@maka/maka-cli 5.49.0 → 5.51.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (100) hide show
  1. package/bundle/typescript/package.json +1 -1
  2. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js +20 -1
  3. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js.map +1 -1
  4. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js +9 -0
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +1 -1
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js +9 -8
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +1 -1
  8. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.d.ts +5 -0
  9. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.js +27 -6
  10. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.js.map +1 -1
  11. package/bundle/typescript/src/commands/game/sideQuest/commands/give.js +2 -2
  12. package/bundle/typescript/src/commands/game/sideQuest/commands/give.js.map +1 -1
  13. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js +43 -3
  14. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +1 -1
  15. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +6 -24
  16. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +1 -1
  17. package/bundle/typescript/src/commands/game/sideQuest/commands/loot.d.ts +21 -0
  18. package/bundle/typescript/src/commands/game/sideQuest/commands/loot.js +93 -0
  19. package/bundle/typescript/src/commands/game/sideQuest/commands/loot.js.map +1 -0
  20. package/bundle/typescript/src/commands/game/sideQuest/commands/map.d.ts +4 -4
  21. package/bundle/typescript/src/commands/game/sideQuest/commands/map.js +23 -31
  22. package/bundle/typescript/src/commands/game/sideQuest/commands/map.js.map +1 -1
  23. package/bundle/typescript/src/commands/game/sideQuest/commands/move.d.ts +32 -3
  24. package/bundle/typescript/src/commands/game/sideQuest/commands/move.js +313 -17
  25. package/bundle/typescript/src/commands/game/sideQuest/commands/move.js.map +1 -1
  26. package/bundle/typescript/src/commands/game/sideQuest/commands/note.d.ts +25 -0
  27. package/bundle/typescript/src/commands/game/sideQuest/commands/note.js +57 -0
  28. package/bundle/typescript/src/commands/game/sideQuest/commands/note.js.map +1 -0
  29. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +20 -3
  30. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +1 -1
  31. package/bundle/typescript/src/commands/game/sideQuest/commands/solve.js +9 -1
  32. package/bundle/typescript/src/commands/game/sideQuest/commands/solve.js.map +1 -1
  33. package/bundle/typescript/src/commands/game/sideQuest/commands/take.js +1 -1
  34. package/bundle/typescript/src/commands/game/sideQuest/commands/take.js.map +1 -1
  35. package/bundle/typescript/src/commands/game/sideQuest/commands/talk.js +1 -1
  36. package/bundle/typescript/src/commands/game/sideQuest/commands/talk.js.map +1 -1
  37. package/bundle/typescript/src/commands/game/sideQuest/factories/room-factory.js +1 -0
  38. package/bundle/typescript/src/commands/game/sideQuest/factories/room-factory.js.map +1 -1
  39. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.d.ts +13 -1
  40. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js +66 -9
  41. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js.map +1 -1
  42. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js +37 -1
  43. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js.map +1 -1
  44. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.d.ts +2 -2
  45. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js +2 -2
  46. package/bundle/typescript/src/commands/game/sideQuest/game.d.ts +66 -19
  47. package/bundle/typescript/src/commands/game/sideQuest/game.js +264 -91
  48. package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
  49. package/bundle/typescript/src/commands/game/sideQuest/headless.js +17 -2
  50. package/bundle/typescript/src/commands/game/sideQuest/headless.js.map +1 -1
  51. package/bundle/typescript/src/commands/game/sideQuest/models/npc.d.ts +9 -0
  52. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +84 -3
  53. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js.map +1 -1
  54. package/bundle/typescript/src/commands/game/sideQuest/models/player.d.ts +31 -0
  55. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +28 -0
  56. package/bundle/typescript/src/commands/game/sideQuest/models/player.js.map +1 -1
  57. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.d.ts +5 -1
  58. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js +24 -6
  59. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js.map +1 -1
  60. package/bundle/typescript/src/commands/game/sideQuest/models/room.d.ts +85 -2
  61. package/bundle/typescript/src/commands/game/sideQuest/models/room.js +182 -2
  62. package/bundle/typescript/src/commands/game/sideQuest/models/room.js.map +1 -1
  63. package/bundle/typescript/src/commands/game/sideQuest/models/scene.d.ts +4 -4
  64. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js +17 -7
  65. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js.map +1 -1
  66. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene2.json +17 -13
  67. package/bundle/typescript/src/commands/game/sideQuest/types/save-file.d.ts +29 -0
  68. package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.d.ts +2 -0
  69. package/bundle/typescript/src/commands/game/sideQuest/types/seed/room-seed.d.ts +5 -1
  70. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.d.ts +9 -0
  71. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js +87 -8
  72. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js.map +1 -1
  73. package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js +28 -0
  74. package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js.map +1 -1
  75. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.d.ts +7 -0
  76. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +9 -0
  77. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js.map +1 -1
  78. package/bundle/typescript/src/commands/game/sideQuest/utilities/range.d.ts +22 -0
  79. package/bundle/typescript/src/commands/game/sideQuest/utilities/range.js +69 -0
  80. package/bundle/typescript/src/commands/game/sideQuest/utilities/range.js.map +1 -0
  81. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.d.ts +186 -0
  82. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js +742 -0
  83. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js.map +1 -0
  84. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-view.d.ts +34 -0
  85. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-view.js +536 -0
  86. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-view.js.map +1 -0
  87. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.d.ts +273 -3
  88. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js +890 -24
  89. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js.map +1 -1
  90. package/bundle/typescript/src/commands/set/global.sub.cmd.js +18 -1
  91. package/bundle/typescript/src/commands/set/global.sub.cmd.js.map +1 -1
  92. package/bundle/typescript/src/tools/ai/ai.class.d.ts +1 -1
  93. package/bundle/typescript/src/tools/ai/ai.class.js +39 -7
  94. package/bundle/typescript/src/tools/ai/ai.class.js.map +1 -1
  95. package/bundle/typescript/src/tools/fsi/fsi.interfaces.d.ts +1 -0
  96. package/bundle/typescript/src/tools/fsi/fsi.interfaces.js.map +1 -1
  97. package/bundle/typescript/src/tools/https/https.class.d.ts +19 -0
  98. package/bundle/typescript/src/tools/https/https.class.js +36 -0
  99. package/bundle/typescript/src/tools/https/https.class.js.map +1 -1
  100. package/package.json +1 -1
@@ -0,0 +1 @@
1
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@@ -0,0 +1,34 @@
1
+ import type { Room } from '../models/room.js';
2
+ import type { Player } from '../models/player.js';
3
+ /**
4
+ * The room's grid as ASCII: one block per z-level (ground always, plus
5
+ * any declared catwalk/balcony/mezzanine), viewer's position inverse-lit
6
+ * (blank when circulating -- no fixed cell to mark, per THE COMPAT
7
+ * RULE), other visible actors as person icons colored by allegiance
8
+ * (see actorGlyph), uncleared terrain as ▓ (blocking) / ▒ (cover-only,
9
+ * degraded), named places as ◆, vertical links as S/L/C, exits as
10
+ * directional arrows (U/D for up/down). A legend follows naming every
11
+ * glyph used. Returns [] for a spotless room (no grid ever synthesizes
12
+ * -- see Room.ensureGrid).
13
+ */
14
+ export declare function renderRoomLayout(room: Room, viewer: Player, isOtherPlayer?: (p: Player) => boolean): string[];
15
+ /**
16
+ * The compact, icon-only twin for the docked ROOM box (game.ts
17
+ * updateExits). Three cases, all of which draw SOMETHING as long as the
18
+ * player is somewhere physical:
19
+ * - spotted room, player positioned: the synthesized grid with their
20
+ * cell marked
21
+ * - spotted room, player circulating: the same grid with NO marker --
22
+ * "everywhere in the room" has no cell to claim, and inventing one
23
+ * would contradict the HUD
24
+ * - spotless room: the size-class shell (renderShellCompact)
25
+ * The whole room is always drawn (see frameCells) so the walls stay put
26
+ * as you cross it. Only the viewer's CURRENT z-level renders (a
27
+ * multi-level stack wouldn't fit the dock) -- the elevation bar down
28
+ * the right side carries the rest, and "map" draws every level in full.
29
+ */
30
+ export declare function renderRoomLayoutCompact(room: Room, viewer: Player, opts?: {
31
+ viewH?: number;
32
+ boxWidth?: number;
33
+ isOtherPlayer?: (p: Player) => boolean;
34
+ }): string[];
@@ -0,0 +1,536 @@
1
+ import { capitalCase } from 'change-case';
2
+ import { Direction } from '../types/shared/direction-enum.js';
3
+ import { OPEN_FLOOR, spotOf, visibleActorsIn, exitSpot, seatingIn } from './spots.js';
4
+ import { key, levelFootprint, dimsForSize, METERS_PER_LEVEL, } from './room-grid.js';
5
+ /**
6
+ * THE ROOM LAYOUT (spatial-viz follow-up, 2026-08-25): an ASCII top-down
7
+ * render of a spotted room's synthesized grid (room-grid.ts) -- the
8
+ * internal-layout counterpart to map-view.ts's district view. Two
9
+ * consumers, same split as map-view.ts:
10
+ * - commands/map.ts: the detailed layout plus its glyph legend
11
+ * - the docked ROOM box (game.ts updateExits) -- icons only, windowed
12
+ * and centered on the player, twin to the district box beside it
13
+ * A spotless room draws a plain size-class shell instead (the grid is
14
+ * never synthesized for one -- THE COMPAT RULE, spots.ts:14-17).
15
+ *
16
+ * Rendering runs in CELL space, not character space: every cell is an
17
+ * IGlyph (char + optional color) and blessed tags are applied only
18
+ * after windowing. The compact box slices its viewport out of the room,
19
+ * and slicing tagged strings mid-tag would shred them -- so colors and
20
+ * the camera cannot both work unless the camera moves cells, not chars.
21
+ */
22
+ /**
23
+ * Actor icons (player ruling 2026-08-25): SHAPE carries who someone is,
24
+ * not colour -- 👤 a runner (the same PLAYER_ICON commands/crew.ts uses
25
+ * to mark real players), ☺ a neutral NPC, ⚔ one who's fighting, 💀 one
26
+ * who's down (the death icon the rest of the game already speaks).
27
+ *
28
+ * WIDTH IS PART OF THE GLYPH here. 👤/💀 are astral-plane pictographs
29
+ * that Windows Terminal draws TWO columns wide -- ui.ts patches blessed's
30
+ * charWidth so it agrees -- while ☺/⚔ are BMP dingbats the terminal
31
+ * really does draw narrow (ui.ts calls out ⚔ staying flush by name). A
32
+ * cell is always two columns: a narrow glyph pads with a space, a wide
33
+ * one fills the cell alone. Get that wrong and every row after the icon
34
+ * shears sideways.
35
+ */
36
+ const PLAYER_GLYPH = '👤';
37
+ const NEUTRAL_GLYPH = '☺';
38
+ const HOSTILE_GLYPH = '⚔';
39
+ /** YOUR CREW: hired runners, spirits, drones -- anyone riding your bond
40
+ * (Player.allyOf). Blue belongs to fellow PLAYERS, so crew take their
41
+ * own shape rather than a shade of someone else's (player ruling
42
+ * 2026-08-25: "if they can't be blue, their icon should be changed").
43
+ * A star reads as "yours" without pretending to be a person you can
44
+ * hand the controls to. */
45
+ const CREW_GLYPH = '★';
46
+ /** A CORPSE -- a body left where it fell, lootable (Room.bodies). */
47
+ const DEAD_GLYPH = '💀';
48
+ /**
49
+ * DOWN BUT BREATHING: knocked out, still an actor, still revivable.
50
+ *
51
+ * Was ☹, and that failed on contrast (player 2026-08-25): at one cell a
52
+ * frowning face and a smiling one differ by a couple of pixels of
53
+ * mouth, so the whole point -- upright or down? -- was unreadable. This
54
+ * mark contrasts by SHAPE instead. Block glyphs would have read better
55
+ * still, but ▓/▒ already mean terrain here, so a body cannot be one.
56
+ */
57
+ const DOWNED_GLYPH = '☓';
58
+ /** Single-width stand-ins for the two wide icons, used only when the
59
+ * docked box has to draw a big room at one column per cell (see
60
+ * frameCells). Same shapes-not-colour logic: a filled face is still a
61
+ * person, a dagger is still a body. */
62
+ const NARROW_SUBSTITUTE = {
63
+ [PLAYER_GLYPH]: '☻',
64
+ [DEAD_GLYPH]: '†',
65
+ };
66
+ /** Every "at" spot wears the SAME mark (player ruling 2026-08-25:
67
+ * "keep locations agnostic"). Per-spot letters were tried first and
68
+ * scrapped -- with more spots than initials they stop matching their
69
+ * own names, and a B that means "booths" because "bar" took it is
70
+ * worse than no letter at all. The map says "there are places here";
71
+ * `move` and `look` are where they get named. */
72
+ const SPOT_GLYPH = '◆';
73
+ const DIR_GLYPH = {
74
+ [Direction.NORTH]: '▲', [Direction.SOUTH]: '▼', [Direction.EAST]: '▶', [Direction.WEST]: '◀',
75
+ };
76
+ function exitGlyph(dir) {
77
+ return DIR_GLYPH[dir] ?? (dir === Direction.UP ? 'U' : dir === Direction.DOWN ? 'D' : '?');
78
+ }
79
+ function verticalGlyph(kind) {
80
+ return kind === 'stairs' ? 'S' : kind === 'ladder' ? 'L' : 'C';
81
+ }
82
+ function buildRenderMaps(grid, room, viewer) {
83
+ // The whole footprint, not just the anchor: a bar three cells long
84
+ // draws three diamonds (see room-grid.ts spotFootprints).
85
+ const cellToSpot = new Map();
86
+ for (const [name, cells] of grid.spotFootprints.entries()) {
87
+ for (const c of cells)
88
+ cellToSpot.set(key(c), name);
89
+ }
90
+ for (const [name, c] of grid.spotCells.entries()) {
91
+ if (!cellToSpot.has(key(c)))
92
+ cellToSpot.set(key(c), name);
93
+ }
94
+ const cellToExit = new Map();
95
+ for (const [dir, c] of grid.exitCells.entries())
96
+ cellToExit.set(key(c), dir);
97
+ const verticalAt = new Map();
98
+ for (const [fromKey, link] of grid.vertical.entries()) {
99
+ verticalAt.set(fromKey, link.kind);
100
+ const [fx, fy] = fromKey.split(',').map(Number);
101
+ verticalAt.set(`${fx},${fy},${link.toZ}`, link.kind);
102
+ }
103
+ const cellTerrain = new Map();
104
+ for (const region of grid.terrain.values()) {
105
+ if (region.cleared)
106
+ continue;
107
+ for (const c of region.cells)
108
+ cellTerrain.set(key(c), region);
109
+ }
110
+ // Bodies sit in their own cells AROUND the furniture (spots.ts
111
+ // seatingIn) -- never inside it, and never two to a cell.
112
+ const seats = seatingIn(room);
113
+ const occupants = new Map();
114
+ for (const a of visibleActorsIn(room, viewer)) {
115
+ const c = seats.get(a.name);
116
+ if (!c)
117
+ continue;
118
+ const list = occupants.get(key(c)) ?? [];
119
+ list.push(a);
120
+ occupants.set(key(c), list);
121
+ }
122
+ const corpses = new Map();
123
+ for (const b of room.bodies)
124
+ corpses.set(key(b.cell), b.name);
125
+ return { cellToSpot, cellToExit, verticalAt, cellTerrain, occupants, corpses };
126
+ }
127
+ function paint(g) {
128
+ const body = g.inverse ? `{inverse}${g.ch}{/inverse}` : g.ch;
129
+ return g.color ? `{${g.color}-fg}${body}{/${g.color}-fg}` : body;
130
+ }
131
+ /** Renders one cell at a given column width. At TWO columns (the
132
+ * normal case) a wide pictograph fills the cell alone and a narrow
133
+ * glyph pads with a space. At ONE column -- the squeeze a big room
134
+ * needs to stay whole in the docked box -- wide icons fall back to
135
+ * their single-width stand-ins. See the icon block above. */
136
+ function cell(g, stride = 2) {
137
+ if (!g)
138
+ return stride === 2 ? ' ' : ' ';
139
+ if (stride === 1) {
140
+ return paint(g.wide ? { ...g, ch: NARROW_SUBSTITUTE[g.ch] ?? '*', wide: false } : g);
141
+ }
142
+ return paint(g) + (g.wide ? '' : ' ');
143
+ }
144
+ /**
145
+ * How a person reads on the map (player ruling 2026-08-25): one person
146
+ * icon for everybody, colored by what they are to you -- blue a fellow
147
+ * runner, red someone currently in a fight, white everyone else, and a
148
+ * skull once they're down. Hostility has no first-class flag in the
149
+ * model, so it's read off live combat state (`inExchange`, minus anyone
150
+ * who has surrendered): red means "swinging right now", which is
151
+ * exactly when this map is worth looking at.
152
+ *
153
+ * The VIEWER wears the runner icon like any other player, plainly --
154
+ * an inverse block was tried and scrapped (playtest 2026-08-25: it
155
+ * read as black-on-white and fought the rest of the panel).
156
+ */
157
+ function actorGlyph(a, viewer, isOtherPlayer) {
158
+ // Still an actor, so still alive -- the dead are Room.bodies, drawn
159
+ // separately as skulls. This is someone face-down and revivable.
160
+ if (a.isIncapacitated())
161
+ return { ch: DOWNED_GLYPH, color: 'yellow' };
162
+ if (a === viewer)
163
+ return { ch: PLAYER_GLYPH, wide: true };
164
+ if (isOtherPlayer?.(a))
165
+ return { ch: PLAYER_GLYPH, wide: true };
166
+ // Your own people read as yours even mid-fight -- knowing which of
167
+ // the two figures trading shots is your rigger is the whole point.
168
+ if (a.allyOf === viewer.name)
169
+ return { ch: CREW_GLYPH, color: 'green' };
170
+ if (a.inExchange && !a.surrendered)
171
+ return { ch: HOSTILE_GLYPH, color: 'red' };
172
+ return { ch: NEUTRAL_GLYPH, color: 'white' };
173
+ }
174
+ /**
175
+ * The glyph for one cell, in priority order: people, then terrain, then
176
+ * vertical links, then exits, then the spot itself.
177
+ */
178
+ function glyphAt(c, maps, viewer, isOtherPlayer) {
179
+ const k = key(c);
180
+ const occ = maps.occupants.get(k);
181
+ if (occ && occ.length > 0) {
182
+ if (occ.includes(viewer))
183
+ return actorGlyph(viewer, viewer, isOtherPlayer);
184
+ if (occ.length === 1)
185
+ return actorGlyph(occ[0], viewer, isOtherPlayer);
186
+ // A crowded cell shows the most urgent icon standing in it: a fight
187
+ // outranks a runner outranks a bystander, and a body never hides
188
+ // someone still upright.
189
+ const glyphs = occ.map(a => actorGlyph(a, viewer, isOtherPlayer));
190
+ return glyphs.find(g => g.ch === HOSTILE_GLYPH)
191
+ ?? glyphs.find(g => g.ch === PLAYER_GLYPH)
192
+ ?? glyphs.find(g => g.ch === NEUTRAL_GLYPH)
193
+ ?? glyphs[0];
194
+ }
195
+ // Nobody standing here -- but something may be lying here.
196
+ if (maps.corpses.has(k))
197
+ return { ch: DEAD_GLYPH, wide: true };
198
+ const terrain = maps.cellTerrain.get(k);
199
+ if (terrain)
200
+ return terrain.blocking ? { ch: '▓', color: 'red' } : { ch: '▒', color: 'yellow' };
201
+ const vert = maps.verticalAt.get(k);
202
+ if (vert)
203
+ return { ch: verticalGlyph(vert), color: 'magenta' };
204
+ const dir = maps.cellToExit.get(k);
205
+ if (dir !== undefined)
206
+ return { ch: exitGlyph(dir), color: 'cyan' };
207
+ const spotName = maps.cellToSpot.get(k);
208
+ // The OPEN FLOOR draws nothing of its own -- it is plain floor, and
209
+ // since reseatOpenFloor moves it to wherever the room is emptiest,
210
+ // a marker for it was just a dot wandering the room (playtest
211
+ // 2026-08-25: "I still see the marker for the 'away' point").
212
+ if (spotName !== undefined && spotName !== OPEN_FLOOR) {
213
+ return { ch: SPOT_GLYPH, color: 'yellow' };
214
+ }
215
+ return { ch: '.' };
216
+ }
217
+ /** The spots that draw as their own diamond, in seed order -- i.e.
218
+ * everything except a spot sitting ON an exit cell, where both
219
+ * renderers draw the exit arrow instead (the more actionable glyph)
220
+ * and the exit's own legend row names the spot. */
221
+ function diamondSpots(room, grid) {
222
+ const onExit = new Set([...grid.exitCells.values()].map(key));
223
+ return (room.spots ?? [])
224
+ .filter(s => {
225
+ const cell = grid.spotCells.get(s.name);
226
+ return cell !== undefined && !onExit.has(key(cell));
227
+ })
228
+ .map(s => {
229
+ const tags = [...new Set((s.tags ?? []).map(t => t.startsWith('cover') ? 'cover' : t))];
230
+ return `${s.name}${tags.length > 0 ? ` (${tags.join(', ')})` : ''}`;
231
+ });
232
+ }
233
+ function levelPlansFor(room) {
234
+ const plans = [{ z: 0, label: 'Ground' }];
235
+ (room.levels ?? []).forEach((lvl, i) => plans.push({ z: i + 1, label: capitalCase(lvl.name) }));
236
+ return plans;
237
+ }
238
+ /**
239
+ * The room's grid as ASCII: one block per z-level (ground always, plus
240
+ * any declared catwalk/balcony/mezzanine), viewer's position inverse-lit
241
+ * (blank when circulating -- no fixed cell to mark, per THE COMPAT
242
+ * RULE), other visible actors as person icons colored by allegiance
243
+ * (see actorGlyph), uncleared terrain as ▓ (blocking) / ▒ (cover-only,
244
+ * degraded), named places as ◆, vertical links as S/L/C, exits as
245
+ * directional arrows (U/D for up/down). A legend follows naming every
246
+ * glyph used. Returns [] for a spotless room (no grid ever synthesizes
247
+ * -- see Room.ensureGrid).
248
+ */
249
+ export function renderRoomLayout(room, viewer, isOtherPlayer) {
250
+ const grid = room.ensureGrid();
251
+ if (!grid)
252
+ return [];
253
+ const levelPlans = levelPlansFor(room);
254
+ const maps = buildRenderMaps(grid, room, viewer);
255
+ const rows = [];
256
+ for (const lvl of levelPlans) {
257
+ const footprint = levelFootprint(grid, lvl.z);
258
+ if (footprint.length === 0)
259
+ continue;
260
+ const xs = footprint.map(c => c.x), ys = footprint.map(c => c.y);
261
+ const x0 = Math.min(...xs), x1 = Math.max(...xs);
262
+ const y0 = Math.min(...ys), y1 = Math.max(...ys);
263
+ const exists = new Set(footprint.map(key));
264
+ if (levelPlans.length > 1)
265
+ rows.push(`{bold}${lvl.label}{/bold}`);
266
+ for (let y = y0; y <= y1; y++) {
267
+ let row = '';
268
+ for (let x = x0; x <= x1; x++) {
269
+ const c = { x, y, z: lvl.z };
270
+ row += exists.has(key(c)) ? cell(glyphAt(c, maps, viewer, isOtherPlayer)) : ' ';
271
+ }
272
+ rows.push(row.trimEnd());
273
+ }
274
+ }
275
+ if (rows.length === 0)
276
+ return [];
277
+ const legend = [];
278
+ // One row for every diamond alike -- which diamond is which is what
279
+ // "move" and "look" are for (the agnostic-places ruling).
280
+ const places = diamondSpots(room, grid);
281
+ if (places.length > 0) {
282
+ legend.push(`{yellow-fg}${SPOT_GLYPH}{/yellow-fg} places: ${places.join(', ')}`);
283
+ }
284
+ for (const dir of grid.exitCells.keys()) {
285
+ // Name the spot you actually stand in to leave this way -- read
286
+ // from the same resolver movement uses, not from cell coincidence:
287
+ // a spot serving SEVERAL exits (Night Market's stalls) is seated
288
+ // between them rather than on any one, so it shares a cell with
289
+ // none of them and would otherwise go unnamed here.
290
+ const via = exitSpot(room, dir);
291
+ legend.push(`{cyan-fg}${exitGlyph(dir)}{/cyan-fg} ${capitalCase(dir)} exit${via ? ` -- the ${via}` : ''}`);
292
+ }
293
+ const seenVert = new Set();
294
+ for (const [fromKey, link] of grid.vertical.entries()) {
295
+ if (seenVert.has(fromKey))
296
+ continue;
297
+ seenVert.add(fromKey);
298
+ const label = link.kind === 'climb' ? 'risky climb (Athletics, or a fall)' : link.kind;
299
+ const toLabel = levelPlans.find(l => l.z === link.toZ)?.label ?? `level ${link.toZ}`;
300
+ legend.push(`{magenta-fg}${verticalGlyph(link.kind)}{/magenta-fg} ${label} to the ${toLabel}`);
301
+ }
302
+ const seenTerrain = new Set();
303
+ for (const region of maps.cellTerrain.values()) {
304
+ if (seenTerrain.has(region.id))
305
+ continue;
306
+ seenTerrain.add(region.id);
307
+ const color = region.blocking ? 'red' : 'yellow';
308
+ legend.push(`{${color}-fg}${region.blocking ? '▓' : '▒'}{/${color}-fg} ${region.label}${region.blocking ? '' : ' -- cover only, not blocking'}`);
309
+ }
310
+ // People, once, only for the icons actually standing in the room --
311
+ // a key to four kinds of person in an empty bar is just noise.
312
+ const present = new Set(visibleActorsIn(room, viewer).map(a => actorGlyph(a, viewer, isOtherPlayer).ch));
313
+ const who = [
314
+ present.has(PLAYER_GLYPH) ? `${PLAYER_GLYPH} runner` : '',
315
+ present.has(CREW_GLYPH) ? `{green-fg}${CREW_GLYPH}{/green-fg} yours` : '',
316
+ present.has(NEUTRAL_GLYPH) ? `{white-fg}${NEUTRAL_GLYPH}{/white-fg} local` : '',
317
+ present.has(HOSTILE_GLYPH) ? `{red-fg}${HOSTILE_GLYPH}{/red-fg} fighting` : '',
318
+ // The knocked-out mark was missing from this key entirely -- the one
319
+ // glyph on the map a player is most likely to need explained.
320
+ present.has(DOWNED_GLYPH) ? `{yellow-fg}${DOWNED_GLYPH}{/yellow-fg} out cold` : '',
321
+ // Corpses are Room.bodies, not actors, so they never appear in
322
+ // `present` -- key them off the room itself.
323
+ room.bodies.length > 0 ? `${DEAD_GLYPH} dead` : '',
324
+ ].filter(Boolean);
325
+ if (who.length > 0)
326
+ legend.push(who.join(' '));
327
+ const out = [...rows];
328
+ if (legend.length > 0)
329
+ out.push('', ...legend);
330
+ if (!spotOf(viewer))
331
+ out.push(`{gray-fg}(you're circulating -- no fixed spot to mark on the layout){/gray-fg}`);
332
+ return out;
333
+ }
334
+ /**
335
+ * Draws the WHOLE room as a stable frame -- no scrolling camera
336
+ * (playtest 2026-08-25: "moving around disjoints the map... it gets
337
+ * resized between the door and the bar"). A district needs a camera
338
+ * because it is unbounded; a ROOM is a handful of cells, so panning it
339
+ * only made the walls slide around under the player for no gain. Here
340
+ * the walls hold still and the marker moves inside them, which is what
341
+ * a room minimap is for.
342
+ *
343
+ * Cells are two columns while that fits, and fall back to ONE column
344
+ * (wide icons swapped for their narrow stand-ins) rather than start
345
+ * panning -- after the 2026-08-25 room resize a `large` bar is 12 cells
346
+ * across, and squeezing the whole room is far better than sliding a
347
+ * window over it. Only a room too wide even for that is clipped, from
348
+ * the right, anchored at the left wall; "map" always draws it whole.
349
+ * The block is centred inside a fixed `viewH` rows so the box height
350
+ * never jumps between rooms either.
351
+ */
352
+ function frameCells(cells, availW, viewH) {
353
+ const width = Math.max(...cells.map(r => r.length), 0);
354
+ // Squeeze before you clip, and clip before you pan.
355
+ const stride = width * 2 <= availW ? 2 : 1;
356
+ const cols = Math.min(width, Math.floor(availW / stride));
357
+ const body = cells.map(row => {
358
+ let line = '';
359
+ for (let x = 0; x < cols; x++)
360
+ line += cell(row[x], stride);
361
+ return line.trimEnd();
362
+ });
363
+ // Vertically centre into a fixed height: a short room shouldn't sit
364
+ // jammed against the top while a tall one fills the box.
365
+ const pad = Math.max(0, viewH - body.length);
366
+ const top = Math.floor(pad / 2);
367
+ return [
368
+ ...new Array(top).fill(''),
369
+ ...body.slice(0, viewH),
370
+ ...new Array(Math.max(0, pad - top)).fill(''),
371
+ ];
372
+ }
373
+ /** Visible COLUMN width of a painted line -- needed to right-justify
374
+ * against it, since blessed tags occupy string length but no screen
375
+ * columns. UTF-16 length is the right measure for the rest: the wide
376
+ * pictographs are surrogate pairs (2 units) and draw 2 columns, the
377
+ * narrow glyphs are 1 unit and draw 1. */
378
+ function visibleWidth(s) {
379
+ return s.replace(/\{[^}]*\}/g, '').length;
380
+ }
381
+ /** Safest-first, so the elevation bar advertises the route pathing
382
+ * actually prefers (findPath's two-pass rule: a climb is only ever
383
+ * taken when nothing safer reaches). */
384
+ const VERTICAL_SAFETY = ['stairs', 'ladder', 'climb'];
385
+ /** Widest an elevation rung gets ("▶── 12m"); reserved out of the box
386
+ * so the grid never grows into the bar's column. */
387
+ const ELEVATION_WIDTH = 7;
388
+ /**
389
+ * THE ELEVATION BAR (player request 2026-08-25, "another elevation bar
390
+ * off to the right"): the room's z-stack as a side column, ground at
391
+ * the BOTTOM (it's an elevation, so it reads like one). Every level is
392
+ * a TICK; the level you're standing on gets the ▶ and the bar's ONE
393
+ * height counter, which climbs with you (0m -> 3m) as the arrow steps
394
+ * up a tick -- per the 2026-08-25 ruling, a label on every rung was
395
+ * repeating a fixed 3m scale the ticks already show. The connecting
396
+ * stairs/ladder/climb glyph sits between ticks, so the bar also says
397
+ * HOW you get up. This is the companion the compact grid needs: that
398
+ * grid deliberately draws only the viewer's CURRENT level, so without
399
+ * it nothing would say a level above even existed.
400
+ *
401
+ * Returns exactly `viewH` cells (blank where no tick falls), so callers
402
+ * can zip it onto the framed grid row-for-row. A flat room still
403
+ * renders its single ground tick -- "one floor, you're on it" is real
404
+ * information, and a bar that vanishes on most rooms is the same trap
405
+ * the spotless-room shell just fixed.
406
+ */
407
+ function elevationColumn(grid, viewerZ, viewH) {
408
+ const cells = new Array(viewH).fill('');
409
+ const levels = grid?.dims.z ?? 1;
410
+ // Which kinds connect z -> z+1 (synthesis keys every link at the
411
+ // GROUND cell with toZ = the level it serves; see synthesizeGrid).
412
+ const linkKinds = new Map();
413
+ for (const link of grid?.vertical.values() ?? []) {
414
+ const set = linkKinds.get(link.toZ) ?? new Set();
415
+ set.add(link.kind);
416
+ linkKinds.set(link.toZ, set);
417
+ }
418
+ for (let z = 0; z < levels; z++) {
419
+ const rung = viewH - 1 - z * 2;
420
+ if (rung < 0)
421
+ break; // taller stack than the dock can show
422
+ // The one counter rides the arrow; every other level is a bare tick.
423
+ cells[rung] = z === viewerZ ? `▶── ${z * METERS_PER_LEVEL}m` : ' ──';
424
+ const kinds = linkKinds.get(z + 1);
425
+ if (kinds && rung - 1 >= 0) {
426
+ const kind = VERTICAL_SAFETY.find(k => kinds.has(k)) ?? 'climb';
427
+ cells[rung - 1] = ` ${verticalGlyph(kind)}`;
428
+ }
429
+ }
430
+ return cells;
431
+ }
432
+ /** Zips the elevation column onto the windowed grid, FLUSH RIGHT
433
+ * against `boxWidth` (player request 2026-08-25: "completely right
434
+ * justify the elevation bar"). Padding is computed on VISIBLE width,
435
+ * never string length -- painted cells carry blessed tags that cost
436
+ * string characters but no screen columns, so `.length` would shove
437
+ * the bar off the edge. Falls back to a single-space gap when the box
438
+ * is too narrow to justify into. */
439
+ function withElevation(windowed, elevation, boxWidth) {
440
+ const barWidth = Math.max(0, ...elevation.map(e => e.length));
441
+ if (barWidth === 0)
442
+ return windowed;
443
+ return windowed.map((line, i) => {
444
+ const cell = (elevation[i] ?? '').padStart(barWidth);
445
+ const gap = boxWidth !== undefined
446
+ ? Math.max(1, boxWidth - visibleWidth(line) - barWidth)
447
+ : 1;
448
+ return `${line}${' '.repeat(gap)}${cell}`;
449
+ });
450
+ }
451
+ /**
452
+ * A SPOTLESS room's shell (THE COMPAT RULE: it never synthesizes a
453
+ * grid, and drawing it must not make it start) -- the room's size class
454
+ * as a plain footprint with its exits on the walls and the player in
455
+ * the middle. Most rooms in most seeds are spotless, so without this
456
+ * the docked Room box would sit empty nearly always and read as broken
457
+ * (playtest 2026-08-25: "it's still not showing" -- from Neon Strip,
458
+ * a spotless room, working exactly as designed and still wrong).
459
+ */
460
+ function renderShellCompact(room, viewer, availW, viewH, boxWidth) {
461
+ const dims = dimsForSize(room.size);
462
+ const cx = Math.floor((dims.x - 1) / 2);
463
+ const cy = Math.floor((dims.y - 1) / 2);
464
+ const glyphs = new Map();
465
+ const wallMid = {
466
+ [Direction.NORTH]: [cx, 0],
467
+ [Direction.SOUTH]: [cx, dims.y - 1],
468
+ [Direction.WEST]: [0, cy],
469
+ [Direction.EAST]: [dims.x - 1, cy],
470
+ };
471
+ for (const dir of room.exits.keys()) {
472
+ const at = wallMid[dir];
473
+ // up/down have no wall to sit on -- they ride the near corners.
474
+ const [gx, gy] = at ?? (dir === Direction.UP ? [0, 0] : [0, dims.y - 1]);
475
+ glyphs.set(`${gx},${gy}`, { ch: exitGlyph(dir), color: 'cyan' });
476
+ }
477
+ // A spotless room is one implicit whole-room spot: the player is
478
+ // simply "in it", so the middle is as true a position as any.
479
+ glyphs.set(`${cx},${cy}`, actorGlyph(viewer, viewer));
480
+ const cells = [];
481
+ for (let y = 0; y < dims.y; y++) {
482
+ const row = [];
483
+ for (let x = 0; x < dims.x; x++)
484
+ row.push(glyphs.get(`${x},${y}`) ?? { ch: '.' });
485
+ cells.push(row);
486
+ }
487
+ return withElevation(frameCells(cells, availW, viewH), elevationColumn(undefined, 0, viewH), boxWidth);
488
+ }
489
+ /**
490
+ * The compact, icon-only twin for the docked ROOM box (game.ts
491
+ * updateExits). Three cases, all of which draw SOMETHING as long as the
492
+ * player is somewhere physical:
493
+ * - spotted room, player positioned: the synthesized grid with their
494
+ * cell marked
495
+ * - spotted room, player circulating: the same grid with NO marker --
496
+ * "everywhere in the room" has no cell to claim, and inventing one
497
+ * would contradict the HUD
498
+ * - spotless room: the size-class shell (renderShellCompact)
499
+ * The whole room is always drawn (see frameCells) so the walls stay put
500
+ * as you cross it. Only the viewer's CURRENT z-level renders (a
501
+ * multi-level stack wouldn't fit the dock) -- the elevation bar down
502
+ * the right side carries the rest, and "map" draws every level in full.
503
+ */
504
+ export function renderRoomLayoutCompact(room, viewer, opts = {}) {
505
+ const { viewH = 9, boxWidth, isOtherPlayer } = opts;
506
+ // Width left for the grid once the right-justified elevation bar and
507
+ // its gap are reserved.
508
+ const availW = Math.max(6, (boxWidth ?? 27) - ELEVATION_WIDTH - 1);
509
+ const grid = room.ensureGrid();
510
+ if (!grid)
511
+ return renderShellCompact(room, viewer, availW, viewH, boxWidth);
512
+ const mySpot = spotOf(viewer);
513
+ const viewerCell = mySpot ? grid.spotCells.get(mySpot) : undefined;
514
+ const z = viewerCell?.z ?? 0;
515
+ const footprint = levelFootprint(grid, z);
516
+ if (footprint.length === 0)
517
+ return renderShellCompact(room, viewer, availW, viewH, boxWidth);
518
+ const exists = new Set(footprint.map(key));
519
+ const xs = footprint.map(c => c.x), ys = footprint.map(c => c.y);
520
+ const x0 = Math.min(...xs), x1 = Math.max(...xs);
521
+ const y0 = Math.min(...ys), y1 = Math.max(...ys);
522
+ const maps = buildRenderMaps(grid, room, viewer);
523
+ const cells = [];
524
+ for (let y = y0; y <= y1; y++) {
525
+ const row = [];
526
+ for (let x = x0; x <= x1; x++) {
527
+ const c = { x, y, z };
528
+ row.push(exists.has(key(c)) ? glyphAt(c, maps, viewer, isOtherPlayer) : undefined);
529
+ }
530
+ cells.push(row);
531
+ }
532
+ return withElevation(frameCells(cells, availW, viewH),
533
+ // Circulating has no level to claim, same as it has no cell.
534
+ elevationColumn(grid, viewerCell ? z : undefined, viewH), boxWidth);
535
+ }
536
+ //# sourceMappingURL=room-view.js.map