@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 +1,88 @@
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+ /**
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+ * WHAT `use <thing> [code]` IS TALKING ABOUT.
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+ *
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+ * `use` was inventory-only. With the puzzle mechanic removed and its
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+ * barriers becoming room-owned Devices, one verb now has to serve two
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+ * populations that were never in the same namespace: the gear in your
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+ * pack and the keypads, grates and wards bolted to the room.
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+ *
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+ * That makes resolution a LADDER, and the order is the whole design.
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+ * Item lookup in this game is deliberately generous -- Inventory's
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+ * resolveKey does exact, then substring containment IN EITHER
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+ * DIRECTION, then fuzzy word-overlap -- because a player who typed
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+ * "napkin" for "instructions scrawled on napkin" six times in a row
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+ * deserved to be understood. That generosity is correct for gear and
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+ * catastrophic if it runs before device resolution:
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+ *
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+ * use keypad 4471 while carrying an item named "key"
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+ * -> "keypad 4471".includes("key") -> the generous matcher hits
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+ * -> the key gets used and the code never reaches the keypad
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+ *
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+ * and the player sees a successful item use, not an error, so they
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+ * retype the code and watch nothing happen. Hence rung 2 below is TRUE
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+ * EQUALITY and nothing else, while rung 4 deliberately uses the full
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+ * generosity. Same question, opposite answers, one rung apart -- which
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+ * is exactly how this gets "simplified" wrong later, so both say so.
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+ *
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+ * This module is PURE and holds no game state. It takes what it is
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+ * given and returns what it decided; reach checks, spot walking and
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+ * the actual opening all belong to the caller (commands/use.ts), which
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+ * is also the only thing that knows about combat. It is written
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+ * against the SHAPE of a device rather than the class so it can be
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+ * built and tested independently of the model.
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+ */
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+ /** The parts of a room device this resolver needs. Structural on
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+ * purpose -- the real Device carries more. */
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+ export interface IUsableDevice {
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+ name: string;
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+ kind: 'lock' | 'panel' | 'ward';
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+ open: boolean;
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+ }
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+ /** The parts of a carried item this resolver needs. */
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+ export interface IUsableItem {
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+ name: string;
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+ }
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+ export type UseTarget =
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+ /** A carried item, resolved by exact name before devices were considered. */
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+ {
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+ kind: 'item';
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+ item: IUsableItem;
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+ exact: true;
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+ }
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+ /** A room device, with whatever the player typed after its name. */
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+ | {
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+ kind: 'device';
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+ device: IUsableDevice;
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+ rest: string;
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+ viaBareCode: boolean;
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+ }
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+ /**
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+ * TWO DEVICES ANSWER THAT WORD. Its own outcome rather than a
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+ * fall-through, because the two are not the same event and the
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+ * caller cannot tell them apart afterwards. Falling through here
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+ * would send a player standing in front of two panels to the item
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+ * ladder, which would answer "you don't have the panel to use" --
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+ * denying to their face that the thing they are looking at exists.
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+ * That is the shape of failure bypass-command was fixed for on
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+ * 2026-08-27; this refuses to repeat it one verb over.
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+ */
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+ | {
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+ kind: 'ambiguous';
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+ devices: IUsableDevice[];
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+ }
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+ /** Nothing here matched; the caller falls through to its own
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+ * generous item ladder, which owns the "no such thing" prose. */
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+ | {
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+ kind: 'fall-through';
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+ };
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+ /**
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+ * @param args the words after the verb, already split
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+ * @param carried what the actor has in their pack
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+ * @param devices the room's UNOPENED devices (already filtered by
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+ * the caller -- an opened one is furniture)
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+ * @param looksLikeCarried a generous "does the whole string mean
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+ * something I'm carrying?" test. Passed in rather
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+ * than reimplemented so it is literally the same
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+ * matcher `use` already uses for gear.
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+ */
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+ export declare function resolveUseTarget(args: string[], carried: IUsableItem[], devices: IUsableDevice[], looksLikeCarried: (whole: string) => boolean): UseTarget;
@@ -0,0 +1,113 @@
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+ /**
2
+ * WHAT `use <thing> [code]` IS TALKING ABOUT.
3
+ *
4
+ * `use` was inventory-only. With the puzzle mechanic removed and its
5
+ * barriers becoming room-owned Devices, one verb now has to serve two
6
+ * populations that were never in the same namespace: the gear in your
7
+ * pack and the keypads, grates and wards bolted to the room.
8
+ *
9
+ * That makes resolution a LADDER, and the order is the whole design.
10
+ * Item lookup in this game is deliberately generous -- Inventory's
11
+ * resolveKey does exact, then substring containment IN EITHER
12
+ * DIRECTION, then fuzzy word-overlap -- because a player who typed
13
+ * "napkin" for "instructions scrawled on napkin" six times in a row
14
+ * deserved to be understood. That generosity is correct for gear and
15
+ * catastrophic if it runs before device resolution:
16
+ *
17
+ * use keypad 4471 while carrying an item named "key"
18
+ * -> "keypad 4471".includes("key") -> the generous matcher hits
19
+ * -> the key gets used and the code never reaches the keypad
20
+ *
21
+ * and the player sees a successful item use, not an error, so they
22
+ * retype the code and watch nothing happen. Hence rung 2 below is TRUE
23
+ * EQUALITY and nothing else, while rung 4 deliberately uses the full
24
+ * generosity. Same question, opposite answers, one rung apart -- which
25
+ * is exactly how this gets "simplified" wrong later, so both say so.
26
+ *
27
+ * This module is PURE and holds no game state. It takes what it is
28
+ * given and returns what it decided; reach checks, spot walking and
29
+ * the actual opening all belong to the caller (commands/use.ts), which
30
+ * is also the only thing that knows about combat. It is written
31
+ * against the SHAPE of a device rather than the class so it can be
32
+ * built and tested independently of the model.
33
+ */
34
+ const norm = (s) => s.toLowerCase().trim().replace(/\s+/g, ' ');
35
+ /**
36
+ * Generic words a player reaches for when there is only one thing in
37
+ * the room it could mean. Same list and same rule as
38
+ * bypass-command.resolveTarget: it only fires when exactly one device
39
+ * is reachable, so it can never pick the wrong one of two.
40
+ */
41
+ const GENERIC_DEVICE_NOUNS = /^(lock|door|ward|barrier|seal|gate|hatch|glyph|field|sigil|way|node|terminal|panel|keypad|pad|console|screen)$/;
42
+ /**
43
+ * @param args the words after the verb, already split
44
+ * @param carried what the actor has in their pack
45
+ * @param devices the room's UNOPENED devices (already filtered by
46
+ * the caller -- an opened one is furniture)
47
+ * @param looksLikeCarried a generous "does the whole string mean
48
+ * something I'm carrying?" test. Passed in rather
49
+ * than reimplemented so it is literally the same
50
+ * matcher `use` already uses for gear.
51
+ */
52
+ export function resolveUseTarget(args, carried, devices, looksLikeCarried) {
53
+ const whole = norm(args.join(' '));
54
+ if (whole.length === 0)
55
+ return { kind: 'fall-through' };
56
+ // RUNG 2 -- EXACT carried name, and exact is meant literally. This is
57
+ // the rung that keeps `use medkit` and `use bowl of laksa` out of a
58
+ // keypad, and it must NOT use Inventory's generous lookup: that also
59
+ // matches when the TYPED STRING CONTAINS an item's name, so
60
+ // "keypad 4471" would resolve to a carried "key" and the code would
61
+ // never reach the panel.
62
+ //
63
+ // >>> THE GENEROUS MATCHER IS CORRECT ON RUNG 4, forty lines below,
64
+ // and this pair only works together. If you are here to make this
65
+ // file consistent, read that rung first: it asks the OPPOSITE
66
+ // question ("could this conceivably be an item?") and needs every bit
67
+ // of the generosity this rung must refuse. Changing both to match
68
+ // each other breaks one of them whichever way you go.
69
+ const exact = carried.find(i => norm(i.name) === whole);
70
+ if (exact)
71
+ return { kind: 'item', item: exact, exact: true };
72
+ // RUNG 3 -- device by name. Longest word-wise prefix wins, so a
73
+ // device called "north grate" beats one called "grate" for
74
+ // `use north grate 1234`, and everything after the match is the code.
75
+ const words = whole.split(' ');
76
+ for (let take = words.length; take > 0; take--) {
77
+ const head = words.slice(0, take).join(' ');
78
+ const named = devices.filter(d => norm(d.name) === head)
79
+ .concat(devices.filter(d => norm(d.name).includes(head) && norm(d.name) !== head));
80
+ if (named.length === 1) {
81
+ return { kind: 'device', device: named[0], rest: words.slice(take).join(' '), viaBareCode: false };
82
+ }
83
+ // Two devices answering the same word is a genuine ambiguity. Do
84
+ // not guess, do not fall through to code-guessing, and do not hand
85
+ // it to the item ladder either -- it would deny the devices exist.
86
+ if (named.length > 1)
87
+ return { kind: 'ambiguous', devices: named };
88
+ }
89
+ // RUNG 3b -- the generic noun, only when there is exactly one device
90
+ // to mean. Same rule bypass-command has used since the barriers.
91
+ if (devices.length === 1 && GENERIC_DEVICE_NOUNS.test(words[0])) {
92
+ return { kind: 'device', device: devices[0], rest: words.slice(1).join(' '), viaBareCode: false };
93
+ }
94
+ // RUNG 4 -- BARE CODE. `solve` is being deleted with no redirect, so
95
+ // players will type the answer straight after the verb out of muscle
96
+ // memory. With exactly one device to mean and nothing in the pack
97
+ // that the string could plausibly be, the whole string is the code.
98
+ //
99
+ // The "plausibly" test is the GENEROUS one on purpose. Without it,
100
+ // `use laksa` -- a substring alias, not an exact name -- would be
101
+ // typed into a keypad instead of being eaten.
102
+ //
103
+ // >>> THE OPPOSITE IS TRUE ON RUNG 2, forty lines above, where the
104
+ // same generosity is a bug. That rung asks "is this EXACTLY an item?"
105
+ // and this one asks "could this conceivably be an item?". Both
106
+ // questions are load-bearing and they want different matchers; a
107
+ // change that makes the two rungs agree has broken one of them.
108
+ if (devices.length === 1 && !looksLikeCarried(whole)) {
109
+ return { kind: 'device', device: devices[0], rest: whole, viaBareCode: true };
110
+ }
111
+ return { kind: 'fall-through' };
112
+ }
113
+ //# sourceMappingURL=use-target.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"use-target.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/use-target.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AAmCH,MAAM,IAAI,GAAG,CAAC,CAAS,EAAE,EAAE,CAAC,CAAC,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,CAAC,OAAO,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC;AAExE;;;;;GAKG;AACH,MAAM,oBAAoB,GACxB,gHAAgH,CAAC;AAEnH;;;;;;;;;GASG;AACH,MAAM,UAAU,gBAAgB,CAC9B,IAAc,EACd,OAAsB,EACtB,OAAwB,EACxB,gBAA4C;IAE5C,MAAM,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IACnC,IAAI,KAAK,CAAC,MAAM,KAAK,CAAC;QAAE,OAAO,EAAE,IAAI,EAAE,cAAc,EAAE,CAAC;IAExD,sEAAsE;IACtE,oEAAoE;IACpE,qEAAqE;IACrE,4DAA4D;IAC5D,oEAAoE;IACpE,yBAAyB;IACzB,EAAE;IACF,oEAAoE;IACpE,kEAAkE;IAClE,8DAA8D;IAC9D,sEAAsE;IACtE,kEAAkE;IAClE,sDAAsD;IACtD,MAAM,KAAK,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,KAAK,CAAC,CAAC;IACxD,IAAI,KAAK;QAAE,OAAO,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;IAE7D,gEAAgE;IAChE,2DAA2D;IAC3D,sEAAsE;IACtE,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;IAC/B,KAAK,IAAI,IAAI,GAAG,KAAK,CAAC,MAAM,EAAE,IAAI,GAAG,CAAC,EAAE,IAAI,EAAE,EAAE,CAAC;QAC/C,MAAM,IAAI,GAAG,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QAC5C,MAAM,KAAK,GAAG,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,IAAI,CAAC;aACrD,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,IAAI,CAAC,CAAC,CAAC;QACrF,IAAI,KAAK,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACvB,OAAO,EAAE,IAAI,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;QACrG,CAAC;QACD,iEAAiE;QACjE,mEAAmE;QACnE,mEAAmE;QACnE,IAAI,KAAK,CAAC,MAAM,GAAG,CAAC;YAAE,OAAO,EAAE,IAAI,EAAE,WAAW,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;IACrE,CAAC;IAED,qEAAqE;IACrE,iEAAiE;IACjE,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC,IAAI,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;QAChE,OAAO,EAAE,IAAI,EAAE,QAAQ,EAAE,MAAM,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;IACpG,CAAC;IAED,qEAAqE;IACrE,qEAAqE;IACrE,kEAAkE;IAClE,oEAAoE;IACpE,EAAE;IACF,mEAAmE;IACnE,kEAAkE;IAClE,8CAA8C;IAC9C,EAAE;IACF,mEAAmE;IACnE,sEAAsE;IACtE,+DAA+D;IAC/D,iEAAiE;IACjE,gEAAgE;IAChE,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,EAAE,CAAC;QACrD,OAAO,EAAE,IAAI,EAAE,QAAQ,EAAE,MAAM,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,WAAW,EAAE,IAAI,EAAE,CAAC;IAChF,CAAC;IAED,OAAO,EAAE,IAAI,EAAE,cAAc,EAAE,CAAC;AAClC,CAAC"}
@@ -0,0 +1,83 @@
1
+ /**
2
+ * THE WORLD CLOCK (backlog wave 2, item B: "Mr. Moss said 'after
3
+ * midnight', let's implement a world clock -- it should be the same
4
+ * timezone as the server").
5
+ *
6
+ * WHY REAL TIME, AND WHY EXACTLY ONE OF IT. The second clause is the
7
+ * whole design. A purely fictional clock has no timezone -- you only
8
+ * say "timezone" about real time -- and a deadline like "after
9
+ * midnight" is only a deadline if every runner at the table agrees on
10
+ * when it falls.
11
+ *
12
+ * The first cut said "the wall clock of the machine the ENGINE is on"
13
+ * and called the solo case degenerate. That was wrong, and it is worth
14
+ * keeping the error visible: in a shared run the engine host is the
15
+ * server, but in a SOLO run it is the player's own laptop. So solo read
16
+ * one zone and shared read another, which is the precise divergence
17
+ * this file was written to prevent, reintroduced by the sentence that
18
+ * claimed to prevent it. See the UTC ruling below.
19
+ *
20
+ * What holds regardless of zone: nothing outside the engine may format
21
+ * world time. A client rendering `new Date()` for itself is how a table
22
+ * ends up disagreeing about what day it is; ask here instead.
23
+ *
24
+ * WHAT THIS DELIBERATELY DOES NOT TOUCH. The game already has a clock,
25
+ * and it is not this one: the JOB CYCLE. Lifestyle upkeep, DocWagon
26
+ * ticks, procurement deliveries, rest, the edge refresh and the hunger
27
+ * and sleep needs all advance at homecoming and departure, in discrete
28
+ * steps (Game.applyDepartureNeeds, returnToHub). That is an economy,
29
+ * balanced in cycles, and re-plumbing it onto real seconds would change
30
+ * every one of those numbers. The two stay separate on purpose: the job
31
+ * cycle is how the WORLD advances, and the world clock is what the
32
+ * clock on the wall says while it does. This module is a READ surface
33
+ * and a gate for fiction ("after midnight"), not a second economy.
34
+ *
35
+ * `now` is injectable throughout so the behaviour is testable without
36
+ * waiting for actual midnight.
37
+ */
38
+ export type PartOfDay = 'small hours' | 'morning' | 'afternoon' | 'evening' | 'night';
39
+ /**
40
+ * THE WORLD KEEPS UTC. THE ENGINE HOST'S LOCAL TIME IS NEVER THE
41
+ * WORLD'S TIME (ruling 2026-08-27).
42
+ *
43
+ * This module originally read the wall clock of "the machine the engine
44
+ * is on", which is right for a shared run -- the server -- and wrong for
45
+ * a solo one, where the engine host is the PLAYER'S OWN LAPTOP. So solo
46
+ * showed the player's zone, shared showed the server's, and the two
47
+ * silently disagreed. The item that asked for this clock asked for "the
48
+ * same timezone as the server", and reading local time never delivered
49
+ * it; two players at one table in different zones read different clocks,
50
+ * which is exactly the case a world clock exists to prevent. "After
51
+ * midnight" cannot gate anything until every seat agrees when midnight
52
+ * is.
53
+ *
54
+ * UTC is that agreement, and it is the one zone no machine has to be
55
+ * configured for. Every reader below therefore uses the getUTC*
56
+ * accessors -- getHours() and friends would reintroduce the bug one
57
+ * function at a time.
58
+ */
59
+ export declare function worldNow(now?: Date): Date;
60
+ /** Named plainly rather than resolved: there is nothing to resolve, and
61
+ * a runner in Seattle should be told which clock they are reading
62
+ * rather than left to assume it is theirs. */
63
+ export declare function worldZone(_now?: Date): string;
64
+ /**
65
+ * Which stretch of the day it is, in the words the street uses. The
66
+ * boundaries are drawn for a game about night work: midnight to five is
67
+ * its own country ("the small hours") rather than a wing of night,
68
+ * because that is the window jobs keep getting set in.
69
+ */
70
+ export declare function partOfDay(now?: Date): PartOfDay;
71
+ /**
72
+ * AFTER MIDNIGHT, as a runner means it (the item's own example). Not
73
+ * "the calendar date rolled over" -- a job that says after midnight
74
+ * means the small hours, the dead stretch before the city wakes. 00:00
75
+ * to 04:59 is inside it; 23:59 and 05:00 are not.
76
+ */
77
+ export declare function isAfterMidnight(now?: Date): boolean;
78
+ /** 24-hour, zero-padded -- the way a runner's display would show it. */
79
+ export declare function clockTime(now?: Date): string;
80
+ /** Weekday and date, for the times the day itself matters. */
81
+ export declare function clockDate(now?: Date): string;
82
+ /** The full read, as the `time` command and the HUD both want it. */
83
+ export declare function worldTimeLabel(now?: Date): string;
@@ -0,0 +1,106 @@
1
+ /**
2
+ * THE WORLD CLOCK (backlog wave 2, item B: "Mr. Moss said 'after
3
+ * midnight', let's implement a world clock -- it should be the same
4
+ * timezone as the server").
5
+ *
6
+ * WHY REAL TIME, AND WHY EXACTLY ONE OF IT. The second clause is the
7
+ * whole design. A purely fictional clock has no timezone -- you only
8
+ * say "timezone" about real time -- and a deadline like "after
9
+ * midnight" is only a deadline if every runner at the table agrees on
10
+ * when it falls.
11
+ *
12
+ * The first cut said "the wall clock of the machine the ENGINE is on"
13
+ * and called the solo case degenerate. That was wrong, and it is worth
14
+ * keeping the error visible: in a shared run the engine host is the
15
+ * server, but in a SOLO run it is the player's own laptop. So solo read
16
+ * one zone and shared read another, which is the precise divergence
17
+ * this file was written to prevent, reintroduced by the sentence that
18
+ * claimed to prevent it. See the UTC ruling below.
19
+ *
20
+ * What holds regardless of zone: nothing outside the engine may format
21
+ * world time. A client rendering `new Date()` for itself is how a table
22
+ * ends up disagreeing about what day it is; ask here instead.
23
+ *
24
+ * WHAT THIS DELIBERATELY DOES NOT TOUCH. The game already has a clock,
25
+ * and it is not this one: the JOB CYCLE. Lifestyle upkeep, DocWagon
26
+ * ticks, procurement deliveries, rest, the edge refresh and the hunger
27
+ * and sleep needs all advance at homecoming and departure, in discrete
28
+ * steps (Game.applyDepartureNeeds, returnToHub). That is an economy,
29
+ * balanced in cycles, and re-plumbing it onto real seconds would change
30
+ * every one of those numbers. The two stay separate on purpose: the job
31
+ * cycle is how the WORLD advances, and the world clock is what the
32
+ * clock on the wall says while it does. This module is a READ surface
33
+ * and a gate for fiction ("after midnight"), not a second economy.
34
+ *
35
+ * `now` is injectable throughout so the behaviour is testable without
36
+ * waiting for actual midnight.
37
+ */
38
+ /**
39
+ * THE WORLD KEEPS UTC. THE ENGINE HOST'S LOCAL TIME IS NEVER THE
40
+ * WORLD'S TIME (ruling 2026-08-27).
41
+ *
42
+ * This module originally read the wall clock of "the machine the engine
43
+ * is on", which is right for a shared run -- the server -- and wrong for
44
+ * a solo one, where the engine host is the PLAYER'S OWN LAPTOP. So solo
45
+ * showed the player's zone, shared showed the server's, and the two
46
+ * silently disagreed. The item that asked for this clock asked for "the
47
+ * same timezone as the server", and reading local time never delivered
48
+ * it; two players at one table in different zones read different clocks,
49
+ * which is exactly the case a world clock exists to prevent. "After
50
+ * midnight" cannot gate anything until every seat agrees when midnight
51
+ * is.
52
+ *
53
+ * UTC is that agreement, and it is the one zone no machine has to be
54
+ * configured for. Every reader below therefore uses the getUTC*
55
+ * accessors -- getHours() and friends would reintroduce the bug one
56
+ * function at a time.
57
+ */
58
+ export function worldNow(now = new Date()) {
59
+ return now;
60
+ }
61
+ /** Named plainly rather than resolved: there is nothing to resolve, and
62
+ * a runner in Seattle should be told which clock they are reading
63
+ * rather than left to assume it is theirs. */
64
+ export function worldZone(_now = new Date()) {
65
+ return 'UTC';
66
+ }
67
+ /**
68
+ * Which stretch of the day it is, in the words the street uses. The
69
+ * boundaries are drawn for a game about night work: midnight to five is
70
+ * its own country ("the small hours") rather than a wing of night,
71
+ * because that is the window jobs keep getting set in.
72
+ */
73
+ export function partOfDay(now = new Date()) {
74
+ const h = now.getUTCHours();
75
+ if (h < 5)
76
+ return 'small hours';
77
+ if (h < 12)
78
+ return 'morning';
79
+ if (h < 17)
80
+ return 'afternoon';
81
+ if (h < 21)
82
+ return 'evening';
83
+ return 'night';
84
+ }
85
+ /**
86
+ * AFTER MIDNIGHT, as a runner means it (the item's own example). Not
87
+ * "the calendar date rolled over" -- a job that says after midnight
88
+ * means the small hours, the dead stretch before the city wakes. 00:00
89
+ * to 04:59 is inside it; 23:59 and 05:00 are not.
90
+ */
91
+ export function isAfterMidnight(now = new Date()) {
92
+ return now.getUTCHours() < 5;
93
+ }
94
+ /** 24-hour, zero-padded -- the way a runner's display would show it. */
95
+ export function clockTime(now = new Date()) {
96
+ return `${String(now.getUTCHours()).padStart(2, '0')}:${String(now.getUTCMinutes()).padStart(2, '0')}`;
97
+ }
98
+ /** Weekday and date, for the times the day itself matters. */
99
+ export function clockDate(now = new Date()) {
100
+ return now.toLocaleDateString('en-US', { weekday: 'long', month: 'short', day: 'numeric', timeZone: 'UTC' });
101
+ }
102
+ /** The full read, as the `time` command and the HUD both want it. */
103
+ export function worldTimeLabel(now = new Date()) {
104
+ return `${clockTime(now)} -- ${partOfDay(now)}`;
105
+ }
106
+ //# sourceMappingURL=world-clock.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"world-clock.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/utilities/world-clock.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AAIH;;;;;;;;;;;;;;;;;;;GAmBG;AACH,MAAM,UAAU,QAAQ,CAAC,MAAY,IAAI,IAAI,EAAE;IAC7C,OAAO,GAAG,CAAC;AACb,CAAC;AAED;;+CAE+C;AAC/C,MAAM,UAAU,SAAS,CAAC,OAAa,IAAI,IAAI,EAAE;IAC/C,OAAO,KAAK,CAAC;AACf,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,SAAS,CAAC,MAAY,IAAI,IAAI,EAAE;IAC9C,MAAM,CAAC,GAAG,GAAG,CAAC,WAAW,EAAE,CAAC;IAC5B,IAAI,CAAC,GAAG,CAAC;QAAE,OAAO,aAAa,CAAC;IAChC,IAAI,CAAC,GAAG,EAAE;QAAE,OAAO,SAAS,CAAC;IAC7B,IAAI,CAAC,GAAG,EAAE;QAAE,OAAO,WAAW,CAAC;IAC/B,IAAI,CAAC,GAAG,EAAE;QAAE,OAAO,SAAS,CAAC;IAC7B,OAAO,OAAO,CAAC;AACjB,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,eAAe,CAAC,MAAY,IAAI,IAAI,EAAE;IACpD,OAAO,GAAG,CAAC,WAAW,EAAE,GAAG,CAAC,CAAC;AAC/B,CAAC;AAED,wEAAwE;AACxE,MAAM,UAAU,SAAS,CAAC,MAAY,IAAI,IAAI,EAAE;IAC9C,OAAO,GAAG,MAAM,CAAC,GAAG,CAAC,WAAW,EAAE,CAAC,CAAC,QAAQ,CAAC,CAAC,EAAE,GAAG,CAAC,IAAI,MAAM,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC,CAAC,QAAQ,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC;AACzG,CAAC;AAED,8DAA8D;AAC9D,MAAM,UAAU,SAAS,CAAC,MAAY,IAAI,IAAI,EAAE;IAC9C,OAAO,GAAG,CAAC,kBAAkB,CAAC,OAAO,EAAE,EAAE,OAAO,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,EAAE,GAAG,EAAE,SAAS,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,CAAC;AAC/G,CAAC;AAED,qEAAqE;AACrE,MAAM,UAAU,cAAc,CAAC,MAAY,IAAI,IAAI,EAAE;IACnD,OAAO,GAAG,SAAS,CAAC,GAAG,CAAC,OAAO,SAAS,CAAC,GAAG,CAAC,EAAE,CAAC;AAClD,CAAC"}
@@ -19,7 +19,13 @@ Command.create({
19
19
  { name: 'player', description: 'Which runner to play (skips the character menu).' },
20
20
  { name: 'telemetry', boolFlag: true, description: 'Re-ask the play-session recording question for this account.' },
21
21
  { name: 'backlog', boolFlag: true, description: 'Print the play-tester backlog from maka-cli.com and exit.' },
22
- { name: 'filter', values: ['open', 'in-progress', 'complete', 'wont-fix'], description: 'With --backlog: show only items in this status.' },
22
+ // SECOND COPY of the status vocabulary, and it had already drifted:
23
+ // `in-review` existed on the server while this list refused it as a
24
+ // typo. It cannot import BACKLOG_STATUSES -- that would chain the
25
+ // whole game graph into every `maka` invocation, which is why this
26
+ // file loads ./sideQuest lazily -- so the duplication stays, and
27
+ // stays annotated. Keep in step with utilities/backlog.ts.
28
+ { name: 'filter', values: ['open', 'in-progress', 'in-review', 'complete', 'wont-fix'], description: 'With --backlog: show only items in this status.' },
23
29
  ]
24
30
  }, async function (args, opts) {
25
31
  // BACKLOG DUMP, and nothing else. Deliberately the first thing in the
@@ -150,6 +156,21 @@ Command.create({
150
156
  // -- what runners bind to, what the menu enforces against, what
151
157
  // cloud pulls stamp. Undefined = logged out.
152
158
  const myAccountId = (await import('./sideQuest/utilities/cloud-saves.js')).accountUserId();
159
+ // WHO GETS OFFERED THE SMOKE-TEST SCENE (playtest 2026-08-27:
160
+ // "let's remove Seattle Underground for non playtesters"). Fired
161
+ // HERE, as early as the login is known, and awaited much later at
162
+ // the menu -- by which time one HTTPS round trip has had the whole
163
+ // save-reconciliation pass to finish in, so the player waits for
164
+ // nothing.
165
+ //
166
+ // It has to happen in THIS process. The standing cache lives in
167
+ // module scope, and the game runs in a spawned child, so the
168
+ // child's probe cannot answer a question the parent asks before the
169
+ // spawn. Without this the menu would read "not a play-tester" for
170
+ // everybody, including play-testers -- hiding the scene from the
171
+ // only people who are supposed to see it.
172
+ const playtesterProbe = (await import('./sideQuest/utilities/playtester.js'))
173
+ .probePlaytesterStanding({ anonymous: !authToken() });
153
174
  if (authToken()) {
154
175
  const fsMod = await import('fs');
155
176
  // Tombstones first: a runner who died offline still owes the
@@ -468,12 +489,32 @@ Command.create({
468
489
  const GENERATE_NEW_RUN = 'GENERATE_NEW_RUN';
469
490
  // The hub (Tacoma Purple Haze) leads the list -- it's the intended
470
491
  // starting ground: live there, call the fixer for runs, come home
471
- // between them. Seattle Underground stays as the compact smoke-test
472
- // scene (and the generation-failure fallback below).
492
+ // between them, and it is the only run a regular player is offered
493
+ // by name. Seattle Underground is the compact smoke-test scene: it
494
+ // joins the list only for play-testers (below), and remains the
495
+ // generation-failure fallback for everyone.
473
496
  const choices = [
474
497
  { name: shadowrunConfig2.name, value: shadowrunConfig2 },
475
- { name: shadowrunConfig1.name, value: shadowrunConfig1 },
476
498
  ];
499
+ // SEATTLE UNDERGROUND IS A SMOKE TEST, not content, and it sat in
500
+ // this menu next to Tacoma Purple Haze as though it were a job you
501
+ // might choose. Play-testers keep it; nobody else is offered it.
502
+ //
503
+ // The probe was started at login-check time; give it a moment to
504
+ // land but never let it hold up a launch. Unknown means HIDDEN --
505
+ // the same default the help index uses, and the safe one here: a
506
+ // regular player seeing a test scene is the bug being fixed, while
507
+ // a play-tester who is offline loses a menu row and still has the
508
+ // generation fallback below.
509
+ //
510
+ // NOT REMOVED, only unlisted. scene1 is still the landing ground
511
+ // when AI generation fails three times over, and that path must
512
+ // keep working for everyone -- see the notice further down.
513
+ const { isPlaytester } = await import('./sideQuest/utilities/playtester.js');
514
+ await Promise.race([playtesterProbe, new Promise(r => setTimeout(r, 2000))]);
515
+ if (isPlaytester()) {
516
+ choices.push({ name: `${shadowrunConfig1.name} (smoke test)`, value: shadowrunConfig1 });
517
+ }
477
518
  // canGenerate: the interactions-tier relay keeps NPCs talking but
478
519
  // doesn't fund standalone generated runs (ruling 2026-08-24).
479
520
  if (gameOptions.useAi && AI.canGenerate()) {
@@ -518,7 +559,15 @@ Command.create({
518
559
  // as soon as the child process starts, so a spinner message printed
519
560
  // here would be swallowed before the player ever sees it -- carry
520
561
  // it into the game itself instead.
521
- const notice = 'Could not generate a new AI run this time (after 3 attempts) -- starting "Seattle Underground" instead.';
562
+ // NAMES ITSELF AS A FALLBACK, because for most players it now
563
+ // is one. Seattle Underground is no longer in the menu unless
564
+ // you are a play-tester, so the old wording -- "starting
565
+ // Seattle Underground instead" -- would drop a regular player
566
+ // into a place they had never been offered and name it as
567
+ // though they should recognise it. Being put somewhere you did
568
+ // not choose is fine for a fallback; being put there without
569
+ // being told that is what happened is not.
570
+ const notice = 'Could not generate a new AI run this time (after 3 attempts) -- dropping you into "Seattle Underground", a short prebuilt scene, so the evening is not a write-off.';
522
571
  spinner.failure(notice);
523
572
  sideQuestAnswer = shadowrunConfig1;
524
573
  gameOptions.generationNotice = notice;
@@ -1 +1 @@
1
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@@ -97,7 +97,7 @@ void (async () => {
97
97
  // switch processes. No-op under an npm install and inside the child.
98
98
  const { isPackaged } = await import('./tools/sdk-loader/sdk-loader.class.js');
99
99
  const { needsRealNode, reexecOnRealNode } = await import('./tools/sdk-loader/relocate.js');
100
- if (isPackaged() && needsRealNode(args[0])) {
100
+ if (isPackaged() && needsRealNode(args[0], argv)) {
101
101
  await reexecOnRealNode(process.argv.slice(2));
102
102
  return;
103
103
  }
@@ -1 +1 @@
1
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