|
56
|
+
return gate.message ?? `You can't do that here.`;
|
|
57
|
+
}
|
|
58
|
+
const succeeded = await this.determineOutcome();
|
|
59
|
+
const result = target.puzzle.resolveBypass(this.bypassType, succeeded);
|
|
60
|
+
if (result.success) {
|
|
61
|
+
if (target.door) {
|
|
62
|
+
target.door.isLocked = false;
|
|
63
|
+
this.scene.updateExits(room);
|
|
64
|
+
this.scene.addWorldEvent(`${this.actor.name} bypassed (${this.bypassType}) the way ${target.direction} in ${room.name}.`);
|
|
65
|
+
}
|
|
66
|
+
else if (target.puzzle.rewardItem) {
|
|
67
|
+
this.actor.inventory.addItem(target.puzzle.rewardItem);
|
|
68
|
+
this.scene.addWorldEvent(`${this.actor.name} bypassed "${target.puzzle.name}" (${this.bypassType}) in ${room.name}.`);
|
|
69
|
+
this.scene.updateInventory(this.scene.getPlayer().inventory);
|
|
70
|
+
}
|
|
71
|
+
}
|
|
72
|
+
if (result.alarmed) {
|
|
73
|
+
// The consequence for a failed bypass: NPCs already listen for world
|
|
74
|
+
// events (see scene.ts's getWorldEventsSummary()), so this alone lets
|
|
75
|
+
// them react organically without a dedicated alarm/alert subsystem.
|
|
76
|
+
this.scene.addWorldEvent(`${this.actor.name}'s ${this.bypassType} attempt on "${target.puzzle.name}" in ${room.name} went loud.`);
|
|
77
|
+
}
|
|
78
|
+
this.logger.write(`${this.actor.name} attempted to ${this.bypassType} "${target.puzzle.name}": ${result.success ? 'success' : 'failure'}${result.alarmed ? ' (alarmed)' : ''}`);
|
|
79
|
+
this.actor.performAction(this.bypassType, result.message);
|
|
80
|
+
// A failed bypass is instant, unrecoverable death -- there's no partial
|
|
81
|
+
// credit for tripping an alarm or a ward's backlash mid-run. Reuses the
|
|
82
|
+
// same endGame() a player-kill already uses (see kill.ts): freezes
|
|
83
|
+
// input and self-announces directly to the screen, so the fatal reason
|
|
84
|
+
// stays on screen instead of vanishing the instant blessed's alternate
|
|
85
|
+
// buffer tears down. That announcement happens synchronously before
|
|
86
|
+
// this returns, so it renders BEFORE this command's own return value --
|
|
87
|
+
// found via a real session where an immediate process.exit() killed the
|
|
88
|
+
// alternate screen before the player had any chance to read why. Only
|
|
89
|
+
// ends the actual player's session: an NPC has no `game` in its context
|
|
90
|
+
// (see command.ts), so this is a no-op for an NPC's own failed attempt.
|
|
91
|
+
if (result.alarmed && this.game) {
|
|
92
|
+
await this.scene.endGame();
|
|
93
|
+
this.logger.logWithColor(result.message, 'red');
|
|
94
|
+
this.logger.logWithColor(`💀 GAME OVER -- your run ends here.`, 'red');
|
|
95
|
+
this.logger.logWithColor(`Press ctrl-c to quit.`, 'red');
|
|
96
|
+
return '';
|
|
97
|
+
}
|
|
98
|
+
return result.message;
|
|
99
|
+
}
|
|
100
|
+
}
|
|
101
|
+
//# sourceMappingURL=bypass-command.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
import { Command, ICommand } from './command.js';
|
|
2
|
+
export declare class CallCommand extends Command implements ICommand {
|
|
3
|
+
protected static verb: string;
|
|
4
|
+
protected static description: string;
|
|
5
|
+
execute(args: string[]): Promise<string>;
|
|
6
|
+
private hasEquippedCommlink;
|
|
7
|
+
private hasCommlink;
|
|
8
|
+
/**
|
|
9
|
+
* Multi-word names ("Mr. Johnson") shouldn't require the player to quote
|
|
10
|
+
* them just to call someone, and partial names shouldn't fail -- found
|
|
11
|
+
* via real sessions where "call Mr. Johnson" (period parsing), then
|
|
12
|
+
* "call mr" and "call Mr. J" (partials) all bounced. Tries progressively
|
|
13
|
+
* shorter word-prefixes of the input (longest first), resolving each
|
|
14
|
+
* through the same fuzzy matcher "take"/"attack"/"cast" use (punctuation
|
|
15
|
+
* and typo tolerant; an ambiguous fragment deliberately misses).
|
|
16
|
+
* Whatever's left over after the matched name becomes the message.
|
|
17
|
+
*/
|
|
18
|
+
private resolveTargetAndMessage;
|
|
19
|
+
}
|
|
@@ -0,0 +1,149 @@
|
|
|
1
|
+
import { Command } from './command.js';
|
|
2
|
+
import { Category } from '../types/shared/item-enum.js';
|
|
3
|
+
import { parseArgsWithQuotes } from './talk.js';
|
|
4
|
+
import { CALL_ICON, CALL_COLOR } from '../utilities/comm-style.js';
|
|
5
|
+
import { FIXER_NAME } from '../factories/scene-seed-generator.js';
|
|
6
|
+
import { fuzzyPickName } from '../utilities/fuzzy-match.js';
|
|
7
|
+
export class CallCommand extends Command {
|
|
8
|
+
static verb = 'call';
|
|
9
|
+
static description = 'Call someone remotely over a commlink (no need to be in the same room; commlink must be equipped).';
|
|
10
|
+
async execute(args) {
|
|
11
|
+
if (!args || args.length === 0) {
|
|
12
|
+
return 'Usage: call <name> [message]';
|
|
13
|
+
}
|
|
14
|
+
const rawWords = parseArgsWithQuotes(args.join(' '));
|
|
15
|
+
if (!this.hasEquippedCommlink(this.actor)) {
|
|
16
|
+
return `You need to equip a commlink before you can call anyone.`;
|
|
17
|
+
}
|
|
18
|
+
// Running silent kills the broadcast both ways (see silent.ts).
|
|
19
|
+
if (this.actor.runningSilent) {
|
|
20
|
+
return `You're running silent -- your link isn't broadcasting. Go loud ("silent") before calling anyone.`;
|
|
21
|
+
}
|
|
22
|
+
// Hacked dark is a different kind of quiet (see hack.ts PAN attacks).
|
|
23
|
+
if (this.actor.arOffline) {
|
|
24
|
+
return `Your AR is CUT -- someone cracked your PAN and your link is dead air. "reboot" first.`;
|
|
25
|
+
}
|
|
26
|
+
const { target, remainingWords } = this.resolveTargetAndMessage(rawWords);
|
|
27
|
+
if (!target) {
|
|
28
|
+
return `You don't know anyone by the name "${rawWords[0]}" to call.`;
|
|
29
|
+
}
|
|
30
|
+
if (target === this.actor) {
|
|
31
|
+
return "You can't call yourself.";
|
|
32
|
+
}
|
|
33
|
+
if (!this.hasCommlink(target)) {
|
|
34
|
+
return `You don't get through -- ${target.name} doesn't seem to have a commlink.`;
|
|
35
|
+
}
|
|
36
|
+
if (target.runningSilent) {
|
|
37
|
+
return `You can't raise ${target.name} -- their link isn't broadcasting. They're running silent.`;
|
|
38
|
+
}
|
|
39
|
+
const message = remainingWords.join(' ');
|
|
40
|
+
const greeting = message || `(calling) You there, ${target.name}?`;
|
|
41
|
+
this.actor.performAction('calls', target.name);
|
|
42
|
+
this.logger.write(`${this.actor.name} calls ${target.name}: "${greeting}"`);
|
|
43
|
+
// Cleanly disconnect any stale prior call on either side before linking
|
|
44
|
+
// the new one -- otherwise a former partner would be left thinking
|
|
45
|
+
// they're still connected (their own "say" would keep routing to
|
|
46
|
+
// someone who's since moved on). See end-call.ts for the explicit
|
|
47
|
+
// version of this same disconnect.
|
|
48
|
+
if (this.actor.activeCallPartner && this.actor.activeCallPartner !== target) {
|
|
49
|
+
this.actor.activeCallPartner.activeCallPartner = undefined;
|
|
50
|
+
}
|
|
51
|
+
if (target.activeCallPartner && target.activeCallPartner !== this.actor) {
|
|
52
|
+
target.activeCallPartner.activeCallPartner = undefined;
|
|
53
|
+
}
|
|
54
|
+
// Symmetric: either side can now reach the other with an ordinary
|
|
55
|
+
// "say", not just this initial hail -- see say.ts. Stays connected
|
|
56
|
+
// until "end-call" (or a new call replaces it, per above).
|
|
57
|
+
this.actor.activeCallPartner = target;
|
|
58
|
+
target.activeCallPartner = this.actor;
|
|
59
|
+
// If the caller is holding this run's win-condition macguffin and
|
|
60
|
+
// calls its intended recipient, treat the call itself as the hand-off.
|
|
61
|
+
// Fixers work deals over comms, not face to face -- there's no in-world
|
|
62
|
+
// reason a physical "give" should ever be required for a job-giver
|
|
63
|
+
// who's meant to be unreachable in person. Resolved synchronously
|
|
64
|
+
// (doesn't depend on the NPC's reply), so it's reflected in this
|
|
65
|
+
// command's own return text right away.
|
|
66
|
+
let deliveryNote = '';
|
|
67
|
+
let deliveredItemName = '';
|
|
68
|
+
const wc = this.scene.getWinCondition();
|
|
69
|
+
if (wc?.type === 'give' && wc.toNpc?.toLowerCase() === target.name.toLowerCase()) {
|
|
70
|
+
const item = this.actor.inventory.getItem(wc.item);
|
|
71
|
+
if (item) {
|
|
72
|
+
const delivered = this.actor.inventory.transferItemTo(item.name, target.inventory);
|
|
73
|
+
if (delivered) {
|
|
74
|
+
this.scene.updateInventory(this.scene.getPlayer().inventory);
|
|
75
|
+
this.scene.checkWinCondition(item.name, target.name);
|
|
76
|
+
deliveryNote = ` You relay that you have the ${item.name} -- consider it delivered.`;
|
|
77
|
+
deliveredItemName = item.name;
|
|
78
|
+
}
|
|
79
|
+
}
|
|
80
|
+
}
|
|
81
|
+
// Fold the delivery into what the NPC actually hears (not just the
|
|
82
|
+
// player-facing confirmation above) -- otherwise an NPC whose reply is
|
|
83
|
+
// AI-generated has no way to know the job's already done, and keeps
|
|
84
|
+
// asking about it on a callback.
|
|
85
|
+
const heardMessage = deliveredItemName
|
|
86
|
+
? `${greeting} [System note: ${this.actor.name} just delivered "${deliveredItemName}" to you over this call.]`
|
|
87
|
+
: greeting;
|
|
88
|
+
// Deliberately does NOT require sharing a room with the target -- the
|
|
89
|
+
// whole point of a commlink call is reaching someone you can't walk up
|
|
90
|
+
// to (a fixer working from a hideout you'll never set foot in, say).
|
|
91
|
+
// Deliberately NOT awaited: the target's reply (if any) comes from an
|
|
92
|
+
// AI round-trip and announces itself to the screen on its own once it
|
|
93
|
+
// arrives. Awaiting it here would block this confirmation behind that
|
|
94
|
+
// delay, so the reply could render before "You call X" does -- making
|
|
95
|
+
// it look like the call was never actually made.
|
|
96
|
+
void Promise.resolve(target.hear(this.actor, heardMessage)).catch(err => {
|
|
97
|
+
this.logger.error(`${target.name} failed to handle a call from ${this.actor.name}: ${err}`);
|
|
98
|
+
});
|
|
99
|
+
// Calling ${FIXER_NAME} once the job's done is what actually gets you
|
|
100
|
+
// the next one -- the in-fiction equivalent of typing "continue", which
|
|
101
|
+
// still works too as an explicit fallback. Deliberately checks the
|
|
102
|
+
// fixer's identity directly, NOT the win condition's toNpc: a job's
|
|
103
|
+
// "give" target is often a one-off contact ${FIXER_NAME} pointed the
|
|
104
|
+
// runner toward, not ${FIXER_NAME} himself (see the "broker, not always
|
|
105
|
+
// the destination" convention), so it's ${FIXER_NAME} specifically who
|
|
106
|
+
// lines up the next gig, regardless of who this job's delivery went to.
|
|
107
|
+
// Not gated on this call being the one that JUST completed the job:
|
|
108
|
+
// checking in on an already-finished job (e.g. delivered via "give"
|
|
109
|
+
// instead) triggers it just as well. Runs in the background (see
|
|
110
|
+
// Game.draftNextSceneInBackground()) -- job generation can take 20-40+
|
|
111
|
+
// seconds, and this confirmation shouldn't wait behind it.
|
|
112
|
+
if (this.game && this.scene.isCompleted() && target.name === FIXER_NAME) {
|
|
113
|
+
this.game.draftNextSceneInBackground();
|
|
114
|
+
}
|
|
115
|
+
return `{${CALL_COLOR}-fg}${CALL_ICON} You call ${target.name}: "${greeting}"${deliveryNote}{/${CALL_COLOR}-fg}`;
|
|
116
|
+
}
|
|
117
|
+
hasEquippedCommlink(actor) {
|
|
118
|
+
return actor.equipment.head?.commlink != null;
|
|
119
|
+
}
|
|
120
|
+
hasCommlink(actor) {
|
|
121
|
+
const inInventory = actor.inventory.getAllItems().some(item => item.category === Category.Commlink);
|
|
122
|
+
return inInventory || this.hasEquippedCommlink(actor);
|
|
123
|
+
}
|
|
124
|
+
/**
|
|
125
|
+
* Multi-word names ("Mr. Johnson") shouldn't require the player to quote
|
|
126
|
+
* them just to call someone, and partial names shouldn't fail -- found
|
|
127
|
+
* via real sessions where "call Mr. Johnson" (period parsing), then
|
|
128
|
+
* "call mr" and "call Mr. J" (partials) all bounced. Tries progressively
|
|
129
|
+
* shorter word-prefixes of the input (longest first), resolving each
|
|
130
|
+
* through the same fuzzy matcher "take"/"attack"/"cast" use (punctuation
|
|
131
|
+
* and typo tolerant; an ambiguous fragment deliberately misses).
|
|
132
|
+
* Whatever's left over after the matched name becomes the message.
|
|
133
|
+
*/
|
|
134
|
+
resolveTargetAndMessage(words) {
|
|
135
|
+
// Includes the caller too, so "call <own name>" resolves into the
|
|
136
|
+
// actual "can't call yourself" check below rather than a confusing
|
|
137
|
+
// "don't know anyone" -- self is never a real target.
|
|
138
|
+
const candidates = [this.actor, ...this.scene.allActors];
|
|
139
|
+
const names = candidates.map(a => a.name);
|
|
140
|
+
for (let i = words.length; i >= 1; i--) {
|
|
141
|
+
const picked = fuzzyPickName(words.slice(0, i).join(' '), names);
|
|
142
|
+
if (picked) {
|
|
143
|
+
return { target: candidates.find(a => a.name === picked), remainingWords: words.slice(i) };
|
|
144
|
+
}
|
|
145
|
+
}
|
|
146
|
+
return { target: undefined, remainingWords: [] };
|
|
147
|
+
}
|
|
148
|
+
}
|
|
149
|
+
//# sourceMappingURL=call.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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AAC,CAAC,EAAE,CAAC;YAC7F,CAAC;QACH,CAAC;QAED,OAAO,EAAE,MAAM,EAAE,SAAS,EAAE,cAAc,EAAE,EAAE,EAAE,CAAC;IACnD,CAAC"}
|
|
@@ -0,0 +1,58 @@
|
|
|
1
|
+
import { BypassCommand } from './bypass-command.js';
|
|
2
|
+
import { PuzzleBypassType } from '../types/seed/puzzle-seed.js';
|
|
3
|
+
/**
|
|
4
|
+
* Gear-driven spellcasting (see Player's magic section): you know a spell
|
|
5
|
+
* if you carry its SpellFormula (or any Grimoire), and the best Focus on
|
|
6
|
+
* you scales the casting pool. "cast <spell> [at <target>]" casts; a bare
|
|
7
|
+
* "cast" (or "cast <direction/barrier>") is still the ward-bypass route
|
|
8
|
+
* inherited from BypassCommand -- now gated on actually having magic gear,
|
|
9
|
+
* instead of being a free-floating coin flip anyone could attempt.
|
|
10
|
+
*/
|
|
11
|
+
export declare class CastCommand extends BypassCommand {
|
|
12
|
+
protected static verb: string;
|
|
13
|
+
protected static description: string;
|
|
14
|
+
protected bypassType: PuzzleBypassType;
|
|
15
|
+
protected noPuzzleMessage: string;
|
|
16
|
+
execute(args?: string[]): Promise<string>;
|
|
17
|
+
/**
|
|
18
|
+
* Lenient spell-name matching: the exact key, or a unique fragment of at
|
|
19
|
+
* least 3 characters ("bolt"/"mana" -> manabolt). Anything that doesn't
|
|
20
|
+
* resolve falls through to the ward-bypass path, which is what a
|
|
21
|
+
* direction or barrier name ("cast north", "cast maglock") needs.
|
|
22
|
+
*/
|
|
23
|
+
private resolveSpellName;
|
|
24
|
+
private castSpell;
|
|
25
|
+
/**
|
|
26
|
+
* Support spells (heal/armor) default to SELF but can target an ally:
|
|
27
|
+
* "cast heal on jinx". Touch range -- the target must share the room --
|
|
28
|
+
* and the same fuzzy name matching as everything else. Returns an error
|
|
29
|
+
* string instead of a target when the name can't be resolved here.
|
|
30
|
+
*/
|
|
31
|
+
private resolveAllyTarget;
|
|
32
|
+
/** How the caster's pool reads in narration: focus-assisted, raw talent, or book-learned. */
|
|
33
|
+
private castingLabel;
|
|
34
|
+
/**
|
|
35
|
+
* Drain, resolved AFTER the spell: resist with Body, take whatever gets
|
|
36
|
+
* through as STUN damage -- casting doesn't cut you, it wrings you out.
|
|
37
|
+
* A full stun track is a knockout, and overflow past it spills into the
|
|
38
|
+
* physical track (enough drain doesn't just put you down, it starts
|
|
39
|
+
* killing you). Callers check drainCollapse() afterward.
|
|
40
|
+
*/
|
|
41
|
+
private applyDrain;
|
|
42
|
+
/**
|
|
43
|
+
* What the drain just did to the caster, if anything: overflow filling
|
|
44
|
+
* the physical track is a burnout DEATH; a full stun track alone is a
|
|
45
|
+
* knockout -- out of the run, but honestly narrated as unconsciousness.
|
|
46
|
+
*/
|
|
47
|
+
private drainCollapse;
|
|
48
|
+
private castManabolt;
|
|
49
|
+
private castHeal;
|
|
50
|
+
private castArmor;
|
|
51
|
+
/**
|
|
52
|
+
* Non-combat casts are a single block, no exchange pacing needed: the
|
|
53
|
+
* player's own casts return the text for ui.ts to print, while an NPC's
|
|
54
|
+
* cast self-announces to a witnessing player (its return value only ever
|
|
55
|
+
* feeds its AI history) -- same rationale as CombatExchange.
|
|
56
|
+
*/
|
|
57
|
+
private finishSpell;
|
|
58
|
+
}
|