@maka/maka-cli 5.379.1 → 5.380.1

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@@ -1,6 +1,6 @@
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  {
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  "name": "@maka/maka-cli",
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- "version": "5.379.1",
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+ "version": "5.380.1",
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  "type": "module",
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  "summary": "A command line tool for scaffolding Meteor 3.x applications using either React.",
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  "description": "A command line tool for scaffolding Meteor 3.x applications using React.",
@@ -233,30 +233,43 @@ export class CallCommand extends Command {
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  // runner unable to travel with the arc still pointing at it. The
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  // cab takes them home and the homecoming settles it as failed.
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  const jobDead = this.scene.jobDead;
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+ // The wire, when this cab already crossed it (errand branch below)
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+ // -- carried into the homecoming's text, whose own checkpoint
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+ // then finds the heat spent.
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+ let wireLine = '';
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+ let busted = false;
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  if (!wrapped && !this.game.walkOutArmed && !jobDead) {
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- const FARE_OUT = 80;
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- const paidOut = Math.min(this.actor.currency, FARE_OUT);
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- const owedOut = FARE_OUT - paidOut;
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- if (paidOut > 0)
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- this.actor.adjustCurrency(-paidOut, 'cab home, job left standing');
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- if (owedOut > 0)
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- this.game.rentDebt += owedOut;
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- const errand = this.game.leaveRunForErrand();
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+ // THE ERRAND CAB IS A RIDE HOME TOO (5Qi7jZsRnz6BwKY5C: "this
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+ // is contradictory" -- the cab took them home while the HUD
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+ // still said "they'll be waiting at the checkpoint"). The heat
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+ // band promises the wire between the site and home; this leg
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+ // crosses it exactly as the homecoming's does, and settles the
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+ // heat the same way.
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+ //
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+ // ROLLED BEFORE THE ERRAND, not after (aPwBWKPfrbioj2keC: "too
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+ // much heat" is a FAILED job, user ruling 2026-10-04). A runner
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+ // in zip ties is not coming back for it, so a bust takes the
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+ // homecoming road below -- which ends the job -- instead of
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+ // leaving it standing.
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+ const checkpoint = this.game.checkpointOnRideHome();
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+ if (checkpoint)
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+ this.game.requestSave('venue-bust');
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+ busted = this.game.rideHomeBusted;
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+ wireLine = checkpoint;
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+ const errand = busted ? undefined : this.game.leaveRunForErrand();
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  if (errand !== undefined) {
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+ const FARE_OUT = 80;
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+ const paidOut = Math.min(this.actor.currency, FARE_OUT);
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+ const owedOut = FARE_OUT - paidOut;
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+ if (paidOut > 0)
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+ this.actor.adjustCurrency(-paidOut, 'cab home, job left standing');
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+ if (owedOut > 0)
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+ this.game.rentDebt += owedOut;
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  this.game?.wipeConsoleFor(this.actor);
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  this.actor.performAction('calls a taxi', 'to run an errand, leaving the job open');
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  const meter = owedOut === 0
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  ? `The meter takes its ${FARE_OUT}.`
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  : `The meter takes what you have; ${owedOut} goes on the tab.`;
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- // THE ERRAND CAB IS A RIDE HOME TOO (5Qi7jZsRnz6BwKY5C: "this
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- // is contradictory" -- the cab took them home while the HUD
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- // still said "they'll be waiting at the checkpoint"). The heat
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- // band promises the wire between the site and home; this leg
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- // crosses it exactly as the homecoming's does, and settles the
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- // heat the same way.
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- const checkpoint = this.game.checkpointOnRideHome();
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- if (checkpoint)
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- this.game.requestSave('venue-bust');
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  return `A cab noses out of the dark. "Back to the pad, chummer?" ${meter}\n`
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  + `The job stays where you left it -- nobody has called it off.${errand ? `\n${errand}` : ''}${checkpoint ? `\n${checkpoint}` : ''}\n`
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  + hint(`("call taxi" again takes you back to it. To WALK OUT for good -- forfeiting the pay and taking the Notoriety -- "abandon".)`);
@@ -285,7 +298,7 @@ export class CallCommand extends Command {
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  if (owed > 0)
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  this.game.rentDebt += owed;
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  this.game?.wipeConsoleFor(this.actor);
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- this.actor.performAction('calls a taxi', wrapped ? 'for the ride home' : 'and walks away from the job');
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+ this.actor.performAction('calls a taxi', wrapped ? 'for the ride home' : busted ? 'and is pinched at the wire' : 'and walks away from the job');
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  const home = await this.game.continueToNextScene();
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  const meterLine = owed === 0
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  ? `The meter takes its ${FARE}.`
@@ -298,7 +311,12 @@ export class CallCommand extends Command {
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  // "Refusing to finish a run" is on the book's own notoriety list
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  // (SR5e p.368) -- each abandoned job is its own incident.
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  let walkLine = '';
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- if (!wrapped && jobDead) {
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+ if (!wrapped && busted) {
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+ // Failed at the wire, not walked out on: the arrest already
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+ // charged what it costs (processArrest).
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+ walkLine = `The job's blown -- Knight Errant has your face now, and nobody pays a runner who got pinched on the way home.\n`;
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+ }
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+ else if (!wrapped && jobDead) {
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  // Not a refusal to finish (p.368's walk-out): the job ended on
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  // site. Killing the Johnson already charged its own notoriety.
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  walkLine = `The job died back there -- there's nothing left to finish and nobody left to pay for it.\n`;
@@ -307,7 +325,7 @@ export class CallCommand extends Command {
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  const stained = this.actor.addNotoriety(`walked out on "${this.game.currentJobName ?? 'a job'}"`);
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  walkLine = `You're leaving the job on the table -- no payout follows you home${stained ? `, and word WILL travel. (+1 Notoriety, now ${this.actor.notoriety})` : '.'}\n`;
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  }
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- return `${curbLine}${walkLine}A cab noses out of the dark and finds you like it always knew where you'd be. ${meterLine}\n${home}`;
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+ return `${curbLine}${walkLine}A cab noses out of the dark and finds you like it always knew where you'd be. ${meterLine}${wireLine ? `\n${wireLine}` : ''}\n${home}`;
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  }
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  // A LIVE CREW INVITE (Phase C M4): someone else's job, your seat.
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  // The taxi is the join handshake -- same cab, different table.
@@ -489,8 +507,10 @@ export class CallCommand extends Command {
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  // roles): he names the client and the neighborhood of the rate,
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  // but the details and the number itself belong to the meet.
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  // An operation's chapter on the table is its JOHNSON's to pitch
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- // (operationDealer), so Krow skips it and takes an order instead.
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- const pending = this.game.operationDealer ? undefined : this.game.pendingRun;
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+ // (operationDealer), so Krow skips it and takes an order instead --
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+ // until it is ACCEPTED: a chapter the runner shook on is the job
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+ // they are on, and Krow says so rather than taking an order.
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+ const pending = this.game.operationDealer && !this.game.pendingRunAccepted ? undefined : this.game.pendingRun;
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  if (pending) {
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  await this.dropAnyPlayerLine(); // one line at a time -- the far side hears the click
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  this.actor.activeCallPartner = target;
@@ -498,7 +518,14 @@ export class CallCommand extends Command {
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  // Already shook on it (see commands/job-offer.ts): no re-pitch,
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  // just the broker reminding you the meter's running.
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  if (this.game.pendingRunAccepted) {
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- void Promise.resolve(target.hear(this.actor, `[System note: ${this.actor.name} already ACCEPTED "${pending.name}" and is calling back BEFORE heading out. One clipped line: the deal stands, the client's waiting, the cab's on their account -- get moving. Never re-pitch.]`)).catch(err => {
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+ // A JOB LEFT STANDING is still the job (aPwBWKPfrbioj2keC): the
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+ // runner went out on it and came home on an errand, and Krow
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+ // knows it is not done -- never the size menu.
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+ const standing = this.game.hasOpenRun;
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+ const note = standing
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+ ? `[System note: ${this.actor.name} is ON "${pending.name}" -- they went out on it, left it standing, and are home on an errand. The job is still theirs and still open. One clipped line: finish it -- the client's still waiting. Never re-pitch, never offer other work.]`
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+ : `[System note: ${this.actor.name} already ACCEPTED "${pending.name}" and is calling back BEFORE heading out. One clipped line: the deal stands, the client's waiting, the cab's on their account -- get moving. Never re-pitch.]`;
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+ void Promise.resolve(target.hear(this.actor, note)).catch(err => {
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  this.logger.error(`${target.name} failed to field the callback: ${err}`);
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  });
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  return `${CALL_ICON} ${FIXER_NAME} picks up.${hint(` (The job's locked -- "call taxi" when you're ready.)`)}`;
@@ -58,9 +58,14 @@ export class JobsCommand extends Command {
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  // ...EXCEPT a crew job filed from a hosted hub (Gdou2JNdn3kwYNWdi):
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  // the engine's cab cannot start a shared session in a host, so the
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  // ride out is the site's second act and the row says where.
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+ // A JOB LEFT STANDING (aPwBWKPfrbioj2keC: "jobs" showed nothing
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+ // on an errand home) is still the runner's, and the row says where.
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+ const standingAt = game.hasOpenRun ? game.openRunSceneName : undefined;
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  const accepted = game.crewJobRidesFromTheSheet
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  ? ` -- ACCEPTED. ${CREW_JOB_RIDE_LINE}`
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- : ' -- ACCEPTED, "call taxi" rolls';
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+ : game.hasOpenRun
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+ ? ` -- IN PROGRESS, left standing${standingAt ? ` at ${standingAt}` : ''}; "call taxi" goes back`
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+ : ' -- ACCEPTED, "call taxi" rolls';
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  const unheard = ` -- "call ${this.fixerName()}" to hear it`;
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  const tail = game.pendingRunAccepted ? accepted : unheard;
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  // Whose job it is: one job per Johnson (2026-10-01).
@@ -168,6 +173,12 @@ export class JobsCommand extends Command {
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  this.logger.write(`Jobs board: took "${entry.name}" from the drawer.`);
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  return `"${entry.name}" is on the table.${hint(` ("call ${dealer}" to hear it -- "accept" or "decline" once you have.)`)}`;
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  }
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+ // AN ACCEPTED JOB IS NEVER SWAPPED ASIDE (aPwBWKPfrbioj2keC): only
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+ // finishing, failing or walking it ends it -- the same refusal the
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+ // drawer swap gives (Game.takeFromDrawer).
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+ if (game.pendingRun && game.pendingRunAccepted) {
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+ return `You've already shaken on "${game.pendingRun.name}" -- finish it, or "abandon" it, before you take another off the board.`;
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+ }
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  // Swap the current offer aside (the server draft behind a CREW offer
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  // survives -- fingerprint reuse brings it back to the board).
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  if (game.pendingRun) {
@@ -157,9 +157,11 @@ export class JournalCommand extends Command {
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  const lines = [`{bold}THE JOURNAL{/bold}`, `You're home. No run on the clock.`];
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  const pending = game.pendingRun;
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  if (pending) {
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- lines.push(game.pendingRunAccepted
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- ? `${BULLET}{bold}Next:{/bold} "${pending.name}" -- ACCEPTED. ("call taxi" rolls.)`
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- : `${BULLET}{bold}On offer:{/bold} "${pending.name}" -- not shaken on yet.`);
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+ lines.push(game.hasOpenRun
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+ ? `${BULLET}{bold}In progress:{/bold} "${pending.name}" -- left standing. ("call taxi" goes back.)`
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+ : game.pendingRunAccepted
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+ ? `${BULLET}{bold}Next:{/bold} "${pending.name}" -- ACCEPTED. ("call taxi" rolls.)`
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+ : `${BULLET}{bold}On offer:{/bold} "${pending.name}" -- not shaken on yet.`);
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  }
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  if (game.rentDebt > 0) {
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  lines.push(`${BULLET}{bold}Owed:{/bold} ${game.rentDebt.toLocaleString()}¥ on the tab`);
@@ -3,10 +3,11 @@ import { hint } from '../utilities/hints.js';
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  import { Player } from '../models/player.js';
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  import { Category } from '../types/shared/item-enum.js';
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  import { billAction } from '../utilities/action-cost.js';
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- import { reachableDevices, radioIsDark } from '../utilities/pan-devices.js';
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+ import { reachableDevices } from '../utilities/pan-devices.js';
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  import { leaveMatrix } from '../utilities/planes.js';
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  import { findWirelessImplant, implantTrack } from '../utilities/implant-matrix.js';
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  import { augFor } from '../utilities/catalog.js';
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+ import { panStatus } from '../utilities/pan-status.js';
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  /**
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  * The PAN dashboard: your personal area network at a glance -- master
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  * device and its firewall, every slaved device with what it grants while
@@ -299,28 +300,32 @@ export class PanCommand extends Command {
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  `No devices, no PAN. You are unhackable and unreachable -- the monk's build.`,
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  ].join('\n');
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  }
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- // THREE STATES, NOT TWO (RXPvXqTwEyH9v3Zk7). The line this replaced
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- // read "SILENT -- hidden (+2 firewall), but no calls, no AR, no
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- // Matrix", and every clause after the comma described a DIFFERENT
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- // state: p.421's wireless-off. Worse, "no AR" contradicted the
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- // engine's own RAG-checked ruling three files away (utilities/ar.ts
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- // arSightUp: silence is what you EMIT, AR is what you RECEIVE), so
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- // one runner could read two opposite answers about one flag.
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- //
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- // Running silent costs the -2 and nothing else (p.235). Turning the
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- // radio off is what costs you the bonuses and the traffic (p.421).
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- const state = radioIsDark(a)
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- ? `{white-fg}RADIO OFF{/white-fg} -- nothing broadcasting: no bonuses, no calls, and nothing to hack${hint(` ("wireless on")`)}`
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- : a.runningSilent
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- ? `{magenta-fg}SILENT{/magenta-fg} -- icon hidden (+2 firewall), -2 dice on your Matrix actions; bonuses and calls untouched`
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- : a.arOffline
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- ? `{red-fg}LOUD, AR CUT{/red-fg} -- someone hacked your overlay dark ("reboot")`
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- : `{green-fg}LOUD{/green-fg} -- full bonuses, and hackable`;
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+ // FOUR SWITCHES, FOUR ROWS (player 2026-10-04: "running loud isn't
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+ // the same as wireless bonus"). This was one "Broadcast:" ladder whose
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+ // LOUD rung read "full bonuses", as if being loud paid them; and its
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+ // SILENT rung promised "+2 firewall", which p.235-236 does not grant
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+ // (RAG-checked 2026-10-04: a silent icon must be FOUND first, and
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+ // that is the whole of the protection). Wireless decides the bonuses
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+ // (p.421), silence decides whether you can be targeted (p.235), AR is
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+ // what you receive (p.229), and the grid charges its own toll (p.233).
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+ // utilities/pan-status.ts answers all four -- the web card reads it too.
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+ const st = panStatus(a);
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+ const arLine = st.ar
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+ ? `{green-fg}ON{/green-fg}`
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+ : `{white-fg}OFF{/white-fg} -- ${AR_WHY[st.arWhy ?? ''] ?? 'no overlay'}`;
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+ const gridToll = st.modifiers.find(m => m.source === 'the public grid');
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  const slaves = a.panSlaves();
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  const lines = [
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  `PAN: ${a.name.toUpperCase()}`,
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  '',
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- `Broadcast: ${state}`,
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+ `Wireless: ${st.wireless === 'on'
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+ ? `{green-fg}ON{/green-fg} -- wireless bonuses paid, and every device on the air is hackable (p.421)${hint(' ("wireless off")')}`
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+ : `{white-fg}OFF{/white-fg} -- no bonuses, no calls, nothing to hack (p.421)${hint(' ("wireless on")')}`}`,
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+ `Silent: ${st.silent
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+ ? `{magenta-fg}ON{/magenta-fg} -- your icon must be found before it can be targeted; -2 dice on your Matrix actions (p.235). Wireless bonuses untouched.`
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+ : `OFF -- your icon is in plain view of any decker in reach${hint(' ("silent")')}`}`,
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+ `AR: ${arLine}`,
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+ `Grid: ${st.grid.name}${st.grid.on ? '' : ' (where "jack in" lands you)'}${gridToll ? ` -- {yellow-fg}${gridToll.value} on ${gridToll.applies} (${gridToll.cite}){/yellow-fg}` : ''}`,
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  // WHICH ICON IS YOU. The master and the persona are two different
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  // facts and they come apart exactly where this item lives: a
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  // technomancer's commlink masters their gear while their MIND runs
@@ -362,7 +367,13 @@ export class PanCommand extends Command {
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  lines.push(' (none -- the master is the whole network)');
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  }
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  for (const item of slaves) {
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- lines.push(` • ${this.slaveLine(item)}`);
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+ lines.push(` • ${this.slaveLine(item, st.devices.find(d => d.name === item.name))}`);
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+ }
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+ // The master earns its own wireless bonus too (the AR initiative add
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+ // rides the live link, which is usually the master).
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+ const masterRow = st.devices.find(d => d.role === 'master');
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+ if (masterRow?.bonus) {
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+ lines.splice(lines.indexOf('Slaved devices:'), 0, `Master's wireless bonus: ${bonusText(masterRow)}`, '');
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  }
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  const over = a.panOverflow();
368
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  if (over > 0) {
@@ -376,17 +387,24 @@ export class PanCommand extends Command {
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  lines.push('');
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  lines.push('Switched off:');
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  for (const item of off) {
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- lines.push(` · ${item.name} -- wireless OFF, no icon, nothing to hack${hint(` ("pan on ${item.name}")`)}`);
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+ const lost = st.devices.find(d => d.name === item.name)?.bonus;
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+ lines.push(` · ${item.name} -- wireless OFF, no icon, nothing to hack${lost ? ` -- {white-fg}forgoing ${lost}{/white-fg}` : ''}${hint(` ("pan on ${item.name}")`)}`);
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  }
381
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  }
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+ // Wireless chrome has no Item, so it is listed apart.
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+ const chrome = st.devices.filter(d => d.role === 'implant');
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+ if (chrome.length > 0) {
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+ lines.push('');
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+ lines.push('Wireless implants:');
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+ for (const d of chrome)
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+ lines.push(` • ${d.name} -- wireless ${d.wireless ? 'ON' : 'OFF'}${d.note ? ` {red-fg}${d.note}{/red-fg}` : ''}`);
401
+ }
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  lines.push('');
383
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  // THE TWO SWITCHES, NAMED APART. A player reading this screen is
384
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  // deciding between them, and until this item they had only one verb.
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- lines.push(radioIsDark(a)
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- ? `Radio off: there is no icon of yours anywhere on the Matrix, and a cable ("tap") is the only way anyone reaches your gear.${hint(' "wireless on" to come back up.')}`
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- : a.runningSilent
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- ? `Silent running: enemy deckers must FIND you before they can crack you -- but a good one can force you loud.${hint(' "wireless off" is the harder version: no icon at all, and no bonuses either.')}`
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- : `Running loud: any decker in reach can try your firewall -- jammed guns and dead AR are how that feels.${hint(' "silent" hides your icon; "wireless off" kills the broadcast outright.')}`);
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+ lines.push(a.runningSilent
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+ ? `Silent running: enemy deckers must FIND you before they can crack you -- but a good one can force you loud.${hint(' "wireless off" is the harder version: no icon at all, and no bonuses either.')}`
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+ : `Running loud: any decker in reach can try your firewall -- jammed guns and dead AR are how that feels.${hint(' "silent" hides your icon and keeps your bonuses; "wireless off" kills the broadcast and the bonuses with it.')}`);
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  return lines.join('\n');
391
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  }
392
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  /** The one line that says which icon on the grid is actually you. */
@@ -401,34 +419,51 @@ export class PanCommand extends Command {
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  const muted = a.resonanceMuted() ? ` -- {red-fg}Resonance MUTED{/red-fg} while you ride it (p.251)` + hint(` ("pan link persona")`) : '';
402
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  return `${rig.name} [DR ${rig.deviceRating}] -- ${how}${muted}`;
403
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  }
404
- /** What one slaved device is and what being on the net buys it. */
405
- slaveLine(item) {
422
+ /**
423
+ * What one slaved device is and what its WIRELESS buys it.
424
+ *
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+ * A SLAVE'S BONUS DIES WITH ITS OWN RADIO, NOT WITH SILENCE (p.421 vs
426
+ * p.235, RXPvXqTwEyH9v3Zk7). The bonus text and whether it is being
427
+ * paid come from pan-status.ts, the same rows the web card draws.
428
+ */
429
+ slaveLine(item, row) {
406
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  const a = this.actor;
407
- // A SLAVE'S BONUS DIES WITH ITS RADIO, NOT WITH SILENCE (p.421 vs
408
- // p.235, RXPvXqTwEyH9v3Zk7). This asked `a.runningSilent`, which is
409
- // the one thing canon says does NOT cost you wireless bonuses.
410
- const inactive = !item.wirelessOn || a.arOffline;
431
+ const bonus = row?.bonus ? ` -- wireless: ${bonusText(row)}` : '';
411
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  if (item.isCyberdeck()) {
412
- return `${item.name} (cyberdeck) -- Matrix access; ${item.deckSummary()}${item.isBricked ? ' BRICKED (rest to repair)' : ''}`;
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+ return `${item.name} (cyberdeck) -- Matrix access; ${item.deckSummary()}${item.isBricked ? ' BRICKED (rest to repair)' : ''}${bonus}`;
413
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  }
414
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  if (item.category === Category.Commlink) {
415
- const bonus = inactive ? 'inactive' : `+${item.qualityBonus} initiative (AR overlay)`;
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- return `${item.name} (commlink) -- calls; ${bonus}`;
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+ return `${item.name} (commlink) -- calls${bonus}`;
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  }
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  // Only a SMARTGUN is on the PAN (p.433; catalog v13): a plain gun has
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  // nothing to broadcast and nothing to crack.
420
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  if (item.isFirearm()) {
421
- return `${item.name} (smartgun) -- ${item.jammed ? '{red-fg}JAMMED -- smartlink cracked ("reboot"){/red-fg}' : 'smartlink live'}`;
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+ return `${item.name} (smartgun)${item.jammed ? ' -- {red-fg}JAMMED -- smartlink cracked ("reboot"){/red-fg}' : ''}${bonus}`;
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  }
423
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  if (item.isRcc()) {
424
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  return `${item.name} (RCC) -- slaved, not mastering: its drone network is idle${hint(` ("pan link ${item.name.toLowerCase()}")`)}`;
425
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  }
426
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  if (item.category === Category.Drone) {
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  return a.rccMaster()
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- ? `${item.name} (drone) -- on the console: group orders, frame-to-frame jumps${hint(' ("order drones ...", "jump <drone>")')}`
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+ ? `${item.name} (drone)${bonus}${hint(' ("order drones ...", "jump <drone>")')}`
429
449
  : `${item.name} (drone) -- recon uplink${hint(' ("drone")')}`;
430
450
  }
431
- return `${item.name} (${item.category})`;
451
+ return `${item.name} (${item.category})${bonus}`;
432
452
  }
433
453
  }
454
+ /** Why the overlay is down, in the dashboard's words (pan-status arWhy). */
455
+ const AR_WHY = {
456
+ muted: 'you muted it ("ar on")',
457
+ hacked: '{red-fg}someone hacked your overlay dark{/red-fg} ("reboot")',
458
+ 'no-display': 'nothing to see it on -- glasses, contacts, cybereyes or a DNI',
459
+ 'no-pan': 'no PAN master to feed it',
460
+ 'off-plane': 'you are not in your body',
461
+ };
462
+ /** One device's wireless bonus, green while paid, dim with the reason when not. */
463
+ function bonusText(row) {
464
+ if (row.bonusLive)
465
+ return `{green-fg}${row.bonus}{/green-fg}`;
466
+ const why = !row.wireless ? 'wireless OFF' : row.role === 'overflow' ? 'over capacity' : 'not paid';
467
+ return `{white-fg}${row.bonus} -- ${why}{/white-fg}`;
468
+ }
434
469
  //# sourceMappingURL=pan.js.map
@@ -3253,5 +3253,28 @@
3253
3253
  // written to a chip -- a persona is not a device, and a datachip has no
3254
3254
  // wireless to write through. Reaches only the deviceless technomancer;
3255
3255
  // one with a commlink copies onto it and keeps their Resonance.
3256
- export const ENGINE_VERSION = '1.191.1';
3256
+ // 1.192.0 (2026-10-04): THE PAN, FOUR SWITCHES APART.
3257
+ // - "pan" prints Wireless / Silent / AR / Grid as four rows instead of
3258
+ // one Broadcast ladder whose LOUD rung read "full bonuses" -- being loud
3259
+ // pays nothing; wireless does (p.421). The SILENT rung's "+2 firewall"
3260
+ // is gone from the text: p.235-236 grants no such thing.
3261
+ // - Every device says what its wireless buys and whether it is being
3262
+ // paid: the smartgun's +1/+2 dice (p.433), the live link's AR initiative
3263
+ // add (engine rule), the RCC's drone network (p.267).
3264
+ // - The condition beat carries `pan` (utilities/pan-status.ts) for the
3265
+ // web sheet's PAN card; same rows as the verb.
3266
+ // 1.192.1 (2026-10-04): A JOB STAYS ON THE BOOKS UNTIL IT ENDS
3267
+ // (aPwBWKPfrbioj2keC; ruling: never cleared unless abandoned or failed).
3268
+ // - The ride out no longer clears the accepted job: it stays the
3269
+ // runner's through the run and every errand home, and is saved with
3270
+ // them, so a quit mid-errand comes back with it accepted and "call
3271
+ // taxi" rides it again. Only the homecoming ends it -- wrapped, walked
3272
+ // out ("abandon"), died on site, or pinched at the wire.
3273
+ // - The errand cab rolls the KE checkpoint FIRST: a bust there fails the
3274
+ // job and takes the homecoming road instead of leaving it standing.
3275
+ // - "jobs", the journal and Krow's callback name a job left standing
3276
+ // ("IN PROGRESS") instead of "Nothing on offer" and the size menu.
3277
+ // - A standing draft ("jobs take") and a crew change no longer swap an
3278
+ // accepted job aside; a ride that never shows keeps the job.
3279
+ export const ENGINE_VERSION = '1.192.1';
3257
3280
  //# sourceMappingURL=engine-version.js.map
@@ -538,6 +538,13 @@ export default class Game {
538
538
  scrapPendingRunForCrewChange() {
539
539
  if (!this._pendingRunSeed)
540
540
  return '';
541
+ // A QUOTE, not a job: once accepted it is the runner's until it ends
542
+ // (aPwBWKPfrbioj2keC) -- a hire made on an errand home must not
543
+ // void the job they are halfway through.
544
+ // (A CREW quote is the server's draft for a seated party, and the
545
+ // crew-change ruling still voids it.)
546
+ if (this.pendingRunAccepted && !this.pendingSharedRun)
547
+ return '';
541
548
  this.clearPendingRun({ keepServerDraft: true });
542
549
  return `\nThe standing job was quoted for a different crew -- ${FIXER_NAME} needs a fresh call.`;
543
550
  }
@@ -3766,9 +3773,20 @@ export default class Game {
3766
3773
  _pendingRunTier;
3767
3774
  // The explicit handshake (player ruling, commands/job-offer.ts):
3768
3775
  // "accept" locks the offer -- rate final, haggle closed, decline
3769
- // refused -- until "call taxi" installs it. Reset wherever the
3770
- // pending seed changes hands.
3776
+ // refused. Reset wherever the pending seed changes hands.
3777
+ //
3778
+ // AN ACCEPTED JOB STAYS ON THE BOOKS UNTIL IT ENDS (aPwBWKPfrbioj2keC,
3779
+ // user ruling 2026-10-04: "NEVER clear a job unless it is abandoned or
3780
+ // failed"). The ride out no longer clears it: the seed stays here,
3781
+ // accepted, for the whole run and every errand home, and only the
3782
+ // homecoming (returnToHub -- wrapped, walked out, died on site, busted
3783
+ // at the wire) ends it. That is what lets the board, Krow and the save
3784
+ // all still see a job the runner left standing; a quit mid-errand
3785
+ // comes back with it accepted and "call taxi" rides it again.
3771
3786
  pendingRunAccepted = false;
3787
+ /** Set by checkpointOnRideHome when the wire ends in an arrest: a ride
3788
+ * that ends in zip ties is a failed job, never an errand (call.ts). */
3789
+ rideHomeBusted = false;
3772
3790
  /**
3773
3791
  * The words the player ACTUALLY said, when speech routed itself to
3774
3792
  * `accept` (commands/say.ts). It rides into the fixer's signoff note
@@ -7122,6 +7140,12 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
7122
7140
  const wrappedRun = this.scene !== hub && this.scene.isCompleted();
7123
7141
  // And its name, for the same reason: the operation matches on it.
7124
7142
  const jobNameBefore = this.scene !== hub ? this.currentJobName : undefined;
7143
+ // THE ONE PLACE A RIDDEN JOB COMES OFF THE BOOKS (aPwBWKPfrbioj2keC):
7144
+ // this homecoming is wrapped, walked out on, died on site or busted at
7145
+ // the wire -- every way a job ends. The ride out and the errand cab
7146
+ // leave it standing (see pendingRunAccepted).
7147
+ if (this.scene !== hub)
7148
+ this.clearPendingRun({ keepServerDraft: true });
7125
7149
  // A LOUD RUN PUTS YOUR FACE ON A FEED (TRqb2zBphwpDkeXP4, Maka: "the
7126
7150
  // alarm was exciting, but nothing came of it").
7127
7151
  //
@@ -7568,6 +7592,7 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
7568
7592
  checkpointOnRideHome() {
7569
7593
  const heat = this._runHeat;
7570
7594
  this._runHeat = 0;
7595
+ this.rideHomeBusted = false;
7571
7596
  if (heat < Game.CHECKPOINT_HEAT)
7572
7597
  return '';
7573
7598
  const p = this.player;
@@ -7604,6 +7629,7 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
7604
7629
  p.inventory.removeItem(fake.item.name);
7605
7630
  lines.push(`You hand over the Rating ${fake.rating} fake. The wand chews... and SPITS. "This SIN is flagged as of now." The fake is BURNED -- worthless in every database at once.`);
7606
7631
  lines.push(processArrest(p, heat));
7632
+ this.rideHomeBusted = true;
7607
7633
  return lines.join('\n');
7608
7634
  }
7609
7635
  const con = p.skillRating('con');
@@ -7616,6 +7642,7 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
7616
7642
  }
7617
7643
  lines.push(`No SIN, and no story that holds. Zip ties.`);
7618
7644
  lines.push(processArrest(p, heat));
7645
+ this.rideHomeBusted = true;
7619
7646
  return lines.join('\n');
7620
7647
  }
7621
7648
  /**
@@ -8164,16 +8191,18 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
8164
8191
  // job's negotiation with the job, so anything still set when a ride
8165
8192
  // is called genuinely belongs to the offer in hand.
8166
8193
  const haggledAtOffer = this.player.haggledThisJob;
8194
+ // NOT CLEARED HERE (aPwBWKPfrbioj2keC): the accepted job rides along
8195
+ // and stays on the books until the homecoming ends it -- see
8196
+ // pendingRunAccepted. A ride that never shows ends nothing either:
8197
+ // the job is still the runner's, and the next cab tries again.
8167
8198
  try {
8168
8199
  const banner = await this.activateRunScene(seed, tier, { startInHideout: false });
8169
- this.clearPendingRun();
8170
8200
  this.player.haggledThisJob = haggledAtOffer;
8171
8201
  return `You travel to ${this.player.currentLocation.name}.\n${banner}`;
8172
8202
  }
8173
8203
  catch (err) {
8174
- this.clearPendingRun();
8175
8204
  Logger.getInstance().error(`launchPendingRun failed: ${err}`);
8176
- return `The ride never shows and the job address goes dead. ${FIXER_NAME} will not enjoy hearing this -- call him for another.`;
8205
+ return `The ride never shows -- the dispatcher lost the address. The job's still yours; "call taxi" to try again.`;
8177
8206
  }
8178
8207
  }
8179
8208
  /**
@@ -7,6 +7,7 @@ import { overlaid } from './overlay-fill.js';
7
7
  import { PLAYER_GLYPH } from './map-glyphs.js';
8
8
  import { headcountBand } from './crowd.js';
9
9
  import { pending, contractorName } from './law-response.js';
10
+ import { panStatus } from './pan-status.js';
10
11
  /**
11
12
  * THE LIVE CONDITION EMITTER -- the CLI half of the realtime sheet lane
12
13
  * (contract agreed with maka-cli.com, 2026-09-01). On every condition
@@ -303,6 +304,17 @@ export function buildConditionReport(player, deps) {
303
304
  // The ONE honest AR answer (2026-09-01): muted, cut, and no-rig
304
305
  // all collapse into arSightUp, computed at fire time.
305
306
  ar: arSightUp(player),
307
+ // THE PAN CARD (player 2026-10-04: "I don't see any of my matrix
308
+ // modifiers. When silent, I don't see on the sheet 'silent'"): wireless,
309
+ // silent, AR and grid as four separate facts, and every device's
310
+ // wireless bonus with whether it is being paid -- utilities/pan-status.ts,
311
+ // the same rows the `pan` verb prints. A decoration never kills the beat.
312
+ ...(() => { try {
313
+ return { pan: panStatus(player) };
314
+ }
315
+ catch {
316
+ return {};
317
+ } })(),
306
318
  // THE HEADER'S NUMBERS (contract 2026-09-10, web accepted first;
307
319
  // ZpgTTPgX4Hn7qL5M7: the play page's HUD shows the sheet header). A
308
320
  // browser run writes no mid-run save and its roster summary is
@@ -453,7 +465,7 @@ function noteRoster(report) {
453
465
  const ADDITIVE_FIELDS = [
454
466
  'ar', 'actors', 'deckLine', 'deckDamage', 'astralPerceiving', 'bodyRoom', 'sustainingPenalty',
455
467
  'matrix', 'panMarks', 'hostMarksOnYou', 'marksPlaced', 'marksOnYou', 'deckStored', 'droneDamage', 'companions', 'pools', 'initiative',
456
- 'karma', 'nuyen', 'edge', 'grid', 'bodies', 'phaseActor', 'crowd', 'overflowMax', 'stabilized', 'brink', 'gear',
468
+ 'karma', 'nuyen', 'edge', 'grid', 'bodies', 'phaseActor', 'crowd', 'overflowMax', 'stabilized', 'brink', 'gear', 'pan',
457
469
  ];
458
470
  export function crowdReport(player) {
459
471
  const room = player.currentLocation;
@@ -0,0 +1,147 @@
1
+ import { Category } from '../types/shared/item-enum.js';
2
+ import { switchableDevices, radioIsDark } from './pan-devices.js';
3
+ import { arSightUp } from './ar.js';
4
+ import { homeGridFor } from './planes.js';
5
+ import { hostLabel } from './grid-names.js';
6
+ import { wirelessImplants, implantTrack } from './implant-matrix.js';
7
+ function kindOf(item) {
8
+ if (item.isCyberdeck())
9
+ return 'cyberdeck';
10
+ if (item.isRcc())
11
+ return 'rcc';
12
+ if (item.category === Category.Commlink)
13
+ return 'commlink';
14
+ if (item.isFirearm())
15
+ return 'smartgun';
16
+ if (item.category === Category.Drone)
17
+ return 'drone';
18
+ return 'device';
19
+ }
20
+ /**
21
+ * THE WIRELESS BONUS ONE DEVICE EARNS -- only the ones the engine pays,
22
+ * read from the same places the pools read them, so a line here is never
23
+ * a promise the dice do not keep.
24
+ */
25
+ function bonusOf(a, item) {
26
+ const radio = item.wirelessOn;
27
+ // p.433: "+1 if you're using gear with a smartlink or +2 if you're
28
+ // using an augmentation for which you paid Essence" -- Player
29
+ // getAttackPool's `smartlink` term, same tier, same chrome dice.
30
+ if (item.isFirearm() && item.isSmartgun) {
31
+ const tier = a.smartlinkTier();
32
+ if (!tier)
33
+ return { bonus: 'no smartlink to talk to -- no dice', live: false };
34
+ const dice = tier === 'gear' ? 1 : a.augBonus('firearms');
35
+ return { bonus: `+${dice} ${dice === 1 ? 'die' : 'dice'} to attacks (smartlink ${tier === 'gear' ? 'gear' : 'implant'}, p.433)`, live: radio };
36
+ }
37
+ // The AR overlay's initiative add (Player.getInitiativeAttribute): an
38
+ // ENGINE ADDITION, not canon -- p.474 gives AR a bare Reaction +
39
+ // Intuition -- paid by the live link alone, gated on its radio and on
40
+ // nobody having hacked the overlay dark.
41
+ if (a.liveLink() === item && item.qualityBonus > 0) {
42
+ return { bonus: `+${item.qualityBonus} initiative in AR (engine rule)`, live: radio && !a.arOffline };
43
+ }
44
+ // p.266-267: one order reaches every slaved drone, frame to frame.
45
+ if (item.isRcc()) {
46
+ return a.rccMaster() === item
47
+ ? { bonus: 'drone network: group orders, frame-to-frame jumps (p.267)', live: radio }
48
+ : { bonus: 'drone network idle -- not mastering', live: false };
49
+ }
50
+ if (item.category === Category.Drone && a.rccMaster()) {
51
+ return { bonus: 'on the console: group orders (p.267)', live: radio };
52
+ }
53
+ return {};
54
+ }
55
+ function arWhy(a) {
56
+ if (arSightUp(a))
57
+ return undefined;
58
+ if (a.plane !== 'meat')
59
+ return 'off-plane';
60
+ if (a.arMuted)
61
+ return 'muted';
62
+ if (a.arOffline)
63
+ return 'hacked';
64
+ if (!a.getPanMaster() && !a.isTechnomancer())
65
+ return 'no-pan';
66
+ return 'no-display';
67
+ }
68
+ function gridOf(a) {
69
+ if (a.plane === 'matrix') {
70
+ const host = a.hostInside;
71
+ if (host)
72
+ return { name: hostLabel(host.over), kind: 'host', on: true };
73
+ if (a.currentGrid)
74
+ return { name: a.currentGrid.name, kind: a.currentGrid.kind, on: true };
75
+ }
76
+ const scene = a.currentLocation?.scene;
77
+ if (scene) {
78
+ const g = homeGridFor(scene, a);
79
+ return { name: g.name, kind: g.kind, on: false };
80
+ }
81
+ return { name: 'the public grid', kind: 'public', on: false };
82
+ }
83
+ /** The persona line without colour tags -- pan.ts adds its own. */
84
+ function personaOf(a) {
85
+ const rig = a.personaRig();
86
+ if (!rig)
87
+ return a.isTechnomancer() ? `living persona (Resonance ${a.resonance})` : 'none';
88
+ return `${rig.name} [DR ${rig.deviceRating}]${a.resonanceMuted() ? ' -- Resonance muted' : ''}`;
89
+ }
90
+ export function panStatus(a) {
91
+ const devices = switchableDevices(a);
92
+ const master = a.getPanMaster();
93
+ const slaves = new Set(a.panSlaves());
94
+ const silent = a.runningSilent;
95
+ const grid = gridOf(a);
96
+ const modifiers = [];
97
+ if (silent)
98
+ modifiers.push({ source: 'running silent', value: '-2 dice', applies: 'your Matrix actions', cite: 'p.235' });
99
+ // Inside a host the grid does not matter (p.246) -- gridOf says 'host'.
100
+ if (grid.kind === 'public')
101
+ modifiers.push({ source: 'the public grid', value: '-2 dice', applies: 'your Matrix actions', cite: 'p.233' });
102
+ const rows = devices.map(item => {
103
+ const role = item === master ? 'master'
104
+ : !item.wirelessOn ? 'off'
105
+ : slaves.has(item) ? 'slave' : 'overflow';
106
+ const { bonus, live } = bonusOf(a, item);
107
+ const note = item.isBricked ? 'BRICKED' : item.jammed ? 'JAMMED -- smartlink cracked ("reboot")' : undefined;
108
+ return {
109
+ name: item.name,
110
+ kind: kindOf(item),
111
+ role,
112
+ wireless: item.wirelessOn,
113
+ ...(bonus ? { bonus, bonusLive: Boolean(live) && role !== 'overflow' } : {}),
114
+ ...(note ? { note } : {}),
115
+ };
116
+ });
117
+ // WIRELESS CHROME (implant-matrix.ts): on the air or not, no Item to carry.
118
+ for (const key of wirelessImplants(a)) {
119
+ const t = implantTrack(a, key);
120
+ if (!t || t.item)
121
+ continue;
122
+ rows.push({
123
+ name: t.name,
124
+ kind: 'implant',
125
+ role: 'implant',
126
+ wireless: t.wirelessOn,
127
+ ...(t.bricked ? { note: 'BRICKED' } : {}),
128
+ });
129
+ }
130
+ return {
131
+ wireless: devices.length === 0 ? 'none' : radioIsDark(a) ? 'off' : 'on',
132
+ silent,
133
+ ar: arSightUp(a),
134
+ ...(arWhy(a) ? { arWhy: arWhy(a) } : {}),
135
+ grid,
136
+ persona: personaOf(a),
137
+ ...(master ? { master: { name: master.name, deviceRating: master.deviceRating } } : {}),
138
+ slaved: slaves.size,
139
+ capacity: a.panCapacity(),
140
+ ...(master || a.isTechnomancer()
141
+ ? { defence: { sleaze: a.panDefenceLine('sleaze'), attack: a.panDefenceLine('attack') } }
142
+ : {}),
143
+ modifiers,
144
+ devices: rows,
145
+ };
146
+ }
147
+ //# sourceMappingURL=pan-status.js.map
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@maka/maka-cli",
3
- "version": "5.379.1",
3
+ "version": "5.380.1",
4
4
  "type": "module",
5
5
  "summary": "A command line tool for scaffolding Meteor 3.x applications using either React.",
6
6
  "description": "A command line tool for scaffolding Meteor 3.x applications using React.",