@maka/maka-cli 5.63.1 → 5.65.0

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Files changed (205) hide show
  1. package/bundle/typescript/package.json +1 -1
  2. package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js +29 -8
  3. package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js.map +1 -1
  4. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.d.ts +42 -0
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.js +86 -3
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/ask.js.map +1 -1
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.d.ts +29 -2
  8. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js +151 -1
  9. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js.map +1 -1
  10. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +40 -13
  11. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js +107 -25
  12. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +1 -1
  13. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.d.ts +11 -15
  14. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js +13 -16
  15. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js.map +1 -1
  16. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.d.ts +8 -0
  17. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js +30 -2
  18. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js.map +1 -1
  19. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +40 -49
  20. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js +121 -160
  21. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +1 -1
  22. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js +29 -5
  23. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +1 -1
  24. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.d.ts +7 -8
  25. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js +13 -13
  26. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +1 -1
  27. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.js +22 -1
  28. package/bundle/typescript/src/commands/game/sideQuest/commands/contacts.js.map +1 -1
  29. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.d.ts +30 -0
  30. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js +65 -0
  31. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js.map +1 -0
  32. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.d.ts +1 -1
  33. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js +2 -2
  34. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js.map +1 -1
  35. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js +25 -3
  36. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +1 -1
  37. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +2 -3
  38. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +2 -2
  39. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +1 -1
  40. package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.js +18 -10
  41. package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.js.map +1 -1
  42. package/bundle/typescript/src/commands/game/sideQuest/commands/journal.d.ts +44 -0
  43. package/bundle/typescript/src/commands/game/sideQuest/commands/journal.js +136 -0
  44. package/bundle/typescript/src/commands/game/sideQuest/commands/journal.js.map +1 -0
  45. package/bundle/typescript/src/commands/game/sideQuest/commands/look.d.ts +20 -0
  46. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +157 -5
  47. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +1 -1
  48. package/bundle/typescript/src/commands/game/sideQuest/commands/map.js +18 -4
  49. package/bundle/typescript/src/commands/game/sideQuest/commands/map.js.map +1 -1
  50. package/bundle/typescript/src/commands/game/sideQuest/commands/move.js +1 -1
  51. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +2 -3
  52. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js +2 -2
  53. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js.map +1 -1
  54. package/bundle/typescript/src/commands/game/sideQuest/commands/players.js +8 -2
  55. package/bundle/typescript/src/commands/game/sideQuest/commands/players.js.map +1 -1
  56. package/bundle/typescript/src/commands/game/sideQuest/commands/posture.d.ts +45 -0
  57. package/bundle/typescript/src/commands/game/sideQuest/commands/posture.js +115 -0
  58. package/bundle/typescript/src/commands/game/sideQuest/commands/posture.js.map +1 -0
  59. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +46 -12
  60. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +1 -1
  61. package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js +30 -1
  62. package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js.map +1 -1
  63. package/bundle/typescript/src/commands/game/sideQuest/commands/silent.js +11 -1
  64. package/bundle/typescript/src/commands/game/sideQuest/commands/silent.js.map +1 -1
  65. package/bundle/typescript/src/commands/game/sideQuest/commands/take.js +12 -0
  66. package/bundle/typescript/src/commands/game/sideQuest/commands/take.js.map +1 -1
  67. package/bundle/typescript/src/commands/game/sideQuest/commands/talk.d.ts +47 -0
  68. package/bundle/typescript/src/commands/game/sideQuest/commands/talk.js +91 -5
  69. package/bundle/typescript/src/commands/game/sideQuest/commands/talk.js.map +1 -1
  70. package/bundle/typescript/src/commands/game/sideQuest/commands/time.d.ts +20 -0
  71. package/bundle/typescript/src/commands/game/sideQuest/commands/time.js +61 -0
  72. package/bundle/typescript/src/commands/game/sideQuest/commands/time.js.map +1 -0
  73. package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js +1 -1
  74. package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js.map +1 -1
  75. package/bundle/typescript/src/commands/game/sideQuest/commands/use.d.ts +17 -0
  76. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js +136 -1
  77. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js.map +1 -1
  78. package/bundle/typescript/src/commands/game/sideQuest/engine-version.d.ts +1 -1
  79. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +15 -1
  80. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js.map +1 -1
  81. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.d.ts +128 -44
  82. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js +551 -254
  83. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js.map +1 -1
  84. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js +82 -84
  85. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js.map +1 -1
  86. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.d.ts +23 -4
  87. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js +95 -79
  88. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js.map +1 -1
  89. package/bundle/typescript/src/commands/game/sideQuest/factories/seed-migration.d.ts +30 -0
  90. package/bundle/typescript/src/commands/game/sideQuest/factories/seed-migration.js +176 -0
  91. package/bundle/typescript/src/commands/game/sideQuest/factories/seed-migration.js.map +1 -0
  92. package/bundle/typescript/src/commands/game/sideQuest/game.d.ts +104 -0
  93. package/bundle/typescript/src/commands/game/sideQuest/game.js +268 -16
  94. package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
  95. package/bundle/typescript/src/commands/game/sideQuest/headless-harness.d.ts +78 -0
  96. package/bundle/typescript/src/commands/game/sideQuest/headless-harness.js +188 -0
  97. package/bundle/typescript/src/commands/game/sideQuest/headless-harness.js.map +1 -0
  98. package/bundle/typescript/src/commands/game/sideQuest/headless.d.ts +5 -0
  99. package/bundle/typescript/src/commands/game/sideQuest/headless.js +78 -0
  100. package/bundle/typescript/src/commands/game/sideQuest/headless.js.map +1 -1
  101. package/bundle/typescript/src/commands/game/sideQuest/models/_index.d.ts +0 -1
  102. package/bundle/typescript/src/commands/game/sideQuest/models/_index.js +0 -1
  103. package/bundle/typescript/src/commands/game/sideQuest/models/_index.js.map +1 -1
  104. package/bundle/typescript/src/commands/game/sideQuest/models/device.d.ts +121 -0
  105. package/bundle/typescript/src/commands/game/sideQuest/models/device.js +145 -0
  106. package/bundle/typescript/src/commands/game/sideQuest/models/device.js.map +1 -0
  107. package/bundle/typescript/src/commands/game/sideQuest/models/door.d.ts +27 -8
  108. package/bundle/typescript/src/commands/game/sideQuest/models/door.js +15 -10
  109. package/bundle/typescript/src/commands/game/sideQuest/models/door.js.map +1 -1
  110. package/bundle/typescript/src/commands/game/sideQuest/models/npc.d.ts +143 -0
  111. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +253 -30
  112. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js.map +1 -1
  113. package/bundle/typescript/src/commands/game/sideQuest/models/player.d.ts +68 -0
  114. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +102 -0
  115. package/bundle/typescript/src/commands/game/sideQuest/models/player.js.map +1 -1
  116. package/bundle/typescript/src/commands/game/sideQuest/models/room.d.ts +80 -34
  117. package/bundle/typescript/src/commands/game/sideQuest/models/room.js +126 -54
  118. package/bundle/typescript/src/commands/game/sideQuest/models/room.js.map +1 -1
  119. package/bundle/typescript/src/commands/game/sideQuest/models/scene.d.ts +1 -4
  120. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js +0 -22
  121. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js.map +1 -1
  122. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene1.json +78 -109
  123. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene2.json +4 -101
  124. package/bundle/typescript/src/commands/game/sideQuest/types/save-file.d.ts +24 -0
  125. package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.d.ts +52 -0
  126. package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.js +2 -0
  127. package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.js.map +1 -0
  128. package/bundle/typescript/src/commands/game/sideQuest/types/seed/legacy-puzzle-seed.d.ts +63 -0
  129. package/bundle/typescript/src/commands/game/sideQuest/types/seed/legacy-puzzle-seed.js +2 -0
  130. package/bundle/typescript/src/commands/game/sideQuest/types/seed/legacy-puzzle-seed.js.map +1 -0
  131. package/bundle/typescript/src/commands/game/sideQuest/types/seed/player-seed.d.ts +6 -0
  132. package/bundle/typescript/src/commands/game/sideQuest/types/seed/room-seed.d.ts +4 -0
  133. package/bundle/typescript/src/commands/game/sideQuest/types/seed/scene-seed.d.ts +3 -2
  134. package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.d.ts +2 -28
  135. package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.js +1 -14
  136. package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.js.map +1 -1
  137. package/bundle/typescript/src/commands/game/sideQuest/ui.js +24 -0
  138. package/bundle/typescript/src/commands/game/sideQuest/ui.js.map +1 -1
  139. package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.d.ts +55 -0
  140. package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.js +36 -0
  141. package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.js.map +1 -0
  142. package/bundle/typescript/src/commands/game/sideQuest/utilities/ar.d.ts +22 -0
  143. package/bundle/typescript/src/commands/game/sideQuest/utilities/ar.js +26 -0
  144. package/bundle/typescript/src/commands/game/sideQuest/utilities/ar.js.map +1 -1
  145. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-dump.js +6 -0
  146. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-dump.js.map +1 -1
  147. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.d.ts +45 -0
  148. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.js +116 -0
  149. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.js.map +1 -0
  150. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.d.ts +73 -1
  151. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.js +56 -1
  152. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.js.map +1 -1
  153. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js +37 -4
  154. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js.map +1 -1
  155. package/bundle/typescript/src/commands/game/sideQuest/utilities/credentials.d.ts +26 -0
  156. package/bundle/typescript/src/commands/game/sideQuest/utilities/credentials.js +48 -0
  157. package/bundle/typescript/src/commands/game/sideQuest/utilities/credentials.js.map +1 -0
  158. package/bundle/typescript/src/commands/game/sideQuest/utilities/devices.d.ts +23 -0
  159. package/bundle/typescript/src/commands/game/sideQuest/utilities/devices.js +55 -0
  160. package/bundle/typescript/src/commands/game/sideQuest/utilities/devices.js.map +1 -0
  161. package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.d.ts +57 -2
  162. package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.js +46 -3
  163. package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.js.map +1 -1
  164. package/bundle/typescript/src/commands/game/sideQuest/utilities/log-style.d.ts +38 -0
  165. package/bundle/typescript/src/commands/game/sideQuest/utilities/log-style.js +42 -0
  166. package/bundle/typescript/src/commands/game/sideQuest/utilities/log-style.js.map +1 -1
  167. package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js +72 -17
  168. package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js.map +1 -1
  169. package/bundle/typescript/src/commands/game/sideQuest/utilities/playtester.d.ts +50 -0
  170. package/bundle/typescript/src/commands/game/sideQuest/utilities/playtester.js +43 -0
  171. package/bundle/typescript/src/commands/game/sideQuest/utilities/playtester.js.map +1 -0
  172. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.d.ts +14 -3
  173. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js +45 -31
  174. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js.map +1 -1
  175. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-view.js +66 -8
  176. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-view.js.map +1 -1
  177. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.d.ts +81 -15
  178. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js +142 -33
  179. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js.map +1 -1
  180. package/bundle/typescript/src/commands/game/sideQuest/utilities/use-target.d.ts +88 -0
  181. package/bundle/typescript/src/commands/game/sideQuest/utilities/use-target.js +113 -0
  182. package/bundle/typescript/src/commands/game/sideQuest/utilities/use-target.js.map +1 -0
  183. package/bundle/typescript/src/commands/game/sideQuest/utilities/world-clock.d.ts +83 -0
  184. package/bundle/typescript/src/commands/game/sideQuest/utilities/world-clock.js +106 -0
  185. package/bundle/typescript/src/commands/game/sideQuest/utilities/world-clock.js.map +1 -0
  186. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js +54 -5
  187. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js.map +1 -1
  188. package/bundle/typescript/src/maka.js +1 -1
  189. package/bundle/typescript/src/maka.js.map +1 -1
  190. package/bundle/typescript/src/tools/sdk-loader/relocate.d.ts +19 -2
  191. package/bundle/typescript/src/tools/sdk-loader/relocate.js +22 -2
  192. package/bundle/typescript/src/tools/sdk-loader/relocate.js.map +1 -1
  193. package/package.json +1 -1
  194. package/bundle/typescript/src/commands/game/sideQuest/commands/solve.d.ts +0 -6
  195. package/bundle/typescript/src/commands/game/sideQuest/commands/solve.js +0 -72
  196. package/bundle/typescript/src/commands/game/sideQuest/commands/solve.js.map +0 -1
  197. package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.d.ts +0 -6
  198. package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.js +0 -26
  199. package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.js.map +0 -1
  200. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.d.ts +0 -143
  201. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js +0 -366
  202. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js.map +0 -1
  203. package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.d.ts +0 -28
  204. package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.js +0 -2
  205. package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.js.map +0 -1
@@ -0,0 +1,78 @@
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+ import { HeadlessSession } from './headless.js';
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+ import type { GameEvent } from './utilities/emitter.js';
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+ import type { ISceneSeedJson } from './types/seed/scene-seed.js';
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+ import type { ISaveFileV1, ISavedPlayer } from './types/save-file.js';
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+ /**
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+ * STANDING UP A REAL HEADLESS BOOT, cheaply.
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+ *
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+ * This exists because of how the two worst bugs of 2026-08-27 escaped.
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+ * `Game.currentClient` was set only on the SOLO arrival path, so on a
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+ * shared run there was no meet, no haggle, and -- since the wrap-up
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+ * settlement rides the same method -- a table could finish an entire job
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+ * and nobody would be paid. The `contacts` "THIS JOB" row was blank for
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+ * the same reason.
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+ *
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+ * Both had tests. Both tests passed. They STUBBED the state they were
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+ * checking, so they pinned the rendering and never touched the wiring --
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+ * a test that sets `game.currentClient` itself cannot discover that
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+ * nothing else ever does. That is not a mistake either author made
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+ * carelessly; it is what you write when standing up a real boot is
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+ * expensive. So the fix for the class is to make it cheap.
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+ *
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+ * Deliberately NOT a *.test.ts file: jest's testMatch is `**''/*.test.ts`
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+ * and a helper named that way becomes an empty failing suite.
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+ *
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+ * Two fixture facts that cost two sessions an hour between them, and are
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+ * baked in here so nobody pays a third time:
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+ * - saved items use enum KEYS, not values: 'Tiny' and 'Commlink',
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+ * never 'tiny' and 'commlink'.
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+ * - saved equipment is keyed by FLATTENED path -- 'head.commlink' --
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+ * not nested objects.
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+ * And one that used to be here and is now gone: there is no `currency`
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+ * field on a save. Money rides credstick items. The old fixtures carried
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+ * `currency: 500`, which read as meaningful and did exactly nothing.
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+ */
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+ /** A commlink as a SAVED item -- enum keys, per the note above. */
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+ export declare const SAVED_COMMLINK: {
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+ name: string;
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+ description: string;
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+ size: string;
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+ category: string;
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+ shape: string;
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+ color: string;
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+ texture: string;
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+ rating: string;
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+ weight: number;
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+ };
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+ /**
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+ * The smallest save the boot path actually reads: buildPlayerFromSave
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+ * needs the attribute/skill block, restorePlayer needs the replay arrays
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+ * to iterate.
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+ */
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+ export declare function savedPlayer(name: string, overrides?: Record<string, unknown>): ISavedPlayer;
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+ export declare function save(name: string, overrides?: Record<string, unknown>): ISaveFileV1;
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+ /**
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+ * The smallest scene the engine will boot AND that carries the things
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+ * run-scoped state is about: a client, a payout, and a hand-off win
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+ * condition. Hand-authored rather than read from a session folder -- a
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+ * test that depends on one machine's saved games protects nothing on any
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+ * other machine.
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+ */
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+ export declare function paritySeed(overrides?: Partial<ISceneSeedJson>): ISceneSeedJson;
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+ export interface BootOptions {
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+ seed?: ISceneSeedJson;
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+ /** players[0] is the host/primary. Defaults to a single 'Maka'. */
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+ players?: ISaveFileV1[];
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+ /** Saves to bring in through addPlayer -- the JOINER path, which is a
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+ * different code path from players[0] and is where host/joiner
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+ * asymmetries live. */
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+ join?: ISaveFileV1[];
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+ events?: GameEvent[];
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+ /** The tier the scene was generated at, as the hosting server knows it. */
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+ tier?: number;
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+ }
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+ /**
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+ * Boots a real headless session. The env flags keep it off the network
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+ * and off telemetry, which is most of what made this expensive before.
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+ */
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+ export declare function bootSession(opts?: BootOptions): Promise<HeadlessSession>;
@@ -0,0 +1,188 @@
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+ import { createHeadlessSession } from './headless.js';
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+ /**
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+ * STANDING UP A REAL HEADLESS BOOT, cheaply.
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+ *
5
+ * This exists because of how the two worst bugs of 2026-08-27 escaped.
6
+ * `Game.currentClient` was set only on the SOLO arrival path, so on a
7
+ * shared run there was no meet, no haggle, and -- since the wrap-up
8
+ * settlement rides the same method -- a table could finish an entire job
9
+ * and nobody would be paid. The `contacts` "THIS JOB" row was blank for
10
+ * the same reason.
11
+ *
12
+ * Both had tests. Both tests passed. They STUBBED the state they were
13
+ * checking, so they pinned the rendering and never touched the wiring --
14
+ * a test that sets `game.currentClient` itself cannot discover that
15
+ * nothing else ever does. That is not a mistake either author made
16
+ * carelessly; it is what you write when standing up a real boot is
17
+ * expensive. So the fix for the class is to make it cheap.
18
+ *
19
+ * Deliberately NOT a *.test.ts file: jest's testMatch is `**''/*.test.ts`
20
+ * and a helper named that way becomes an empty failing suite.
21
+ *
22
+ * Two fixture facts that cost two sessions an hour between them, and are
23
+ * baked in here so nobody pays a third time:
24
+ * - saved items use enum KEYS, not values: 'Tiny' and 'Commlink',
25
+ * never 'tiny' and 'commlink'.
26
+ * - saved equipment is keyed by FLATTENED path -- 'head.commlink' --
27
+ * not nested objects.
28
+ * And one that used to be here and is now gone: there is no `currency`
29
+ * field on a save. Money rides credstick items. The old fixtures carried
30
+ * `currency: 500`, which read as meaningful and did exactly nothing.
31
+ */
32
+ /** A commlink as a SAVED item -- enum keys, per the note above. */
33
+ export const SAVED_COMMLINK = {
34
+ name: 'Renraku Sensei',
35
+ description: 'A commlink that has seen a few owners.',
36
+ size: 'Tiny',
37
+ category: 'Commlink',
38
+ shape: 'Rectangle',
39
+ color: 'Gray',
40
+ texture: 'Plastic',
41
+ rating: 'Common',
42
+ weight: 0.1,
43
+ };
44
+ /**
45
+ * The smallest save the boot path actually reads: buildPlayerFromSave
46
+ * needs the attribute/skill block, restorePlayer needs the replay arrays
47
+ * to iterate.
48
+ */
49
+ export function savedPlayer(name, overrides = {}) {
50
+ return {
51
+ name,
52
+ archetypeName: 'Street Samurai',
53
+ attributes: {
54
+ body: 4, agility: 5, reaction: 4, combatSkill: 3,
55
+ magic: 0, strength: 4, willpower: 3, logic: 3,
56
+ intuition: 4, charisma: 3, edge: 3, resonance: 0,
57
+ adept: false,
58
+ },
59
+ baseMagic: 0,
60
+ baseResonance: 0,
61
+ skills: { firearms: 4, perception: 3 },
62
+ karma: 0,
63
+ careerKarma: 0,
64
+ notorietyReasons: [],
65
+ metamagics: [],
66
+ initiationGrade: 0,
67
+ qualities: [],
68
+ augmentations: [],
69
+ augmentationGrades: [],
70
+ damageTaken: 0,
71
+ stunTaken: 0,
72
+ needs: {
73
+ hungerFatigue: 0, sleepFatigue: 0,
74
+ ateThisCycle: true, sleptThisCycle: true,
75
+ hungerStreak: 0, sleepStreak: 0,
76
+ },
77
+ edgeRemaining: 3,
78
+ haggledThisJob: false,
79
+ autoStance: 'manual',
80
+ visitedRooms: [],
81
+ inventory: [],
82
+ equipment: {},
83
+ ...overrides,
84
+ };
85
+ }
86
+ export function save(name, overrides = {}) {
87
+ return {
88
+ version: 1,
89
+ playerName: name,
90
+ player: savedPlayer(name, overrides),
91
+ game: {},
92
+ };
93
+ }
94
+ /**
95
+ * The smallest scene the engine will boot AND that carries the things
96
+ * run-scoped state is about: a client, a payout, and a hand-off win
97
+ * condition. Hand-authored rather than read from a session folder -- a
98
+ * test that depends on one machine's saved games protects nothing on any
99
+ * other machine.
100
+ */
101
+ export function paritySeed(overrides = {}) {
102
+ return {
103
+ name: 'Parity Job',
104
+ story: 'A short walk and a long memory.',
105
+ currency: { type: 'nuyen', authorityRoomTags: [] },
106
+ residenceTiers: ['Street', 'Squatter', 'Low'],
107
+ rooms: [
108
+ {
109
+ name: 'Curbside Drop',
110
+ description: 'Wet asphalt under a dead streetlamp.',
111
+ roomType: 'Street',
112
+ isStartRoom: true,
113
+ exits: [{ direction: 'north', targetRoom: 'Back Office' }],
114
+ },
115
+ {
116
+ name: 'Back Office',
117
+ description: 'A desk, a dead plant, and a chair nobody sits in.',
118
+ exits: [{ direction: 'south', targetRoom: 'Curbside Drop' }],
119
+ },
120
+ ],
121
+ npcs: [
122
+ {
123
+ description: 'A Johnson who never touches the goods.',
124
+ dialogue: ['The job is simple. That is what worries me.'],
125
+ player: {
126
+ name: 'Ms. Dovetail',
127
+ startLocation: 'Curbside Drop',
128
+ lifestyleChoices: [],
129
+ combat: { body: 3, agility: 3, reaction: 3, willpower: 3, logic: 3, intuition: 3, charisma: 5, strength: 3, edge: 2 },
130
+ },
131
+ },
132
+ ],
133
+ items: [
134
+ {
135
+ name: 'The Ledger',
136
+ description: 'A slab of a datapad, warm from somebody else pocket.',
137
+ size: 'Small',
138
+ category: 'Electronics',
139
+ shape: 'slab',
140
+ color: 'black',
141
+ texture: 'smooth',
142
+ rating: 'Common',
143
+ weight: 1,
144
+ transferable: true,
145
+ room: 'Back Office',
146
+ },
147
+ ],
148
+ puzzles: [],
149
+ winCondition: {
150
+ type: 'give',
151
+ item: 'The Ledger',
152
+ toNpc: 'Ms. Dovetail',
153
+ payout: 3000,
154
+ completionMessage: 'The ledger changes hands and nobody says a word about it.',
155
+ },
156
+ client: 'Ms. Dovetail',
157
+ player: {
158
+ name: 'Maka',
159
+ startLocation: 'Curbside Drop',
160
+ lifestyleChoices: [{ type: 'residence', metadata: { tier: 'Street', location: 'Curbside Drop' } }],
161
+ startingItems: [],
162
+ },
163
+ ...overrides,
164
+ };
165
+ }
166
+ /**
167
+ * Boots a real headless session. The env flags keep it off the network
168
+ * and off telemetry, which is most of what made this expensive before.
169
+ */
170
+ export async function bootSession(opts = {}) {
171
+ process.env.MAKA_NO_DDP = '1';
172
+ process.env.MAKA_NO_LORE = '1';
173
+ process.env.MAKA_NO_TELEMETRY = '1';
174
+ const events = opts.events;
175
+ const session = await createHeadlessSession({
176
+ sessionId: `harness-${Math.random().toString(36).slice(2, 8)}`,
177
+ seed: opts.seed ?? paritySeed(),
178
+ players: opts.players ?? [save('Maka')],
179
+ tier: opts.tier,
180
+ useAi: false,
181
+ sink: (ev) => { events?.push(ev); },
182
+ });
183
+ for (const joiner of opts.join ?? []) {
184
+ await session.addPlayer(joiner);
185
+ }
186
+ return session;
187
+ }
188
+ //# sourceMappingURL=headless-harness.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"headless-harness.js","sourceRoot":"","sources":["../../../../../../src/commands/game/sideQuest/headless-harness.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,qBAAqB,EAAmB,MAAM,eAAe,CAAC;AAKvE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AAEH,mEAAmE;AACnE,MAAM,CAAC,MAAM,cAAc,GAAG;IAC5B,IAAI,EAAE,gBAAgB;IACtB,WAAW,EAAE,wCAAwC;IACrD,IAAI,EAAE,MAAM;IACZ,QAAQ,EAAE,UAAU;IACpB,KAAK,EAAE,WAAW;IAClB,KAAK,EAAE,MAAM;IACb,OAAO,EAAE,SAAS;IAClB,MAAM,EAAE,QAAQ;IAChB,MAAM,EAAE,GAAG;CACZ,CAAC;AAEF;;;;GAIG;AACH,MAAM,UAAU,WAAW,CAAC,IAAY,EAAE,YAAqC,EAAE;IAC/E,OAAO;QACL,IAAI;QACJ,aAAa,EAAE,gBAAgB;QAC/B,UAAU,EAAE;YACV,IAAI,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,WAAW,EAAE,CAAC;YAChD,KAAK,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;YAC7C,SAAS,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,SAAS,EAAE,CAAC;YAChD,KAAK,EAAE,KAAK;SACb;QACD,SAAS,EAAE,CAAC;QACZ,aAAa,EAAE,CAAC;QAChB,MAAM,EAAE,EAAE,QAAQ,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE;QACtC,KAAK,EAAE,CAAC;QACR,WAAW,EAAE,CAAC;QACd,gBAAgB,EAAE,EAAE;QACpB,UAAU,EAAE,EAAE;QACd,eAAe,EAAE,CAAC;QAClB,SAAS,EAAE,EAAE;QACb,aAAa,EAAE,EAAE;QACjB,kBAAkB,EAAE,EAAE;QACtB,WAAW,EAAE,CAAC;QACd,SAAS,EAAE,CAAC;QACZ,KAAK,EAAE;YACL,aAAa,EAAE,CAAC,EAAE,YAAY,EAAE,CAAC;YACjC,YAAY,EAAE,IAAI,EAAE,cAAc,EAAE,IAAI;YACxC,YAAY,EAAE,CAAC,EAAE,WAAW,EAAE,CAAC;SAChC;QACD,aAAa,EAAE,CAAC;QAChB,cAAc,EAAE,KAAK;QACrB,UAAU,EAAE,QAAQ;QACpB,YAAY,EAAE,EAAE;QAChB,SAAS,EAAE,EAAE;QACb,SAAS,EAAE,EAAE;QACb,GAAG,SAAS;KACc,CAAC;AAC/B,CAAC;AAED,MAAM,UAAU,IAAI,CAAC,IAAY,EAAE,YAAqC,EAAE;IACxE,OAAO;QACL,OAAO,EAAE,CAAC;QACV,UAAU,EAAE,IAAI;QAChB,MAAM,EAAE,WAAW,CAAC,IAAI,EAAE,SAAS,CAAC;QACpC,IAAI,EAAE,EAAE;KACiB,CAAC;AAC9B,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,UAAU,CAAC,YAAqC,EAAE;IAChE,OAAO;QACL,IAAI,EAAE,YAAY;QAClB,KAAK,EAAE,iCAAiC;QACxC,QAAQ,EAAE,EAAE,IAAI,EAAE,OAAO,EAAE,iBAAiB,EAAE,EAAE,EAAE;QAClD,cAAc,EAAE,CAAC,QAAQ,EAAE,UAAU,EAAE,KAAK,CAAC;QAC7C,KAAK,EAAE;YACL;gBACE,IAAI,EAAE,eAAe;gBACrB,WAAW,EAAE,sCAAsC;gBACnD,QAAQ,EAAE,QAAQ;gBAClB,WAAW,EAAE,IAAI;gBACjB,KAAK,EAAE,CAAC,EAAE,SAAS,EAAE,OAAO,EAAE,UAAU,EAAE,aAAa,EAAE,CAAC;aAC3D;YACD;gBACE,IAAI,EAAE,aAAa;gBACnB,WAAW,EAAE,mDAAmD;gBAChE,KAAK,EAAE,CAAC,EAAE,SAAS,EAAE,OAAO,EAAE,UAAU,EAAE,eAAe,EAAE,CAAC;aAC7D;SACF;QACD,IAAI,EAAE;YACJ;gBACE,WAAW,EAAE,wCAAwC;gBACrD,QAAQ,EAAE,CAAC,6CAA6C,CAAC;gBACzD,MAAM,EAAE;oBACN,IAAI,EAAE,cAAc;oBACpB,aAAa,EAAE,eAAe;oBAC9B,gBAAgB,EAAE,EAAE;oBACpB,MAAM,EAAE,EAAE,IAAI,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE;iBACtH;aACF;SACF;QACD,KAAK,EAAE;YACL;gBACE,IAAI,EAAE,YAAY;gBAClB,WAAW,EAAE,sDAAsD;gBACnE,IAAI,EAAE,OAAO;gBACb,QAAQ,EAAE,aAAa;gBACvB,KAAK,EAAE,MAAM;gBACb,KAAK,EAAE,OAAO;gBACd,OAAO,EAAE,QAAQ;gBACjB,MAAM,EAAE,QAAQ;gBAChB,MAAM,EAAE,CAAC;gBACT,YAAY,EAAE,IAAI;gBAClB,IAAI,EAAE,aAAa;aACpB;SACF;QACD,OAAO,EAAE,EAAE;QACX,YAAY,EAAE;YACZ,IAAI,EAAE,MAAM;YACZ,IAAI,EAAE,YAAY;YAClB,KAAK,EAAE,cAAc;YACrB,MAAM,EAAE,IAAI;YACZ,iBAAiB,EAAE,2DAA2D;SAC/E;QACD,MAAM,EAAE,cAAc;QACtB,MAAM,EAAE;YACN,IAAI,EAAE,MAAM;YACZ,aAAa,EAAE,eAAe;YAC9B,gBAAgB,EAAE,CAAC,EAAE,IAAI,EAAE,WAAW,EAAE,QAAQ,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,eAAe,EAAE,EAAE,CAAC;YAClG,aAAa,EAAE,EAAE;SAClB;QACD,GAAG,SAAS;KACgB,CAAC;AACjC,CAAC;AAeD;;;GAGG;AACH,MAAM,CAAC,KAAK,UAAU,WAAW,CAAC,OAAoB,EAAE;IACtD,OAAO,CAAC,GAAG,CAAC,WAAW,GAAG,GAAG,CAAC;IAC9B,OAAO,CAAC,GAAG,CAAC,YAAY,GAAG,GAAG,CAAC;IAC/B,OAAO,CAAC,GAAG,CAAC,iBAAiB,GAAG,GAAG,CAAC;IAEpC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;IAC3B,MAAM,OAAO,GAAG,MAAM,qBAAqB,CAAC;QAC1C,SAAS,EAAE,WAAW,IAAI,CAAC,MAAM,EAAE,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE;QAC9D,IAAI,EAAE,IAAI,CAAC,IAAI,IAAI,UAAU,EAAE;QAC/B,OAAO,EAAE,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QACvC,IAAI,EAAE,IAAI,CAAC,IAAI;QACf,KAAK,EAAE,KAAK;QACZ,IAAI,EAAE,CAAC,EAAE,EAAE,EAAE,GAAG,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;KACpC,CAAC,CAAC;IAEH,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,IAAI,IAAI,EAAE,EAAE,CAAC;QACrC,MAAM,OAAO,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC;IAClC,CAAC;IACD,OAAO,OAAO,CAAC;AACjB,CAAC"}
@@ -61,6 +61,11 @@ export interface HeadlessOptions {
61
61
  seed: ISceneSeedJson;
62
62
  /** Save docs, one per human; players[0] is the leader/primary. */
63
63
  players: ISaveFileV1[];
64
+ /** The tier this scene was GENERATED at. The solo arrival path sets
65
+ * it from the same number; a headless boot had no way to say it and
66
+ * sat at the default 1, which then rode into the save snapshot and
67
+ * the next draft (audit 2026-08-27). Omitted keeps the old default. */
68
+ tier?: number;
64
69
  useAi?: boolean;
65
70
  sink: (ev: GameEvent) => void;
66
71
  debug?: (line: string) => void;
@@ -19,6 +19,7 @@ import { restorePlayer, serializePlayer } from './utilities/persistence.js';
19
19
  import { renderMapViewport } from './utilities/map-view.js';
20
20
  import { renderRoomLayoutCompact } from './utilities/room-view.js';
21
21
  import { entrySpotFor, spotOf } from './utilities/spots.js';
22
+ import { equipIntoEmptySlots } from './archetypes.js';
22
23
  /**
23
24
  * The session's Logger: same shape the whole engine already talks to,
24
25
  * but every player-visible line becomes a GameEvent through `sink`.
@@ -132,6 +133,57 @@ export function buildPlayerFromSave(save) {
132
133
  });
133
134
  player.archetypeName = save.player.archetypeName;
134
135
  restorePlayer(player, save.player);
136
+ // GEAR UP EVERY RUNNER, NOT JUST THE FIRST ONE (audit 2026-08-27,
137
+ // found by backlog-session-2).
138
+ //
139
+ // `Game.initEngine` ends with `equipIntoEmptySlots(this.player)` --
140
+ // singular, once, for the PRIMARY runner: wearables and the commlink
141
+ // slot into empty slots so no session starts with an "equip all"
142
+ // ritual. A save brought in through `addPlayer` never passed through
143
+ // that line, so a joiner carrying an unworn commlink stayed carrying
144
+ // it.
145
+ //
146
+ // The consequence is not cosmetic: call.ts requires a WORN commlink,
147
+ // so the joiner could neither call nor be called, and their HUD read
148
+ // "Link offline" from a save byte-identical to the host's.
149
+ //
150
+ // Doing it HERE rather than at the addPlayer call site is deliberate:
151
+ // this function is the one path both the host and every joiner
152
+ // actually share, so the two cannot drift apart again. It is also
153
+ // idempotent -- only EMPTY slots are filled -- so initEngine's own
154
+ // call on the primary remains harmless.
155
+ //
156
+ // Why it survived: the asymmetry is HOST vs JOINER, not solo vs
157
+ // shared. Every solo test passes. Every single-player shared test
158
+ // passes. It takes two runners in one session to see it at all, and
159
+ // it only bites gear that is carried-but-unworn -- a save made after
160
+ // picking something up mid-run, since character creation equips at
161
+ // creation time.
162
+ equipIntoEmptySlots(player);
163
+ // A NEW JOB IS A NEW JOB, ON EVERY BOOT PATH (playtest 2026-08-27,
164
+ // 15:05: "I should be able to haggle, as this is the first time
165
+ // meeting").
166
+ //
167
+ // Per-job state is cleared in Player.refreshEdge(), which is reached
168
+ // only from Game.applyDepartureNeeds() -- and that is called only from
169
+ // activateRunScene, the SOLO arrival. A headless boot never ran it, so
170
+ // a save carrying `haggledThisJob: true` from a PREVIOUS job arrived
171
+ // on a shared run still carrying it, and the haggle was refused
172
+ // forever with "you already pushed on the number once this job." The
173
+ // meet even tells them the rate is negotiable, and then it isn't.
174
+ //
175
+ // Two more things ride the same call and were equally stuck: EDGE
176
+ // never refilled (a core resource -- probed at 1/3 on arrival), and
177
+ // First Impression never re-armed.
178
+ //
179
+ // Same rule as the solo path: the pool only refills fed AND slept
180
+ // (SR5e p.56). What is deliberately NOT ported here is the rest of
181
+ // applyDepartureNeeds -- the hunger/sleep fatigue and its narration.
182
+ // That is a DAY-CYCLE transition the hosting server does not own and
183
+ // has no arrival beat to narrate into; porting it would apply locked
184
+ // fatigue to a rider on someone else's schedule. Per-job flags are the
185
+ // half that is unambiguously wrong to skip.
186
+ player.refreshEdge(player.ateThisCycle && player.sleptThisCycle);
135
187
  return player;
136
188
  }
137
189
  export async function createHeadlessSession(opts) {
@@ -140,6 +192,10 @@ export async function createHeadlessSession(opts) {
140
192
  return runInSession(ctx, async () => {
141
193
  const primary = buildPlayerFromSave(opts.players[0]);
142
194
  const game = new Game(primary, opts.seed);
195
+ // The run's tier, stated rather than defaulted -- see
196
+ // HeadlessOptions.tier and Game.tier.
197
+ if (typeof opts.tier === 'number')
198
+ game.tier = opts.tier;
143
199
  logger.bindGame(() => game);
144
200
  game.onPlayerDeath = (p) => {
145
201
  logger.system(`${p.name} is dead. The street keeps the change.`, 'all', 'death', { player: p.name });
@@ -172,6 +228,28 @@ export async function createHeadlessSession(opts) {
172
228
  // that they're waiting.
173
229
  const clientName = opts.seed.client;
174
230
  if (clientName) {
231
+ // THE MEET HAS TO BE ARMED, NOT JUST ANNOUNCED (playtest
232
+ // 2026-08-27: "THE MEET didn't happen when I met Mr. Osprey").
233
+ //
234
+ // Game.onClientInteraction is what turns talking to the Johnson
235
+ // into the terms, the one haggle, and -- at the other end of the
236
+ // run -- the WRAP-UP SETTLEMENT that actually pays the runner.
237
+ // Every one of those rides `currentClient`, and its first line is
238
+ // `if (!client ...) return null`.
239
+ //
240
+ // `currentClient` was set in exactly one place: activateRunScene,
241
+ // the SOLO arrival path. A headless session boots through
242
+ // initEngine and then hand-rolled the Johnson's page just below --
243
+ // announcing a meet that the engine had no idea was pending. So on
244
+ // a shared run the terms never landed, the haggle was unreachable,
245
+ // and at completion the settlement silently never fired: the table
246
+ // finished the job and nobody got paid.
247
+ //
248
+ // Deliberately identical in shape to the solo arrival, because the
249
+ // two paths diverging is the whole bug. Not saved and not meant to
250
+ // be -- mid-run state never is; it is rebuilt on boot, which is
251
+ // precisely what this line does for the shared path.
252
+ game.currentClient = { name: clientName, met: false, reported: false };
175
253
  const clientActor = game.scene.allActors.find(a => a.name === clientName);
176
254
  const room = clientActor?.currentLocation?.name;
177
255
  // ROOM GRIDS (spatial wave 2026-08-25, included shared-run fix):
@@ -1 +1 @@
1
- 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@@ -3,6 +3,5 @@ export * from './inventory.js';
3
3
  export * from './item.js';
4
4
  export * from './npc.js';
5
5
  export * from './player.js';
6
- export * from './puzzle.js';
7
6
  export * from './room.js';
8
7
  export * from './scene.js';
@@ -3,7 +3,6 @@ export * from './inventory.js';
3
3
  export * from './item.js';
4
4
  export * from './npc.js';
5
5
  export * from './player.js';
6
- export * from './puzzle.js';
7
6
  export * from './room.js';
8
7
  export * from './scene.js';
9
8
  //# sourceMappingURL=_index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"_index.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/models/_index.ts"],"names":[],"mappings":"AAAA,cAAc,WAAW,CAAC;AAC1B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,WAAW,CAAC;AAC1B,cAAc,UAAU,CAAC;AACzB,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,cAAc,WAAW,CAAC;AAC1B,cAAc,YAAY,CAAC"}
1
+ {"version":3,"file":"_index.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/models/_index.ts"],"names":[],"mappings":"AAAA,cAAc,WAAW,CAAC;AAC1B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,WAAW,CAAC;AAC1B,cAAc,UAAU,CAAC;AACzB,cAAc,aAAa,CAAC;AAC5B,cAAc,WAAW,CAAC;AAC1B,cAAc,YAAY,CAAC"}
@@ -0,0 +1,121 @@
1
+ import { Item } from './item.js';
2
+ import { DeviceKind } from '../utilities/affordances.js';
3
+ export interface IDeviceConfig {
4
+ kind: DeviceKind;
5
+ name: string;
6
+ description: string;
7
+ /** The credential this device answers to. ONLY meaningful on a
8
+ * 'panel' -- see the note on `code` below. */
9
+ code?: string;
10
+ /** An item that opens it outright -- a keycard, a physical key. */
11
+ keyItem?: Item;
12
+ /** Handed over when it opens (a safe's contents). */
13
+ grantsItem?: Item;
14
+ /** Where in its room it physically stands. Unset = anywhere. */
15
+ atSpot?: string;
16
+ /** The exit of its own room that opening this device unseals. */
17
+ opensExit?: string;
18
+ openMessage?: string;
19
+ refuseMessage?: string;
20
+ }
21
+ /**
22
+ * A DEVICE: a thing in a room that is shut and can be opened.
23
+ *
24
+ * The replacement for Puzzle, and the difference is not cosmetic. A
25
+ * puzzle was a riddle wearing the costume of an object -- it had an
26
+ * answer, a prerequisite, a "solved" flag and a burnable shortcut, and
27
+ * the fiction had to be bent around that shape. A device is an OBJECT
28
+ * with an interface, and the verbs that work it are the ones that would
29
+ * work the real thing. The user's framing is the whole specification:
30
+ * "A lock is not a puzzle, it has a key. A keypad has an interface (to
31
+ * use). An NPC in the doorway can be persuaded/bluffed/conned to move
32
+ * aside. A persistent forcewall can be dispelled."
33
+ *
34
+ * A DEVICE IS ALWAYS ROOM-OWNED. There is no Device hanging off a Door,
35
+ * because a keypad beside a grate physically stands in ONE room -- the
36
+ * one you have to be standing in to reach it. Puzzles could be attached
37
+ * to a door OR placed in a room, which meant every consumer had to
38
+ * handle both, two validators had to agree about it, and a normaliser
39
+ * had to reconcile them; the comments record that fault family killing
40
+ * two consecutive generations. Being in a room is not a special case
41
+ * here, it is the only case.
42
+ *
43
+ * STATE IS EXACTLY ONE FIELD: `open`. Not solved-and-burned-and-locked;
44
+ * a thing is shut or it isn't. Everything else -- whether you may try,
45
+ * what it says when you get it wrong, what opening it does -- is
46
+ * derived from the kind and the config.
47
+ *
48
+ * A CODE ONLY BELONGS ON A PANEL. User ruling, verbatim: "if it's a
49
+ * _mechanical_ lock, it has a key or can be picked. You can't talk at a
50
+ * _mechanical_ lock." A 'lock' therefore opens by key or by force, and
51
+ * a 'ward' by the Art -- neither has anything to hear a phrase with.
52
+ * The migration enforces this by dropping the phrase off anything that
53
+ * isn't a panel.
54
+ */
55
+ export declare class Device {
56
+ readonly kind: DeviceKind;
57
+ name: string;
58
+ description: string;
59
+ code?: string;
60
+ keyItem?: Item;
61
+ grantsItem?: Item;
62
+ atSpot?: string;
63
+ opensExit?: string;
64
+ openMessage: string;
65
+ refuseMessage: string;
66
+ /** The whole of this device's state. */
67
+ open: boolean;
68
+ constructor(config: IDeviceConfig);
69
+ isOpen(): boolean;
70
+ /** Every verb that works this device, for telling the player exactly
71
+ * what they may type. */
72
+ verbs(): string[];
73
+ /**
74
+ * OFFER a credential or a key to this device -- the deterministic
75
+ * route, from solve(). Succeeds when the code matches or the right
76
+ * item is in hand; a device with neither can only be forced.
77
+ *
78
+ * No prerequisite branch: `requiresPuzzle` is gone. A thing that
79
+ * needs something else to happen first is modelled by that something
80
+ * else -- a door that is locked, a person in the way -- not by a
81
+ * device refusing on behalf of a puzzle elsewhere.
82
+ */
83
+ offer(providedAnswer: string, held: {
84
+ hasItem(name: string): boolean;
85
+ }): {
86
+ success: boolean;
87
+ message: string;
88
+ };
89
+ /**
90
+ * MAY this device be forced by the given verb -- the gate, from
91
+ * checkBypassGate(). Two of that method's four refusals are gone with
92
+ * the concepts behind them: 'locked' (no prerequisites) and 'burned'
93
+ * (no one-shot shortcut; a lock you failed to pick is a lock you can
94
+ * try again, which is what a lock is).
95
+ */
96
+ canForce(verb: string): {
97
+ allowed: boolean;
98
+ message?: string;
99
+ };
100
+ /**
101
+ * Apply an outcome decided elsewhere (a skill roll in the command).
102
+ * Assumes canForce() passed. No burn write -- failing to force a
103
+ * thing does not spend the thing.
104
+ */
105
+ force(succeeded: boolean): {
106
+ success: boolean;
107
+ message: string;
108
+ alarmed: boolean;
109
+ };
110
+ /**
111
+ * The wrong-verb answer, in this device's own fiction -- keyed on what
112
+ * it IS, never on what was typed.
113
+ */
114
+ wrongRouteMessage(): string;
115
+ /** The coaching line, behind the hints toggle. */
116
+ getHint(): string | undefined;
117
+ /** Persistence-only: one flag in, nothing out. */
118
+ restoreState(state: {
119
+ open: boolean;
120
+ }): void;
121
+ }