@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
@@ -1,18 +1,45 @@
1
- import { BypassCommand } from './bypass-command.js';
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- import { PuzzleBypassType } from '../types/seed/puzzle-seed.js';
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+ import { Command, ICommand } from './command.js';
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2
  /**
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- * The CON skill's barrier verb: fast-talk past a social gate -- a doorman,
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- * an intercom challenge, a receptionist with a list (bypassType "con").
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- * Same stakes as pick/hack/cast: a blown story burns the approach for
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- * good -- they know exactly what you are now, and the district hears
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- * about it. Rolled on Charisma + con.
3
+ * BLUFF IS SOCIAL, AND SOCIAL MEANS A PERSON (player ruling 2026-08-27:
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+ * "'bluff' shouldn't work on Barriers like locks/wards/etc. Bluff is a
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+ * social workaround. The real barrier, in this case, should be Coyote --
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+ * NPCs can be barriers (can't move through them)").
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+ *
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+ * This used to be a BypassCommand: bluff was a bypassType on the barrier
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+ * itself, so a keypad could be "really a doorman" and you talked the
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+ * keypad round. That was a category error in two directions at once. A
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+ * lock has no opinion to change, so there was nothing for the con to
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+ * work on; and modelling the DOORMAN as a Puzzle to get the social route
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+ * gave a human being a shortcut that could be BURNED, a coin flip in
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+ * place of an opposed test, and a "BARRIER:" label in search.
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+ *
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+ * So bluff no longer touches barriers at all. What it does instead is
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+ * the thing the ruling asked for: an OPPOSED SOCIAL TEST against a
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+ * person who is holding a doorway. An obstructive NPC is one whose
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+ * `guarding` flag makes utilities/spots.ts holdsGround() keep the way
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+ * shut; winning clears it and they step aside.
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+ *
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+ * Charisma + con against their Willpower + Intuition -- the will not to
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+ * be moved, and the read on you. Not a coin flip, because a coin flip is
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+ * what you roll against a mechanism.
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+ *
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+ * Losing does NOT burn anything. They remember the story and won't hear
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+ * it twice from you (conAttemptedBy), but they can still be leaned on,
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+ * bought, or fought. That distinction is the ruling in miniature: a
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+ * barrier gets burned, a person just doesn't buy it.
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+ *
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+ * Every refusal here NAMES THE ROUTE THAT WOULD WORK, per the standing
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+ * rule from v5.63/v5.64 -- a bare denial in front of an obvious obstacle
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+ * is what made a real session conclude the barrier was broken. Typing
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+ * "bluff" at a maglock says the maglock was never the kind of thing you
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+ * talk to, and points at what is.
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  */
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- export declare class BluffCommand extends BypassCommand {
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+ export declare class BluffCommand extends Command implements ICommand {
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  protected static verb: string;
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  protected static description: string;
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- protected bypassType: PuzzleBypassType;
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- protected verbName: string;
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- protected noPuzzleMessage: string;
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- execute(args: string[]): Promise<string>;
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- protected determineOutcome(): Promise<boolean>;
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+ execute(args?: string[]): Promise<string>;
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+ /** Is there a barrier in this room at all? Only used to word the
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+ * refusal correctly -- a player who typed "bluff" at a lock deserves
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+ * to be pointed at the verbs that do work on it. */
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+ private roomHasBarrier;
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  }
@@ -1,19 +1,46 @@
1
- import { BypassCommand } from './bypass-command.js';
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+ import { Command } from './command.js';
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+ import { hint } from '../utilities/hints.js';
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+ import { sameSpot, spotOf } from '../utilities/spots.js';
2
4
  import { rollPool, formatRoll } from '../utilities/dice.js';
3
5
  /**
4
- * The CON skill's barrier verb: fast-talk past a social gate -- a doorman,
5
- * an intercom challenge, a receptionist with a list (bypassType "con").
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- * Same stakes as pick/hack/cast: a blown story burns the approach for
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- * good -- they know exactly what you are now, and the district hears
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- * about it. Rolled on Charisma + con.
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+ * BLUFF IS SOCIAL, AND SOCIAL MEANS A PERSON (player ruling 2026-08-27:
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+ * "'bluff' shouldn't work on Barriers like locks/wards/etc. Bluff is a
8
+ * social workaround. The real barrier, in this case, should be Coyote --
9
+ * NPCs can be barriers (can't move through them)").
10
+ *
11
+ * This used to be a BypassCommand: bluff was a bypassType on the barrier
12
+ * itself, so a keypad could be "really a doorman" and you talked the
13
+ * keypad round. That was a category error in two directions at once. A
14
+ * lock has no opinion to change, so there was nothing for the con to
15
+ * work on; and modelling the DOORMAN as a Puzzle to get the social route
16
+ * gave a human being a shortcut that could be BURNED, a coin flip in
17
+ * place of an opposed test, and a "BARRIER:" label in search.
18
+ *
19
+ * So bluff no longer touches barriers at all. What it does instead is
20
+ * the thing the ruling asked for: an OPPOSED SOCIAL TEST against a
21
+ * person who is holding a doorway. An obstructive NPC is one whose
22
+ * `guarding` flag makes utilities/spots.ts holdsGround() keep the way
23
+ * shut; winning clears it and they step aside.
24
+ *
25
+ * Charisma + con against their Willpower + Intuition -- the will not to
26
+ * be moved, and the read on you. Not a coin flip, because a coin flip is
27
+ * what you roll against a mechanism.
28
+ *
29
+ * Losing does NOT burn anything. They remember the story and won't hear
30
+ * it twice from you (conAttemptedBy), but they can still be leaned on,
31
+ * bought, or fought. That distinction is the ruling in miniature: a
32
+ * barrier gets burned, a person just doesn't buy it.
33
+ *
34
+ * Every refusal here NAMES THE ROUTE THAT WOULD WORK, per the standing
35
+ * rule from v5.63/v5.64 -- a bare denial in front of an obvious obstacle
36
+ * is what made a real session conclude the barrier was broken. Typing
37
+ * "bluff" at a maglock says the maglock was never the kind of thing you
38
+ * talk to, and points at what is.
9
39
  */
10
- export class BluffCommand extends BypassCommand {
40
+ export class BluffCommand extends Command {
11
41
  static verb = 'bluff';
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).';
13
- bypassType = 'con';
14
- verbName = 'bluff';
15
- noPuzzleMessage = `There's nobody here to bluff past.`;
16
- async execute(args) {
42
+ static description = 'Talk a PERSON round -- Charisma + con. Locks, wards and terminals have no opinion to change; work those with "pick", "hack" or "cast".';
43
+ async execute(args = []) {
17
44
  // Fast-talk needs a face and a voice on the scene -- your meat ones.
18
45
  if (this.actor.plane === 'matrix') {
19
46
  return `Your silver tongue is meat-side, slumped with the rest of you. "jack out" to run your game in person.`;
@@ -24,25 +51,80 @@ export class BluffCommand extends BypassCommand {
24
51
  if (this.actor.plane === 'drone') {
25
52
  return `Nobody buys a story from a hovering drone with a tinny speaker -- a con needs a FACE. "jump" back to yours.`;
26
53
  }
54
+ const room = this.actor.currentLocation;
55
+ const here = room
56
+ ? this.scene.getActorsInRoom(room).filter((a) => a !== this.actor && !a.isIncapacitated())
57
+ : [];
58
+ // NAME THE PEOPLE, because "bluff" is now a question about people and
59
+ // the honest answer to "who?" is a list of who is actually here.
60
+ if (here.length === 0) {
61
+ return `There's nobody here to work. A con needs an audience -- ${room && this.roomHasBarrier() ? `and whatever's blocking you isn't one. It's a THING: work it with "pick", "hack" or "cast", or find the answer and "solve" it.` : `find someone who can say yes.`}`;
62
+ }
63
+ const named = args.join(' ').trim();
64
+ const target = named
65
+ ? here.find(a => a.name.toLowerCase().includes(named.toLowerCase()))
66
+ : undefined;
67
+ if (named && !target) {
68
+ return `You don't see anyone called "${named}" to work. Here: ${here.map(a => a.name).join(', ')}.`;
69
+ }
27
70
  // Working a mark out loud is the opposite of sneaking (see sneak.ts).
28
71
  this.actor.sneaking = false;
29
- return super.execute(args);
30
- }
31
- async determineOutcome() {
32
- // A CON test (Charisma + con, 2 hits; unskilled Charisma - 1) -- the
33
- // Face's answer to the decker's terminal and the ops specialist's
34
- // maglock.
72
+ const who = target ?? here[0];
73
+ if (!sameSpot(this.actor, who)) {
74
+ const spot = spotOf(who);
75
+ return `A story needs to be told close. ${who.name} is at the ${spot ?? 'other side of the room'} -- "move to ${spot ?? who.name}" first.`;
76
+ }
77
+ if (!who.guarding) {
78
+ return [
79
+ `You size ${who.name} up for a story -- but they aren't in your way. A con needs something to BE talked past.`,
80
+ hint(` (Say your piece with "talk-to ${who.name} <what you tell them>", or lean on them with "persuade"/"intimidate".)`),
81
+ ].join('');
82
+ }
83
+ // A MARK REMEMBERS. Not a burned route -- the distinction is the
84
+ // whole ruling. They didn't buy your story; they can still be leaned
85
+ // on, bought, or fought.
86
+ if (who.conAttemptedBy.has(this.actor.name)) {
87
+ return `${who.name} has heard your story once already, and they didn't buy it the first time. Try something that isn't talk.`;
88
+ }
89
+ who.conAttemptedBy.add(this.actor.name);
90
+ // OPPOSED, against the PERSON -- not a coin flip against a lock.
91
+ // Their Willpower + Intuition is what sees through a story: the will
92
+ // not to be moved, and the read on you.
35
93
  const skill = this.actor.skillRating('con');
36
- // A drink beforehand loosens the delivery (see use.ts liquid courage).
37
- // Public Awareness cuts AGAINST a con -- a face people can place is
38
- // a face that can't claim to be someone else (capped at -2).
94
+ // Public Awareness cuts AGAINST a con: a face people can place is a
95
+ // face that can't claim to be someone else (capped at -2).
39
96
  const fame = Math.min(2, this.actor.publicAwareness);
40
- const pool = Math.max(1, this.actor.charisma + (skill > 0 ? skill : -1) + this.actor.consumeLiquidCourage() + this.actor.consumeFirstImpression() + this.actor.augBonus('social') - fame + this.actor.woundModifier - this.actor.sustainingPenalty);
41
- const roll = rollPool(pool);
97
+ const pool = Math.max(1, this.actor.charisma + (skill > 0 ? skill : -1)
98
+ + this.actor.consumeLiquidCourage() + this.actor.consumeFirstImpression()
99
+ + this.actor.augBonus('social') - fame
100
+ + this.actor.woundModifier - this.actor.sustainingPenalty);
101
+ const theirs = Math.max(1, who.willpower + who.intuition);
102
+ const mine = rollPool(pool);
103
+ const resist = rollPool(theirs);
42
104
  if (this.scene.isHumanControlled(this.actor)) {
43
- this.logger.meta(`Con: ${formatRoll(roll)} (2+ to sell it)`);
105
+ this.logger.meta(`Con: ${formatRoll(mine)}`);
106
+ this.logger.meta(` ${who.name} sees through it: ${formatRoll(resist)}`);
44
107
  }
45
- return roll.hits >= 2;
108
+ this.actor.performAction('spins a story for', who.name);
109
+ this.logger.write(`Bluff: ${this.actor.name} vs ${who.name} -- ${mine.hits} vs ${resist.hits} (guarding).`);
110
+ if (mine.hits <= resist.hits) {
111
+ void Promise.resolve(who.hear(this.actor, `[System note: ${this.actor.name} just tried to talk their way past you and you DIDN'T buy it. You are still holding this doorway. Say so, in your own voice, in one short line.]`)).catch(() => undefined);
112
+ return `${who.name} lets you finish, then doesn't move. "Nice try."`;
113
+ }
114
+ // They stand down -- for everyone, deliberately (see Player.guarding).
115
+ who.guarding = false;
116
+ void Promise.resolve(who.hear(this.actor, `[System note: ${this.actor.name} just talked you round and you're STEPPING ASIDE -- you bought the story. One short line as you move, in your own voice. Don't re-block the way.]`)).catch(() => undefined);
117
+ return [
118
+ `${who.name} weighs it, decides you're somebody's problem but not theirs, and steps out of the way.`,
119
+ hint(` (The way is open while they stay stood down.)`),
120
+ ].join('');
121
+ }
122
+ /** Is there a barrier in this room at all? Only used to word the
123
+ * refusal correctly -- a player who typed "bluff" at a lock deserves
124
+ * to be pointed at the verbs that do work on it. */
125
+ roomHasBarrier() {
126
+ const room = this.actor.currentLocation;
127
+ return (room?.openableDevices?.() ?? []).length > 0;
46
128
  }
47
129
  }
48
130
  //# sourceMappingURL=bluff.js.map
@@ -1 +1 @@
1
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@@ -1,34 +1,30 @@
1
1
  import { BypassCommand } from './bypass-command.js';
2
- import { PuzzleBypassType } from '../types/seed/puzzle-seed.js';
3
- import { PuzzleTarget } from '../models/room.js';
2
+ import { Device } from '../models/device.js';
4
3
  /**
5
4
  * The FORCEFUL route past a physical barrier (player ruling: "solve" was
6
5
  * too broad -- a maglock wants finesse OR muscle, and muscle deserves its
7
- * own verb). Same barrier class as "pick" (bypassType lockpick), opposite
6
+ * own verb). Same device kind as "pick" (a lock), opposite
8
7
  * philosophy: raw Strength + Body instead of Agility + locksmith, and it
9
8
  * is LOUD no matter what -- a successful breach still raises the world
10
9
  * and ends any sneak (onBypassSuccess), where a clean pick stays quiet.
11
- * The two verbs share the barrier's one burned flag: a seized mechanism
12
- * or a sprung frame spends the shortcut for both -- the findable answer
13
- * remains untouched, as always. The SHARED flag is deliberate; the
14
- * shared WORDING was not. This used to carry a note calling it an
15
- * accepted wart that a breach-burned barrier re-refused with the
16
- * snapped-pick line -- it stopped being acceptable the moment a player
17
- * noticed being told about a pick they never owned (2026-08-27). Hence
18
- * burnedFlavor below: same flag, own fiction. Do not reinstate the wart.
10
+ * NOTHING BURNS ANY MORE. Both verbs used to share the barrier's one
11
+ * "burned" flag -- a failed attempt spent the shortcut for good -- and
12
+ * that flag went with the puzzle mechanic. A lock you failed to force
13
+ * is a lock you can throw yourself at again, which is what a lock is.
14
+ * The trade against "pick" is undiminished: breach is loud whether or
15
+ * not it works, and that is what you are choosing.
19
16
  */
20
17
  export declare class BreachCommand extends BypassCommand {
21
18
  protected static verb: string;
22
19
  protected static description: string;
23
- protected bypassType: PuzzleBypassType;
20
+ protected deviceKind: "lock";
24
21
  protected verbName: string;
25
- protected noPuzzleMessage: string;
22
+ protected noDeviceMessage: string;
26
23
  protected failureFlavor: string;
27
- protected burnedFlavor: string;
28
24
  execute(args: string[]): Promise<string>;
29
25
  protected determineOutcome(): Promise<boolean>;
30
26
  /** Breaching is loud when it WORKS, too -- the defining trade against
31
27
  * pick. The world event lets every listening NPC react (same channel
32
28
  * the failure alarm uses); the sneak is over either way. */
33
- protected onBypassSuccess(target: PuzzleTarget): Promise<string[]>;
29
+ protected onForceSuccess(device: Device): Promise<string[]>;
34
30
  }
@@ -3,27 +3,24 @@ import { rollPool, formatRoll } from '../utilities/dice.js';
3
3
  /**
4
4
  * The FORCEFUL route past a physical barrier (player ruling: "solve" was
5
5
  * too broad -- a maglock wants finesse OR muscle, and muscle deserves its
6
- * own verb). Same barrier class as "pick" (bypassType lockpick), opposite
6
+ * own verb). Same device kind as "pick" (a lock), opposite
7
7
  * philosophy: raw Strength + Body instead of Agility + locksmith, and it
8
8
  * is LOUD no matter what -- a successful breach still raises the world
9
9
  * and ends any sneak (onBypassSuccess), where a clean pick stays quiet.
10
- * The two verbs share the barrier's one burned flag: a seized mechanism
11
- * or a sprung frame spends the shortcut for both -- the findable answer
12
- * remains untouched, as always. The SHARED flag is deliberate; the
13
- * shared WORDING was not. This used to carry a note calling it an
14
- * accepted wart that a breach-burned barrier re-refused with the
15
- * snapped-pick line -- it stopped being acceptable the moment a player
16
- * noticed being told about a pick they never owned (2026-08-27). Hence
17
- * burnedFlavor below: same flag, own fiction. Do not reinstate the wart.
10
+ * NOTHING BURNS ANY MORE. Both verbs used to share the barrier's one
11
+ * "burned" flag -- a failed attempt spent the shortcut for good -- and
12
+ * that flag went with the puzzle mechanic. A lock you failed to force
13
+ * is a lock you can throw yourself at again, which is what a lock is.
14
+ * The trade against "pick" is undiminished: breach is loud whether or
15
+ * not it works, and that is what you are choosing.
18
16
  */
19
17
  export class BreachCommand extends BypassCommand {
20
18
  static verb = 'breach';
21
- static description = 'Force a physical barrier open with raw muscle -- Strength + Body, no skill needed. Loud EVEN WHEN IT WORKS: the crash carries and any sneak is over. Fail, and the frame seizes for good (the real code still works). "breach north" or "breach <name>" if there\'s more than one.';
22
- bypassType = 'lockpick';
19
+ static description = 'Force a physical barrier open with raw muscle -- Strength + Body, no skill needed. Loud EVEN WHEN IT WORKS: the crash carries and any sneak is over. Fail and it holds -- try again if you like, but the boom has already carried. "breach north" or "breach <name>" if there\'s more than one.';
20
+ deviceKind = 'lock';
23
21
  verbName = 'breach';
24
- noPuzzleMessage = "There's nothing here to breach -- no physical barrier holds this room.";
22
+ noDeviceMessage = "There's nothing here to breach -- no physical barrier holds this room.";
25
23
  failureFlavor = `You slam into it and it HOLDS -- the frame seizes solid, and the boom rolls down every corridor on the floor.`;
26
- burnedFlavor = `The frame is sprung and jammed hard in its seat -- you've already thrown everything you have at it, and it won't give twice. Only the real code opens it now.`;
27
24
  async execute(args) {
28
25
  // Shoulders are meat -- same plane fiction as pick.ts.
29
26
  if (this.actor.plane === 'matrix') {
@@ -51,11 +48,11 @@ export class BreachCommand extends BypassCommand {
51
48
  /** Breaching is loud when it WORKS, too -- the defining trade against
52
49
  * pick. The world event lets every listening NPC react (same channel
53
50
  * the failure alarm uses); the sneak is over either way. */
54
- async onBypassSuccess(target) {
51
+ async onForceSuccess(device) {
55
52
  this.actor.sneaking = false;
56
- this.scene.addWorldEvent(`${this.actor.name} breached "${target.puzzle.name}" in ${this.actor.currentLocation.name} -- the crash carried.`);
53
+ this.scene.addWorldEvent(`${this.actor.name} breached "${device.name}" in ${this.actor.currentLocation.name} -- the crash carried.`);
57
54
  // A breach is loud past the walls too (heat -- SINs & getting caught).
58
- this.game?.addHeat(2, `breached "${target.puzzle.name}"`);
55
+ this.game?.addHeat(2, `breached "${device.name}"`);
59
56
  return [` The crash CARRIES -- anyone nearby knows exactly where you are now.`];
60
57
  }
61
58
  }
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"breach.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/breach.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AAEpD,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAE5D;;;;;;;;;;;;;GAaG;AACH,MAAM,OAAO,aAAc,SAAQ,aAAa;IACpC,MAAM,CAAC,IAAI,GAAG,QAAQ,CAAC;IACvB,MAAM,CAAC,WAAW,GAAG,iSAAiS,CAAC;IACvT,UAAU,GAAG,MAAe,CAAC;IAC7B,QAAQ,GAAG,QAAQ,CAAC;IACpB,eAAe,GAAG,wEAAwE,CAAC;IAC3F,aAAa,GAAG,+GAA+G,CAAC;IAE1I,KAAK,CAAC,OAAO,CAAC,IAAc;QAC1B,uDAAuD;QACvD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAClC,OAAO,+DAA+D,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,IAAI,IAAI,cAAc,uCAAuC,CAAC;QAC3J,CAAC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAClC,OAAO,uGAAuG,CAAC;QACjH,CAAC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,OAAO,EAAE,CAAC;YACjC,OAAO,4EAA4E,CAAC;QACtF,CAAC;QACD,OAAO,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC7B,CAAC;IAES,KAAK,CAAC,gBAAgB;QAC9B,kEAAkE;QAClE,qEAAqE;QACrE,6BAA6B;QAC7B,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,CAAC;QAC1H,MAAM,IAAI,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;QAC5B,IAAI,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC;YAC7C,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,WAAW,UAAU,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;QAC/D,CAAC;QACD,OAAO,IAAI,CAAC,IAAI,IAAI,CAAC,CAAC;IACxB,CAAC;IAED;;gEAE4D;IAClD,KAAK,CAAC,cAAc,CAAC,MAAc;QAC3C,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;QAC5B,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,cAAc,MAAM,CAAC,IAAI,QAAQ,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,wBAAwB,CAAC,CAAC;QACrI,uEAAuE;QACvE,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC,EAAE,aAAa,MAAM,CAAC,IAAI,GAAG,CAAC,CAAC;QACnD,OAAO,CAAC,uEAAuE,CAAC,CAAC;IACnF,CAAC"}
@@ -11,6 +11,14 @@ export declare class BuyCommand extends Command implements ICommand {
11
11
  protected static verb: string;
12
12
  protected static description: string;
13
13
  execute(args?: string[]): Promise<string>;
14
+ /**
15
+ * The shelf, flattened in PRINT ORDER across every vendor in the room
16
+ * -- the list "buy <n>" indexes into. One function so the numbers a
17
+ * player reads and the numbers the parser honours cannot drift apart:
18
+ * browse() and purchase() both call it rather than each walking the
19
+ * vendors themselves.
20
+ */
21
+ private shelf;
14
22
  private browse;
15
23
  /** Is what they asked for inside a present contact's TRADE (the same
16
24
  * domain list their AI is briefed on in npc.ts)? Returns the item
@@ -2,6 +2,8 @@ import { Command } from './command.js';
2
2
  import { hint } from '../utilities/hints.js';
3
3
  import { priceOf, vendorsInRoom, waresOf, shelfNote } from '../utilities/commerce.js';
4
4
  import { findCatalogItem, ROLE_DOMAINS } from '../utilities/catalog.js';
5
+ import { optionMark } from '../utilities/log-style.js';
6
+ import { fuzzyPickName } from '../utilities/fuzzy-match.js';
5
7
  /**
6
8
  * Diegetic shopping: "browse" (or bare "buy") in a vendor's room reads
7
9
  * their shelves with live prices; "buy <item>" slides the nuyen across
@@ -31,19 +33,36 @@ export class BuyCommand extends Command {
31
33
  }
32
34
  return this.purchase(args.join(' '), vendors);
33
35
  }
36
+ /**
37
+ * The shelf, flattened in PRINT ORDER across every vendor in the room
38
+ * -- the list "buy <n>" indexes into. One function so the numbers a
39
+ * player reads and the numbers the parser honours cannot drift apart:
40
+ * browse() and purchase() both call it rather than each walking the
41
+ * vendors themselves.
42
+ */
43
+ shelf(vendors) {
44
+ const out = [];
45
+ for (const vendor of vendors) {
46
+ for (const item of waresOf(this.actor.currentLocation, vendor.name))
47
+ out.push(item);
48
+ }
49
+ return out;
50
+ }
34
51
  browse(vendors, room) {
35
52
  const lines = [];
53
+ let nth = 0;
36
54
  for (const vendor of vendors) {
37
55
  const wares = waresOf(this.actor.currentLocation, vendor.name);
38
56
  lines.push(`${vendor.name}'s wares:`);
39
57
  for (const item of wares) {
58
+ nth += 1;
40
59
  const price = priceOf(item);
41
60
  const dots = '.'.repeat(Math.max(2, 28 - item.name.length));
42
- lines.push(` ${item.name} ${dots} ${price} nuyen${shelfNote(item)}`);
61
+ lines.push(`${optionMark(nth)}${item.name} ${dots} ${price} nuyen${shelfNote(item)}`);
43
62
  }
44
63
  }
45
64
  lines.push('');
46
- lines.push(`You're carrying ${this.actor.currency} nuyen.${hint(` "buy <item>" to make it yours.`)}`);
65
+ lines.push(`You're carrying ${this.actor.currency} nuyen.${hint(` "buy <item>" -- or "buy <number>" off this list.`)}`);
47
66
  this.logger.write(`BuyCommand: ${this.actor.name} browsed in ${room.name}.`);
48
67
  return lines.join('\n');
49
68
  }
@@ -71,6 +90,15 @@ export class BuyCommand extends Command {
71
90
  purchase(wanted, vendors) {
72
91
  const actor = this.actor;
73
92
  const room = actor.currentLocation;
93
+ // "buy 3" -- the row browse() printed. Resolved through the shared
94
+ // resolver against the same flattened shelf, so the index can only
95
+ // ever mean what was on screen. A name that IS a number still wins
96
+ // (see fuzzy-match.ts), and an out-of-range number falls through to
97
+ // the ordinary not-on-the-shelf refusal.
98
+ const shelf = this.shelf(vendors);
99
+ const byIndex = fuzzyPickName(wanted, shelf.map(i => i.name), { index: true });
100
+ if (byIndex)
101
+ wanted = byIndex;
74
102
  const item = room.inventory.getItem(wanted) ?? undefined;
75
103
  if (!item) {
76
104
  // NOT ON THE SHELF IS NOT THE SAME AS NOT AVAILABLE (playtest
@@ -1 +1 @@
1
- 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1
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@@ -1,61 +1,52 @@
1
1
  import { Command, ICommand } from './command.js';
2
- import { PuzzleBypassType } from '../types/seed/puzzle-seed.js';
3
- import { PuzzleTarget } from '../models/room.js';
2
+ import { Device } from '../models/device.js';
4
3
  /**
5
- * Shared implementation for pick/hack/cast/bluff. The gate check (already
6
- * solved? prerequisite met? does this puzzle even have this bypassType?
7
- * route already burned?) always runs first and synchronously, so a doomed
8
- * attempt never makes the player sit through an interactive challenge they
9
- * were never going to be allowed to attempt. Each concrete command differs
10
- * in its verb, description, bypass type, the "nothing to do that to"
11
- * message, how the outcome gets determined (see determineOutcome() --
12
- * every real bypass overrides it with a skill roll), and what failure
13
- * costs beyond the burned route (onBypassFailure()).
4
+ * Shared implementation for pick/breach/hack/cast/dispel -- FORCING a
5
+ * device rather than opening it the way it was meant to open.
6
+ *
7
+ * The gate check (is it already open? does this verb even bite on this
8
+ * kind of thing?) always runs first and synchronously, so a doomed
9
+ * attempt never makes the player sit through an interactive challenge
10
+ * they were never going to be allowed to attempt. Each concrete command
11
+ * differs in its verb, the kind of device it works, the "nothing to do
12
+ * that to" message, how the outcome gets determined (see
13
+ * determineOutcome() -- every real one overrides it with a skill roll),
14
+ * and what failure costs beyond the noise (onForceFailure()).
15
+ *
16
+ * WHAT LEFT WITH THE PUZZLE MECHANIC: there is no burned route any
17
+ * more. A lock you failed to pick is a lock you can try again, which is
18
+ * what a lock IS -- the one-shot shortcut was a property of a riddle
19
+ * pretending to be an object. Failure is still loud and still raises
20
+ * the world; it just doesn't spend the thing.
14
21
  */
15
22
  export declare abstract class BypassCommand extends Command implements ICommand {
16
- protected abstract bypassType: PuzzleBypassType;
17
- protected abstract noPuzzleMessage: string;
23
+ /** The kind of device this verb works. */
24
+ protected abstract deviceKind: Device['kind'];
25
+ protected abstract noDeviceMessage: string;
18
26
  /** The word the player typed -- used in disambiguation prompts. Two
19
- * commands can share a bypassType (pick and breach both work 'lockpick'
20
- * barriers), so this can't be derived from the type. */
27
+ * commands can share a kind (pick and breach both work a lock), so
28
+ * this can't be derived from it. */
21
29
  protected abstract verbName: string;
22
- /** Optional: replaces the puzzle's stock per-type failure line -- for a
23
- * verb that shares a bypassType but fails differently (a breach doesn't
24
- * snap a pick). */
30
+ /** Optional: replaces the stock per-kind failure line -- for a verb
31
+ * that shares a kind but fails differently (a breach doesn't snap a
32
+ * pick). */
25
33
  protected failureFlavor?: string;
26
- /** Optional: same idea one step later. The puzzle stores ONE burned
27
- * flag per barrier and words it per TYPE, so a barrier burned by a
28
- * breach used to re-refuse a breach with the snapped-pick line -- a
29
- * pick the player never owned (playtest 2026-08-27). A verb that
30
- * shares a bypassType but burns differently says so here. */
31
- protected burnedFlavor?: string;
32
- /** Fallback: a flat coin flip. Every real bypass overrides this with a
33
- * skill roll (pick: Agility+locksmith, hack: Logic+hacking, bluff:
34
- * Charisma+con, cast: the casting pool). */
34
+ /** Fallback: a flat coin flip. Every real one overrides this with a
35
+ * skill roll. */
35
36
  protected determineOutcome(): Promise<boolean>;
37
+ /** Type-specific teeth for a failed forcing, beyond the noise.
38
+ * Returns narration lines. */
39
+ protected onForceFailure(): Promise<string[]>;
40
+ /** Type-specific consequences of a forcing that WORKED, before the
41
+ * success message renders (see breach.ts: smashing through is loud
42
+ * whether or not it gives). */
43
+ protected onForceSuccess(device: Device): Promise<string[]>;
36
44
  /**
37
- * Type-specific teeth for a failed bypass, beyond the burned route and
38
- * the alarm world event both applied by execute(). Returns narration
39
- * lines. Default: nothing extra -- the cost of a snapped pick or a blown
40
- * story is the burned shortcut and a district that heard about it. The
41
- * spell bypass overrides this with ward backlash (see cast.ts), which
42
- * runs through the real damage tracks and can still knock out or kill.
43
- */
44
- protected onBypassFailure(): Promise<string[]>;
45
- /**
46
- * Type-specific consequences of a bypass that WORKED, before the success
47
- * message renders. Default: nothing -- picking, hacking, and bluffing
48
- * are quiet when they land. The forceful bypass overrides this (see
49
- * breach.ts): smashing through a barrier is loud whether or not it
50
- * gives, so success still raises the world and ends any sneak.
51
- */
52
- protected onBypassSuccess(target: PuzzleTarget): Promise<string[]>;
53
- /**
54
- * There's no typed answer here to disambiguate with (unlike solve.ts),
55
- * so with more than one barrier in the room the player has to name which
56
- * one: a direction ("pick north", for a locked door) or a word from the
57
- * barrier's own name ("pick maglock"). With only one candidate, a bare
58
- * "pick" still works exactly as before.
45
+ * There's no typed answer here to disambiguate with, so with more
46
+ * than one device in the room the player has to name which one: a
47
+ * direction ("pick north", for a device holding a door) or a word
48
+ * from its own name ("pick maglock"). With only one candidate, a bare
49
+ * "pick" still works.
59
50
  */
60
51
  private resolveTarget;
61
52
  execute(args: string[]): Promise<string>;