@maka/maka-cli 5.4.0 → 5.6.0

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Files changed (123) hide show
  1. package/bundle/typescript/package.json +1 -1
  2. package/bundle/typescript/src/commands/game/sideQuest/archetypes.d.ts +20 -1
  3. package/bundle/typescript/src/commands/game/sideQuest/archetypes.js +76 -11
  4. package/bundle/typescript/src/commands/game/sideQuest/archetypes.js.map +1 -1
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.d.ts +16 -0
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.js +65 -0
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.js.map +1 -0
  8. package/bundle/typescript/src/commands/game/sideQuest/commands/assense.d.ts +2 -0
  9. package/bundle/typescript/src/commands/game/sideQuest/commands/assense.js +72 -29
  10. package/bundle/typescript/src/commands/game/sideQuest/commands/assense.js.map +1 -1
  11. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js +21 -2
  12. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js.map +1 -1
  13. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +16 -0
  14. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js +39 -0
  15. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +1 -0
  16. package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.d.ts +21 -0
  17. package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.js +82 -0
  18. package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.js.map +1 -0
  19. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js +1 -1
  20. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +1 -1
  21. package/bundle/typescript/src/commands/game/sideQuest/commands/call.d.ts +13 -0
  22. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js +93 -1
  23. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +1 -1
  24. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js +21 -2
  25. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +1 -1
  26. package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js +13 -1
  27. package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js.map +1 -1
  28. package/bundle/typescript/src/commands/game/sideQuest/commands/drop.js +3 -0
  29. package/bundle/typescript/src/commands/game/sideQuest/commands/drop.js.map +1 -1
  30. package/bundle/typescript/src/commands/game/sideQuest/commands/equip.js +19 -2
  31. package/bundle/typescript/src/commands/game/sideQuest/commands/equip.js.map +1 -1
  32. package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.js +9 -2
  33. package/bundle/typescript/src/commands/game/sideQuest/commands/equipment.js.map +1 -1
  34. package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +2 -0
  35. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js +33 -1
  36. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +1 -1
  37. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +43 -20
  38. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +1 -1
  39. package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.d.ts +15 -0
  40. package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.js +75 -0
  41. package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.js.map +1 -0
  42. package/bundle/typescript/src/commands/game/sideQuest/commands/inv.js +5 -1
  43. package/bundle/typescript/src/commands/game/sideQuest/commands/inv.js.map +1 -1
  44. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +16 -4
  45. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +1 -1
  46. package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.d.ts +18 -0
  47. package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.js +100 -0
  48. package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.js.map +1 -0
  49. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +1 -0
  50. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js +22 -7
  51. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js.map +1 -1
  52. package/bundle/typescript/src/commands/game/sideQuest/commands/say.js +8 -0
  53. package/bundle/typescript/src/commands/game/sideQuest/commands/say.js.map +1 -1
  54. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +55 -8
  55. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +1 -1
  56. package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js +11 -2
  57. package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js.map +1 -1
  58. package/bundle/typescript/src/commands/game/sideQuest/commands/sneak.d.ts +15 -0
  59. package/bundle/typescript/src/commands/game/sideQuest/commands/sneak.js +35 -0
  60. package/bundle/typescript/src/commands/game/sideQuest/commands/sneak.js.map +1 -0
  61. package/bundle/typescript/src/commands/game/sideQuest/commands/spells.js +21 -0
  62. package/bundle/typescript/src/commands/game/sideQuest/commands/spells.js.map +1 -1
  63. package/bundle/typescript/src/commands/game/sideQuest/commands/subdue.js +4 -4
  64. package/bundle/typescript/src/commands/game/sideQuest/commands/subdue.js.map +1 -1
  65. package/bundle/typescript/src/commands/game/sideQuest/commands/take.js +70 -13
  66. package/bundle/typescript/src/commands/game/sideQuest/commands/take.js.map +1 -1
  67. package/bundle/typescript/src/commands/game/sideQuest/commands/talk.js +8 -0
  68. package/bundle/typescript/src/commands/game/sideQuest/commands/talk.js.map +1 -1
  69. package/bundle/typescript/src/commands/game/sideQuest/commands/unequip.js +6 -3
  70. package/bundle/typescript/src/commands/game/sideQuest/commands/unequip.js.map +1 -1
  71. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js +5 -4
  72. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js.map +1 -1
  73. package/bundle/typescript/src/commands/game/sideQuest/factories/room-factory.js +1 -0
  74. package/bundle/typescript/src/commands/game/sideQuest/factories/room-factory.js.map +1 -1
  75. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.d.ts +175 -0
  76. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js +673 -0
  77. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js.map +1 -0
  78. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js +1 -0
  79. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js.map +1 -1
  80. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.d.ts +64 -9
  81. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js +265 -434
  82. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js.map +1 -1
  83. package/bundle/typescript/src/commands/game/sideQuest/game.d.ts +69 -1
  84. package/bundle/typescript/src/commands/game/sideQuest/game.js +388 -67
  85. package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
  86. package/bundle/typescript/src/commands/game/sideQuest/models/npc.d.ts +2 -0
  87. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +92 -3
  88. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js.map +1 -1
  89. package/bundle/typescript/src/commands/game/sideQuest/models/player.d.ts +66 -1
  90. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +151 -15
  91. package/bundle/typescript/src/commands/game/sideQuest/models/player.js.map +1 -1
  92. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js +29 -4
  93. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js.map +1 -1
  94. package/bundle/typescript/src/commands/game/sideQuest/models/room.d.ts +4 -0
  95. package/bundle/typescript/src/commands/game/sideQuest/models/room.js +14 -0
  96. package/bundle/typescript/src/commands/game/sideQuest/models/room.js.map +1 -1
  97. package/bundle/typescript/src/commands/game/sideQuest/models/scene.d.ts +4 -0
  98. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js +35 -3
  99. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js.map +1 -1
  100. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene1.json +275 -105
  101. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene2.json +662 -233
  102. package/bundle/typescript/src/commands/game/sideQuest/types/seed/player-seed.d.ts +8 -0
  103. package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.d.ts +1 -1
  104. package/bundle/typescript/src/commands/game/sideQuest/types/seed/room-seed.d.ts +1 -0
  105. package/bundle/typescript/src/commands/game/sideQuest/types/seed/scene-seed.d.ts +6 -3
  106. package/bundle/typescript/src/commands/game/sideQuest/ui.js +19 -20
  107. package/bundle/typescript/src/commands/game/sideQuest/ui.js.map +1 -1
  108. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.d.ts +6 -4
  109. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js +31 -5
  110. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js.map +1 -1
  111. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.d.ts +34 -1
  112. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +72 -0
  113. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js.map +1 -1
  114. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js +27 -3
  115. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js.map +1 -1
  116. package/bundle/typescript/src/tools/ai/ai.class.d.ts +8 -1
  117. package/bundle/typescript/src/tools/ai/ai.class.js +8 -3
  118. package/bundle/typescript/src/tools/ai/ai.class.js.map +1 -1
  119. package/bundle/typescript/src/tools/https/https.class.d.ts +2 -2
  120. package/bundle/typescript/src/tools/https/https.class.js +10 -4
  121. package/bundle/typescript/src/tools/https/https.class.js.map +1 -1
  122. package/bundle/typescript/src/tools/https/https.interface.d.ts +2 -0
  123. package/package.json +1 -1
@@ -1,6 +1,6 @@
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  {
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  "name": "@maka/maka-cli",
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- "version": "5.4.0",
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+ "version": "5.6.0",
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  "type": "module",
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  "summary": "A command line tool for scaffolding Meteor 2.x applications using either React.",
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  "description": "A command line tool for scaffolding Meteor 2.x applications using React.",
@@ -1,4 +1,4 @@
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- import { ICombatAttributes } from './models/player.js';
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+ import { ICombatAttributes, Player } from './models/player.js';
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  import { Item } from './models/item.js';
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  import { Size, Category, Rating } from './types/shared/item-enum.js';
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  /**
@@ -41,3 +41,22 @@ export declare function getArchetype(name?: string): IArchetype;
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  * ones -- a samurai starts with the Predator IN HAND, not in a duffel.
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  */
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  export declare function createArchetypeGear(archetype: IArchetype): Item[];
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+ /**
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+ * Stamps an archetype onto a Player: records the archetype's name (scene
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+ * generation's dossier reads it -- see buildPlayerDossier), grants the
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+ * requisite gear, and equips the wearables. Shared between the real
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+ * character build (ui.ts) and the throwaway dossier player the launch flow
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+ * builds so even the FIRST generated run is tailored to the build
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+ * (sideQuest.sub.cmd.ts) -- found via a real session where a Decker's
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+ * archetype-blind first job had no Matrix content at all.
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+ */
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+ export declare function outfitArchetype(player: Player, archetype: IArchetype): void;
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+ /**
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+ * Slots every wearable in the pack into EMPTY equipment slots -- never
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+ * swapping out anything already worn, so archetype signature gear
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+ * survives the scene's generic starting kit arriving after it. Run once
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+ * at session load (Game.init): a session shouldn't start with the
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+ * "equip all" ritual (player request). Weapons land HOLSTERED, exactly
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+ * as a manual equip would.
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+ */
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+ export declare function equipIntoEmptySlots(player: Player): void;
@@ -1,3 +1,4 @@
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+ import { Player } from './models/player.js';
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  import { Item } from './models/item.js';
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  import { Size, Category, Rating } from './types/shared/item-enum.js';
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  const gearDef = (partial) => ({
@@ -12,12 +13,14 @@ export const ARCHETYPES = [
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  {
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  name: 'Runner',
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  description: 'The balanced default: decent at everything, spectacular at nothing.',
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- combat: { body: 4, agility: 4, reaction: 4, combatSkill: 3, strength: 3, willpower: 3, logic: 3, intuition: 3, charisma: 3, edge: 2, magic: 0 },
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+ combat: { body: 4, agility: 4, reaction: 4, combatSkill: 3, strength: 3, willpower: 3, logic: 3, intuition: 3, charisma: 3, edge: 2, magic: 0,
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+ skills: { firearms: 3, blades: 2, unarmed: 3, sneaking: 2, perception: 3, athletics: 2, hacking: 1, locksmith: 1, negotiation: 2, con: 1, intimidation: 1, 'first-aid': 2 } },
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  },
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  {
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  name: 'Street Samurai',
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  description: 'Chrome and trigger discipline. Hits hard, soaks harder, thinks later.',
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- combat: { body: 5, agility: 5, reaction: 4, combatSkill: 5, strength: 4, willpower: 3, logic: 2, intuition: 3, charisma: 2, edge: 2, magic: 0 },
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+ combat: { body: 5, agility: 5, reaction: 4, combatSkill: 5, strength: 4, willpower: 3, logic: 2, intuition: 3, charisma: 2, edge: 2, magic: 0,
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+ skills: { firearms: 6, blades: 4, unarmed: 5, athletics: 4, perception: 3, intimidation: 4, sneaking: 2, 'first-aid': 1 } },
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  gear: [
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  gearDef({ name: 'Ares Predator V', description: 'The iconic heavy pistol of the shadows -- smartgun-linked, and it never jams when it matters.', category: Category.RangedWeapon, rating: Rating.Rare, shape: 'Pistol', weight: 2 }),
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  ],
@@ -28,7 +31,8 @@ export const ARCHETYPES = [
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  // attack and defense pool instead (see Player.adept).
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  name: 'Adept',
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  description: 'Magic as muscle: faster than chrome, no spells, no projection -- the body IS the focus.',
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- combat: { body: 4, agility: 4, reaction: 4, combatSkill: 4, strength: 4, willpower: 4, logic: 2, intuition: 3, charisma: 2, edge: 2, magic: 5, adept: true },
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+ combat: { body: 4, agility: 4, reaction: 4, combatSkill: 4, strength: 4, willpower: 4, logic: 2, intuition: 3, charisma: 2, edge: 2, magic: 5, adept: true,
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+ skills: { blades: 6, unarmed: 5, athletics: 5, sneaking: 4, perception: 3, assensing: 3, intimidation: 2, firearms: 2 } },
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  gear: [
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  gearDef({ name: 'Weapon Focus Katana', description: 'A blade that drinks its wielder\'s magic -- the edge sings at frequencies steel shouldn\'t reach.', category: Category.MeleeWeapon, rating: Rating.Rare, size: Size.Medium, shape: 'Sword', color: 'Silver', texture: 'Folded Steel', weight: 1.5 }),
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  ],
@@ -36,7 +40,8 @@ export const ARCHETYPES = [
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  {
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  name: 'Covert Ops',
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  description: 'In through the vents, out before the alarm. Locks are suggestions.',
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- combat: { body: 3, agility: 5, reaction: 4, combatSkill: 3, strength: 3, willpower: 3, logic: 3, intuition: 5, charisma: 3, edge: 3, magic: 0 },
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+ combat: { body: 3, agility: 5, reaction: 4, combatSkill: 3, strength: 3, willpower: 3, logic: 3, intuition: 5, charisma: 3, edge: 3, magic: 0,
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+ skills: { sneaking: 6, locksmith: 5, perception: 4, athletics: 4, firearms: 3, unarmed: 3, con: 3, hacking: 2 } },
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  gear: [
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  gearDef({ name: 'Lockpick Set', description: 'Precision picks, tension bars, and a maglock passkey of arguable legality.', category: Category.Tool, rating: Rating.Standard, size: Size.Tiny, weight: 0.3 }),
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  gearDef({ name: 'Chameleon Suit', description: 'Ruthenium-coated infiltration wear that drinks the light around it.', category: Category.ArmorClothing, rating: Rating.Standard, size: Size.Medium, shape: 'Suit', color: 'Shifting Gray', texture: 'Ruthenium Weave', weight: 2 }),
@@ -45,7 +50,8 @@ export const ARCHETYPES = [
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  {
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  name: 'Face',
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  description: 'Talks the job open before anyone draws. Charm, luck, and just enough gun.',
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- combat: { body: 3, agility: 3, reaction: 3, combatSkill: 3, strength: 3, willpower: 4, logic: 3, intuition: 4, charisma: 6, edge: 3, magic: 0 },
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+ combat: { body: 3, agility: 3, reaction: 3, combatSkill: 3, strength: 3, willpower: 4, logic: 3, intuition: 4, charisma: 6, edge: 3, magic: 0,
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+ skills: { negotiation: 6, con: 5, intimidation: 3, perception: 4, firearms: 3, unarmed: 2, sneaking: 2 } },
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  gear: [
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  gearDef({ name: 'Transys Avalon', description: 'A top-shelf commlink -- the AR overlay alone is worth the felony it took to afford it.', category: Category.Commlink, rating: Rating.Rare, size: Size.Tiny, weight: 0.2 }),
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  gearDef({ name: 'Berwick Suit', description: 'Tailored armor-weave that reads boardroom, not battlefield.', category: Category.ArmorClothing, rating: Rating.Standard, size: Size.Medium, shape: 'Suit', color: 'Charcoal', texture: 'Armored Silk', weight: 2 }),
@@ -54,7 +60,8 @@ export const ARCHETYPES = [
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  {
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  name: 'Street Doc',
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  description: 'Keeps the team breathing: brains, steady hands, and a bag full of trauma kits.',
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- combat: { body: 3, agility: 3, reaction: 3, combatSkill: 2, strength: 3, willpower: 4, logic: 6, intuition: 4, charisma: 3, edge: 2, magic: 0 },
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+ combat: { body: 3, agility: 3, reaction: 3, combatSkill: 2, strength: 3, willpower: 4, logic: 6, intuition: 4, charisma: 3, edge: 2, magic: 0,
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+ skills: { 'first-aid': 6, perception: 4, negotiation: 3, firearms: 2, unarmed: 2, hacking: 2, con: 2 } },
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  gear: [
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  gearDef({ name: 'Trauma Kit', description: 'A doc-grade field kit: sprays, staples, and things that hiss.', category: Category.Medical, rating: Rating.Rare, weight: 1.5 }),
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  gearDef({ name: 'Kamikaze Stim Patch', description: 'A combat stim slap-patch. The crash is tomorrow\'s problem.', category: Category.StimPatch, rating: Rating.Standard, size: Size.Tiny, weight: 0.1 }),
@@ -63,7 +70,8 @@ export const ARCHETYPES = [
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  {
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  name: 'Combat Mage',
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  description: 'Awakened artillery: manabolts through milspec armor, if the drain doesn\'t eat you first.',
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- combat: { body: 3, agility: 3, reaction: 3, combatSkill: 2, strength: 2, willpower: 5, logic: 4, intuition: 4, charisma: 3, edge: 2, magic: 6 },
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+ combat: { body: 3, agility: 3, reaction: 3, combatSkill: 2, strength: 2, willpower: 5, logic: 4, intuition: 4, charisma: 3, edge: 2, magic: 6,
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+ skills: { spellcasting: 6, assensing: 4, perception: 3, unarmed: 2, firearms: 2, sneaking: 2 } },
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  gear: [
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  gearDef({ name: 'Spellcasting Focus', description: 'An orichalcum-threaded ring that gathers mana the way a lens gathers light.', category: Category.Focus, rating: Rating.Standard, size: Size.Tiny, shape: 'Ring', color: 'Gold', texture: 'Orichalcum', weight: 0.1 }),
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  ],
@@ -71,7 +79,8 @@ export const ARCHETYPES = [
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  {
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  name: 'Street Shaman',
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  description: 'Awakened the hard way: iron will, sharp instincts, spirits on speed dial.',
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- combat: { body: 3, agility: 2, reaction: 3, combatSkill: 2, strength: 2, willpower: 6, logic: 3, intuition: 5, charisma: 4, edge: 2, magic: 5 },
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+ combat: { body: 3, agility: 2, reaction: 3, combatSkill: 2, strength: 2, willpower: 6, logic: 3, intuition: 5, charisma: 4, edge: 2, magic: 5,
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+ skills: { spellcasting: 5, assensing: 5, perception: 4, negotiation: 3, unarmed: 2, con: 2 } },
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  gear: [
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  gearDef({ name: 'Spirit Talisman', description: 'Feathers, bone, and braided wire -- a focus that hums when the other world leans close.', category: Category.Focus, rating: Rating.Standard, size: Size.Tiny, shape: 'Talisman', color: 'Bone White', texture: 'Feather and Wire', weight: 0.2 }),
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  ],
@@ -83,7 +92,8 @@ export const ARCHETYPES = [
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  // firewall, and its hardware track is what the ice chews on.
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  name: 'Decker',
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  description: 'A ghost in the grid: hosts crack, ice burns, maglocks open. Just don\'t get caught in meatspace.',
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- combat: { body: 3, agility: 2, reaction: 3, combatSkill: 2, strength: 2, willpower: 4, logic: 7, intuition: 5, charisma: 2, edge: 3, magic: 0 },
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+ combat: { body: 3, agility: 2, reaction: 3, combatSkill: 2, strength: 2, willpower: 4, logic: 7, intuition: 5, charisma: 2, edge: 3, magic: 0,
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+ skills: { hacking: 6, perception: 4, locksmith: 3, sneaking: 3, firearms: 2, unarmed: 2, con: 2 } },
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  gear: [
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  gearDef({ name: 'Novatech Navigator', description: 'A workhorse cyberdeck -- scuffed case, immaculate boards. Your ticket into the Matrix.', category: Category.Cyberdeck, rating: Rating.Standard, weight: 2 }),
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  ],
@@ -93,7 +103,8 @@ export const ARCHETYPES = [
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  // commlink -- and no hardware between their stun track and the ice.
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  name: 'Technomancer',
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  description: 'The Matrix answers when they think at it. No deck to brick -- only a mind to burn.',
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- combat: { body: 2, agility: 2, reaction: 3, combatSkill: 2, strength: 2, willpower: 5, logic: 5, intuition: 4, charisma: 3, edge: 3, magic: 0, resonance: 6 },
106
+ combat: { body: 2, agility: 2, reaction: 3, combatSkill: 2, strength: 2, willpower: 5, logic: 5, intuition: 4, charisma: 3, edge: 3, magic: 0, resonance: 6,
107
+ skills: { hacking: 6, perception: 4, sneaking: 3, con: 3, negotiation: 2, unarmed: 2 } },
97
108
  },
98
109
  {
99
110
  // The drone is the mechanic: "drone" launches the Fly-Spy for live
@@ -101,7 +112,8 @@ export const ARCHETYPES = [
101
112
  // drone rigging can build on this later.
102
113
  name: 'Rigger',
103
114
  description: 'Eyes everywhere: the Fly-Spy scouts the next room so your body never has to.',
104
- combat: { body: 3, agility: 3, reaction: 5, combatSkill: 3, strength: 3, willpower: 3, logic: 5, intuition: 4, charisma: 2, edge: 2, magic: 0 },
115
+ combat: { body: 3, agility: 3, reaction: 5, combatSkill: 3, strength: 3, willpower: 3, logic: 5, intuition: 4, charisma: 2, edge: 2, magic: 0,
116
+ skills: { piloting: 6, hacking: 4, perception: 4, firearms: 3, locksmith: 3, unarmed: 2, 'first-aid': 2 } },
105
117
  gear: [
106
118
  gearDef({ name: 'Fly-Spy Drone', description: 'A palm-sized surveillance drone, quiet as a moth and twice as nosy.', category: Category.Drone, rating: Rating.Standard, size: Size.Tiny, shape: 'Insectoid', color: 'Gunmetal', texture: 'Micro-rotor', weight: 0.5 }),
107
119
  ],
@@ -128,4 +140,57 @@ export function createArchetypeGear(archetype) {
128
140
  weight: def.weight,
129
141
  }));
130
142
  }
143
+ /** Wearable categories worn immediately at character creation. */
144
+ const EQUIP_ON_START = new Set([
145
+ Category.Weapon, Category.MeleeWeapon, Category.RangedWeapon,
146
+ Category.Armor, Category.BodyArmor, Category.ArmorClothing,
147
+ Category.Helmet, Category.Hat, Category.Gloves, Category.Boots, Category.Commlink,
148
+ ]);
149
+ /**
150
+ * Stamps an archetype onto a Player: records the archetype's name (scene
151
+ * generation's dossier reads it -- see buildPlayerDossier), grants the
152
+ * requisite gear, and equips the wearables. Shared between the real
153
+ * character build (ui.ts) and the throwaway dossier player the launch flow
154
+ * builds so even the FIRST generated run is tailored to the build
155
+ * (sideQuest.sub.cmd.ts) -- found via a real session where a Decker's
156
+ * archetype-blind first job had no Matrix content at all.
157
+ */
158
+ export function outfitArchetype(player, archetype) {
159
+ player.archetypeName = archetype.name;
160
+ for (const item of createArchetypeGear(archetype)) {
161
+ player.addInventory(item);
162
+ item.owner = player.name;
163
+ if (EQUIP_ON_START.has(item.category)) {
164
+ try {
165
+ player.equip(item);
166
+ }
167
+ catch { /* a second weapon just stays holstered */ }
168
+ }
169
+ }
170
+ }
171
+ /**
172
+ * Slots every wearable in the pack into EMPTY equipment slots -- never
173
+ * swapping out anything already worn, so archetype signature gear
174
+ * survives the scene's generic starting kit arriving after it. Run once
175
+ * at session load (Game.init): a session shouldn't start with the
176
+ * "equip all" ritual (player request). Weapons land HOLSTERED, exactly
177
+ * as a manual equip would.
178
+ */
179
+ export function equipIntoEmptySlots(player) {
180
+ for (const item of [...player.inventory.getAllItems()]) {
181
+ if (!EQUIP_ON_START.has(item.category))
182
+ continue;
183
+ const slotInfo = player.determineEquipmentSlot(item.category);
184
+ if (!slotInfo)
185
+ continue;
186
+ const groupRef = player.equipment[slotInfo.group];
187
+ if (!groupRef || groupRef[slotInfo.slot])
188
+ continue;
189
+ groupRef[slotInfo.slot] = item;
190
+ player.inventory.removeItem(item.name);
191
+ if (Player.isWeaponSlot(slotInfo.group, slotInfo.slot)) {
192
+ player.weaponDrawn = false;
193
+ }
194
+ }
195
+ }
131
196
  //# sourceMappingURL=archetypes.js.map
@@ -1 +1 @@
1
- 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1
+ 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@@ -0,0 +1,16 @@
1
+ import { Command, ICommand } from './command.js';
2
+ /**
3
+ * Karma spending: "advance" lists every skill with its current rating and
4
+ * the cost to raise it; "advance <skill>" pays and raises. SR5e pricing --
5
+ * new rating x2 karma -- and a hard cap of 7. Training happens at HOME
6
+ * (any Residence room, i.e. the hideout): between jobs, not mid-run, and
7
+ * never mid-exchange. Karma itself is earned on job completion (see
8
+ * Scene.checkWinCondition).
9
+ */
10
+ export declare class AdvanceCommand extends Command implements ICommand {
11
+ protected static verb: string;
12
+ protected static description: string;
13
+ private static readonly MAX_RATING;
14
+ execute(args?: string[]): Promise<string>;
15
+ private listSkills;
16
+ }
@@ -0,0 +1,65 @@
1
+ import { Command } from './command.js';
2
+ import { SKILL_NAMES } from '../models/player.js';
3
+ import { fuzzyPickName } from '../utilities/fuzzy-match.js';
4
+ /**
5
+ * Karma spending: "advance" lists every skill with its current rating and
6
+ * the cost to raise it; "advance <skill>" pays and raises. SR5e pricing --
7
+ * new rating x2 karma -- and a hard cap of 7. Training happens at HOME
8
+ * (any Residence room, i.e. the hideout): between jobs, not mid-run, and
9
+ * never mid-exchange. Karma itself is earned on job completion (see
10
+ * Scene.checkWinCondition).
11
+ */
12
+ export class AdvanceCommand extends Command {
13
+ static verb = 'advance';
14
+ static description = 'Spend karma to raise a skill (new rating x2). Train at your hideout: "advance" lists costs, "advance <skill>" pays.';
15
+ static MAX_RATING = 7;
16
+ async execute(args = []) {
17
+ const actor = this.actor;
18
+ if (actor.inExchange) {
19
+ return `Mid-exchange is no time for training montages.`;
20
+ }
21
+ if (actor.currentLocation?.roomType !== 'Residence') {
22
+ return `Training takes somewhere safe to drill -- head home to your hideout first.`;
23
+ }
24
+ if (actor.plane !== 'meat') {
25
+ return `Training is muscle and mind together -- come back to your body first.`;
26
+ }
27
+ if (!args || args.length === 0) {
28
+ return this.listSkills();
29
+ }
30
+ const picked = fuzzyPickName(args.join(' '), [...SKILL_NAMES]);
31
+ if (!picked) {
32
+ return `That's not a skill. Choose from: ${SKILL_NAMES.join(', ')}.`;
33
+ }
34
+ const skill = picked;
35
+ const current = actor.skillRating(skill);
36
+ if (current >= AdvanceCommand.MAX_RATING) {
37
+ return `Your ${skill} is already at ${current} -- there's nobody left on the street who could teach you more.`;
38
+ }
39
+ const next = current + 1;
40
+ const cost = next * 2;
41
+ if (actor.karma < cost) {
42
+ return `Raising ${skill} to ${next} costs ${cost} karma -- you have ${actor.karma}. Finish more jobs.`;
43
+ }
44
+ actor.karma -= cost;
45
+ actor.skills[skill] = next;
46
+ this.actor.performAction('trains', skill);
47
+ this.logger.write(`${actor.name} advanced ${skill} to ${next} (spent ${cost} karma, ${actor.karma} left).`);
48
+ this.scene.updateStatus();
49
+ return `You drill ${skill} until it sticks: ${current} -> ${next}. (${cost} karma spent, ${actor.karma} left.)`;
50
+ }
51
+ listSkills() {
52
+ const actor = this.actor;
53
+ const lines = [`=== TRAINING (karma: ${actor.karma}) ===`];
54
+ for (const skill of SKILL_NAMES) {
55
+ const current = actor.skillRating(skill);
56
+ const capped = current >= AdvanceCommand.MAX_RATING;
57
+ const cost = (current + 1) * 2;
58
+ lines.push(` ${skill.padEnd(12)} ${current}${capped ? ' (maxed)' : ` -> ${current + 1} costs ${cost} karma${actor.karma >= cost ? '' : ' (short)'}`}`);
59
+ }
60
+ lines.push('');
61
+ lines.push(`"advance <skill>" to train. Karma comes from finished jobs. (New rating x2, SR5e-style; unlisted combat ratings fall back to your base training.)`);
62
+ return lines.join('\n');
63
+ }
64
+ }
65
+ //# sourceMappingURL=advance.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"advance.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/advance.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAY,MAAM,cAAc,CAAC;AACjD,OAAO,EAAE,WAAW,EAAa,MAAM,qBAAqB,CAAC;AAC7D,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAE5D;;;;;;;GAOG;AACH,MAAM,OAAO,cAAe,SAAQ,OAAO;IAC/B,MAAM,CAAC,IAAI,GAAG,SAAS,CAAC;IACxB,MAAM,CAAC,WAAW,GAAG,qHAAqH,CAAC;IAE7I,MAAM,CAAU,UAAU,GAAG,CAAC,CAAC;IAEvC,KAAK,CAAC,OAAO,CAAC,OAAiB,EAAE;QAC/B,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAEzB,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;YACrB,OAAO,gDAAgD,CAAC;QAC1D,CAAC;QACD,IAAI,KAAK,CAAC,eAAe,EAAE,QAAQ,KAAK,WAAW,EAAE,CAAC;YACpD,OAAO,4EAA4E,CAAC;QACtF,CAAC;QACD,IAAI,KAAK,CAAC,KAAK,KAAK,MAAM,EAAE,CAAC;YAC3B,OAAO,uEAAuE,CAAC;QACjF,CAAC;QAED,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAC/B,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC;QAC3B,CAAC;QAED,MAAM,MAAM,GAAG,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC;QAC/D,IAAI,CAAC,MAAM,EAAE,CAAC;YACZ,OAAO,oCAAoC,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC;QACvE,CAAC;QACD,MAAM,KAAK,GAAG,MAAmB,CAAC;QAElC,MAAM,OAAO,GAAG,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QACzC,IAAI,OAAO,IAAI,cAAc,CAAC,UAAU,EAAE,CAAC;YACzC,OAAO,QAAQ,KAAK,kBAAkB,OAAO,iEAAiE,CAAC;QACjH,CAAC;QAED,MAAM,IAAI,GAAG,OAAO,GAAG,CAAC,CAAC;QACzB,MAAM,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;QACtB,IAAI,KAAK,CAAC,KAAK,GAAG,IAAI,EAAE,CAAC;YACvB,OAAO,WAAW,KAAK,OAAO,IAAI,UAAU,IAAI,sBAAsB,KAAK,CAAC,KAAK,qBAAqB,CAAC;QACzG,CAAC;QAED,KAAK,CAAC,KAAK,IAAI,IAAI,CAAC;QACpB,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;QAC3B,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,QAAQ,EAAE,KAAK,CAAC,CAAC;QAC1C,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,IAAI,aAAa,KAAK,OAAO,IAAI,WAAW,IAAI,WAAW,KAAK,CAAC,KAAK,SAAS,CAAC,CAAC;QAC5G,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;QAC1B,OAAO,aAAa,KAAK,qBAAqB,OAAO,OAAO,IAAI,MAAM,IAAI,iBAAiB,KAAK,CAAC,KAAK,SAAS,CAAC;IAClH,CAAC;IAEO,UAAU;QAChB,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACzB,MAAM,KAAK,GAAG,CAAC,wBAAwB,KAAK,CAAC,KAAK,OAAO,CAAC,CAAC;QAC3D,KAAK,MAAM,KAAK,IAAI,WAAW,EAAE,CAAC;YAChC,MAAM,OAAO,GAAG,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;YACzC,MAAM,MAAM,GAAG,OAAO,IAAI,cAAc,CAAC,UAAU,CAAC;YACpD,MAAM,IAAI,GAAG,CAAC,OAAO,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YAC/B,KAAK,CAAC,IAAI,CAAC,KAAK,KAAK,CAAC,MAAM,CAAC,EAAE,CAAC,IAAI,OAAO,GAAG,MAAM,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC,CAAC,OAAO,OAAO,GAAG,CAAC,UAAU,IAAI,SAAS,KAAK,CAAC,KAAK,IAAI,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,UAAU,EAAE,EAAE,CAAC,CAAC;QAC1J,CAAC;QACD,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QACf,KAAK,CAAC,IAAI,CAAC,mJAAmJ,CAAC,CAAC;QAChK,OAAO,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAC1B,CAAC"}
@@ -11,4 +11,6 @@ export declare class AssenseCommand extends Command implements ICommand {
11
11
  protected static verb: string;
12
12
  protected static description: string;
13
13
  execute(args?: string[]): Promise<string>;
14
+ /** The room's astral weather -- shared by the toggle-on and projecting paths. */
15
+ private readRoom;
14
16
  }
@@ -1,5 +1,6 @@
1
1
  import { Command } from './command.js';
2
2
  import { fuzzyPickName } from '../utilities/fuzzy-match.js';
3
+ import { rollPool, formatRoll } from '../utilities/dice.js';
3
4
  /**
4
5
  * Astral perception: read the world's auras without (or while) leaving
5
6
  * your body. Awakened only. "assense" reads the room -- wards, the magical
@@ -20,25 +21,33 @@ export class AssenseCommand extends Command {
20
21
  return `There are no auras in here -- only geometry and other people's code.`;
21
22
  }
22
23
  const room = actor.currentLocation;
23
- // Bare assense: the room's astral weather.
24
+ // Bare assense: TOGGLE astral perception (the player's own status-bar
25
+ // request: senses held open as a sustained state, -2 dice to
26
+ // everything while they are -- see Player.sustainingPenalty). While
27
+ // projecting you're all the way in; no toggle needed or possible.
24
28
  if (!args || args.length === 0) {
25
- const lines = [`You open your astral senses:`];
26
- lines.push(room.warded
27
- ? ` • This place is WARDED -- an astral barrier seals it against projection.`
28
- : ` • No wards here -- the astral is open ground.`);
29
- if (room.hasNode) {
30
- lines.push(` • The room's tech hums with dataflow -- a live Matrix node (nothing astral, but a decker would care).`);
29
+ if (actor.plane === 'astral') {
30
+ return this.readRoom(`Out here you ARE astral senses:`);
31
31
  }
32
- const others = this.scene.getActorsInRoom(room).filter(a => a !== actor && actor.canPerceive(a));
33
- if (others.length === 0) {
34
- lines.push(` • No living auras nearby.`);
32
+ if (actor.astralPerceiving) {
33
+ actor.astralPerceiving = false;
34
+ this.scene.updateStatus();
35
+ return `You let the second sight close. The world flattens back to meat and neon.`;
35
36
  }
36
- else {
37
- lines.push(` • Auras present: ${others.map(a => a.name).join(', ')} -- "assense <name>" to read one.`);
38
- }
39
- return lines.join('\n');
37
+ actor.astralPerceiving = true;
38
+ actor.performAction('opens astral senses', 'eyes going distant, tracking things nobody else sees');
39
+ this.scene.updateStatus();
40
+ return this.readRoom(`You open your astral senses and HOLD them open (-2 dice to everything while sustained; "assense" again to close):`);
41
+ }
42
+ // Targeted assense: one aura, read as an ASSENSING test (Intuition +
43
+ // assensing; unskilled Intuition - 1). One hit reads the surface;
44
+ // three or more reads the depths (intent, sincerity, enchantment).
45
+ // Needs open senses -- reading a specific aura auto-opens them.
46
+ if (actor.plane !== 'astral' && !actor.astralPerceiving) {
47
+ actor.astralPerceiving = true;
48
+ actor.performAction('opens astral senses', 'eyes going distant');
49
+ this.scene.updateStatus();
40
50
  }
41
- // Targeted assense: one aura, read deep.
42
51
  const candidates = this.scene.getActorsInRoom(room).filter(a => a !== actor && actor.canPerceive(a));
43
52
  const picked = fuzzyPickName(args.join(' '), candidates.map(a => a.name));
44
53
  const target = picked ? candidates.find(a => a.name === picked) : undefined;
@@ -46,33 +55,67 @@ export class AssenseCommand extends Command {
46
55
  const present = candidates.map(a => a.name).join(', ') || 'no one';
47
56
  return `No aura by that name here. Present: ${present}.`;
48
57
  }
58
+ const skill = actor.skillRating('assensing');
59
+ const pool = Math.max(1, actor.intuition + (skill > 0 ? skill : -1) + actor.woundModifier - actor.sustainingPenalty);
60
+ const roll = rollPool(pool);
61
+ const lines = [`You read ${target.name}'s aura -- Assensing: ${formatRoll(roll)}`];
62
+ if (roll.hits === 0) {
63
+ lines.push(` The aura swims and blurs -- nothing you can hold onto. (Look again.)`);
64
+ return lines.join('\n');
65
+ }
66
+ // 1+ hits: the surface -- health and the spark.
49
67
  const physHurt = target.damageTaken > 0;
50
68
  const stunHurt = target.stunTaken > 0;
51
69
  const health = !physHurt && !stunHurt
52
70
  ? `whole and unhurt`
53
71
  : `marred${physHurt ? ` -- physical trauma (${target.damageTaken}/${target.maxConditionBoxes})` : ''}${stunHurt ? ` -- exhaustion and shock (${target.stunTaken}/${target.maxStunBoxes})` : ''}`;
54
- const lines = [`You read ${target.name}'s aura:`];
55
72
  lines.push(` • Health: ${health}.`);
56
73
  lines.push(target.isAwakened()
57
74
  ? ` • They BURN -- Awakened, magic ${target.magic}. Treat accordingly.`
58
75
  : ` • Mundane -- no spark in them.`);
59
- if (target.surrendered) {
60
- lines.push(` • The fight has gone out of them entirely -- the surrender is genuine.`);
76
+ // 3+ hits: the depths -- intent, sincerity, and what clings to them.
77
+ if (roll.hits >= 3) {
78
+ if (target.surrendered) {
79
+ lines.push(` • The fight has gone out of them entirely -- the surrender is genuine.`);
80
+ }
81
+ else if (target.combatOpponent) {
82
+ lines.push(` • Violence swirls close to the surface -- they're in a fight, or barely out of one.`);
83
+ }
84
+ const magicGear = target.inventory.getAllItems().filter(i => {
85
+ const c = String(i.category).toLowerCase();
86
+ return c.includes('focus') || c.includes('grimoire') || c.includes('spellformula') || c.includes('spell formula');
87
+ });
88
+ if (magicGear.length > 0) {
89
+ lines.push(` • Enchantment clings to their gear: ${magicGear.map(i => i.name).join(', ')}.`);
90
+ }
91
+ if (target.plane === 'meat' && actor.plane === 'astral') {
92
+ lines.push(` • They can't see you watching.`);
93
+ }
61
94
  }
62
- else if (target.combatOpponent) {
63
- lines.push(` Violence swirls close to the surface -- they're in a fight, or barely out of one.`);
95
+ else {
96
+ lines.push(` (The deeper layers slide past -- more hits would read intent and enchantment.)`);
97
+ }
98
+ this.logger.write(`${actor.name} assensed ${target.name} (${roll.hits} hits).`);
99
+ return lines.join('\n');
100
+ }
101
+ /** The room's astral weather -- shared by the toggle-on and projecting paths. */
102
+ readRoom(header) {
103
+ const actor = this.actor;
104
+ const room = actor.currentLocation;
105
+ const lines = [header];
106
+ lines.push(room.warded
107
+ ? ` • This place is WARDED -- an astral barrier seals it against projection.`
108
+ : ` • No wards here -- the astral is open ground.`);
109
+ if (room.hasNode) {
110
+ lines.push(` • The room's tech hums with dataflow -- a live Matrix node (nothing astral, but a decker would care).`);
64
111
  }
65
- const magicGear = target.inventory.getAllItems().filter(i => {
66
- const c = String(i.category).toLowerCase();
67
- return c.includes('focus') || c.includes('grimoire') || c.includes('spellformula') || c.includes('spell formula');
68
- });
69
- if (magicGear.length > 0) {
70
- lines.push(` • Enchantment clings to their gear: ${magicGear.map(i => i.name).join(', ')}.`);
112
+ const others = this.scene.getActorsInRoom(room).filter(a => a !== actor && actor.canPerceive(a));
113
+ if (others.length === 0) {
114
+ lines.push(` • No living auras nearby.`);
71
115
  }
72
- if (target.plane === 'meat' && actor.plane === 'astral') {
73
- lines.push(` • They can't see you watching.`);
116
+ else {
117
+ lines.push(` • Auras present: ${others.map(a => a.name).join(', ')} -- "assense <name>" to read one.`);
74
118
  }
75
- this.logger.write(`${actor.name} assensed ${target.name}.`);
76
119
  return lines.join('\n');
77
120
  }
78
121
  }
@@ -1 +1 @@
1
- {"version":3,"file":"assense.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/assense.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAY,MAAM,cAAc,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAE5D;;;;;;;GAOG;AACH,MAAM,OAAO,cAAe,SAAQ,OAAO;IAC/B,MAAM,CAAC,IAAI,GAAG,SAAS,CAAC;IACxB,MAAM,CAAC,WAAW,GAAG,0IAA0I,CAAC;IAE1K,KAAK,CAAC,OAAO,CAAC,OAAiB,EAAE;QAC/B,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAEzB,IAAI,CAAC,KAAK,CAAC,UAAU,EAAE,EAAE,CAAC;YACxB,OAAO,qEAAqE,CAAC;QAC/E,CAAC;QACD,IAAI,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAC7B,OAAO,sEAAsE,CAAC;QAChF,CAAC;QAED,MAAM,IAAI,GAAG,KAAK,CAAC,eAAe,CAAC;QAEnC,2CAA2C;QAC3C,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAC/B,MAAM,KAAK,GAAG,CAAC,8BAA8B,CAAC,CAAC;YAC/C,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM;gBACpB,CAAC,CAAC,4EAA4E;gBAC9E,CAAC,CAAC,iDAAiD,CAAC,CAAC;YACvD,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;gBACjB,KAAK,CAAC,IAAI,CAAC,yGAAyG,CAAC,CAAC;YACxH,CAAC;YACD,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,KAAK,IAAI,KAAK,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;YACjG,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;gBACxB,KAAK,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;YAC5C,CAAC;iBAAM,CAAC;gBACN,KAAK,CAAC,IAAI,CAAC,sBAAsB,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,mCAAmC,CAAC,CAAC;YAC1G,CAAC;YACD,OAAO,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC1B,CAAC;QAED,yCAAyC;QACzC,MAAM,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,KAAK,IAAI,KAAK,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QACrG,MAAM,MAAM,GAAG,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,UAAU,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;QAC1E,MAAM,MAAM,GAAG,MAAM,CAAC,CAAC,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,MAAM,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QAC5E,IAAI,CAAC,MAAM,EAAE,CAAC;YACZ,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,uCAAuC,OAAO,GAAG,CAAC;QAC3D,CAAC;QAED,MAAM,QAAQ,GAAG,MAAM,CAAC,WAAW,GAAG,CAAC,CAAC;QACxC,MAAM,QAAQ,GAAG,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC;QACtC,MAAM,MAAM,GAAG,CAAC,QAAQ,IAAI,CAAC,QAAQ;YACnC,CAAC,CAAC,kBAAkB;YACpB,CAAC,CAAC,SAAS,QAAQ,CAAC,CAAC,CAAC,wBAAwB,MAAM,CAAC,WAAW,IAAI,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC,6BAA6B,MAAM,CAAC,SAAS,IAAI,MAAM,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC;QAEnM,MAAM,KAAK,GAAG,CAAC,YAAY,MAAM,CAAC,IAAI,UAAU,CAAC,CAAC;QAClD,KAAK,CAAC,IAAI,CAAC,eAAe,MAAM,GAAG,CAAC,CAAC;QACrC,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,EAAE;YAC5B,CAAC,CAAC,oCAAoC,MAAM,CAAC,KAAK,sBAAsB;YACxE,CAAC,CAAC,kCAAkC,CAAC,CAAC;QACxC,IAAI,MAAM,CAAC,WAAW,EAAE,CAAC;YACvB,KAAK,CAAC,IAAI,CAAC,0EAA0E,CAAC,CAAC;QACzF,CAAC;aAAM,IAAI,MAAM,CAAC,cAAc,EAAE,CAAC;YACjC,KAAK,CAAC,IAAI,CAAC,uFAAuF,CAAC,CAAC;QACtG,CAAC;QACD,MAAM,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE;YAC1D,MAAM,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,WAAW,EAAE,CAAC;YAC3C,OAAO,CAAC,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC,QAAQ,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAC;QACpH,CAAC,CAAC,CAAC;QACH,IAAI,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YACzB,KAAK,CAAC,IAAI,CAAC,yCAAyC,SAAS,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QAChG,CAAC;QACD,IAAI,MAAM,CAAC,KAAK,KAAK,MAAM,IAAI,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YACxD,KAAK,CAAC,IAAI,CAAC,kCAAkC,CAAC,CAAC;QACjD,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,IAAI,aAAa,MAAM,CAAC,IAAI,GAAG,CAAC,CAAC;QAC5D,OAAO,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAC1B,CAAC"}
1
+ {"version":3,"file":"assense.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/assense.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAY,MAAM,cAAc,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAC5D,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAE5D;;;;;;;GAOG;AACH,MAAM,OAAO,cAAe,SAAQ,OAAO;IAC/B,MAAM,CAAC,IAAI,GAAG,SAAS,CAAC;IACxB,MAAM,CAAC,WAAW,GAAG,0IAA0I,CAAC;IAE1K,KAAK,CAAC,OAAO,CAAC,OAAiB,EAAE;QAC/B,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAEzB,IAAI,CAAC,KAAK,CAAC,UAAU,EAAE,EAAE,CAAC;YACxB,OAAO,qEAAqE,CAAC;QAC/E,CAAC;QACD,IAAI,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAC7B,OAAO,sEAAsE,CAAC;QAChF,CAAC;QAED,MAAM,IAAI,GAAG,KAAK,CAAC,eAAe,CAAC;QAEnC,sEAAsE;QACtE,6DAA6D;QAC7D,oEAAoE;QACpE,kEAAkE;QAClE,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAC/B,IAAI,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;gBAC7B,OAAO,IAAI,CAAC,QAAQ,CAAC,iCAAiC,CAAC,CAAC;YAC1D,CAAC;YACD,IAAI,KAAK,CAAC,gBAAgB,EAAE,CAAC;gBAC3B,KAAK,CAAC,gBAAgB,GAAG,KAAK,CAAC;gBAC/B,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;gBAC1B,OAAO,2EAA2E,CAAC;YACrF,CAAC;YACD,KAAK,CAAC,gBAAgB,GAAG,IAAI,CAAC;YAC9B,KAAK,CAAC,aAAa,CAAC,qBAAqB,EAAE,sDAAsD,CAAC,CAAC;YACnG,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;YAC1B,OAAO,IAAI,CAAC,QAAQ,CAAC,mHAAmH,CAAC,CAAC;QAC5I,CAAC;QAED,qEAAqE;QACrE,kEAAkE;QAClE,mEAAmE;QACnE,gEAAgE;QAChE,IAAI,KAAK,CAAC,KAAK,KAAK,QAAQ,IAAI,CAAC,KAAK,CAAC,gBAAgB,EAAE,CAAC;YACxD,KAAK,CAAC,gBAAgB,GAAG,IAAI,CAAC;YAC9B,KAAK,CAAC,aAAa,CAAC,qBAAqB,EAAE,oBAAoB,CAAC,CAAC;YACjE,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;QAC5B,CAAC;QAED,MAAM,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,KAAK,IAAI,KAAK,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QACrG,MAAM,MAAM,GAAG,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,UAAU,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;QAC1E,MAAM,MAAM,GAAG,MAAM,CAAC,CAAC,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,MAAM,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QAC5E,IAAI,CAAC,MAAM,EAAE,CAAC;YACZ,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,uCAAuC,OAAO,GAAG,CAAC;QAC3D,CAAC;QAED,MAAM,KAAK,GAAG,KAAK,CAAC,WAAW,CAAC,WAAW,CAAC,CAAC;QAC7C,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,SAAS,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,aAAa,GAAG,KAAK,CAAC,iBAAiB,CAAC,CAAC;QACrH,MAAM,IAAI,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;QAE5B,MAAM,KAAK,GAAG,CAAC,YAAY,MAAM,CAAC,IAAI,yBAAyB,UAAU,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QACnF,IAAI,IAAI,CAAC,IAAI,KAAK,CAAC,EAAE,CAAC;YACpB,KAAK,CAAC,IAAI,CAAC,wEAAwE,CAAC,CAAC;YACrF,OAAO,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC1B,CAAC;QAED,gDAAgD;QAChD,MAAM,QAAQ,GAAG,MAAM,CAAC,WAAW,GAAG,CAAC,CAAC;QACxC,MAAM,QAAQ,GAAG,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC;QACtC,MAAM,MAAM,GAAG,CAAC,QAAQ,IAAI,CAAC,QAAQ;YACnC,CAAC,CAAC,kBAAkB;YACpB,CAAC,CAAC,SAAS,QAAQ,CAAC,CAAC,CAAC,wBAAwB,MAAM,CAAC,WAAW,IAAI,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC,6BAA6B,MAAM,CAAC,SAAS,IAAI,MAAM,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC;QACnM,KAAK,CAAC,IAAI,CAAC,eAAe,MAAM,GAAG,CAAC,CAAC;QACrC,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,EAAE;YAC5B,CAAC,CAAC,oCAAoC,MAAM,CAAC,KAAK,sBAAsB;YACxE,CAAC,CAAC,kCAAkC,CAAC,CAAC;QAExC,qEAAqE;QACrE,IAAI,IAAI,CAAC,IAAI,IAAI,CAAC,EAAE,CAAC;YACnB,IAAI,MAAM,CAAC,WAAW,EAAE,CAAC;gBACvB,KAAK,CAAC,IAAI,CAAC,0EAA0E,CAAC,CAAC;YACzF,CAAC;iBAAM,IAAI,MAAM,CAAC,cAAc,EAAE,CAAC;gBACjC,KAAK,CAAC,IAAI,CAAC,uFAAuF,CAAC,CAAC;YACtG,CAAC;YACD,MAAM,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE;gBAC1D,MAAM,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,WAAW,EAAE,CAAC;gBAC3C,OAAO,CAAC,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC,QAAQ,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAC;YACpH,CAAC,CAAC,CAAC;YACH,IAAI,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBACzB,KAAK,CAAC,IAAI,CAAC,yCAAyC,SAAS,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;YAChG,CAAC;YACD,IAAI,MAAM,CAAC,KAAK,KAAK,MAAM,IAAI,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;gBACxD,KAAK,CAAC,IAAI,CAAC,kCAAkC,CAAC,CAAC;YACjD,CAAC;QACH,CAAC;aAAM,CAAC;YACN,KAAK,CAAC,IAAI,CAAC,kFAAkF,CAAC,CAAC;QACjG,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,IAAI,aAAa,MAAM,CAAC,IAAI,KAAK,IAAI,CAAC,IAAI,SAAS,CAAC,CAAC;QAChF,OAAO,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAC1B,CAAC;IAED,iFAAiF;IACzE,QAAQ,CAAC,MAAc;QAC7B,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACzB,MAAM,IAAI,GAAG,KAAK,CAAC,eAAe,CAAC;QACnC,MAAM,KAAK,GAAG,CAAC,MAAM,CAAC,CAAC;QACvB,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM;YACpB,CAAC,CAAC,4EAA4E;YAC9E,CAAC,CAAC,iDAAiD,CAAC,CAAC;QACvD,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACjB,KAAK,CAAC,IAAI,CAAC,yGAAyG,CAAC,CAAC;QACxH,CAAC;QACD,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,KAAK,IAAI,KAAK,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QACjG,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACxB,KAAK,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAC5C,CAAC;aAAM,CAAC;YACN,KAAK,CAAC,IAAI,CAAC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@@ -2,7 +2,7 @@ import { Command } from './command.js';
2
2
  import { CombatExchange } from '../utilities/combat-exchange.js';
3
3
  import { fuzzyPickName } from '../utilities/fuzzy-match.js';
4
4
  import { describeFledTarget } from '../utilities/pursuit.js';
5
- import { shellsInRoom, resolveBodyAttack } from '../utilities/planes.js';
5
+ import { shellsInRoom, resolveBodyAttack, crossPlaneRefusal } from '../utilities/planes.js';
6
6
  /**
7
7
  * Shadowrun-style dice-pool combat, one full exchange per command:
8
8
  *
@@ -36,6 +36,8 @@ export class AttackCommand extends Command {
36
36
  if (this.actor.isIncapacitated()) {
37
37
  return `You're down. The fight is over.`;
38
38
  }
39
+ // Violence is loud -- sneak mode ends the moment you swing.
40
+ this.actor.sneaking = false;
39
41
  const room = this.actor.currentLocation;
40
42
  if (!room) {
41
43
  return 'You are not in a valid location to fight anyone.';
@@ -57,7 +59,11 @@ export class AttackCommand extends Command {
57
59
  const shellPick = fuzzyPickName(targetName, shells.map(s => s.name));
58
60
  const shell = shellPick ? shells.find(s => s.name === shellPick) : undefined;
59
61
  if (shell) {
62
+ // Even a defenseless body gets shot, not slapped -- draw first.
63
+ const drawn = this.actor.drawWeapon();
60
64
  const lines = resolveBodyAttack(this.scene, this.actor, shell);
65
+ if (drawn)
66
+ lines.unshift(`${this.actor.name} draws ${drawn.name}.`);
61
67
  const exchange = new CombatExchange(this.scene, this.logger, this.actor);
62
68
  await exchange.announce(lines);
63
69
  if (shell.isDown()) {
@@ -69,6 +75,12 @@ export class AttackCommand extends Command {
69
75
  return this.actor === this.scene.getPlayer() ? '' : lines.join('\n');
70
76
  }
71
77
  }
78
+ // Visible on another plane beats "no one": a projecting mage's look
79
+ // lists the meat world's auras, so a miss here must name the actual
80
+ // rule, not deny the person exists (see planes.crossPlaneRefusal).
81
+ const cross = crossPlaneRefusal(this.scene, this.actor, room, targetName, 'strike');
82
+ if (cross)
83
+ return cross;
72
84
  // If they exist but fled the room, say WHERE and how to chase --
73
85
  // this result is what lands in a pursuing NPC's AI history, and
74
86
  // without the explicit direction a hostile NPC just spams failed
@@ -134,10 +146,17 @@ export class AttackCommand extends Command {
134
146
  // Movement locks for the duration of the exchange when the player is a
135
147
  // combatant (see go.ts) -- the try/finally is exception safety so a
136
148
  // crash mid-exchange can never leave the player permanently rooted.
137
- exchange.beginExchange(target);
149
+ // beginExchange auto-draws holstered weapons for whoever's weapon is
150
+ // about to speak -- the aggressor only when this attack actually uses
151
+ // it (subdue's hold doesn't; the defender's counter always does).
152
+ const drawLines = exchange.beginExchange(target, { aggressorDraws: this.usesEquippedWeapon() });
138
153
  try {
139
154
  this.actor.performAction(this.actionVerb(), target.name);
140
155
  this.scene.addWorldEvent(`${this.actor.name} ${this.actionVerb()} ${target.name} in ${room.name}.`);
156
+ if (drawLines.length > 0) {
157
+ report.push(...drawLines);
158
+ await exchange.announce(drawLines);
159
+ }
141
160
  // ---- Initiative decides who acts first (see rollInitiative) ----
142
161
  const init = exchange.rollInitiative(this.actor, target);
143
162
  report.push(...init.lines);
@@ -1 +1 @@
1
- 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