@maka/maka-cli 5.5.0 → 5.7.0

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Files changed (212) hide show
  1. package/bundle/typescript/package.json +2 -2
  2. package/bundle/typescript/src/commands/_index.d.ts +4 -0
  3. package/bundle/typescript/src/commands/_index.js +4 -0
  4. package/bundle/typescript/src/commands/_index.js.map +1 -1
  5. package/bundle/typescript/src/commands/debug.js +1 -7
  6. package/bundle/typescript/src/commands/debug.js.map +1 -1
  7. package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.js +17 -1
  8. package/bundle/typescript/src/commands/deploy/ubuntu.sub.cmd.js.map +1 -1
  9. package/bundle/typescript/src/commands/env/_index.d.ts +3 -0
  10. package/bundle/typescript/src/commands/env/_index.js +4 -0
  11. package/bundle/typescript/src/commands/env/_index.js.map +1 -0
  12. package/bundle/typescript/src/commands/env/env.command.d.ts +3 -0
  13. package/bundle/typescript/src/commands/env/env.command.js +22 -0
  14. package/bundle/typescript/src/commands/env/env.command.js.map +1 -0
  15. package/bundle/typescript/src/commands/env/get.sub.cmd.d.ts +1 -0
  16. package/bundle/typescript/src/commands/env/get.sub.cmd.js +46 -0
  17. package/bundle/typescript/src/commands/env/get.sub.cmd.js.map +1 -0
  18. package/bundle/typescript/src/commands/env/prompt-for-env.d.ts +10 -0
  19. package/bundle/typescript/src/commands/env/prompt-for-env.js +27 -0
  20. package/bundle/typescript/src/commands/env/prompt-for-env.js.map +1 -0
  21. package/bundle/typescript/src/commands/env/set.sub.cmd.d.ts +1 -0
  22. package/bundle/typescript/src/commands/env/set.sub.cmd.js +59 -0
  23. package/bundle/typescript/src/commands/env/set.sub.cmd.js.map +1 -0
  24. package/bundle/typescript/src/commands/game/sideQuest/archetypes.d.ts +16 -0
  25. package/bundle/typescript/src/commands/game/sideQuest/archetypes.js +79 -0
  26. package/bundle/typescript/src/commands/game/sideQuest/archetypes.js.map +1 -1
  27. package/bundle/typescript/src/commands/game/sideQuest/augmentations.d.ts +31 -0
  28. package/bundle/typescript/src/commands/game/sideQuest/augmentations.js +125 -0
  29. package/bundle/typescript/src/commands/game/sideQuest/augmentations.js.map +1 -0
  30. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.d.ts +17 -7
  31. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.js +113 -15
  32. package/bundle/typescript/src/commands/game/sideQuest/commands/advance.js.map +1 -1
  33. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.d.ts +37 -0
  34. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.js +193 -0
  35. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.js.map +1 -0
  36. package/bundle/typescript/src/commands/game/sideQuest/commands/assense.js +3 -0
  37. package/bundle/typescript/src/commands/game/sideQuest/commands/assense.js.map +1 -1
  38. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js +10 -3
  39. package/bundle/typescript/src/commands/game/sideQuest/commands/attack.js.map +1 -1
  40. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +3 -2
  41. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js +12 -4
  42. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +1 -1
  43. package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.js +7 -1
  44. package/bundle/typescript/src/commands/game/sideQuest/commands/brandish.js.map +1 -1
  45. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.d.ts +16 -0
  46. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js +97 -0
  47. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js.map +1 -0
  48. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +21 -10
  49. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js +41 -27
  50. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +1 -1
  51. package/bundle/typescript/src/commands/game/sideQuest/commands/call.d.ts +12 -0
  52. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js +63 -7
  53. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +1 -1
  54. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.d.ts +35 -1
  55. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js +277 -44
  56. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +1 -1
  57. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.d.ts +13 -0
  58. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.js +37 -0
  59. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.js.map +1 -0
  60. package/bundle/typescript/src/commands/game/sideQuest/commands/drink.d.ts +14 -0
  61. package/bundle/typescript/src/commands/game/sideQuest/commands/drink.js +15 -0
  62. package/bundle/typescript/src/commands/game/sideQuest/commands/drink.js.map +1 -0
  63. package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js +1 -1
  64. package/bundle/typescript/src/commands/game/sideQuest/commands/drone.js.map +1 -1
  65. package/bundle/typescript/src/commands/game/sideQuest/commands/drop.js +7 -0
  66. package/bundle/typescript/src/commands/game/sideQuest/commands/drop.js.map +1 -1
  67. package/bundle/typescript/src/commands/game/sideQuest/commands/eat.d.ts +14 -0
  68. package/bundle/typescript/src/commands/game/sideQuest/commands/eat.js +15 -0
  69. package/bundle/typescript/src/commands/game/sideQuest/commands/eat.js.map +1 -0
  70. package/bundle/typescript/src/commands/game/sideQuest/commands/edge.js +10 -0
  71. package/bundle/typescript/src/commands/game/sideQuest/commands/edge.js.map +1 -1
  72. package/bundle/typescript/src/commands/game/sideQuest/commands/equip.js +3 -0
  73. package/bundle/typescript/src/commands/game/sideQuest/commands/equip.js.map +1 -1
  74. package/bundle/typescript/src/commands/game/sideQuest/commands/give.js +101 -1
  75. package/bundle/typescript/src/commands/game/sideQuest/commands/give.js.map +1 -1
  76. package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +4 -1
  77. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js +15 -11
  78. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +1 -1
  79. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +3 -3
  80. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +1 -1
  81. package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.js +58 -2
  82. package/bundle/typescript/src/commands/game/sideQuest/commands/haggle.js.map +1 -1
  83. package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.d.ts +26 -0
  84. package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.js +125 -0
  85. package/bundle/typescript/src/commands/game/sideQuest/commands/initiate.js.map +1 -0
  86. package/bundle/typescript/src/commands/game/sideQuest/commands/install.d.ts +21 -0
  87. package/bundle/typescript/src/commands/game/sideQuest/commands/install.js +125 -0
  88. package/bundle/typescript/src/commands/game/sideQuest/commands/install.js.map +1 -0
  89. package/bundle/typescript/src/commands/game/sideQuest/commands/jump.d.ts +16 -0
  90. package/bundle/typescript/src/commands/game/sideQuest/commands/jump.js +62 -0
  91. package/bundle/typescript/src/commands/game/sideQuest/commands/jump.js.map +1 -0
  92. package/bundle/typescript/src/commands/game/sideQuest/commands/lifestyle.d.ts +16 -0
  93. package/bundle/typescript/src/commands/game/sideQuest/commands/lifestyle.js +76 -0
  94. package/bundle/typescript/src/commands/game/sideQuest/commands/lifestyle.js.map +1 -0
  95. package/bundle/typescript/src/commands/game/sideQuest/commands/lock.js +4 -0
  96. package/bundle/typescript/src/commands/game/sideQuest/commands/lock.js.map +1 -1
  97. package/bundle/typescript/src/commands/game/sideQuest/commands/pay.d.ts +13 -0
  98. package/bundle/typescript/src/commands/game/sideQuest/commands/pay.js +39 -0
  99. package/bundle/typescript/src/commands/game/sideQuest/commands/pay.js.map +1 -0
  100. package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.js +5 -1
  101. package/bundle/typescript/src/commands/game/sideQuest/commands/persuade.js.map +1 -1
  102. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js +5 -2
  103. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js.map +1 -1
  104. package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.d.ts +21 -0
  105. package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.js +121 -0
  106. package/bundle/typescript/src/commands/game/sideQuest/commands/quality-trade.js.map +1 -0
  107. package/bundle/typescript/src/commands/game/sideQuest/commands/rest.js +60 -12
  108. package/bundle/typescript/src/commands/game/sideQuest/commands/rest.js.map +1 -1
  109. package/bundle/typescript/src/commands/game/sideQuest/commands/say.js +27 -10
  110. package/bundle/typescript/src/commands/game/sideQuest/commands/say.js.map +1 -1
  111. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +6 -2
  112. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +1 -1
  113. package/bundle/typescript/src/commands/game/sideQuest/commands/sell.d.ts +17 -0
  114. package/bundle/typescript/src/commands/game/sideQuest/commands/sell.js +125 -0
  115. package/bundle/typescript/src/commands/game/sideQuest/commands/sell.js.map +1 -0
  116. package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js +36 -3
  117. package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js.map +1 -1
  118. package/bundle/typescript/src/commands/game/sideQuest/commands/sneak.js +9 -1
  119. package/bundle/typescript/src/commands/game/sideQuest/commands/sneak.js.map +1 -1
  120. package/bundle/typescript/src/commands/game/sideQuest/commands/spells.js +27 -4
  121. package/bundle/typescript/src/commands/game/sideQuest/commands/spells.js.map +1 -1
  122. package/bundle/typescript/src/commands/game/sideQuest/commands/stance.js +1 -1
  123. package/bundle/typescript/src/commands/game/sideQuest/commands/stance.js.map +1 -1
  124. package/bundle/typescript/src/commands/game/sideQuest/commands/take.js +8 -0
  125. package/bundle/typescript/src/commands/game/sideQuest/commands/take.js.map +1 -1
  126. package/bundle/typescript/src/commands/game/sideQuest/commands/treat.d.ts +14 -0
  127. package/bundle/typescript/src/commands/game/sideQuest/commands/treat.js +67 -0
  128. package/bundle/typescript/src/commands/game/sideQuest/commands/treat.js.map +1 -0
  129. package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js +7 -0
  130. package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js.map +1 -1
  131. package/bundle/typescript/src/commands/game/sideQuest/commands/use.d.ts +29 -0
  132. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js +118 -11
  133. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js.map +1 -1
  134. package/bundle/typescript/src/commands/game/sideQuest/commands/work.d.ts +15 -0
  135. package/bundle/typescript/src/commands/game/sideQuest/commands/work.js +68 -0
  136. package/bundle/typescript/src/commands/game/sideQuest/commands/work.js.map +1 -0
  137. package/bundle/typescript/src/commands/game/sideQuest/factories/item-factory.js +2 -1
  138. package/bundle/typescript/src/commands/game/sideQuest/factories/item-factory.js.map +1 -1
  139. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.d.ts +1 -1
  140. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js +131 -4
  141. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js.map +1 -1
  142. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.d.ts +6 -2
  143. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js +10 -6
  144. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js.map +1 -1
  145. package/bundle/typescript/src/commands/game/sideQuest/game.d.ts +115 -0
  146. package/bundle/typescript/src/commands/game/sideQuest/game.js +464 -25
  147. package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
  148. package/bundle/typescript/src/commands/game/sideQuest/models/item.d.ts +28 -0
  149. package/bundle/typescript/src/commands/game/sideQuest/models/item.js +111 -0
  150. package/bundle/typescript/src/commands/game/sideQuest/models/item.js.map +1 -1
  151. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +70 -7
  152. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js.map +1 -1
  153. package/bundle/typescript/src/commands/game/sideQuest/models/player.d.ts +109 -4
  154. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +423 -39
  155. package/bundle/typescript/src/commands/game/sideQuest/models/player.js.map +1 -1
  156. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.d.ts +6 -6
  157. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js +38 -14
  158. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js.map +1 -1
  159. package/bundle/typescript/src/commands/game/sideQuest/models/scene.d.ts +9 -0
  160. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js +41 -8
  161. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js.map +1 -1
  162. package/bundle/typescript/src/commands/game/sideQuest/qualities.d.ts +44 -0
  163. package/bundle/typescript/src/commands/game/sideQuest/qualities.js +155 -0
  164. package/bundle/typescript/src/commands/game/sideQuest/qualities.js.map +1 -0
  165. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene2.json +274 -5
  166. package/bundle/typescript/src/commands/game/sideQuest/types/seed/item-seed.d.ts +1 -0
  167. package/bundle/typescript/src/commands/game/sideQuest/types/seed/scene-seed.d.ts +17 -0
  168. package/bundle/typescript/src/commands/game/sideQuest/types/shared/item-enum.d.ts +2 -0
  169. package/bundle/typescript/src/commands/game/sideQuest/types/shared/item-enum.js +4 -0
  170. package/bundle/typescript/src/commands/game/sideQuest/types/shared/item-enum.js.map +1 -1
  171. package/bundle/typescript/src/commands/game/sideQuest/ui.js +50 -3
  172. package/bundle/typescript/src/commands/game/sideQuest/ui.js.map +1 -1
  173. package/bundle/typescript/src/commands/game/sideQuest/utilities/auto-fight.d.ts +13 -6
  174. package/bundle/typescript/src/commands/game/sideQuest/utilities/auto-fight.js +25 -14
  175. package/bundle/typescript/src/commands/game/sideQuest/utilities/auto-fight.js.map +1 -1
  176. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js +100 -10
  177. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js.map +1 -1
  178. package/bundle/typescript/src/commands/game/sideQuest/utilities/commerce.d.ts +56 -0
  179. package/bundle/typescript/src/commands/game/sideQuest/utilities/commerce.js +144 -0
  180. package/bundle/typescript/src/commands/game/sideQuest/utilities/commerce.js.map +1 -0
  181. package/bundle/typescript/src/commands/game/sideQuest/utilities/outdoors.d.ts +10 -0
  182. package/bundle/typescript/src/commands/game/sideQuest/utilities/outdoors.js +16 -0
  183. package/bundle/typescript/src/commands/game/sideQuest/utilities/outdoors.js.map +1 -0
  184. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.d.ts +21 -0
  185. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +84 -0
  186. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js.map +1 -1
  187. package/bundle/typescript/src/commands/game/sideQuest/utilities/terminal-reset.d.ts +17 -0
  188. package/bundle/typescript/src/commands/game/sideQuest/utilities/terminal-reset.js +23 -0
  189. package/bundle/typescript/src/commands/game/sideQuest/utilities/terminal-reset.js.map +1 -0
  190. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js +51 -15
  191. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js.map +1 -1
  192. package/bundle/typescript/src/commands/remote/reconfig.sub.cmd.js +27 -1
  193. package/bundle/typescript/src/commands/remote/reconfig.sub.cmd.js.map +1 -1
  194. package/bundle/typescript/src/commands/run/run.command.js +1 -7
  195. package/bundle/typescript/src/commands/run/run.command.js.map +1 -1
  196. package/bundle/typescript/src/commands/testCmd/mocha.sub.cmd.js +1 -6
  197. package/bundle/typescript/src/commands/testCmd/mocha.sub.cmd.js.map +1 -1
  198. package/bundle/typescript/src/generators/config.js +11 -10
  199. package/bundle/typescript/src/generators/config.js.map +1 -1
  200. package/bundle/typescript/src/templates/meteor/config/pm2.config.js +3 -3
  201. package/bundle/typescript/src/templates/meteor/project/gitignore +2 -1
  202. package/bundle/typescript/src/tool.d.ts +2 -0
  203. package/bundle/typescript/src/tool.js +3 -0
  204. package/bundle/typescript/src/tool.js.map +1 -1
  205. package/bundle/typescript/src/tools/aws/aws.class.js +6 -4
  206. package/bundle/typescript/src/tools/aws/aws.class.js.map +1 -1
  207. package/bundle/typescript/src/tools/dotenvx/dotenvx.class.d.ts +24 -0
  208. package/bundle/typescript/src/tools/dotenvx/dotenvx.class.js +66 -0
  209. package/bundle/typescript/src/tools/dotenvx/dotenvx.class.js.map +1 -0
  210. package/bundle/typescript/src/tools/ssh/ssh.class.js +1 -1
  211. package/bundle/typescript/src/tools/ssh/ssh.class.js.map +1 -1
  212. package/package.json +2 -2
@@ -0,0 +1,37 @@
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+ import { Command, ICommand } from './command.js';
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+ /**
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+ * Legwork (SR5e p.387-388): "ask <contact> about <thing>" taps a
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+ * CONTACT's network for real information -- in person or over a live
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+ * call. Two rolls, RAW-shaped: their network (Connection + Intuition,
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+ * standing in for the contact's knowledge test) against your ask
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+ * (Charisma + negotiation + LOYALTY dice, the book's own loyalty bonus,
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+ * plus a drink if you bought one). The LOWER of the two decides the
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+ * tier -- a plugged-in stranger won't spill, and a best friend can't
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+ * share what the street doesn't know.
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+ *
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+ * The intel is REAL: tiers reveal facts pulled from the actual pending
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+ * job's seed (what the client truly wants, who holds it, who to watch
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+ * for) or the truth behind the district's active rumor. Facts land as
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+ * narration deterministically (playable without AI), and the contact's
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+ * AI is told it ALREADY said them, so its reply colors rather than
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+ * contradicts. One pull per contact per homecoming -- networks need
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+ * time to hear things (reset in Game.returnToHub).
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+ */
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+ export declare class AskCommand extends Command implements ICommand {
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+ protected static verb: string;
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+ protected static description: string;
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+ execute(args?: string[]): Promise<string>;
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+ /**
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+ * A contact putting their own errand on the table (Game.offerGigFrom).
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+ * Loyalty 2 opens the door -- a Loyalty-1 face is still just a
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+ * customer. The fixer is the one contact who never does errands: his
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+ * trade is RUNS, through the existing call flow.
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+ */
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+ private offerWork;
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+ /**
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+ * Real facts by tier, best source first: the pending job's seed, then
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+ * the district's active rumor, then honest street noise. Tier 0 gets
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+ * shrugs from every source -- both rolls have to land.
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+ */
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+ private buildIntel;
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+ }
@@ -0,0 +1,193 @@
1
+ import { Command } from './command.js';
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+ import { NPC } from '../models/npc.js';
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+ import { rollPool, formatRoll } from '../utilities/dice.js';
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+ import { fuzzyPickName } from '../utilities/fuzzy-match.js';
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+ import { FIXER_NAME } from '../factories/scene-seed-generator.js';
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+ /**
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+ * Legwork (SR5e p.387-388): "ask <contact> about <thing>" taps a
8
+ * CONTACT's network for real information -- in person or over a live
9
+ * call. Two rolls, RAW-shaped: their network (Connection + Intuition,
10
+ * standing in for the contact's knowledge test) against your ask
11
+ * (Charisma + negotiation + LOYALTY dice, the book's own loyalty bonus,
12
+ * plus a drink if you bought one). The LOWER of the two decides the
13
+ * tier -- a plugged-in stranger won't spill, and a best friend can't
14
+ * share what the street doesn't know.
15
+ *
16
+ * The intel is REAL: tiers reveal facts pulled from the actual pending
17
+ * job's seed (what the client truly wants, who holds it, who to watch
18
+ * for) or the truth behind the district's active rumor. Facts land as
19
+ * narration deterministically (playable without AI), and the contact's
20
+ * AI is told it ALREADY said them, so its reply colors rather than
21
+ * contradicts. One pull per contact per homecoming -- networks need
22
+ * time to hear things (reset in Game.returnToHub).
23
+ */
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+ export class AskCommand extends Command {
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+ static verb = 'ask';
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+ static description = 'Tap a contact: "ask <contact> about <thing>" for legwork (Loyalty adds dice; once per homecoming), or "ask <contact> about work" for a gig of theirs (Loyalty 2+).';
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+ async execute(args = []) {
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+ const actor = this.actor;
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+ if (!args || args.length === 0) {
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+ return `Ask WHO about WHAT? ("ask Mama Wu about the job" -- "contacts" lists who talks to you.)`;
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+ }
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+ // Candidates: whoever's here in the meat, plus a live call partner
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+ // (legwork over comms is half the point of having their number).
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+ const here = this.scene.getActorsInRoom(actor.currentLocation)
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+ .filter((a) => a !== actor && a.plane === actor.plane && !a.isIncapacitated());
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+ const partner = actor.activeCallPartner;
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+ const candidates = partner && !here.includes(partner) ? [...here, partner] : here;
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+ // "about" is the separator when present -- name before it, topic
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+ // after. (A longest-prefix fuzzy match swallowed "Mama Wu about
40
+ // work" WHOLE as the name in a real harness run, leaving no topic.)
41
+ // Without "about", fall back to longest-prefix matching.
42
+ let target;
43
+ let topicWords = [];
44
+ const aboutIdx = args.findIndex(w => w.toLowerCase() === 'about');
45
+ if (aboutIdx > 0) {
46
+ const picked = fuzzyPickName(args.slice(0, aboutIdx).join(' '), candidates.map(a => a.name));
47
+ target = picked ? candidates.find(a => a.name === picked) : undefined;
48
+ topicWords = args.slice(aboutIdx + 1);
49
+ }
50
+ else {
51
+ for (let i = args.length; i >= 1; i--) {
52
+ const picked = fuzzyPickName(args.slice(0, i).join(' '), candidates.map(a => a.name));
53
+ if (picked) {
54
+ target = candidates.find(a => a.name === picked);
55
+ topicWords = args.slice(i);
56
+ break;
57
+ }
58
+ }
59
+ }
60
+ if (!target) {
61
+ return `Nobody by that name here or on the line. Present: ${here.map(a => a.name).join(', ') || 'no one'}${partner ? `; on the line: ${partner.name}` : ''}.`;
62
+ }
63
+ if (!(target instanceof NPC)) {
64
+ return `You know everything ${target.name} knows. That's the problem.`;
65
+ }
66
+ if (topicWords[0]?.toLowerCase() === 'about')
67
+ topicWords = topicWords.slice(1);
68
+ const topic = topicWords.join(' ') || 'the word on the street';
69
+ // Asking questions out loud is not a quiet activity.
70
+ actor.sneaking = false;
71
+ const contact = this.game?.contacts.get(target.name);
72
+ if (!contact) {
73
+ // A stranger's question gets a stranger's answer -- the AI plays it
74
+ // guarded, and the player learns how the roster works.
75
+ void Promise.resolve(target.hear(actor, `${topic}? [System note: ${actor.name} is asking you about "${topic}", but you two have NO real relationship -- be guarded and noncommittal; share at most what anyone on this street already knows, or deflect with charm.]`)).catch(err => {
76
+ this.logger.error(`${target.name} failed to hear the question: ${err}`);
77
+ });
78
+ return `You put the question to ${target.name}, but you're a stranger asking a stranger's question. (Trade with them, run their errands -- CONTACTS talk. "contacts" shows who already does.)`;
79
+ }
80
+ // "ask <contact> about work" is a JOB request, not a network pull:
81
+ // no dice, no per-homecoming budget -- Loyalty gates the door and
82
+ // the offer lands as the standing gig ("work" picks it up). Kept
83
+ // separate from intel keywords: "the job" still means legwork on
84
+ // the pending RUN; work/gig/errand means employ me.
85
+ if (/\b(work|gig|errand|hiring|delivery)\b/i.test(topic)) {
86
+ return this.offerWork(target, contact);
87
+ }
88
+ if (contact.asked) {
89
+ return `${target.name} already worked their network for you since you last went out -- nothing new has come in. (Legwork refreshes when you come home from a job.)`;
90
+ }
91
+ contact.asked = true;
92
+ // The two rolls (see header). Loyalty is the book's own bonus dice.
93
+ const network = rollPool(Math.max(1, contact.connection + target.intuition));
94
+ const negotiation = actor.skillRating('negotiation');
95
+ const ask = rollPool(Math.max(1, actor.charisma + (negotiation > 0 ? negotiation : -1) + contact.loyalty + actor.consumeLiquidCourage() + actor.woundModifier - actor.sustainingPenalty));
96
+ const tier = Math.min(network.hits, ask.hits);
97
+ const facts = this.buildIntel(topic, tier);
98
+ this.actor.performAction('quietly asks', `${target.name} about ${topic}`);
99
+ this.logger.write(`AskCommand: ${actor.name} asked ${target.name} about "${topic}" -- network ${network.hits}, ask ${ask.hits}, tier ${tier}.`);
100
+ // The AI colors what the engine already delivered -- told exactly
101
+ // what it said so the reply can't contradict the mechanics.
102
+ void Promise.resolve(target.hear(actor, `${topic}? [System note: ${actor.name} (a contact of yours, Loyalty ${contact.loyalty}) tapped you for legwork about "${topic}". You have ALREADY told them exactly this, no more and no less: "${facts.join(' ')}" Reply briefly in your own voice, coloring what you said -- never add new facts, never contradict these.]`)).catch(err => {
103
+ this.logger.error(`${target.name} failed to hear the legwork: ${err}`);
104
+ });
105
+ return [
106
+ `Legwork -- ${target.name}'s network: ${formatRoll(network)} vs your ask: ${formatRoll(ask)} (+${contact.loyalty} loyalty)`,
107
+ ...facts.map(f => ` ${f}`),
108
+ ].join('\n');
109
+ }
110
+ /**
111
+ * A contact putting their own errand on the table (Game.offerGigFrom).
112
+ * Loyalty 2 opens the door -- a Loyalty-1 face is still just a
113
+ * customer. The fixer is the one contact who never does errands: his
114
+ * trade is RUNS, through the existing call flow.
115
+ */
116
+ offerWork(target, contact) {
117
+ if (target.name === FIXER_NAME) {
118
+ return `${target.name} smiles like you said something charming. "Errands? I broker RUNS, chummer." (Finish the current business and "call ${FIXER_NAME}" -- that's his work.)`;
119
+ }
120
+ if (this.game?.activeGig) {
121
+ const g = this.game.activeGig;
122
+ return `${target.name} nods at your pack. "Looks to me like you already owe ${g.from} a delivery." Finish that first -- the ${g.itemName} to ${g.to}.`;
123
+ }
124
+ if (contact.loyalty < 2) {
125
+ return `${target.name} looks you over, friendly but flat. "You're a customer, chummer. Customers buy things." (Loyalty 2 unlocks their errands -- keep trading, or run the district's gigs.)`;
126
+ }
127
+ const offer = this.game?.offerGigFrom(target.name);
128
+ if (!offer) {
129
+ return `${target.name} thinks on it, comes back empty. "Nothing moving right now. Ask me after your next job."`;
130
+ }
131
+ void Promise.resolve(target.hear(this.actor, `Got any work for me? [System note: you just offered ${this.actor.name} (a trusted contact, Loyalty ${contact.loyalty}) a delivery job: the ${offer.itemName} to ${offer.to} for ${offer.pay} nuyen. You've said the brief already -- add only a short in-character word.]`)).catch(err => {
132
+ this.logger.error(`${target.name} failed to hear the work request: ${err}`);
133
+ });
134
+ const remote = this.actor.currentLocation !== target.currentLocation;
135
+ return [
136
+ `${target.name} lowers their voice: "${offer.brief}"`,
137
+ ` ${offer.pay} nuyen on delivery to ${offer.to}${offer.familyRate ? ` -- the family rate, because it's you` : ''}.`,
138
+ remote
139
+ ? ` Swing by -- the package waits at their counter. ("work" in front of them picks it up.)`
140
+ : ` "work" to take the package.`,
141
+ ].join('\n');
142
+ }
143
+ /**
144
+ * Real facts by tier, best source first: the pending job's seed, then
145
+ * the district's active rumor, then honest street noise. Tier 0 gets
146
+ * shrugs from every source -- both rolls have to land.
147
+ */
148
+ buildIntel(topic, tier) {
149
+ const pending = this.game?.pendingRun;
150
+ const rumor = this.game?.activeRumor;
151
+ const wantsJob = /job|run|work|johnson|fixer|gig|offer/i.test(topic);
152
+ const wantsRumor = rumor ? topic.split(/\s+/).some(w => w.length > 3 && rumor.toLowerCase().includes(w.toLowerCase())) : false;
153
+ if (tier <= 0) {
154
+ return [`They come back with smoke: nothing solid, nothing sourced. Sometimes the street just doesn't know yet.`];
155
+ }
156
+ if (pending && (wantsJob || !wantsRumor)) {
157
+ const wc = pending.winCondition;
158
+ const facts = [`Word is the job on your table -- "${pending.name}" -- is realer than the pitch let on.`];
159
+ if (tier >= 1 && wc?.item) {
160
+ facts.push(`What the client actually wants is the ${wc.item} -- everything else in the brief is scenery.`);
161
+ }
162
+ if (tier >= 2 && wc?.item) {
163
+ const holder = pending.items?.find(i => i.name?.toLowerCase() === wc.item?.toLowerCase());
164
+ if (holder?.heldBy)
165
+ facts.push(`Last anyone heard, the ${wc.item} rides on ${holder.heldBy} personally -- plan for a conversation or a fight.`);
166
+ else if (holder?.room)
167
+ facts.push(`The ${wc.item} hasn't moved: it's sitting in ${holder.room}.`);
168
+ else if (wc.toNpc)
169
+ facts.push(`The hand-off is to ${wc.toNpc} -- deliver to anyone else and you didn't do the job.`);
170
+ }
171
+ if (tier >= 3) {
172
+ const heavies = (pending.npcs ?? [])
173
+ .map(n => n.player?.name)
174
+ .filter((n) => !!n && n !== wc?.toNpc);
175
+ if (heavies.length > 0)
176
+ facts.push(`Names in the mix: ${heavies.slice(0, 3).join(', ')}. Assume at least one of them objects to you.`);
177
+ if (wc?.payout)
178
+ facts.push(`And the client's budget is real -- ${wc.payout} nuyen is funded, not promised.`);
179
+ }
180
+ return facts;
181
+ }
182
+ if (rumor) {
183
+ const facts = [`On that rumor -- "${rumor}"`];
184
+ if (tier === 1)
185
+ facts.push(`It's not just talk: their network confirms something's actually moving under it.`);
186
+ if (tier >= 2)
187
+ facts.push(`It's true, and it's CONNECTED -- whatever job comes through your fixer next is tangled in it. Walk in knowing that.`);
188
+ return facts;
189
+ }
190
+ return [`Nothing's on the wire for you right now -- no pending job, no live rumor. Their network stays warm for when there is. (Call ${this.game?.hasHub ? 'your fixer' : 'around'} first.)`];
191
+ }
192
+ }
193
+ //# sourceMappingURL=ask.js.map
@@ -0,0 +1 @@
1
+ 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@@ -20,6 +20,9 @@ export class AssenseCommand extends Command {
20
20
  if (actor.plane === 'matrix') {
21
21
  return `There are no auras in here -- only geometry and other people's code.`;
22
22
  }
23
+ if (actor.plane === 'drone') {
24
+ return `A camera has no astral senses -- auras are read with the eyes you left with your body.`;
25
+ }
23
26
  const room = actor.currentLocation;
24
27
  // Bare assense: TOGGLE astral perception (the player's own status-bar
25
28
  // request: senses held open as a sustained state, -2 dice to
@@ -1 +1 @@
1
- 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1
+ 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@@ -38,6 +38,11 @@ export class AttackCommand extends Command {
38
38
  }
39
39
  // Violence is loud -- sneak mode ends the moment you swing.
40
40
  this.actor.sneaking = false;
41
+ // A recon frame has cameras, not guns (see Player.droneArmed) --
42
+ // jumped-in combat needs an armed airframe.
43
+ if (this.actor.plane === 'drone' && !this.actor.droneArmed) {
44
+ return `The ${this.actor.riggedDrone?.name ?? 'drone'} has no weapon mounts -- its only weapon is what it sees. (Armed airframes exist; Ratchet stocks them.)`;
45
+ }
41
46
  const room = this.actor.currentLocation;
42
47
  if (!room) {
43
48
  return 'You are not in a valid location to fight anyone.';
@@ -45,10 +50,12 @@ export class AttackCommand extends Command {
45
50
  // Same fuzzy matching "take" uses (see utilities/fuzzy-match.ts) --
46
51
  // punctuation, case, typos, and partial names all resolve, but an
47
52
  // ambiguous guess deliberately misses rather than shooting someone
48
- // at random. You can only fight what shares your plane: meat can't
49
- // touch a Matrix persona or an astral form, and vice versa.
53
+ // at random. You can only fight what shares your COMBAT plane: meat
54
+ // can't touch a Matrix persona or an astral form -- but a jumped-in
55
+ // drone is a physical machine, so drone and meat trade fire freely
56
+ // (see Player.sharesCombatPlane).
50
57
  const targetName = args.join(' ');
51
- const candidates = this.scene.getActorsInRoom(room).filter(a => a !== this.actor && a.plane === this.actor.plane);
58
+ const candidates = this.scene.getActorsInRoom(room).filter(a => a !== this.actor && a.sharesCombatPlane(this.actor));
52
59
  const pickedName = fuzzyPickName(targetName, candidates.map(a => a.name));
53
60
  const target = pickedName ? candidates.find(a => a.name === pickedName) : undefined;
54
61
  if (!target) {
@@ -1 +1 @@
1
- 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{"version":3,"file":"attack.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/attack.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAY,MAAM,cAAc,CAAC;AACjD,OAAO,EAAE,cAAc,EAAkB,MAAM,iCAAiC,CAAC;AACjF,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAC5D,OAAO,EAAE,kBAAkB,EAAE,MAAM,yBAAyB,CAAC;AAC7D,OAAO,EAAE,YAAY,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,MAAM,wBAAwB,CAAC;AAI5F;;;;;;;;;;;;;;;;;;GAkBG;AACH,MAAM,OAAO,aAAc,SAAQ,OAAO;IAC9B,MAAM,CAAC,IAAI,GAAG,QAAQ,CAAC;IACvB,MAAM,CAAC,WAAW,GAAG,+FAA+F,CAAC;IAE/H,KAAK,CAAC,OAAO,CAAC,OAAiB,EAAE;QAC/B,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAC/B,OAAO,iDAAiD,CAAC;QAC3D,CAAC;QAED,qEAAqE;QACrE,sEAAsE;QACtE,sEAAsE;QACtE,kBAAkB;QAClB,IAAI,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE,EAAE,CAAC;YACjC,OAAO,iCAAiC,CAAC;QAC3C,CAAC;QAED,4DAA4D;QAC5D,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;QAE5B,iEAAiE;QACjE,4CAA4C;QAC5C,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU,EAAE,CAAC;YAC3D,OAAO,OAAO,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE,IAAI,IAAI,OAAO,yGAAyG,CAAC;QACjK,CAAC;QAED,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC;QACxC,IAAI,CAAC,IAAI,EAAE,CAAC;YACV,OAAO,kDAAkD,CAAC;QAC5D,CAAC;QAED,oEAAoE;QACpE,kEAAkE;QAClE,mEAAmE;QACnE,oEAAoE;QACpE,oEAAoE;QACpE,mEAAmE;QACnE,kCAAkC;QAClC,MAAM,UAAU,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QAClC,MAAM,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,IAAI,CAAC,KAAK,IAAI,CAAC,CAAC,iBAAiB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;QACrH,MAAM,UAAU,GAAG,aAAa,CAAC,UAAU,EAAE,UAAU,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;QAC1E,MAAM,MAAM,GAAG,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,UAAU,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QAEpF,IAAI,CAAC,MAAM,EAAE,CAAC;YACZ,oEAAoE;YACpE,mEAAmE;YACnE,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,MAAM,EAAE,CAAC;gBAChC,MAAM,MAAM,GAAG,YAAY,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;gBAC9C,MAAM,SAAS,GAAG,aAAa,CAAC,UAAU,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;gBACrE,MAAM,KAAK,GAAG,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;gBAC7E,IAAI,KAAK,EAAE,CAAC;oBACV,gEAAgE;oBAChE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,EAAE,CAAC;oBACtC,MAAM,KAAK,GAAG,iBAAiB,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;oBAC/D,IAAI,KAAK;wBAAE,KAAK,CAAC,OAAO,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,UAAU,KAAK,CAAC,IAAI,GAAG,CAAC,CAAC;oBACpE,MAAM,QAAQ,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;oBACzE,MAAM,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;oBAC/B,IAAI,KAAK,CAAC,MAAM,EAAE,EAAE,CAAC;wBACnB,MAAM,KAAK,GAAG,MAAM,QAAQ,CAAC,YAAY,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE;4BAC3D,QAAQ,EAAE,GAAG,KAAK,CAAC,IAAI,kGAAkG,IAAI,CAAC,IAAI,GAAG;yBACtI,CAAC,CAAC;wBACH,KAAK,CAAC,IAAI,CAAC,GAAG,KAAK,CAAC,CAAC;oBACvB,CAAC;oBACD,OAAO,IAAI,CAAC,KAAK,KAAK,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACvE,CAAC;YACH,CAAC;YAED,oEAAoE;YACpE,oEAAoE;YACpE,mEAAmE;YACnE,MAAM,KAAK,GAAG,iBAAiB,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC;YACpF,IAAI,KAAK;gBAAE,OAAO,KAAK,CAAC;YAExB,iEAAiE;YACjE,gEAAgE;YAChE,iEAAiE;YACjE,gEAAgE;YAChE,kEAAkE;YAClE,MAAM,IAAI,GAAG,kBAAkB,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC;YAC9D,IAAI,IAAI;gBAAE,OAAO,IAAI,CAAC;YAEtB,MAAM,OAAO,GAAG,UAAU,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,QAAQ,CAAC;YACnE,OAAO,+BAA+B,UAAU,8BAA8B,OAAO,GAAG,CAAC;QAC3F,CAAC;QAED,oEAAoE;QACpE,sEAAsE;QACtE,uEAAuE;QACvE,sEAAsE;QACtE,uEAAuE;QACvE,oEAAoE;QACpE,iBAAiB;QACjB,IAAI,MAAM,CAAC,eAAe,EAAE,EAAE,CAAC;YAC7B,OAAO,GAAG,MAAM,CAAC,IAAI,wEAAwE,CAAC;QAChG,CAAC;QAED,oEAAoE;QACpE,oEAAoE;QACpE,uEAAuE;QACvE,uEAAuE;QACvE,qEAAqE;QACrE,sEAAsE;QACtE,wCAAwC;QACxC,IAAI,IAAI,CAAC,KAAK,CAAC,UAAU,IAAI,MAAM,CAAC,UAAU,EAAE,CAAC;YAC/C,IAAI,IAAI,CAAC,KAAK,KAAK,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,EAAE,CAAC;gBAC1C,OAAO,IAAI,CAAC,KAAK,CAAC,UAAU;oBAC1B,CAAC,CAAC,gDAAgD;oBAClD,CAAC,CAAC,GAAG,MAAM,CAAC,IAAI,gEAAgE,CAAC;YACrF,CAAC;YACD,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;gBAC9B,OAAO,8DAA8D,CAAC;YACxE,CAAC;YACD,IAAI,CAAC,KAAK,CAAC,cAAc,GAAG,IAAI,CAAC;YACjC,IAAI,CAAC;gBACH,MAAM,OAAO,GAAG,MAAM,cAAc,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC,CAAC;gBACvE,IAAI,CAAC,OAAO,EAAE,CAAC;oBACb,OAAO,gDAAgD,CAAC;gBAC1D,CAAC;gBACD,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,mDAAmD,CAAC,CAAC;gBACzF,OAAO,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAClC,CAAC;oBAAS,CAAC;gBACT,IAAI,CAAC,KAAK,CAAC,cAAc,GAAG,KAAK,CAAC;YACpC,CAAC;QACH,CAAC;QAED,mEAAmE;QACnE,wEAAwE;QACxE,uDAAuD;QACvD,MAAM,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,SAAS,EAAE,MAAM,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,QAAQ,EAAE,MAAM,CAAC;QACnG,IAAI,IAAI,CAAC,kBAAkB,EAAE,IAAI,UAAU,EAAE,SAAS,EAAE,IAAI,UAAU,CAAC,MAAM,EAAE,CAAC;YAC9E,OAAO,OAAO,UAAU,CAAC,IAAI,8FAA8F,CAAC;QAC9H,CAAC;QACD,IAAI,IAAI,CAAC,kBAAkB,EAAE,IAAI,UAAU,EAAE,SAAS,EAAE,IAAI,UAAU,CAAC,IAAI,IAAI,CA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@@ -3,8 +3,9 @@ import { PuzzleBypassType } from '../types/seed/puzzle-seed.js';
3
3
  /**
4
4
  * The CON skill's barrier verb: fast-talk past a social gate -- a doorman,
5
5
  * an intercom challenge, a receptionist with a list (bypassType "con").
6
- * Same fatal stakes as pick/hack/cast: a blown story means whoever you
7
- * were working knows exactly what you are. Rolled on Charisma + con.
6
+ * Same stakes as pick/hack/cast: a blown story burns the approach for
7
+ * good -- they know exactly what you are now, and the district hears
8
+ * about it. Rolled on Charisma + con.
8
9
  */
9
10
  export declare class BluffCommand extends BypassCommand {
10
11
  protected static verb: string;
@@ -3,12 +3,13 @@ import { rollPool, formatRoll } from '../utilities/dice.js';
3
3
  /**
4
4
  * The CON skill's barrier verb: fast-talk past a social gate -- a doorman,
5
5
  * an intercom challenge, a receptionist with a list (bypassType "con").
6
- * Same fatal stakes as pick/hack/cast: a blown story means whoever you
7
- * were working knows exactly what you are. Rolled on Charisma + con.
6
+ * Same stakes as pick/hack/cast: a blown story burns the approach for
7
+ * good -- they know exactly what you are now, and the district hears
8
+ * about it. Rolled on Charisma + con.
8
9
  */
9
10
  export class BluffCommand extends BypassCommand {
10
11
  static verb = 'bluff';
11
- static description = 'Talk your way past a social barrier (a doorman, a voice-gate) without the passphrase -- Charisma + con, but a blown bluff is fatal: no second chances.';
12
+ static description = 'Talk your way past a social barrier (a doorman, a voice-gate) without the passphrase -- Charisma + con. Blow the story and they\'ll never buy another word (the real credential still works).';
12
13
  bypassType = 'con';
13
14
  noPuzzleMessage = `There's nobody here to bluff past.`;
14
15
  async execute(args) {
@@ -19,6 +20,9 @@ export class BluffCommand extends BypassCommand {
19
20
  if (this.actor.plane === 'astral') {
20
21
  return `Nobody physical can hear a word you say from out here. "return" to your body first.`;
21
22
  }
23
+ if (this.actor.plane === 'drone') {
24
+ return `Nobody buys a story from a hovering drone with a tinny speaker -- a con needs a FACE. "jump" back to yours.`;
25
+ }
22
26
  // Working a mark out loud is the opposite of sneaking (see sneak.ts).
23
27
  this.actor.sneaking = false;
24
28
  return super.execute(args);
@@ -28,7 +32,11 @@ export class BluffCommand extends BypassCommand {
28
32
  // Face's answer to the decker's terminal and the ops specialist's
29
33
  // maglock.
30
34
  const skill = this.actor.skillRating('con');
31
- const pool = Math.max(1, this.actor.charisma + (skill > 0 ? skill : -1) + this.actor.woundModifier - this.actor.sustainingPenalty);
35
+ // A drink beforehand loosens the delivery (see use.ts liquid courage).
36
+ // Public Awareness cuts AGAINST a con -- a face people can place is
37
+ // a face that can't claim to be someone else (capped at -2).
38
+ const fame = Math.min(2, this.actor.publicAwareness);
39
+ const pool = Math.max(1, this.actor.charisma + (skill > 0 ? skill : -1) + this.actor.consumeLiquidCourage() + this.actor.consumeFirstImpression() - fame + this.actor.woundModifier - this.actor.sustainingPenalty);
32
40
  const roll = rollPool(pool);
33
41
  if (this.actor === this.scene.getPlayer()) {
34
42
  this.logger.log(`Con: ${formatRoll(roll)} (2+ to sell it)`);
@@ -1 +1 @@
1
- {"version":3,"file":"bluff.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/bluff.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AAEpD,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAE5D;;;;;GAKG;AACH,MAAM,OAAO,YAAa,SAAQ,aAAa;IACnC,MAAM,CAAC,IAAI,GAAG,OAAO,CAAC;IACtB,MAAM,CAAC,WAAW,GAAG,wJAAwJ,CAAC;IAC9K,UAAU,GAAqB,KAAK,CAAC;IACrC,eAAe,GAAG,oCAAoC,CAAC;IAEjE,KAAK,CAAC,OAAO,CAAC,IAAc;QAC1B,qEAAqE;QACrE,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAClC,OAAO,uGAAuG,CAAC;QACjH,CAAC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAClC,OAAO,qFAAqF,CAAC;QAC/F,CAAC;QACD,sEAAsE;QACtE,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;QAC5B,OAAO,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC7B,CAAC;IAES,KAAK,CAAC,gBAAgB;QAC9B,qEAAqE;QACrE,kEAAkE;QAClE,WAAW;QACX,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAC5C,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,CAAC;QACnI,MAAM,IAAI,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;QAC5B,IAAI,IAAI,CAAC,KAAK,KAAK,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,EAAE,CAAC;YAC1C,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,QAAQ,UAAU,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAC9D,CAAC;QACD,OAAO,IAAI,CAAC,IAAI,IAAI,CAAC,CAAC;IACxB,CAAC"}
1
+ {"version":3,"file":"bluff.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/bluff.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AAEpD,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAE5D;;;;;;GAMG;AACH,MAAM,OAAO,YAAa,SAAQ,aAAa;IACnC,MAAM,CAAC,IAAI,GAAG,OAAO,CAAC;IACtB,MAAM,CAAC,WAAW,GAAG,+LAA+L,CAAC;IACrN,UAAU,GAAqB,KAAK,CAAC;IACrC,eAAe,GAAG,oCAAoC,CAAC;IAEjE,KAAK,CAAC,OAAO,CAAC,IAAc;QAC1B,qEAAqE;QACrE,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAClC,OAAO,uGAAuG,CAAC;QACjH,CAAC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAClC,OAAO,qFAAqF,CAAC;QAC/F,CAAC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,OAAO,EAAE,CAAC;YACjC,OAAO,6GAA6G,CAAC;QACvH,CAAC;QACD,sEAAsE;QACtE,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;QAC5B,OAAO,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC7B,CAAC;IAES,KAAK,CAAC,gBAAgB;QAC9B,qEAAqE;QACrE,kEAAkE;QAClE,WAAW;QACX,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAC5C,uEAAuE;QACvE,oEAAoE;QACpE,6DAA6D;QAC7D,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,CAAC;QACrD,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,oBAAoB,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,sBAAsB,EAAE,GAAG,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,CAAC;QACpN,MAAM,IAAI,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;QAC5B,IAAI,IAAI,CAAC,KAAK,KAAK,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,EAAE,CAAC;YAC1C,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,QAAQ,UAAU,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAC9D,CAAC;QACD,OAAO,IAAI,CAAC,IAAI,IAAI,CAAC,CAAC;IACxB,CAAC"}
@@ -23,6 +23,9 @@ export class BrandishCommand extends Command {
23
23
  if (actor.plane === 'astral') {
24
24
  return `Your weapon stayed with your body -- on the astral, your will IS the weapon.`;
25
25
  }
26
+ if (actor.plane === 'drone') {
27
+ return `Your holster is on a body that's streets away. ${actor.droneArmed ? 'The mount IS the threat display -- attacking speaks for itself.' : `The ${actor.riggedDrone?.name ?? 'drone'} has nothing to draw and nothing to draw with.`}`;
28
+ }
26
29
  const carried = actor.getCarriedWeapon();
27
30
  if (!carried) {
28
31
  // Point at the fix if there's a weapon one "equip" away.
@@ -42,7 +45,10 @@ export class BrandishCommand extends Command {
42
45
  // rides into the witnessed action itself, so every NPC's AI hears HOW
43
46
  // convincing the steel looked -- and reacts to that, not just the act.
44
47
  const skill = actor.skillRating('intimidation');
45
- const menaceRoll = rollPool(Math.max(1, actor.charisma + (skill > 0 ? skill : -1) + actor.woundModifier - actor.sustainingPenalty));
48
+ // Notoriety WORKS here: the stories that hurt every friendly pool
49
+ // make the drawn steel scarier (capped -- infamy is not a superpower).
50
+ const infamy = Math.min(3, actor.notoriety);
51
+ const menaceRoll = rollPool(Math.max(1, actor.charisma + (skill > 0 ? skill : -1) + infamy + actor.woundModifier - actor.sustainingPenalty));
46
52
  const menace = menaceRoll.hits >= 3
47
53
  ? 'radiating flat, lethal intent'
48
54
  : menaceRoll.hits >= 1
@@ -1 +1 @@
1
- {"version":3,"file":"brandish.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/brandish.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAY,MAAM,cAAc,CAAC;AACjD,OAAO,EAAE,QAAQ,EAAE,MAAM,8BAA8B,CAAC;AACxD,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAE5D;;;;;;;;;GASG;AACH,MAAM,OAAO,eAAgB,SAAQ,OAAO;IAChC,MAAM,CAAC,IAAI,GAAG,UAAU,CAAC;IACzB,MAAM,CAAC,WAAW,GAAG,oFAAoF,CAAC;IAEpH,KAAK,CAAC,OAAO,CAAC,QAAkB,EAAE;QAChC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAEzB,6DAA6D;QAC7D,IAAI,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAC7B,OAAO,0GAA0G,CAAC;QACpH,CAAC;QACD,IAAI,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAC7B,OAAO,8EAA8E,CAAC;QACxF,CAAC;QAED,MAAM,OAAO,GAAG,KAAK,CAAC,gBAAgB,EAAE,CAAC;QACzC,IAAI,CAAC,OAAO,EAAE,CAAC;YACb,yDAAyD;YACzD,MAAM,gBAAgB,GAAa,CAAC,QAAQ,CAAC,MAAM,EAAE,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,YAAY,CAAC,CAAC;YAClG,MAAM,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,gBAAgB,CAAC,QAAQ,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC;YAC7F,OAAO,KAAK;gBACV,CAAC,CAAC,0BAA0B,KAAK,CAAC,IAAI,yCAAyC,KAAK,CAAC,IAAI,UAAU;gBACnG,CAAC,CAAC,kDAAkD,CAAC;QACzD,CAAC;QAED,IAAI,KAAK,CAAC,WAAW,EAAE,CAAC;YACtB,OAAO,OAAO,OAAO,CAAC,IAAI,2BAA2B,CAAC;QACxD,CAAC;QAED,KAAK,CAAC,UAAU,EAAE,CAAC;QACnB,gDAAgD;QAChD,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEvB,sEAAsE;QACtE,sEAAsE;QACtE,uEAAuE;QACvE,MAAM,KAAK,GAAG,KAAK,CAAC,WAAW,CAAC,cAAc,CAAC,CAAC;QAChD,MAAM,UAAU,GAAG,QAAQ,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,QAAQ,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,CAAC;QACpI,MAAM,MAAM,GAAG,UAAU,CAAC,IAAI,IAAI,CAAC;YACjC,CAAC,CAAC,+BAA+B;YACjC,CAAC,CAAC,UAAU,CAAC,IAAI,IAAI,CAAC;gBACpB,CAAC,CAAC,wBAAwB;gBAC1B,CAAC,CAAC,uCAAuC,CAAC;QAC9C,KAAK,CAAC,aAAa,CAAC,OAAO,EAAE,GAAG,OAAO,CAAC,IAAI,OAAO,MAAM,EAAE,CAAC,CAAC;QAC7D,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,IAAI,eAAe,OAAO,CAAC,IAAI,KAAK,UAAU,CAAC,IAAI,gBAAgB,CAAC,CAAC;QAChG,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;QAE1B,MAAM,QAAQ,GAAG,OAAO,CAAC,SAAS,EAAE;YAClC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC,CAAC,mCAAmC,CAAC,CAAC,CAAC,IAAI,OAAO,CAAC,IAAI,gBAAgB,CAAC;YAC/F,CAAC,CAAC,EAAE,CAAC;QACP,OAAO,gBAAgB,OAAO,CAAC,IAAI,IAAI,QAAQ,YAAY,UAAU,CAAC,UAAU,CAAC,2CAA2C,CAAC;IAC/H,CAAC;;AAGH,MAAM,OAAO,cAAe,SAAQ,OAAO;IAC/B,MAAM,CAAC,IAAI,GAAG,SAAS,CAAC;IACxB,MAAM,CAAC,WAAW,GAAG,4EAA4E,CAAC;IAE5G,KAAK,CAAC,OAAO,CAAC,QAAkB,EAAE;QAChC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAEzB,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;YACrB,OAAO,oEAAoE,CAAC;QAC9E,CAAC;QAED,MAAM,OAAO,GAAG,KAAK,CAAC,gBAAgB,EAAE,CAAC;QACzC,IAAI,CAAC,OAAO,EAAE,CAAC;YACb,OAAO,qDAAqD,CAAC;QAC/D,CAAC;QACD,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE,CAAC;YACvB,OAAO,OAAO,OAAO,CAAC,IAAI,wBAAwB,CAAC;QACrD,CAAC;QAED,KAAK,CAAC,UAAU,EAAE,CAAC;QACnB,KAAK,CAAC,aAAa,CAAC,UAAU,EAAE,OAAO,CAAC,IAAI,CAAC,CAAC;QAC9C,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,IAAI,aAAa,OAAO,CAAC,IAAI,GAAG,CAAC,CAAC;QAC7D,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;QAE1B,OAAO,mBAAmB,OAAO,CAAC,IAAI,kEAAkE,CAAC;IAC3G,CAAC"}
1
+ {"version":3,"file":"brandish.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/brandish.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAY,MAAM,cAAc,CAAC;AACjD,OAAO,EAAE,QAAQ,EAAE,MAAM,8BAA8B,CAAC;AACxD,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAE5D;;;;;;;;;GASG;AACH,MAAM,OAAO,eAAgB,SAAQ,OAAO;IAChC,MAAM,CAAC,IAAI,GAAG,UAAU,CAAC;IACzB,MAAM,CAAC,WAAW,GAAG,oFAAoF,CAAC;IAEpH,KAAK,CAAC,OAAO,CAAC,QAAkB,EAAE;QAChC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAEzB,6DAA6D;QAC7D,IAAI,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAC7B,OAAO,0GAA0G,CAAC;QACpH,CAAC;QACD,IAAI,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAC7B,OAAO,8EAA8E,CAAC;QACxF,CAAC;QACD,IAAI,KAAK,CAAC,KAAK,KAAK,OAAO,EAAE,CAAC;YAC5B,OAAO,kDAAkD,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,iEAAiE,CAAC,CAAC,CAAC,OAAO,KAAK,CAAC,WAAW,EAAE,IAAI,IAAI,OAAO,gDAAgD,EAAE,CAAC;QAC9O,CAAC;QAED,MAAM,OAAO,GAAG,KAAK,CAAC,gBAAgB,EAAE,CAAC;QACzC,IAAI,CAAC,OAAO,EAAE,CAAC;YACb,yDAAyD;YACzD,MAAM,gBAAgB,GAAa,CAAC,QAAQ,CAAC,MAAM,EAAE,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,YAAY,CAAC,CAAC;YAClG,MAAM,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,gBAAgB,CAAC,QAAQ,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC;YAC7F,OAAO,KAAK;gBACV,CAAC,CAAC,0BAA0B,KAAK,CAAC,IAAI,yCAAyC,KAAK,CAAC,IAAI,UAAU;gBACnG,CAAC,CAAC,kDAAkD,CAAC;QACzD,CAAC;QAED,IAAI,KAAK,CAAC,WAAW,EAAE,CAAC;YACtB,OAAO,OAAO,OAAO,CAAC,IAAI,2BAA2B,CAAC;QACxD,CAAC;QAED,KAAK,CAAC,UAAU,EAAE,CAAC;QACnB,gDAAgD;QAChD,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEvB,sEAAsE;QACtE,sEAAsE;QACtE,uEAAuE;QACvE,MAAM,KAAK,GAAG,KAAK,CAAC,WAAW,CAAC,cAAc,CAAC,CAAC;QAChD,kEAAkE;QAClE,uEAAuE;QACvE,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,SAAS,CAAC,CAAC;QAC5C,MAAM,UAAU,GAAG,QAAQ,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,QAAQ,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,GAAG,KAAK,CAAC,aAAa,GAAG,KAAK,CAAC,iBAAiB,CAAC,CAAC,CAAC;QAC7I,MAAM,MAAM,GAAG,UAAU,CAAC,IAAI,IAAI,CAAC;YACjC,CAAC,CAAC,+BAA+B;YACjC,CAAC,CAAC,UAAU,CAAC,IAAI,IAAI,CAAC;gBACpB,CAAC,CAAC,wBAAwB;gBAC1B,CAAC,CAAC,uCAAuC,CAAC;QAC9C,KAAK,CAAC,aAAa,CAAC,OAAO,EAAE,GAAG,OAAO,CAAC,IAAI,OAAO,MAAM,EAAE,CAAC,CAAC;QAC7D,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,IAAI,eAAe,OAAO,CAAC,IAAI,KAAK,UAAU,CAAC,IAAI,gBAAgB,CAAC,CAAC;QAChG,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;QAE1B,MAAM,QAAQ,GAAG,OAAO,CAAC,SAAS,EAAE;YAClC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC,CAAC,mCAAmC,CAAC,CAAC,CAAC,IAAI,OAAO,CAAC,IAAI,gBAAgB,CAAC;YAC/F,CAAC,CAAC,EAAE,CAAC;QACP,OAAO,gBAAgB,OAAO,CAAC,IAAI,IAAI,QAAQ,YAAY,UAAU,CAAC,UAAU,CAAC,2CAA2C,CAAC;IAC/H,CAAC;;AAGH,MAAM,OAAO,cAAe,SAAQ,OAAO;IAC/B,MAAM,CAAC,IAAI,GAAG,SAAS,CAAC;IACxB,MAAM,CAAC,WAAW,GAAG,4EAA4E,CAAC;IAE5G,KAAK,CAAC,OAAO,CAAC,QAAkB,EAAE;QAChC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAEzB,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;YACrB,OAAO,oEAAoE,CAAC;QAC9E,CAAC;QAED,MAAM,OAAO,GAAG,KAAK,CAAC,gBAAgB,EAAE,CAAC;QACzC,IAAI,CAAC,OAAO,EAAE,CAAC;YACb,OAAO,qDAAqD,CAAC;QAC/D,CAAC;QACD,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE,CAAC;YACvB,OAAO,OAAO,OAAO,CAAC,IAAI,wBAAwB,CAAC;QACrD,CAAC;QAED,KAAK,CAAC,UAAU,EAAE,CAAC;QACnB,KAAK,CAAC,aAAa,CAAC,UAAU,EAAE,OAAO,CAAC,IAAI,CAAC,CAAC;QAC9C,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,IAAI,aAAa,OAAO,CAAC,IAAI,GAAG,CAAC,CAAC;QAC7D,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;QAE1B,OAAO,mBAAmB,OAAO,CAAC,IAAI,kEAAkE,CAAC;IAC3G,CAAC"}
@@ -0,0 +1,16 @@
1
+ import { Command, ICommand } from './command.js';
2
+ /**
3
+ * Diegetic shopping: "browse" (or bare "buy") in a vendor's room reads
4
+ * their shelves with live prices; "buy <item>" slides the nuyen across
5
+ * the counter. A vendor is any live NPC whose name is on items in the
6
+ * room (see commerce.vendorsInRoom) -- the hub's shopkeepers and any
7
+ * generated merchant alike. Stealing stays possible exactly as before;
8
+ * this is just the version where nobody comes after you.
9
+ */
10
+ export declare class BuyCommand extends Command implements ICommand {
11
+ protected static verb: string;
12
+ protected static description: string;
13
+ execute(args?: string[]): Promise<string>;
14
+ private browse;
15
+ private purchase;
16
+ }
@@ -0,0 +1,97 @@
1
+ import { Command } from './command.js';
2
+ import { priceOf, vendorsInRoom, waresOf, shelfNote } from '../utilities/commerce.js';
3
+ /**
4
+ * Diegetic shopping: "browse" (or bare "buy") in a vendor's room reads
5
+ * their shelves with live prices; "buy <item>" slides the nuyen across
6
+ * the counter. A vendor is any live NPC whose name is on items in the
7
+ * room (see commerce.vendorsInRoom) -- the hub's shopkeepers and any
8
+ * generated merchant alike. Stealing stays possible exactly as before;
9
+ * this is just the version where nobody comes after you.
10
+ */
11
+ export class BuyCommand extends Command {
12
+ static verb = 'buy';
13
+ static description = 'Shop a vendor\'s shelves: "browse" lists their wares and prices, "buy <item>" pays for one. Vendors are NPCs with goods under their name.';
14
+ async execute(args = []) {
15
+ const actor = this.actor;
16
+ if (actor.plane !== 'meat') {
17
+ return `Commerce is a meat-world ritual -- come back to your body first.`;
18
+ }
19
+ if (actor.inExchange) {
20
+ return `Nobody rings up a sale in a firefight.`;
21
+ }
22
+ const room = actor.currentLocation;
23
+ const vendors = vendorsInRoom(this.scene, room);
24
+ if (vendors.length === 0) {
25
+ return `Nobody here is selling anything. Shelves without a shopkeeper are called "theft waiting to happen".`;
26
+ }
27
+ if (!args || args.length === 0 || args.join(' ').toLowerCase() === 'wares') {
28
+ return this.browse(vendors, room);
29
+ }
30
+ return this.purchase(args.join(' '), vendors);
31
+ }
32
+ browse(vendors, room) {
33
+ const lines = [];
34
+ for (const vendor of vendors) {
35
+ const wares = waresOf(this.actor.currentLocation, vendor.name);
36
+ lines.push(`${vendor.name}'s wares:`);
37
+ for (const item of wares) {
38
+ const price = priceOf(item);
39
+ const dots = '.'.repeat(Math.max(2, 28 - item.name.length));
40
+ lines.push(` ${item.name} ${dots} ${price} nuyen${shelfNote(item)}`);
41
+ }
42
+ }
43
+ lines.push('');
44
+ lines.push(`You're carrying ${this.actor.currency} nuyen. "buy <item>" to make it yours.`);
45
+ this.logger.write(`BuyCommand: ${this.actor.name} browsed in ${room.name}.`);
46
+ return lines.join('\n');
47
+ }
48
+ purchase(wanted, vendors) {
49
+ const actor = this.actor;
50
+ const room = actor.currentLocation;
51
+ const item = room.inventory.getItem(wanted) ?? undefined;
52
+ if (!item) {
53
+ return `No "${wanted}" on any shelf here. "browse" to see what's actually for sale.`;
54
+ }
55
+ const vendor = vendors.find(v => v.name === item.owner);
56
+ if (!vendor) {
57
+ return item.owner
58
+ ? `That's ${item.owner}'s stock, and ${item.owner} isn't minding the counter. Taking it anyway has a different name.`
59
+ : `The ${item.name} isn't merchandise -- nobody's selling it. (Taking it is a "take", not a "buy".)`;
60
+ }
61
+ const price = priceOf(item);
62
+ if (actor.currency < price) {
63
+ return `The ${item.name} runs ${price} nuyen -- you're carrying ${actor.currency}. ${vendor.name} doesn't do tabs.`;
64
+ }
65
+ // Money first, then goods -- with the weight check between, so a
66
+ // too-heavy purchase refunds cleanly instead of eating the cred.
67
+ actor.adjustCurrency(-price);
68
+ room.inventory.removeItem(item.name);
69
+ try {
70
+ actor.addInventory(item);
71
+ }
72
+ catch {
73
+ room.inventory.addItem(item);
74
+ actor.adjustCurrency(price);
75
+ return `You count out the cred, then do the math on your pack -- the ${item.name} is more than you can carry. The deal's off.`;
76
+ }
77
+ item.owner = actor.name;
78
+ actor.performAction('buys', `${item.name} from ${vendor.name}`);
79
+ this.logger.write(`BuyCommand: ${actor.name} bought ${item.name} from ${vendor.name} for ${price} (${actor.currency} left).`);
80
+ this.scene.addWorldEvent(`${actor.name} bought ${item.name} from ${vendor.name}.`);
81
+ this.scene.updateInventory(this.scene.getPlayer().inventory);
82
+ this.scene.updateStatus();
83
+ // The shopkeeper's AI hears the sale as part of the scene, so they
84
+ // can talk about it like a person instead of a cash register.
85
+ void Promise.resolve(vendor.hear(actor, `I'll take the ${item.name}. [System note: the sale is complete -- ${actor.name} paid you ${price} nuyen for it. React briefly and in character; no need to restate the price.]`)).catch(err => {
86
+ this.logger.error(`${vendor.name} failed to hear the sale: ${err}`);
87
+ });
88
+ // A sale is how a shopkeeper becomes a CONTACT (see Game.touchContact).
89
+ const bond = this.game?.touchContact(vendor.name, 'trade', price);
90
+ return [
91
+ `You slide ${price} nuyen across to ${vendor.name}. (${actor.currency} left.)`,
92
+ `The ${item.name} is yours.`,
93
+ ...(bond ? [bond] : []),
94
+ ].join('\n');
95
+ }
96
+ }
97
+ //# sourceMappingURL=buy.js.map
@@ -0,0 +1 @@
1
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